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-rw-r--r--modules/assimp/SCsub108
-rw-r--r--modules/assimp/editor_scene_importer_assimp.cpp1485
-rwxr-xr-xmodules/assimp/godot_update_assimp.sh262
-rw-r--r--modules/assimp/import_utils.h463
-rw-r--r--modules/fbx/README.md196
-rw-r--r--modules/fbx/SCsub15
-rw-r--r--modules/fbx/config.py16
-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.h (renamed from modules/assimp/import_state.h)148
-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
-rw-r--r--modules/fbx/doc_classes/EditorSceneImporterFBX.xml36
-rw-r--r--modules/fbx/editor_scene_importer_fbx.cpp1424
-rw-r--r--modules/fbx/editor_scene_importer_fbx.h (renamed from modules/assimp/editor_scene_importer_assimp.h)148
-rw-r--r--modules/fbx/fbx_parser/ByteSwapper.h282
-rw-r--r--modules/fbx/fbx_parser/CREDITS183
-rw-r--r--modules/fbx/fbx_parser/FBXAnimation.cpp290
-rw-r--r--modules/fbx/fbx_parser/FBXBinaryTokenizer.cpp467
-rw-r--r--modules/fbx/fbx_parser/FBXCommon.h110
-rw-r--r--modules/fbx/fbx_parser/FBXDeformer.cpp279
-rw-r--r--modules/fbx/fbx_parser/FBXDocument.cpp713
-rw-r--r--modules/fbx/fbx_parser/FBXDocument.h1319
-rw-r--r--modules/fbx/fbx_parser/FBXDocumentUtil.cpp172
-rw-r--r--modules/fbx/fbx_parser/FBXDocumentUtil.h141
-rw-r--r--modules/fbx/fbx_parser/FBXImportSettings.h173
-rw-r--r--modules/fbx/fbx_parser/FBXMaterial.cpp407
-rw-r--r--modules/fbx/fbx_parser/FBXMeshGeometry.cpp485
-rw-r--r--modules/fbx/fbx_parser/FBXMeshGeometry.h263
-rw-r--r--modules/fbx/fbx_parser/FBXModel.cpp176
-rw-r--r--modules/fbx/fbx_parser/FBXNodeAttribute.cpp183
-rw-r--r--modules/fbx/fbx_parser/FBXParseTools.h111
-rw-r--r--modules/fbx/fbx_parser/FBXParser.cpp1295
-rw-r--r--modules/fbx/fbx_parser/FBXParser.h263
-rw-r--r--modules/fbx/fbx_parser/FBXPose.cpp104
-rw-r--r--modules/fbx/fbx_parser/FBXProperties.cpp237
-rw-r--r--modules/fbx/fbx_parser/FBXProperties.h221
-rw-r--r--modules/fbx/fbx_parser/FBXTokenizer.cpp251
-rw-r--r--modules/fbx/fbx_parser/FBXTokenizer.h203
-rw-r--r--modules/fbx/fbx_parser/FBXUtil.cpp220
-rw-r--r--modules/fbx/fbx_parser/FBXUtil.h122
-rw-r--r--modules/fbx/fbx_parser/LICENSE39
-rw-r--r--modules/fbx/register_types.cpp (renamed from modules/assimp/register_types.cpp)14
-rw-r--r--modules/fbx/register_types.h (renamed from modules/assimp/register_types.h)10
-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
-rw-r--r--modules/gltf/SCsub10
-rw-r--r--modules/gltf/config.py (renamed from modules/assimp/config.py)2
-rw-r--r--modules/gltf/editor_scene_exporter_gltf_plugin.cpp90
-rw-r--r--modules/gltf/editor_scene_exporter_gltf_plugin.h52
-rw-r--r--modules/gltf/editor_scene_importer_gltf.cpp180
-rw-r--r--modules/gltf/editor_scene_importer_gltf.h96
-rw-r--r--modules/gltf/gltf_accessor.cpp189
-rw-r--r--modules/gltf/gltf_accessor.h104
-rw-r--r--modules/gltf/gltf_animation.cpp53
-rw-r--r--modules/gltf/gltf_animation.h74
-rw-r--r--modules/gltf/gltf_buffer_view.cpp90
-rw-r--r--modules/gltf/gltf_buffer_view.h68
-rw-r--r--modules/gltf/gltf_camera.cpp47
-rw-r--r--modules/gltf/gltf_camera.h58
-rw-r--r--modules/gltf/gltf_document.cpp6398
-rw-r--r--modules/gltf/gltf_document.h427
-rw-r--r--modules/gltf/gltf_light.cpp101
-rw-r--r--modules/gltf/gltf_light.h72
-rw-r--r--modules/gltf/gltf_mesh.cpp58
-rw-r--r--modules/gltf/gltf_mesh.h55
-rw-r--r--modules/gltf/gltf_node.cpp189
-rw-r--r--modules/gltf/gltf_node.h105
-rw-r--r--modules/gltf/gltf_skeleton.cpp95
-rw-r--r--modules/gltf/gltf_skeleton.h101
-rw-r--r--modules/gltf/gltf_skin.cpp155
-rw-r--r--modules/gltf/gltf_skin.h109
-rw-r--r--modules/gltf/gltf_spec_gloss.cpp90
-rw-r--r--modules/gltf/gltf_spec_gloss.h67
-rw-r--r--modules/gltf/gltf_state.cpp296
-rw-r--r--modules/gltf/gltf_state.h180
-rw-r--r--modules/gltf/gltf_texture.cpp46
-rw-r--r--modules/gltf/gltf_texture.h51
-rw-r--r--modules/gltf/register_types.cpp88
-rw-r--r--modules/gltf/register_types.h32
-rw-r--r--modules/text_server_adv/dynamic_font_adv.cpp4
-rw-r--r--modules/text_server_fb/dynamic_font_fb.cpp4
93 files changed, 24347 insertions, 2501 deletions
diff --git a/modules/assimp/SCsub b/modules/assimp/SCsub
deleted file mode 100644
index 7213efb74d..0000000000
--- a/modules/assimp/SCsub
+++ /dev/null
@@ -1,108 +0,0 @@
-#!/usr/bin/env python
-
-Import("env")
-Import("env_modules")
-
-env_assimp = env_modules.Clone()
-
-# Thirdparty source files
-
-thirdparty_obj = []
-
-# Force bundled version for now, there's no released version of Assimp with
-# support for ArmaturePopulate which we use from their master branch.
-
-if True: # env['builtin_assimp']:
- thirdparty_dir = "#thirdparty/assimp"
-
- env_assimp.Prepend(CPPPATH=["#thirdparty/assimp"])
- env_assimp.Prepend(CPPPATH=["#thirdparty/assimp/code"])
- env_assimp.Prepend(CPPPATH=["#thirdparty/assimp/include"])
-
- # env_assimp.Append(CPPDEFINES=['ASSIMP_DOUBLE_PRECISION']) # TODO default to what godot is compiled with for future double support
- env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_SINGLETHREADED"])
- env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_BOOST_WORKAROUND"])
- env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_OWN_ZLIB"])
- env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_EXPORT"])
-
- # Importers we don't need
- env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_3D_IMPORTER"])
- env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_3DS_IMPORTER"])
- env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_3MF_IMPORTER"])
- env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_AC_IMPORTER"])
- env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_AMF_IMPORTER"])
- env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_ASE_IMPORTER"])
- env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_ASSBIN_IMPORTER"])
- env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_B3D_IMPORTER"])
- env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_BLEND_IMPORTER"])
- env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_BVH_IMPORTER"])
- env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_C4D_IMPORTER"])
- env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_COB_IMPORTER"])
- env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_COLLADA_IMPORTER"])
- env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_CSM_IMPORTER"])
- env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_DXF_IMPORTER"])
- env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_GLTF2_IMPORTER"])
- env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_GLTF_IMPORTER"])
- env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_HMP_IMPORTER"])
- env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_IFC_IMPORTER"])
- env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_IRR_IMPORTER"])
- env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_IRRMESH_IMPORTER"])
- env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_LWO_IMPORTER"])
- env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_LWS_IMPORTER"])
- env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_M3D_IMPORTER"])
- env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_MD2_IMPORTER"])
- env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_MD3_IMPORTER"])
- env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_MD5_IMPORTER"])
- env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_MD5_IMPORTER"])
- env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_MDC_IMPORTER"])
- env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_MDL_IMPORTER"])
- env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_MMD_IMPORTER"])
- env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_MS3D_IMPORTER"])
- env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_NDO_IMPORTER"])
- env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_NFF_IMPORTER"])
- env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_OBJ_IMPORTER"])
- env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_OFF_IMPORTER"])
- env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_OGRE_IMPORTER"])
- env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_OPENGEX_IMPORTER"])
- env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_PLY_IMPORTER"])
- env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_Q3BSP_IMPORTER"])
- env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_Q3D_IMPORTER"])
- env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_RAW_IMPORTER"])
- env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_SIB_IMPORTER"])
- env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_SMD_IMPORTER"])
- env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_STEP_IMPORTER"])
- env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_STL_IMPORTER"])
- env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_TERRAGEN_IMPORTER"])
- env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_X3D_IMPORTER"])
- env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_XGL_IMPORTER"])
- env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_X_IMPORTER"])
-
- if env["platform"] == "windows":
- env_assimp.Append(CPPDEFINES=["PLATFORM_WINDOWS"])
- env_assimp.Append(CPPDEFINES=[("PLATFORM", "WINDOWS")])
- elif env["platform"] == "linuxbsd":
- env_assimp.Append(CPPDEFINES=["PLATFORM_LINUX"])
- env_assimp.Append(CPPDEFINES=[("PLATFORM", "LINUX")])
- elif env["platform"] == "osx":
- env_assimp.Append(CPPDEFINES=["PLATFORM_DARWIN"])
- env_assimp.Append(CPPDEFINES=[("PLATFORM", "DARWIN")])
-
- env_thirdparty = env_assimp.Clone()
- env_thirdparty.disable_warnings()
- env_thirdparty.add_source_files(thirdparty_obj, Glob("#thirdparty/assimp/code/CApi/*.cpp"))
- env_thirdparty.add_source_files(thirdparty_obj, Glob("#thirdparty/assimp/code/Common/*.cpp"))
- env_thirdparty.add_source_files(thirdparty_obj, Glob("#thirdparty/assimp/code/PostProcessing/*.cpp"))
- env_thirdparty.add_source_files(thirdparty_obj, Glob("#thirdparty/assimp/code/Material/*.cpp"))
- env_thirdparty.add_source_files(thirdparty_obj, Glob("#thirdparty/assimp/code/FBX/*.cpp"))
- env.modules_sources += thirdparty_obj
-
-
-# Godot source files
-
-module_obj = []
-
-env_assimp.add_source_files(module_obj, "*.cpp")
-env.modules_sources += module_obj
-
-# Needed to force rebuilding the module files when the thirdparty library is updated.
-env.Depends(module_obj, thirdparty_obj)
diff --git a/modules/assimp/editor_scene_importer_assimp.cpp b/modules/assimp/editor_scene_importer_assimp.cpp
deleted file mode 100644
index 796ee27a7d..0000000000
--- a/modules/assimp/editor_scene_importer_assimp.cpp
+++ /dev/null
@@ -1,1485 +0,0 @@
-/*************************************************************************/
-/* editor_scene_importer_assimp.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 "editor_scene_importer_assimp.h"
-#include "core/io/image_loader.h"
-#include "editor/import/resource_importer_scene.h"
-#include "import_utils.h"
-#include "scene/3d/camera_3d.h"
-#include "scene/3d/light_3d.h"
-#include "scene/3d/mesh_instance_3d.h"
-#include "scene/main/node.h"
-#include "scene/resources/material.h"
-#include "scene/resources/surface_tool.h"
-
-#include <assimp/matrix4x4.h>
-#include <assimp/postprocess.h>
-#include <assimp/scene.h>
-#include <assimp/Importer.hpp>
-#include <assimp/LogStream.hpp>
-
-// move into assimp
-aiBone *get_bone_by_name(const aiScene *scene, aiString bone_name) {
- for (unsigned int mesh_id = 0; mesh_id < scene->mNumMeshes; ++mesh_id) {
- aiMesh *mesh = scene->mMeshes[mesh_id];
-
- // iterate over all the bones on the mesh for this node only!
- for (unsigned int boneIndex = 0; boneIndex < mesh->mNumBones; boneIndex++) {
- aiBone *bone = mesh->mBones[boneIndex];
- if (bone->mName == bone_name) {
- printf("matched bone by name: %s\n", bone->mName.C_Str());
- return bone;
- }
- }
- }
-
- return nullptr;
-}
-
-void EditorSceneImporterAssimp::get_extensions(List<String> *r_extensions) const {
- const String import_setting_string = "filesystem/import/open_asset_import/";
-
- Map<String, ImportFormat> import_format;
- {
- Vector<String> exts;
- exts.push_back("fbx");
- ImportFormat import = { exts, true };
- import_format.insert("fbx", import);
- }
- for (Map<String, ImportFormat>::Element *E = import_format.front(); E; E = E->next()) {
- _register_project_setting_import(E->key(), import_setting_string, E->get().extensions, r_extensions,
- E->get().is_default);
- }
-}
-
-void EditorSceneImporterAssimp::_register_project_setting_import(const String generic, const String import_setting_string,
- const Vector<String> &exts, List<String> *r_extensions,
- const bool p_enabled) const {
- const String use_generic = "use_" + generic;
- _GLOBAL_DEF(import_setting_string + use_generic, p_enabled, true);
- if (ProjectSettings::get_singleton()->get(import_setting_string + use_generic)) {
- for (int32_t i = 0; i < exts.size(); i++) {
- r_extensions->push_back(exts[i]);
- }
- }
-}
-
-uint32_t EditorSceneImporterAssimp::get_import_flags() const {
- return IMPORT_SCENE;
-}
-
-void EditorSceneImporterAssimp::_bind_methods() {
-}
-
-Node *EditorSceneImporterAssimp::import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps,
- List<String> *r_missing_deps, Error *r_err) {
- Assimp::Importer importer;
- importer.SetPropertyBool(AI_CONFIG_PP_FD_REMOVE, true);
- // Cannot remove pivot points because the static mesh will be in the wrong place
- importer.SetPropertyBool(AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS, false);
- int32_t max_bone_weights = 4;
- //if (p_flags & IMPORT_ANIMATION_EIGHT_WEIGHTS) {
- // const int eight_bones = 8;
- // importer.SetPropertyBool(AI_CONFIG_PP_LBW_MAX_WEIGHTS, eight_bones);
- // max_bone_weights = eight_bones;
- //}
-
- importer.SetPropertyInteger(AI_CONFIG_PP_SBP_REMOVE, aiPrimitiveType_LINE | aiPrimitiveType_POINT);
-
- //importer.SetPropertyFloat(AI_CONFIG_PP_DB_THRESHOLD, 1.0f);
- int32_t post_process_Steps = aiProcess_CalcTangentSpace |
- aiProcess_GlobalScale |
- // imports models and listens to their file scale for CM to M conversions
- //aiProcess_FlipUVs |
- aiProcess_FlipWindingOrder |
- // very important for culling so that it is done in the correct order.
- //aiProcess_DropNormals |
- //aiProcess_GenSmoothNormals |
- //aiProcess_JoinIdenticalVertices |
- aiProcess_ImproveCacheLocality |
- //aiProcess_RemoveRedundantMaterials | // Causes a crash
- //aiProcess_SplitLargeMeshes |
- aiProcess_Triangulate |
- aiProcess_GenUVCoords |
- //aiProcess_FindDegenerates |
- //aiProcess_SortByPType |
- // aiProcess_FindInvalidData |
- aiProcess_TransformUVCoords |
- aiProcess_FindInstances |
- //aiProcess_FixInfacingNormals |
- //aiProcess_ValidateDataStructure |
- aiProcess_OptimizeMeshes |
- aiProcess_PopulateArmatureData |
- //aiProcess_OptimizeGraph |
- //aiProcess_Debone |
- // aiProcess_EmbedTextures |
- //aiProcess_SplitByBoneCount |
- 0;
- String g_path = ProjectSettings::get_singleton()->globalize_path(p_path);
- aiScene *scene = (aiScene *)importer.ReadFile(g_path.utf8().ptr(), post_process_Steps);
-
- ERR_FAIL_COND_V_MSG(scene == nullptr, nullptr, String("Open Asset Import failed to open: ") + String(importer.GetErrorString()));
-
- return _generate_scene(p_path, scene, p_flags, p_bake_fps, max_bone_weights);
-}
-
-template <class T>
-struct EditorSceneImporterAssetImportInterpolate {
- T lerp(const T &a, const T &b, float c) const {
- return a + (b - a) * c;
- }
-
- T catmull_rom(const T &p0, const T &p1, const T &p2, const T &p3, float t) {
- float t2 = t * t;
- float t3 = t2 * t;
-
- return 0.5f * ((2.0f * p1) + (-p0 + p2) * t + (2.0f * p0 - 5.0f * p1 + 4.0f * p2 - p3) * t2 + (-p0 + 3.0f * p1 - 3.0f * p2 + p3) * t3);
- }
-
- T bezier(T start, T control_1, T control_2, T end, float t) {
- /* Formula from Wikipedia article on Bezier curves. */
- real_t omt = (1.0 - t);
- real_t omt2 = omt * omt;
- real_t omt3 = omt2 * omt;
- real_t t2 = t * t;
- real_t t3 = t2 * t;
-
- return start * omt3 + control_1 * omt2 * t * 3.0 + control_2 * omt * t2 * 3.0 + end * t3;
- }
-};
-
-//thank you for existing, partial specialization
-template <>
-struct EditorSceneImporterAssetImportInterpolate<Quat> {
- Quat lerp(const Quat &a, const Quat &b, float c) const {
- ERR_FAIL_COND_V_MSG(!a.is_normalized(), Quat(), "The quaternion \"a\" must be normalized.");
- ERR_FAIL_COND_V_MSG(!b.is_normalized(), Quat(), "The quaternion \"b\" must be normalized.");
-
- return a.slerp(b, c).normalized();
- }
-
- Quat catmull_rom(const Quat &p0, const Quat &p1, const Quat &p2, const Quat &p3, float c) {
- ERR_FAIL_COND_V_MSG(!p1.is_normalized(), Quat(), "The quaternion \"p1\" must be normalized.");
- ERR_FAIL_COND_V_MSG(!p2.is_normalized(), Quat(), "The quaternion \"p2\" must be normalized.");
-
- return p1.slerp(p2, c).normalized();
- }
-
- Quat bezier(Quat start, Quat control_1, Quat control_2, Quat end, float t) {
- ERR_FAIL_COND_V_MSG(!start.is_normalized(), Quat(), "The start quaternion must be normalized.");
- ERR_FAIL_COND_V_MSG(!end.is_normalized(), Quat(), "The end quaternion must be normalized.");
-
- return start.slerp(end, t).normalized();
- }
-};
-
-template <class T>
-T EditorSceneImporterAssimp::_interpolate_track(const Vector<float> &p_times, const Vector<T> &p_values, float p_time,
- AssetImportAnimation::Interpolation p_interp) {
- //could use binary search, worth it?
- int idx = -1;
- for (int i = 0; i < p_times.size(); i++) {
- if (p_times[i] > p_time) {
- break;
- }
- idx++;
- }
-
- EditorSceneImporterAssetImportInterpolate<T> interp;
-
- switch (p_interp) {
- case AssetImportAnimation::INTERP_LINEAR: {
- if (idx == -1) {
- return p_values[0];
- } else if (idx >= p_times.size() - 1) {
- return p_values[p_times.size() - 1];
- }
-
- float c = (p_time - p_times[idx]) / (p_times[idx + 1] - p_times[idx]);
-
- return interp.lerp(p_values[idx], p_values[idx + 1], c);
-
- } break;
- case AssetImportAnimation::INTERP_STEP: {
- if (idx == -1) {
- return p_values[0];
- } else if (idx >= p_times.size() - 1) {
- return p_values[p_times.size() - 1];
- }
-
- return p_values[idx];
-
- } break;
- case AssetImportAnimation::INTERP_CATMULLROMSPLINE: {
- if (idx == -1) {
- return p_values[1];
- } else if (idx >= p_times.size() - 1) {
- return p_values[1 + p_times.size() - 1];
- }
-
- float c = (p_time - p_times[idx]) / (p_times[idx + 1] - p_times[idx]);
-
- return interp.catmull_rom(p_values[idx - 1], p_values[idx], p_values[idx + 1], p_values[idx + 3], c);
-
- } break;
- case AssetImportAnimation::INTERP_CUBIC_SPLINE: {
- if (idx == -1) {
- return p_values[1];
- } else if (idx >= p_times.size() - 1) {
- return p_values[(p_times.size() - 1) * 3 + 1];
- }
-
- float c = (p_time - p_times[idx]) / (p_times[idx + 1] - p_times[idx]);
-
- T from = p_values[idx * 3 + 1];
- T c1 = from + p_values[idx * 3 + 2];
- T to = p_values[idx * 3 + 4];
- T c2 = to + p_values[idx * 3 + 3];
-
- return interp.bezier(from, c1, c2, to, c);
-
- } break;
- }
-
- ERR_FAIL_V(p_values[0]);
-}
-
-aiBone *EditorSceneImporterAssimp::get_bone_from_stack(ImportState &state, aiString name) {
- List<aiBone *>::Element *iter;
- aiBone *bone = nullptr;
- for (iter = state.bone_stack.front(); iter; iter = iter->next()) {
- bone = (aiBone *)iter->get();
-
- if (bone && bone->mName == name) {
- state.bone_stack.erase(bone);
- return bone;
- }
- }
-
- return nullptr;
-}
-
-Node3D *
-EditorSceneImporterAssimp::_generate_scene(const String &p_path, aiScene *scene, const uint32_t p_flags, int p_bake_fps,
- const int32_t p_max_bone_weights) {
- ERR_FAIL_COND_V(scene == nullptr, nullptr);
-
- ImportState state;
- state.path = p_path;
- state.assimp_scene = scene;
- state.max_bone_weights = p_max_bone_weights;
- state.animation_player = nullptr;
- state.import_flags = p_flags;
-
- // populate light map
- for (unsigned int l = 0; l < scene->mNumLights; l++) {
- aiLight *ai_light = scene->mLights[l];
- ERR_CONTINUE(ai_light == nullptr);
- state.light_cache[AssimpUtils::get_assimp_string(ai_light->mName)] = l;
- }
-
- // fill camera cache
- for (unsigned int c = 0; c < scene->mNumCameras; c++) {
- aiCamera *ai_camera = scene->mCameras[c];
- ERR_CONTINUE(ai_camera == nullptr);
- state.camera_cache[AssimpUtils::get_assimp_string(ai_camera->mName)] = c;
- }
-
- if (scene->mRootNode) {
- state.nodes.push_back(scene->mRootNode);
-
- // make flat node tree - in order to make processing deterministic
- for (unsigned int i = 0; i < scene->mRootNode->mNumChildren; i++) {
- _generate_node(state, scene->mRootNode->mChildren[i]);
- }
-
- RegenerateBoneStack(state);
-
- Node *last_valid_parent = nullptr;
-
- List<const aiNode *>::Element *iter;
- for (iter = state.nodes.front(); iter; iter = iter->next()) {
- const aiNode *element_assimp_node = iter->get();
- const aiNode *parent_assimp_node = element_assimp_node->mParent;
-
- String node_name = AssimpUtils::get_assimp_string(element_assimp_node->mName);
- //print_verbose("node: " + node_name);
-
- Node3D *spatial = nullptr;
- Transform transform = AssimpUtils::assimp_matrix_transform(element_assimp_node->mTransformation);
-
- // retrieve this node bone
- aiBone *bone = get_bone_from_stack(state, element_assimp_node->mName);
-
- if (state.light_cache.has(node_name)) {
- spatial = create_light(state, node_name, transform);
- } else if (state.camera_cache.has(node_name)) {
- spatial = create_camera(state, node_name, transform);
- } else if (state.armature_nodes.find(element_assimp_node)) {
- // create skeleton
- print_verbose("Making skeleton: " + node_name);
- Skeleton3D *skeleton = memnew(Skeleton3D);
- spatial = skeleton;
- if (!state.armature_skeletons.has(element_assimp_node)) {
- state.armature_skeletons.insert(element_assimp_node, skeleton);
- }
- } else if (bone != nullptr) {
- continue;
- } else {
- spatial = memnew(Node3D);
- }
-
- ERR_CONTINUE_MSG(spatial == nullptr, "FBX Import - are we out of ram?");
- // we on purpose set the transform and name after creating the node.
-
- spatial->set_name(node_name);
- spatial->set_global_transform(transform);
-
- // first element is root
- if (iter == state.nodes.front()) {
- state.root = spatial;
- }
-
- // flat node map parent lookup tool
- state.flat_node_map.insert(element_assimp_node, spatial);
-
- Map<const aiNode *, Node3D *>::Element *parent_lookup = state.flat_node_map.find(parent_assimp_node);
-
- // note: this always fails on the root node :) keep that in mind this is by design
- if (parent_lookup) {
- Node3D *parent_node = parent_lookup->value();
-
- ERR_FAIL_COND_V_MSG(parent_node == nullptr, state.root,
- "Parent node invalid even though lookup successful, out of ram?");
-
- if (spatial != state.root) {
- parent_node->add_child(spatial);
- spatial->set_owner(state.root);
- } else {
- // required - think about it root never has a parent yet is valid, anything else without a parent is not valid.
- }
- } else if (spatial != state.root) {
- // if the ainode is not in the tree
- // parent it to the last good parent found
- if (last_valid_parent) {
- last_valid_parent->add_child(spatial);
- spatial->set_owner(state.root);
- } else {
- // this is a serious error?
- memdelete(spatial);
- }
- }
-
- // update last valid parent
- last_valid_parent = spatial;
- }
- print_verbose("node counts: " + itos(state.nodes.size()));
-
- // make clean bone stack
- RegenerateBoneStack(state);
-
- print_verbose("generating godot bone data");
-
- print_verbose("Godot bone stack count: " + itos(state.bone_stack.size()));
-
- // This is a list of bones, duplicates are from other meshes and must be dealt with properly
- for (List<aiBone *>::Element *element = state.bone_stack.front(); element; element = element->next()) {
- aiBone *bone = element->get();
-
- ERR_CONTINUE_MSG(!bone, "invalid bone read from assimp?");
-
- // Utilities for armature lookup - for now only FBX makes these
- aiNode *armature_for_bone = bone->mArmature;
-
- // Utilities for bone node lookup - for now only FBX makes these
- aiNode *bone_node = bone->mNode;
- aiNode *parent_node = bone_node->mParent;
-
- String bone_name = AssimpUtils::get_anim_string_from_assimp(bone->mName);
- ERR_CONTINUE_MSG(armature_for_bone == nullptr, "Armature for bone invalid: " + bone_name);
- Skeleton3D *skeleton = state.armature_skeletons[armature_for_bone];
-
- state.skeleton_bone_map[bone] = skeleton;
-
- if (bone_name.empty()) {
- bone_name = "untitled_bone_name";
- WARN_PRINT("Untitled bone name detected... report with file please");
- }
-
- // todo: this is where skin support goes
- if (skeleton && skeleton->find_bone(bone_name) == -1) {
- print_verbose("[Godot Glue] Imported bone" + bone_name);
- int boneIdx = skeleton->get_bone_count();
-
- Transform pform = AssimpUtils::assimp_matrix_transform(bone->mNode->mTransformation);
- skeleton->add_bone(bone_name);
- skeleton->set_bone_rest(boneIdx, pform);
-
- if (parent_node != nullptr) {
- int parent_bone_id = skeleton->find_bone(AssimpUtils::get_anim_string_from_assimp(parent_node->mName));
- int current_bone_id = boneIdx;
- skeleton->set_bone_parent(current_bone_id, parent_bone_id);
- }
- }
- }
-
- print_verbose("generating mesh phase from skeletal mesh");
-
- List<Node3D *> cleanup_template_nodes;
-
- for (Map<const aiNode *, Node3D *>::Element *key_value_pair = state.flat_node_map.front(); key_value_pair; key_value_pair = key_value_pair->next()) {
- const aiNode *assimp_node = key_value_pair->key();
- Node3D *mesh_template = key_value_pair->value();
-
- ERR_CONTINUE(assimp_node == nullptr);
- ERR_CONTINUE(mesh_template == nullptr);
-
- Node *parent_node = mesh_template->get_parent();
-
- if (mesh_template == state.root) {
- continue;
- }
-
- if (parent_node == nullptr) {
- print_error("Found invalid parent node!");
- continue; // root node
- }
-
- String node_name = AssimpUtils::get_assimp_string(assimp_node->mName);
- Transform node_transform = AssimpUtils::assimp_matrix_transform(assimp_node->mTransformation);
-
- if (assimp_node->mNumMeshes > 0) {
- MeshInstance3D *mesh = create_mesh(state, assimp_node, node_name, parent_node, node_transform);
- if (mesh) {
- parent_node->remove_child(mesh_template);
-
- // re-parent children
- List<Node *> children;
- // re-parent all children to new node
- // note: since get_child_count will change during execution we must build a list first to be safe.
- for (int childId = 0; childId < mesh_template->get_child_count(); childId++) {
- // get child
- Node *child = mesh_template->get_child(childId);
- children.push_back(child);
- }
-
- for (List<Node *>::Element *element = children.front(); element; element = element->next()) {
- // reparent the children to the real mesh node.
- mesh_template->remove_child(element->get());
- mesh->add_child(element->get());
- element->get()->set_owner(state.root);
- }
-
- // update mesh in list so that each mesh node is available
- // this makes the template unavailable which is the desired behaviour
- state.flat_node_map[assimp_node] = mesh;
-
- cleanup_template_nodes.push_back(mesh_template);
-
- // clean up this list we don't need it
- children.clear();
- }
- }
- }
-
- for (List<Node3D *>::Element *element = cleanup_template_nodes.front(); element; element = element->next()) {
- if (element->get()) {
- memdelete(element->get());
- }
- }
- }
-
- if (p_flags & IMPORT_ANIMATION && scene->mNumAnimations) {
- state.animation_player = memnew(AnimationPlayer);
- state.root->add_child(state.animation_player);
- state.animation_player->set_owner(state.root);
-
- for (uint32_t i = 0; i < scene->mNumAnimations; i++) {
- _import_animation(state, i, p_bake_fps);
- }
- }
-
- //
- // Cleanup operations
- //
-
- state.mesh_cache.clear();
- state.material_cache.clear();
- state.light_cache.clear();
- state.camera_cache.clear();
- state.assimp_node_map.clear();
- state.path_to_image_cache.clear();
- state.nodes.clear();
- state.flat_node_map.clear();
- state.armature_skeletons.clear();
- state.bone_stack.clear();
- return state.root;
-}
-
-void EditorSceneImporterAssimp::_insert_animation_track(ImportState &scene, const aiAnimation *assimp_anim, int track_id,
- int anim_fps, Ref<Animation> animation, float ticks_per_second,
- Skeleton3D *skeleton, const NodePath &node_path,
- const String &node_name, aiBone *track_bone) {
- const aiNodeAnim *assimp_track = assimp_anim->mChannels[track_id];
- //make transform track
- int track_idx = animation->get_track_count();
- animation->add_track(Animation::TYPE_TRANSFORM);
- animation->track_set_path(track_idx, node_path);
- //first determine animation length
-
- float increment = 1.0 / float(anim_fps);
- float time = 0.0;
-
- bool last = false;
-
- Vector<Vector3> pos_values;
- Vector<float> pos_times;
- Vector<Vector3> scale_values;
- Vector<float> scale_times;
- Vector<Quat> rot_values;
- Vector<float> rot_times;
-
- for (size_t p = 0; p < assimp_track->mNumPositionKeys; p++) {
- aiVector3D pos = assimp_track->mPositionKeys[p].mValue;
- pos_values.push_back(Vector3(pos.x, pos.y, pos.z));
- pos_times.push_back(assimp_track->mPositionKeys[p].mTime / ticks_per_second);
- }
-
- for (size_t r = 0; r < assimp_track->mNumRotationKeys; r++) {
- aiQuaternion quat = assimp_track->mRotationKeys[r].mValue;
- rot_values.push_back(Quat(quat.x, quat.y, quat.z, quat.w).normalized());
- rot_times.push_back(assimp_track->mRotationKeys[r].mTime / ticks_per_second);
- }
-
- for (size_t sc = 0; sc < assimp_track->mNumScalingKeys; sc++) {
- aiVector3D scale = assimp_track->mScalingKeys[sc].mValue;
- scale_values.push_back(Vector3(scale.x, scale.y, scale.z));
- scale_times.push_back(assimp_track->mScalingKeys[sc].mTime / ticks_per_second);
- }
-
- while (true) {
- Vector3 pos;
- Quat rot;
- Vector3 scale(1, 1, 1);
-
- if (pos_values.size()) {
- pos = _interpolate_track<Vector3>(pos_times, pos_values, time, AssetImportAnimation::INTERP_LINEAR);
- }
-
- if (rot_values.size()) {
- rot = _interpolate_track<Quat>(rot_times, rot_values, time,
- AssetImportAnimation::INTERP_LINEAR)
- .normalized();
- }
-
- if (scale_values.size()) {
- scale = _interpolate_track<Vector3>(scale_times, scale_values, time, AssetImportAnimation::INTERP_LINEAR);
- }
-
- if (skeleton) {
- int skeleton_bone = skeleton->find_bone(node_name);
-
- if (skeleton_bone >= 0 && track_bone) {
- Transform xform;
- xform.basis.set_quat_scale(rot, scale);
- xform.origin = pos;
-
- xform = skeleton->get_bone_rest(skeleton_bone).inverse() * xform;
-
- rot = xform.basis.get_rotation_quat();
- rot.normalize();
- scale = xform.basis.get_scale();
- pos = xform.origin;
- } else {
- ERR_FAIL_MSG("Skeleton bone lookup failed for skeleton: " + skeleton->get_name());
- }
- }
-
- animation->track_set_interpolation_type(track_idx, Animation::INTERPOLATION_LINEAR);
- animation->transform_track_insert_key(track_idx, time, pos, rot, scale);
-
- if (last) { //done this way so a key is always inserted past the end (for proper interpolation)
- break;
- }
- time += increment;
- if (time >= animation->get_length()) {
- last = true;
- }
- }
-}
-
-// I really do not like this but need to figure out a better way of removing it later.
-Node *EditorSceneImporterAssimp::get_node_by_name(ImportState &state, String name) {
- for (Map<const aiNode *, Node3D *>::Element *key_value_pair = state.flat_node_map.front(); key_value_pair; key_value_pair = key_value_pair->next()) {
- const aiNode *assimp_node = key_value_pair->key();
- Node3D *node = key_value_pair->value();
-
- String node_name = AssimpUtils::get_assimp_string(assimp_node->mName);
- if (name == node_name && node) {
- return node;
- }
- }
- return nullptr;
-}
-
-/* Bone stack is a fifo handler for multiple armatures since armatures aren't a thing in assimp (yet) */
-void EditorSceneImporterAssimp::RegenerateBoneStack(ImportState &state) {
- state.bone_stack.clear();
- // build bone stack list
- for (unsigned int mesh_id = 0; mesh_id < state.assimp_scene->mNumMeshes; ++mesh_id) {
- aiMesh *mesh = state.assimp_scene->mMeshes[mesh_id];
-
- // iterate over all the bones on the mesh for this node only!
- for (unsigned int boneIndex = 0; boneIndex < mesh->mNumBones; boneIndex++) {
- aiBone *bone = mesh->mBones[boneIndex];
-
- // doubtful this is required right now but best to check
- if (!state.bone_stack.find(bone)) {
- //print_verbose("[assimp] bone stack added: " + String(bone->mName.C_Str()) );
- state.bone_stack.push_back(bone);
- }
- }
- }
-}
-
-/* Bone stack is a fifo handler for multiple armatures since armatures aren't a thing in assimp (yet) */
-void EditorSceneImporterAssimp::RegenerateBoneStack(ImportState &state, aiMesh *mesh) {
- state.bone_stack.clear();
- // iterate over all the bones on the mesh for this node only!
- for (unsigned int boneIndex = 0; boneIndex < mesh->mNumBones; boneIndex++) {
- aiBone *bone = mesh->mBones[boneIndex];
- if (state.bone_stack.find(bone) == nullptr) {
- state.bone_stack.push_back(bone);
- }
- }
-}
-
-// animation tracks are per bone
-
-void EditorSceneImporterAssimp::_import_animation(ImportState &state, int p_animation_index, int p_bake_fps) {
- ERR_FAIL_INDEX(p_animation_index, (int)state.assimp_scene->mNumAnimations);
-
- const aiAnimation *anim = state.assimp_scene->mAnimations[p_animation_index];
- String name = AssimpUtils::get_anim_string_from_assimp(anim->mName);
- if (name == String()) {
- name = "Animation " + itos(p_animation_index + 1);
- }
- print_verbose("import animation: " + name);
- float ticks_per_second = anim->mTicksPerSecond;
-
- if (state.assimp_scene->mMetaData != nullptr && Math::is_equal_approx(ticks_per_second, 0.0f)) {
- int32_t time_mode = 0;
- state.assimp_scene->mMetaData->Get("TimeMode", time_mode);
- ticks_per_second = AssimpUtils::get_fbx_fps(time_mode, state.assimp_scene);
- }
-
- //?
- //if ((p_path.get_file().get_extension().to_lower() == "glb" || p_path.get_file().get_extension().to_lower() == "gltf") && Math::is_equal_approx(ticks_per_second, 0.0f)) {
- // ticks_per_second = 1000.0f;
- //}
-
- if (Math::is_equal_approx(ticks_per_second, 0.0f)) {
- ticks_per_second = 25.0f;
- }
-
- Ref<Animation> animation;
- animation.instance();
- animation->set_name(name);
- animation->set_length(anim->mDuration / ticks_per_second);
-
- if (name.begins_with("loop") || name.ends_with("loop") || name.begins_with("cycle") || name.ends_with("cycle")) {
- animation->set_loop(true);
- }
-
- // generate bone stack for animation import
- RegenerateBoneStack(state);
-
- //regular tracks
- for (size_t i = 0; i < anim->mNumChannels; i++) {
- const aiNodeAnim *track = anim->mChannels[i];
- String node_name = AssimpUtils::get_assimp_string(track->mNodeName);
- print_verbose("track name import: " + node_name);
- if (track->mNumRotationKeys == 0 && track->mNumPositionKeys == 0 && track->mNumScalingKeys == 0) {
- continue; //do not bother
- }
-
- Skeleton3D *skeleton = nullptr;
- NodePath node_path;
- aiBone *bone = nullptr;
-
- // Import skeleton bone animation for this track
- // Any bone will do, no point in processing more than just what is in the skeleton
- {
- bone = get_bone_from_stack(state, track->mNodeName);
-
- if (bone) {
- // get skeleton by bone
- skeleton = state.armature_skeletons[bone->mArmature];
-
- if (skeleton) {
- String path = state.root->get_path_to(skeleton);
- path += ":" + node_name;
- node_path = path;
-
- if (node_path != NodePath()) {
- _insert_animation_track(state, anim, i, p_bake_fps, animation, ticks_per_second, skeleton,
- node_path, node_name, bone);
- } else {
- print_error("Failed to find valid node path for animation");
- }
- }
- }
- }
-
- // not a bone
- // note this is flaky it uses node names which is unreliable
- Node *allocated_node = get_node_by_name(state, node_name);
- // todo: implement skeleton grabbing for node based animations too :)
- // check if node exists, if it does then also apply animation track for node and bones above are all handled.
- // this is now inclusive animation handling so that
- // we import all the data and do not miss anything.
- if (allocated_node) {
- node_path = state.root->get_path_to(allocated_node);
-
- if (node_path != NodePath()) {
- _insert_animation_track(state, anim, i, p_bake_fps, animation, ticks_per_second, skeleton,
- node_path, node_name, nullptr);
- }
- }
- }
-
- //blend shape tracks
-
- for (size_t i = 0; i < anim->mNumMorphMeshChannels; i++) {
- const aiMeshMorphAnim *anim_mesh = anim->mMorphMeshChannels[i];
-
- const String prop_name = AssimpUtils::get_assimp_string(anim_mesh->mName);
- const String mesh_name = prop_name.split("*")[0];
-
- ERR_CONTINUE(prop_name.split("*").size() != 2);
-
- Node *item = get_node_by_name(state, mesh_name);
- ERR_CONTINUE_MSG(!item, "failed to look up node by name");
- const MeshInstance3D *mesh_instance = Object::cast_to<MeshInstance3D>(item);
- ERR_CONTINUE(mesh_instance == nullptr);
-
- String base_path = state.root->get_path_to(mesh_instance);
-
- Ref<Mesh> mesh = mesh_instance->get_mesh();
- ERR_CONTINUE(mesh.is_null());
-
- //add the tracks for this mesh
- int base_track = animation->get_track_count();
- for (int j = 0; j < mesh->get_blend_shape_count(); j++) {
- animation->add_track(Animation::TYPE_VALUE);
- animation->track_set_path(base_track + j, base_path + ":blend_shapes/" + mesh->get_blend_shape_name(j));
- }
-
- for (size_t k = 0; k < anim_mesh->mNumKeys; k++) {
- for (size_t j = 0; j < anim_mesh->mKeys[k].mNumValuesAndWeights; j++) {
- float t = anim_mesh->mKeys[k].mTime / ticks_per_second;
- float w = anim_mesh->mKeys[k].mWeights[j];
-
- animation->track_insert_key(base_track + j, t, w);
- }
- }
- }
-
- if (animation->get_track_count()) {
- state.animation_player->add_animation(name, animation);
- }
-}
-
-//
-// Mesh Generation from indices ? why do we need so much mesh code
-// [debt needs looked into]
-Ref<Mesh>
-EditorSceneImporterAssimp::_generate_mesh_from_surface_indices(ImportState &state, const Vector<int> &p_surface_indices,
- const aiNode *assimp_node, Ref<Skin> &skin,
- Skeleton3D *&skeleton_assigned) {
- Ref<ArrayMesh> mesh;
- mesh.instance();
- bool has_uvs = false;
- uint32_t mesh_flags = 0;
-
- Map<String, uint32_t> morph_mesh_string_lookup;
-
- for (int i = 0; i < p_surface_indices.size(); i++) {
- const unsigned int mesh_idx = p_surface_indices[0];
- const aiMesh *ai_mesh = state.assimp_scene->mMeshes[mesh_idx];
- for (size_t j = 0; j < ai_mesh->mNumAnimMeshes; j++) {
- String ai_anim_mesh_name = AssimpUtils::get_assimp_string(ai_mesh->mAnimMeshes[j]->mName);
- if (!morph_mesh_string_lookup.has(ai_anim_mesh_name)) {
- morph_mesh_string_lookup.insert(ai_anim_mesh_name, j);
- mesh->set_blend_shape_mode(ArrayMesh::BLEND_SHAPE_MODE_NORMALIZED);
- if (ai_anim_mesh_name.empty()) {
- ai_anim_mesh_name = String("morph_") + itos(j);
- }
- mesh->add_blend_shape(ai_anim_mesh_name);
- }
- }
- }
- //
- // Process Vertex Weights
- //
- for (int i = 0; i < p_surface_indices.size(); i++) {
- const unsigned int mesh_idx = p_surface_indices[i];
- const aiMesh *ai_mesh = state.assimp_scene->mMeshes[mesh_idx];
-
- Map<uint32_t, Vector<BoneInfo>> vertex_weights;
-
- if (ai_mesh->mNumBones > 0) {
- for (size_t b = 0; b < ai_mesh->mNumBones; b++) {
- aiBone *bone = ai_mesh->mBones[b];
-
- if (!skeleton_assigned) {
- print_verbose("Assigned mesh skeleton during mesh creation");
- skeleton_assigned = state.skeleton_bone_map[bone];
-
- if (!skin.is_valid()) {
- print_verbose("Configured new skin");
- skin.instance();
- } else {
- print_verbose("Reusing existing skin!");
- }
- }
- // skeleton_assigned =
- String bone_name = AssimpUtils::get_assimp_string(bone->mName);
- int bone_index = skeleton_assigned->find_bone(bone_name);
- ERR_CONTINUE(bone_index == -1);
- for (size_t w = 0; w < bone->mNumWeights; w++) {
- aiVertexWeight ai_weights = bone->mWeights[w];
-
- BoneInfo bi;
- uint32_t vertex_index = ai_weights.mVertexId;
- bi.bone = bone_index;
- bi.weight = ai_weights.mWeight;
-
- if (!vertex_weights.has(vertex_index)) {
- vertex_weights[vertex_index] = Vector<BoneInfo>();
- }
-
- vertex_weights[vertex_index].push_back(bi);
- }
- }
- }
-
- //
- // Create mesh from data from assimp
- //
-
- Ref<SurfaceTool> st;
- st.instance();
- st->begin(Mesh::PRIMITIVE_TRIANGLES);
-
- for (size_t j = 0; j < ai_mesh->mNumVertices; j++) {
- // Get the texture coordinates if they exist
- if (ai_mesh->HasTextureCoords(0)) {
- has_uvs = true;
- st->set_uv(Vector2(ai_mesh->mTextureCoords[0][j].x, 1.0f - ai_mesh->mTextureCoords[0][j].y));
- }
-
- if (ai_mesh->HasTextureCoords(1)) {
- has_uvs = true;
- st->set_uv2(Vector2(ai_mesh->mTextureCoords[1][j].x, 1.0f - ai_mesh->mTextureCoords[1][j].y));
- }
-
- // Assign vertex colors
- if (ai_mesh->HasVertexColors(0)) {
- Color color = Color(ai_mesh->mColors[0]->r, ai_mesh->mColors[0]->g, ai_mesh->mColors[0]->b,
- ai_mesh->mColors[0]->a);
- st->set_color(color);
- }
-
- // Work out normal calculations? - this needs work it doesn't work properly on huestos
- if (ai_mesh->mNormals != nullptr) {
- const aiVector3D normals = ai_mesh->mNormals[j];
- const Vector3 godot_normal = Vector3(normals.x, normals.y, normals.z);
- st->set_normal(godot_normal);
- if (ai_mesh->HasTangentsAndBitangents()) {
- const aiVector3D tangents = ai_mesh->mTangents[j];
- const Vector3 godot_tangent = Vector3(tangents.x, tangents.y, tangents.z);
- const aiVector3D bitangent = ai_mesh->mBitangents[j];
- const Vector3 godot_bitangent = Vector3(bitangent.x, bitangent.y, bitangent.z);
- float d = godot_normal.cross(godot_tangent).dot(godot_bitangent) > 0.0f ? 1.0f : -1.0f;
- st->set_tangent(Plane(tangents.x, tangents.y, tangents.z, d));
- }
- }
-
- // We have vertex weights right?
- if (vertex_weights.has(j)) {
- Vector<BoneInfo> bone_info = vertex_weights[j];
- Vector<int> bones;
- bones.resize(bone_info.size());
- Vector<float> weights;
- weights.resize(bone_info.size());
-
- // todo? do we really need to loop over all bones? - assimp may have helper to find all influences on this vertex.
- for (int k = 0; k < bone_info.size(); k++) {
- bones.write[k] = bone_info[k].bone;
- weights.write[k] = bone_info[k].weight;
- }
-
- st->set_bones(bones);
- st->set_weights(weights);
- }
-
- // Assign vertex
- const aiVector3D pos = ai_mesh->mVertices[j];
-
- // note we must include node offset transform as this is relative to world space not local space.
- Vector3 godot_pos = Vector3(pos.x, pos.y, pos.z);
- st->add_vertex(godot_pos);
- }
-
- // fire replacement for face handling
- for (size_t j = 0; j < ai_mesh->mNumFaces; j++) {
- const aiFace face = ai_mesh->mFaces[j];
- for (unsigned int k = 0; k < face.mNumIndices; k++) {
- st->add_index(face.mIndices[k]);
- }
- }
-
- if (ai_mesh->HasTangentsAndBitangents() == false && has_uvs) {
- st->generate_tangents();
- }
-
- aiMaterial *ai_material = state.assimp_scene->mMaterials[ai_mesh->mMaterialIndex];
- Ref<StandardMaterial3D> mat;
- mat.instance();
-
- int32_t mat_two_sided = 0;
- if (AI_SUCCESS == ai_material->Get(AI_MATKEY_TWOSIDED, mat_two_sided)) {
- if (mat_two_sided > 0) {
- mat->set_cull_mode(StandardMaterial3D::CULL_DISABLED);
- } else {
- mat->set_cull_mode(StandardMaterial3D::CULL_BACK);
- }
- }
-
- aiString mat_name;
- if (AI_SUCCESS == ai_material->Get(AI_MATKEY_NAME, mat_name)) {
- mat->set_name(AssimpUtils::get_assimp_string(mat_name));
- }
-
- // Culling handling for meshes
-
- // cull all back faces
- mat->set_cull_mode(StandardMaterial3D::CULL_DISABLED);
-
- // Now process materials
- aiTextureType base_color = aiTextureType_BASE_COLOR;
- {
- String filename, path;
- AssimpImageData image_data;
-
- if (AssimpUtils::GetAssimpTexture(state, ai_material, base_color, filename, path, image_data)) {
- AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture);
-
- // anything transparent must be culled
- if (image_data.raw_image->detect_alpha() != Image::ALPHA_NONE) {
- mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA_DEPTH_PRE_PASS);
- mat->set_cull_mode(StandardMaterial3D::CULL_DISABLED); // since you can see both sides in transparent mode
- }
-
- mat->set_texture(StandardMaterial3D::TEXTURE_ALBEDO, image_data.texture);
- }
- }
-
- aiTextureType tex_diffuse = aiTextureType_DIFFUSE;
- {
- String filename, path;
- AssimpImageData image_data;
-
- if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_diffuse, filename, path, image_data)) {
- AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture);
-
- // anything transparent must be culled
- if (image_data.raw_image->detect_alpha() != Image::ALPHA_NONE) {
- mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA_DEPTH_PRE_PASS);
- mat->set_cull_mode(StandardMaterial3D::CULL_DISABLED); // since you can see both sides in transparent mode
- }
-
- mat->set_texture(StandardMaterial3D::TEXTURE_ALBEDO, image_data.texture);
- }
-
- aiColor4D clr_diffuse;
- if (AI_SUCCESS == ai_material->Get(AI_MATKEY_COLOR_DIFFUSE, clr_diffuse)) {
- if (Math::is_equal_approx(clr_diffuse.a, 1.0f) == false) {
- mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA_DEPTH_PRE_PASS);
- mat->set_cull_mode(StandardMaterial3D::CULL_DISABLED); // since you can see both sides in transparent mode
- }
- mat->set_albedo(Color(clr_diffuse.r, clr_diffuse.g, clr_diffuse.b, clr_diffuse.a));
- }
- }
-
- aiTextureType tex_normal = aiTextureType_NORMALS;
- {
- String filename, path;
- Ref<ImageTexture> texture;
- AssimpImageData image_data;
-
- // Process texture normal map
- if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_normal, filename, path, image_data)) {
- AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture);
- mat->set_feature(StandardMaterial3D::Feature::FEATURE_NORMAL_MAPPING, true);
- mat->set_texture(StandardMaterial3D::TEXTURE_NORMAL, image_data.texture);
- } else {
- aiString texture_path;
- if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_NORMAL_TEXTURE, AI_PROPERTIES, texture_path)) {
- if (AssimpUtils::CreateAssimpTexture(state, texture_path, filename, path, image_data)) {
- mat->set_feature(StandardMaterial3D::Feature::FEATURE_NORMAL_MAPPING, true);
- mat->set_texture(StandardMaterial3D::TEXTURE_NORMAL, image_data.texture);
- }
- }
- }
- }
-
- aiTextureType tex_normal_camera = aiTextureType_NORMAL_CAMERA;
- {
- String filename, path;
- Ref<ImageTexture> texture;
- AssimpImageData image_data;
-
- // Process texture normal map
- if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_normal_camera, filename, path, image_data)) {
- AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture);
- mat->set_feature(StandardMaterial3D::Feature::FEATURE_NORMAL_MAPPING, true);
- mat->set_texture(StandardMaterial3D::TEXTURE_NORMAL, image_data.texture);
- }
- }
-
- aiTextureType tex_emission_color = aiTextureType_EMISSION_COLOR;
- {
- String filename, path;
- Ref<ImageTexture> texture;
- AssimpImageData image_data;
-
- // Process texture normal map
- if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_emission_color, filename, path, image_data)) {
- AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture);
- mat->set_feature(StandardMaterial3D::Feature::FEATURE_NORMAL_MAPPING, true);
- mat->set_texture(StandardMaterial3D::TEXTURE_NORMAL, image_data.texture);
- }
- }
-
- aiTextureType tex_metalness = aiTextureType_METALNESS;
- {
- String filename, path;
- Ref<ImageTexture> texture;
- AssimpImageData image_data;
-
- // Process texture normal map
- if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_metalness, filename, path, image_data)) {
- AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture);
- mat->set_texture(StandardMaterial3D::TEXTURE_METALLIC, image_data.texture);
- }
- }
-
- aiTextureType tex_roughness = aiTextureType_DIFFUSE_ROUGHNESS;
- {
- String filename, path;
- Ref<ImageTexture> texture;
- AssimpImageData image_data;
-
- // Process texture normal map
- if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_roughness, filename, path, image_data)) {
- AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture);
- mat->set_texture(StandardMaterial3D::TEXTURE_ROUGHNESS, image_data.texture);
- }
- }
-
- aiTextureType tex_emissive = aiTextureType_EMISSIVE;
- {
- String filename = "";
- String path = "";
- Ref<Image> texture;
- AssimpImageData image_data;
-
- if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_emissive, filename, path, image_data)) {
- AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture);
- mat->set_feature(StandardMaterial3D::FEATURE_EMISSION, true);
- mat->set_texture(StandardMaterial3D::TEXTURE_EMISSION, image_data.texture);
- } else {
- // Process emission textures
- aiString texture_emissive_path;
- if (AI_SUCCESS ==
- ai_material->Get(AI_MATKEY_FBX_MAYA_EMISSION_TEXTURE, AI_PROPERTIES, texture_emissive_path)) {
- if (AssimpUtils::CreateAssimpTexture(state, texture_emissive_path, filename, path, image_data)) {
- mat->set_feature(StandardMaterial3D::FEATURE_EMISSION, true);
- mat->set_texture(StandardMaterial3D::TEXTURE_EMISSION, image_data.texture);
- }
- } else {
- float pbr_emission = 0.0f;
- if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_EMISSIVE_FACTOR, AI_NULL, pbr_emission)) {
- mat->set_emission(Color(pbr_emission, pbr_emission, pbr_emission, 1.0f));
- }
- }
- }
- }
-
- aiTextureType tex_specular = aiTextureType_SPECULAR;
- {
- String filename, path;
- Ref<ImageTexture> texture;
- AssimpImageData image_data;
-
- // Process texture normal map
- if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_specular, filename, path, image_data)) {
- AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture);
- mat->set_texture(StandardMaterial3D::TEXTURE_METALLIC, image_data.texture);
- }
- }
-
- aiTextureType tex_ao_map = aiTextureType_AMBIENT_OCCLUSION;
- {
- String filename, path;
- Ref<ImageTexture> texture;
- AssimpImageData image_data;
-
- // Process texture normal map
- if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_ao_map, filename, path, image_data)) {
- AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture);
- mat->set_feature(StandardMaterial3D::FEATURE_AMBIENT_OCCLUSION, true);
- mat->set_texture(StandardMaterial3D::TEXTURE_AMBIENT_OCCLUSION, image_data.texture);
- }
- }
-
- Array array_mesh = st->commit_to_arrays();
- Array morphs;
- morphs.resize(ai_mesh->mNumAnimMeshes);
- Mesh::PrimitiveType primitive = Mesh::PRIMITIVE_TRIANGLES;
-
- for (size_t j = 0; j < ai_mesh->mNumAnimMeshes; j++) {
- String ai_anim_mesh_name = AssimpUtils::get_assimp_string(ai_mesh->mAnimMeshes[j]->mName);
-
- if (ai_anim_mesh_name.empty()) {
- ai_anim_mesh_name = String("morph_") + itos(j);
- }
-
- Array array_copy;
- array_copy.resize(RenderingServer::ARRAY_MAX);
-
- for (int l = 0; l < RenderingServer::ARRAY_MAX; l++) {
- array_copy[l] = array_mesh[l].duplicate(true);
- }
-
- const size_t num_vertices = ai_mesh->mAnimMeshes[j]->mNumVertices;
- array_copy[Mesh::ARRAY_INDEX] = Variant();
- if (ai_mesh->mAnimMeshes[j]->HasPositions()) {
- PackedVector3Array vertices;
- vertices.resize(num_vertices);
- for (size_t l = 0; l < num_vertices; l++) {
- const aiVector3D ai_pos = ai_mesh->mAnimMeshes[j]->mVertices[l];
- Vector3 position = Vector3(ai_pos.x, ai_pos.y, ai_pos.z);
- vertices.ptrw()[l] = position;
- }
- PackedVector3Array new_vertices = array_copy[RenderingServer::ARRAY_VERTEX].duplicate(true);
- ERR_CONTINUE(vertices.size() != new_vertices.size());
- for (int32_t l = 0; l < new_vertices.size(); l++) {
- Vector3 *w = new_vertices.ptrw();
- w[l] = vertices[l];
- }
- array_copy[RenderingServer::ARRAY_VERTEX] = new_vertices;
- }
-
- int32_t color_set = 0;
- if (ai_mesh->mAnimMeshes[j]->HasVertexColors(color_set)) {
- PackedColorArray colors;
- colors.resize(num_vertices);
- for (size_t l = 0; l < num_vertices; l++) {
- const aiColor4D ai_color = ai_mesh->mAnimMeshes[j]->mColors[color_set][l];
- Color color = Color(ai_color.r, ai_color.g, ai_color.b, ai_color.a);
- colors.ptrw()[l] = color;
- }
- PackedColorArray new_colors = array_copy[RenderingServer::ARRAY_COLOR].duplicate(true);
- ERR_CONTINUE(colors.size() != new_colors.size());
- for (int32_t l = 0; l < colors.size(); l++) {
- Color *w = new_colors.ptrw();
- w[l] = colors[l];
- }
- array_copy[RenderingServer::ARRAY_COLOR] = new_colors;
- }
-
- if (ai_mesh->mAnimMeshes[j]->HasNormals()) {
- PackedVector3Array normals;
- normals.resize(num_vertices);
- for (size_t l = 0; l < num_vertices; l++) {
- const aiVector3D ai_normal = ai_mesh->mAnimMeshes[j]->mNormals[l];
- Vector3 normal = Vector3(ai_normal.x, ai_normal.y, ai_normal.z);
- normals.ptrw()[l] = normal;
- }
- PackedVector3Array new_normals = array_copy[RenderingServer::ARRAY_NORMAL].duplicate(true);
- ERR_CONTINUE(normals.size() != new_normals.size());
- for (int l = 0; l < normals.size(); l++) {
- Vector3 *w = new_normals.ptrw();
- w[l] = normals[l];
- }
- array_copy[RenderingServer::ARRAY_NORMAL] = new_normals;
- }
-
- if (ai_mesh->mAnimMeshes[j]->HasTangentsAndBitangents()) {
- PackedColorArray tangents;
- tangents.resize(num_vertices);
- Color *w = tangents.ptrw();
- for (size_t l = 0; l < num_vertices; l++) {
- AssimpUtils::calc_tangent_from_mesh(ai_mesh, j, l, l, w);
- }
- PackedFloat32Array new_tangents = array_copy[RenderingServer::ARRAY_TANGENT].duplicate(true);
- ERR_CONTINUE(new_tangents.size() != tangents.size() * 4);
- for (int32_t l = 0; l < tangents.size(); l++) {
- new_tangents.ptrw()[l + 0] = tangents[l].r;
- new_tangents.ptrw()[l + 1] = tangents[l].g;
- new_tangents.ptrw()[l + 2] = tangents[l].b;
- new_tangents.ptrw()[l + 3] = tangents[l].a;
- }
- array_copy[RenderingServer::ARRAY_TANGENT] = new_tangents;
- }
-
- morphs[j] = array_copy;
- }
- mesh->add_surface_from_arrays(primitive, array_mesh, morphs, Dictionary(), mesh_flags);
- mesh->surface_set_material(i, mat);
- mesh->surface_set_name(i, AssimpUtils::get_assimp_string(ai_mesh->mName));
- }
-
- return mesh;
-}
-
-/**
- * Create a new mesh for the node supplied
- */
-MeshInstance3D *
-EditorSceneImporterAssimp::create_mesh(ImportState &state, const aiNode *assimp_node, const String &node_name, Node *active_node, Transform node_transform) {
- /* MESH NODE */
- Ref<Mesh> mesh;
- Ref<Skin> skin;
- // see if we have mesh cache for this.
- Vector<int> surface_indices;
-
- RegenerateBoneStack(state);
-
- // Configure indices
- for (uint32_t i = 0; i < assimp_node->mNumMeshes; i++) {
- int mesh_index = assimp_node->mMeshes[i];
- // create list of mesh indexes
- surface_indices.push_back(mesh_index);
- }
-
- //surface_indices.sort();
- String mesh_key;
- for (int i = 0; i < surface_indices.size(); i++) {
- if (i > 0) {
- mesh_key += ":";
- }
- mesh_key += itos(surface_indices[i]);
- }
-
- Skeleton3D *skeleton = nullptr;
- aiNode *armature = nullptr;
-
- if (!state.mesh_cache.has(mesh_key)) {
- mesh = _generate_mesh_from_surface_indices(state, surface_indices, assimp_node, skin, skeleton);
- state.mesh_cache[mesh_key] = mesh;
- }
-
- MeshInstance3D *mesh_node = memnew(MeshInstance3D);
- mesh = state.mesh_cache[mesh_key];
- mesh_node->set_mesh(mesh);
-
- // if we have a valid skeleton set it up
- if (skin.is_valid()) {
- for (uint32_t i = 0; i < assimp_node->mNumMeshes; i++) {
- unsigned int mesh_index = assimp_node->mMeshes[i];
- const aiMesh *ai_mesh = state.assimp_scene->mMeshes[mesh_index];
-
- // please remember bone id relative to the skin is NOT the mesh relative index.
- // it is the index relative to the skeleton that is why
- // we have state.bone_id_map, it allows for duplicate bone id's too :)
- // hope this makes sense
-
- int bind_count = 0;
- for (unsigned int boneId = 0; boneId < ai_mesh->mNumBones; ++boneId) {
- aiBone *iterBone = ai_mesh->mBones[boneId];
-
- // used to reparent mesh to the correct armature later on if assigned.
- if (!armature) {
- print_verbose("Configured mesh armature, will reparent later to armature");
- armature = iterBone->mArmature;
- }
-
- if (skeleton) {
- int id = skeleton->find_bone(AssimpUtils::get_assimp_string(iterBone->mName));
- if (id != -1) {
- print_verbose("Set bind bone: mesh: " + itos(mesh_index) + " bone index: " + itos(id));
- Transform t = AssimpUtils::assimp_matrix_transform(iterBone->mOffsetMatrix);
-
- skin->add_bind(bind_count, t);
- skin->set_bind_bone(bind_count, id);
- bind_count++;
- }
- }
- }
- }
-
- print_verbose("Finished configuring bind pose for skin mesh");
- }
-
- // this code parents all meshes with bones to the armature they are for
- // GLTF2 specification relies on this and we are enforcing it for FBX.
- if (armature && state.flat_node_map[armature]) {
- Node *armature_parent = state.flat_node_map[armature];
- print_verbose("Parented mesh " + node_name + " to armature " + armature_parent->get_name());
- // static mesh handling
- armature_parent->add_child(mesh_node);
- // transform must be identity
- mesh_node->set_global_transform(Transform());
- mesh_node->set_name(node_name);
- mesh_node->set_owner(state.root);
- } else {
- // static mesh handling
- active_node->add_child(mesh_node);
- mesh_node->set_global_transform(node_transform);
- mesh_node->set_name(node_name);
- mesh_node->set_owner(state.root);
- }
-
- if (skeleton) {
- print_verbose("Attempted to set skeleton path!");
- mesh_node->set_skeleton_path(mesh_node->get_path_to(skeleton));
- mesh_node->set_skin(skin);
- }
-
- return mesh_node;
-}
-
-/**
- * Create a light for the scene
- * Automatically caches lights for lookup later
- */
-Node3D *EditorSceneImporterAssimp::create_light(
- ImportState &state,
- const String &node_name,
- Transform &look_at_transform) {
- Light3D *light = nullptr;
- aiLight *assimp_light = state.assimp_scene->mLights[state.light_cache[node_name]];
- ERR_FAIL_COND_V(!assimp_light, nullptr);
-
- if (assimp_light->mType == aiLightSource_DIRECTIONAL) {
- light = memnew(DirectionalLight3D);
- } else if (assimp_light->mType == aiLightSource_POINT) {
- light = memnew(OmniLight3D);
- } else if (assimp_light->mType == aiLightSource_SPOT) {
- light = memnew(SpotLight3D);
- }
- ERR_FAIL_COND_V(light == nullptr, nullptr);
-
- if (assimp_light->mType != aiLightSource_POINT) {
- Vector3 pos = Vector3(
- assimp_light->mPosition.x,
- assimp_light->mPosition.y,
- assimp_light->mPosition.z);
- Vector3 look_at = Vector3(
- assimp_light->mDirection.y,
- assimp_light->mDirection.x,
- assimp_light->mDirection.z)
- .normalized();
- Vector3 up = Vector3(
- assimp_light->mUp.x,
- assimp_light->mUp.y,
- assimp_light->mUp.z);
-
- look_at_transform.set_look_at(pos, look_at, up);
- }
- // properties for light variables should be put here.
- // not really hugely important yet but we will need them in the future
-
- light->set_color(
- Color(assimp_light->mColorDiffuse.r, assimp_light->mColorDiffuse.g, assimp_light->mColorDiffuse.b));
-
- return light;
-}
-
-/**
- * Create camera for the scene
- */
-Node3D *EditorSceneImporterAssimp::create_camera(
- ImportState &state,
- const String &node_name,
- Transform &look_at_transform) {
- aiCamera *camera = state.assimp_scene->mCameras[state.camera_cache[node_name]];
- ERR_FAIL_COND_V(!camera, nullptr);
-
- Camera3D *camera_node = memnew(Camera3D);
- ERR_FAIL_COND_V(!camera_node, nullptr);
- float near = camera->mClipPlaneNear;
- if (Math::is_equal_approx(near, 0.0f)) {
- near = 0.1f;
- }
- camera_node->set_perspective(Math::rad2deg(camera->mHorizontalFOV) * 2.0f, near, camera->mClipPlaneFar);
- Vector3 pos = Vector3(camera->mPosition.x, camera->mPosition.y, camera->mPosition.z);
- Vector3 look_at = Vector3(camera->mLookAt.y, camera->mLookAt.x, camera->mLookAt.z).normalized();
- Vector3 up = Vector3(camera->mUp.x, camera->mUp.y, camera->mUp.z);
-
- look_at_transform.set_look_at(pos + look_at_transform.origin, look_at, up);
- return camera_node;
-}
-
-/**
- * Generate node
- * Recursive call to iterate over all nodes
- */
-void EditorSceneImporterAssimp::_generate_node(
- ImportState &state,
- const aiNode *assimp_node) {
- ERR_FAIL_COND(assimp_node == nullptr);
- state.nodes.push_back(assimp_node);
- String parent_name = AssimpUtils::get_assimp_string(assimp_node->mParent->mName);
-
- // please note
- // duplicate bone names exist
- // this is why we only check if the bone exists
- // so everything else is useless but the name
- // please do not copy any other values from get_bone_by_name.
- aiBone *parent_bone = get_bone_by_name(state.assimp_scene, assimp_node->mParent->mName);
- aiBone *current_bone = get_bone_by_name(state.assimp_scene, assimp_node->mName);
-
- // is this an armature
- // parent null
- // and this is the first bone :)
- if (parent_bone == nullptr && current_bone) {
- state.armature_nodes.push_back(assimp_node->mParent);
- print_verbose("found valid armature: " + parent_name);
- }
-
- for (size_t i = 0; i < assimp_node->mNumChildren; i++) {
- _generate_node(state, assimp_node->mChildren[i]);
- }
-}
diff --git a/modules/assimp/godot_update_assimp.sh b/modules/assimp/godot_update_assimp.sh
deleted file mode 100755
index ff8ff59e97..0000000000
--- a/modules/assimp/godot_update_assimp.sh
+++ /dev/null
@@ -1,262 +0,0 @@
-rm -rf ../../thirdparty/assimp
-cd ../../thirdparty/
-git clone https://github.com/assimp/assimp.git
-cd assimp
-rm -rf code/3DSExporter.h
-rm -rf code/3DSLoader.h
-rm -rf code/3MFXmlTags.h
-rm -rf code/ABCImporter.h
-rm -rf code/ACLoader.h
-rm -rf code/AMFImporter_Macro.hpp
-rm -rf code/ASELoader.h
-rm -rf code/assbin_chunks.h
-rm -rf code/AssbinExporter.h
-rm -rf code/AssbinLoader.h
-rm -rf code/AssimpCExport.cpp
-rm -rf code/AssxmlExporter.h
-rm -rf code/B3DImporter.h
-# rm -rf code/BaseProcess.cpp
-# rm -rf code/BaseProcess.h
-# rm -rf code/Bitmap.cpp
-rm -rf code/BlenderBMesh.cpp
-rm -rf code/BlenderBMesh.h
-rm -rf code/BlenderCustomData.cpp
-rm -rf code/BlenderCustomData.h
-rm -rf code/BlenderIntermediate.h
-rm -rf code/BlenderLoader.h
-rm -rf code/BlenderModifier.h
-rm -rf code/BlenderSceneGen.h
-rm -rf code/BlenderTessellator.h
-rm -rf code/BVHLoader.h
-rm -rf code/C4DImporter.h
-# rm -rf code/CalcTangentsProcess.h
-# rm -rf code/CInterfaceIOWrapper.cpp
-# rm -rf code/CInterfaceIOWrapper.h
-rm -rf code/COBLoader.h
-rm -rf code/COBScene.h
-rm -rf code/ColladaExporter.h
-rm -rf code/ColladaLoader.h
-# rm -rf code/ComputeUVMappingProcess.h
-# rm -rf code/ConvertToLHProcess.h
-# rm -rf code/CreateAnimMesh.cpp
-rm -rf code/CSMLoader.h
-rm -rf code/D3MFExporter.h
-rm -rf code/D3MFImporter.h
-rm -rf code/D3MFOpcPackage.h
-# rm -rf code/DeboneProcess.h
-# rm -rf code/DefaultIOStream.cpp
-# rm -rf code/DefaultIOSystem.cpp
-# rm -rf code/DefaultProgressHandler.h
-# rm -rf code/DropFaceNormalsProcess.cpp
-# rm -rf code/DropFaceNormalsProcess.h
-rm -rf code/DXFHelper.h
-rm -rf code/DXFLoader.h
-# rm -rf code/EmbedTexturesProcess.cpp
-# rm -rf code/EmbedTexturesProcess.h
-# rm -rf code/FBXCommon.h
-# rm -rf code/FBXCompileConfig.h
-# rm -rf code/FBXDeformer.cpp
-# rm -rf code/FBXDocumentUtil.cpp
-# rm -rf code/FBXDocumentUtil.h
-# rm -rf code/FBXExporter.h
-# rm -rf code/FBXExportNode.h
-# rm -rf code/FBXExportProperty.h
-# rm -rf code/FBXImporter.cpp
-# rm -rf code/FBXImporter.h
-# rm -rf code/FBXImportSettings.h
-# rm -rf code/FBXMeshGeometry.h
-# rm -rf code/FBXModel.cpp
-# rm -rf code/FBXNodeAttribute.cpp
-# rm -rf code/FBXParser.h
-# rm -rf code/FBXProperties.cpp
-# rm -rf code/FBXProperties.h
-# rm -rf code/FBXTokenizer.cpp
-# rm -rf code/FBXTokenizer.h
-# rm -rf code/FBXUtil.cpp
-# rm -rf code/FBXUtil.h
-# rm -rf code/FileLogStream.h
-# rm -rf code/FindDegenerates.h
-# rm -rf code/FindInstancesProcess.h
-# rm -rf code/FindInvalidDataProcess.h
-rm -rf code/FIReader.hpp
-# rm -rf code/FixNormalsStep.cpp
-# rm -rf code/FixNormalsStep.h
-# rm -rf code/GenFaceNormalsProcess.cpp
-# rm -rf code/GenFaceNormalsProcess.h
-# rm -rf code/GenVertexNormalsProcess.cpp
-# rm -rf code/GenVertexNormalsProcess.h
-rm -rf code/glTF2Asset.h
-rm -rf code/glTF2Asset.inl
-rm -rf code/glTF2AssetWriter.inl
-rm -rf code/glTF2Exporter.cpp
-rm -rf code/glTF2Importer.cpp
-rm -rf code/glTF2AssetWriter.h
-rm -rf code/glTFAsset.h
-rm -rf code/glTFAsset.inl
-rm -rf code/glTFAssetWriter.inl
-rm -rf code/glTFExporter.cpp
-rm -rf code/glTFImporter.cpp
-rm -rf code/glTF2Exporter.h
-rm -rf code/glTF2Importer.h
-rm -rf code/glTFAssetWriter.h
-rm -rf code/glTFExporter.h
-rm -rf code/glTFImporter.h
-rm -rf code/HalfLifeFileData.h
-rm -rf code/HMPFileData.h
-rm -rf code/HMPLoader.h
-rm -rf code/HMPLoader.cpp
-rm -rf code/IFF.h
-# rm -rf code/Importer.h
-# rm -rf code/ImproveCacheLocality.h
-rm -rf code/IRRLoader.h
-rm -rf code/IRRMeshLoader.h
-rm -rf code/IRRShared.h
-# rm -rf code/JoinVerticesProcess.h
-# rm -rf code/LimitBoneWeightsProcess.cpp
-# rm -rf code/LimitBoneWeightsProcess.h
-rm -rf code/LWSLoader.h
-rm -rf code/makefile.mingw
-# rm -rf code/MakeVerboseFormat.cpp
-# rm -rf code/MakeVerboseFormat.h
-# rm -rf code/MaterialSystem.h
-rm -rf code/MD2FileData.h
-rm -rf code/MD2Loader.h
-rm -rf code/MD2NormalTable.h
-rm -rf code/MD3FileData.h
-rm -rf code/MD3Loader.h
-rm -rf code/MD4FileData.h
-rm -rf code/MD5Loader.h
-rm -rf code/MD5Parser.cpp
-rm -rf code/MDCFileData.h
-rm -rf code/MDCLoader.h
-rm -rf code/MDLDefaultColorMap.h
-# rm -rf code/MMDCpp14.h
-# rm -rf code/MMDImporter.h
-rm -rf code/MS3DLoader.h
-rm -rf code/NDOLoader.h
-rm -rf code/NFFLoader.h
-rm -rf code/ObjExporter.h
-rm -rf code/ObjFileImporter.h
-rm -rf code/ObjFileMtlImporter.h
-rm -rf code/ObjFileParser.h
-rm -rf code/ObjTools.h
-rm -rf code/ObjExporter.cpp
-rm -rf code/ObjFileImporter.cpp
-rm -rf code/ObjFileMtlImporter.cpp
-rm -rf code/ObjFileParser.cpp
-rm -rf code/OFFLoader.h
-rm -rf code/OFFLoader.cpp
-rm -rf code/OgreImporter.cpp
-rm -rf code/OgreImporter.h
-rm -rf code/OgreParsingUtils.h
-rm -rf code/OgreXmlSerializer.h
-rm -rf code/OgreXmlSerializer.cpp
-rm -rf code/OgreBinarySerializer.cpp
-rm -rf code/OpenGEXExporter.cpp
-rm -rf code/OpenGEXExporter.h
-rm -rf code/OpenGEXImporter.h
-rm -rf code/OpenGEXStructs.h
-rm -rf code/OpenGEXImporter.cpp
-# rm -rf code/OptimizeGraph.h
-# rm -rf code/OptimizeMeshes.cpp
-# rm -rf code/OptimizeMeshes.h
-rm -rf code/PlyExporter.h
-rm -rf code/PlyLoader.h
-# rm -rf code/PolyTools.h
-# rm -rf code/PostStepRegistry.cpp
-# rm -rf code/PretransformVertices.h
-rm -rf code/Q3BSPFileData.h
-rm -rf code/Q3BSPFileImporter.h
-rm -rf code/Q3BSPFileParser.cpp
-rm -rf code/Q3BSPFileParser.h
-rm -rf code/Q3BSPZipArchive.cpp
-rm -rf code/Q3BSPZipArchive.h
-rm -rf code/Q3DLoader.h
-rm -rf code/Q3DLoader.cpp
-rm -rf code/Q3BSPFileImporter.cpp
-rm -rf code/RawLoader.h
-# rm -rf code/RemoveComments.cpp
-# rm -rf code/RemoveRedundantMaterials.cpp
-# rm -rf code/RemoveRedundantMaterials.h
-# rm -rf code/RemoveVCProcess.h
-# rm -rf code/ScaleProcess.cpp
-# rm -rf code/ScaleProcess.h
-# rm -rf code/scene.cpp
-# rm -rf code/ScenePreprocessor.cpp
-# rm -rf code/ScenePreprocessor.h
-# rm -rf code/ScenePrivate.h
-# rm -rf code/SGSpatialSort.cpp
-rm -rf code/SIBImporter.h
-rm -rf code/SMDLoader.cpp
-# rm -rf code/simd.cpp
-# rm -rf code/simd.h
-# rm -rf code/SortByPTypeProcess.h
-# rm -rf code/SplitByBoneCountProcess.h
-# rm -rf code/SplitLargeMeshes.h
-# rm -rf code/StdOStreamLogStream.h
-rm -rf code/StepExporter.h
-rm -rf code/StepExporter.cpp
-rm -rf code/STLExporter.cpp
-rm -rf code/STLExporter.h
-rm -rf code/STLLoader.h
-rm -rf code/STLLoader.cpp
-# rm -rf code/TargetAnimation.cpp
-# rm -rf code/TargetAnimation.h
-rm -rf code/TerragenLoader.h
-rm -rf code/TerragenLoader.cpp
-# rm -rf code/TextureTransform.h
-# rm -rf code/TriangulateProcess.h
-rm -rf code/UnrealLoader.h
-# rm -rf code/ValidateDataStructure.h
-# rm -rf code/Version.cpp
-# rm -rf code/VertexTriangleAdjacency.cpp
-# rm -rf code/VertexTriangleAdjacency.h
-# rm -rf code/Win32DebugLogStream.h
-rm -rf code/X3DImporter_Macro.hpp
-rm -rf code/X3DImporter_Metadata.cpp
-rm -rf code/X3DImporter_Networking.cpp
-rm -rf code/X3DImporter_Texturing.cpp
-rm -rf code/X3DImporter_Shape.cpp
-rm -rf code/X3DImporter_Rendering.cpp
-rm -rf code/X3DImporter_Postprocess.cpp
-rm -rf code/X3DImporter_Light.cpp
-rm -rf code/X3DImporter_Group.cpp
-rm -rf code/X3DImporter_Geometry3D.cpp
-rm -rf code/X3DImporter_Geometry2D.cpp
-rm -rf code/X3DImporter.cpp
-rm -rf code/X3DExporter.cpp
-rm -rf code/X3DVocabulary.cpp
-rm -rf code/XFileExporter.h
-rm -rf code/XFileExporter.cpp
-rm -rf code/XFileHelper.h
-rm -rf code/XFileHelper.cpp
-rm -rf code/XFileImporter.h
-rm -rf code/XFileImporter.cpp
-rm -rf code/XFileParser.h
-rm -rf code/XFileParser.cpp
-rm -rf code/XGLLoader.h
-rm -rf code/XGLLoader.cpp
-rm -rf code/Importer
-rm -rf .git
-rm -rf cmake-modules
-rm -rf doc
-rm -rf packaging
-rm -rf port
-rm -rf samples
-rm -rf scripts
-rm -rf test
-rm -rf tools
-rm -rf contrib/zlib
-rm -rf contrib/android-cmake
-rm -rf contrib/gtest
-rm -rf contrib/clipper
-rm -rf contrib/irrXML
-rm -rf contrib/Open3DGC
-rm -rf contrib/openddlparser
-rm -rf contrib/poly2tri
-#rm -rf contrib/rapidjson
-rm -rf contrib/unzip
-rm -rf contrib/zip
-rm -rf contrib/stb_image
-rm .travis*
-
diff --git a/modules/assimp/import_utils.h b/modules/assimp/import_utils.h
deleted file mode 100644
index dc85d06fed..0000000000
--- a/modules/assimp/import_utils.h
+++ /dev/null
@@ -1,463 +0,0 @@
-/*************************************************************************/
-/* import_utils.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_UTILS_IMPORTER_ASSIMP_H
-#define IMPORT_UTILS_IMPORTER_ASSIMP_H
-
-#include "core/io/image_loader.h"
-#include "import_state.h"
-
-#include <assimp/SceneCombiner.h>
-#include <assimp/cexport.h>
-#include <assimp/cimport.h>
-#include <assimp/matrix4x4.h>
-#include <assimp/pbrmaterial.h>
-#include <assimp/postprocess.h>
-#include <assimp/scene.h>
-#include <assimp/DefaultLogger.hpp>
-#include <assimp/Importer.hpp>
-#include <assimp/LogStream.hpp>
-#include <assimp/Logger.hpp>
-#include <string>
-
-using namespace AssimpImporter;
-
-#define AI_PROPERTIES aiTextureType_UNKNOWN, 0
-#define AI_NULL 0, 0
-#define AI_MATKEY_FBX_MAYA_BASE_COLOR_FACTOR "$raw.Maya|baseColor"
-#define AI_MATKEY_FBX_MAYA_METALNESS_FACTOR "$raw.Maya|metalness"
-#define AI_MATKEY_FBX_MAYA_DIFFUSE_ROUGHNESS_FACTOR "$raw.Maya|diffuseRoughness"
-
-#define AI_MATKEY_FBX_MAYA_EMISSION_TEXTURE "$raw.Maya|emissionColor|file"
-#define AI_MATKEY_FBX_MAYA_EMISSIVE_FACTOR "$raw.Maya|emission"
-#define AI_MATKEY_FBX_MAYA_METALNESS_TEXTURE "$raw.Maya|metalness|file"
-#define AI_MATKEY_FBX_MAYA_METALNESS_UV_XFORM "$raw.Maya|metalness|uvtrafo"
-#define AI_MATKEY_FBX_MAYA_DIFFUSE_ROUGHNESS_TEXTURE "$raw.Maya|diffuseRoughness|file"
-#define AI_MATKEY_FBX_MAYA_DIFFUSE_ROUGHNESS_UV_XFORM "$raw.Maya|diffuseRoughness|uvtrafo"
-#define AI_MATKEY_FBX_MAYA_BASE_COLOR_TEXTURE "$raw.Maya|baseColor|file"
-#define AI_MATKEY_FBX_MAYA_BASE_COLOR_UV_XFORM "$raw.Maya|baseColor|uvtrafo"
-#define AI_MATKEY_FBX_MAYA_NORMAL_TEXTURE "$raw.Maya|normalCamera|file"
-#define AI_MATKEY_FBX_MAYA_NORMAL_UV_XFORM "$raw.Maya|normalCamera|uvtrafo"
-
-#define AI_MATKEY_FBX_NORMAL_TEXTURE "$raw.Maya|normalCamera|file"
-#define AI_MATKEY_FBX_NORMAL_UV_XFORM "$raw.Maya|normalCamera|uvtrafo"
-
-#define AI_MATKEY_FBX_MAYA_STINGRAY_DISPLACEMENT_SCALING_FACTOR "$raw.Maya|displacementscaling"
-#define AI_MATKEY_FBX_MAYA_STINGRAY_BASE_COLOR_FACTOR "$raw.Maya|base_color"
-#define AI_MATKEY_FBX_MAYA_STINGRAY_EMISSIVE_FACTOR "$raw.Maya|emissive"
-#define AI_MATKEY_FBX_MAYA_STINGRAY_METALLIC_FACTOR "$raw.Maya|metallic"
-#define AI_MATKEY_FBX_MAYA_STINGRAY_ROUGHNESS_FACTOR "$raw.Maya|roughness"
-#define AI_MATKEY_FBX_MAYA_STINGRAY_EMISSIVE_INTENSITY_FACTOR "$raw.Maya|emissive_intensity"
-
-#define AI_MATKEY_FBX_MAYA_STINGRAY_NORMAL_TEXTURE "$raw.Maya|TEX_normal_map|file"
-#define AI_MATKEY_FBX_MAYA_STINGRAY_NORMAL_UV_XFORM "$raw.Maya|TEX_normal_map|uvtrafo"
-#define AI_MATKEY_FBX_MAYA_STINGRAY_COLOR_TEXTURE "$raw.Maya|TEX_color_map|file"
-#define AI_MATKEY_FBX_MAYA_STINGRAY_COLOR_UV_XFORM "$raw.Maya|TEX_color_map|uvtrafo"
-#define AI_MATKEY_FBX_MAYA_STINGRAY_METALLIC_TEXTURE "$raw.Maya|TEX_metallic_map|file"
-#define AI_MATKEY_FBX_MAYA_STINGRAY_METALLIC_UV_XFORM "$raw.Maya|TEX_metallic_map|uvtrafo"
-#define AI_MATKEY_FBX_MAYA_STINGRAY_ROUGHNESS_TEXTURE "$raw.Maya|TEX_roughness_map|file"
-#define AI_MATKEY_FBX_MAYA_STINGRAY_ROUGHNESS_UV_XFORM "$raw.Maya|TEX_roughness_map|uvtrafo"
-#define AI_MATKEY_FBX_MAYA_STINGRAY_EMISSIVE_TEXTURE "$raw.Maya|TEX_emissive_map|file"
-#define AI_MATKEY_FBX_MAYA_STINGRAY_EMISSIVE_UV_XFORM "$raw.Maya|TEX_emissive_map|uvtrafo"
-#define AI_MATKEY_FBX_MAYA_STINGRAY_AO_TEXTURE "$raw.Maya|TEX_ao_map|file"
-#define AI_MATKEY_FBX_MAYA_STINGRAY_AO_UV_XFORM "$raw.Maya|TEX_ao_map|uvtrafo"
-
-/**
- * Assimp Utils
- * Conversion tools / glue code to convert from assimp to godot
-*/
-class AssimpUtils {
-public:
- /**
- * calculate tangents for mesh data from assimp data
- */
- static void calc_tangent_from_mesh(const aiMesh *ai_mesh, int i, int tri_index, int index, Color *w) {
- const aiVector3D normals = ai_mesh->mAnimMeshes[i]->mNormals[tri_index];
- const Vector3 godot_normal = Vector3(normals.x, normals.y, normals.z);
- const aiVector3D tangent = ai_mesh->mAnimMeshes[i]->mTangents[tri_index];
- const Vector3 godot_tangent = Vector3(tangent.x, tangent.y, tangent.z);
- const aiVector3D bitangent = ai_mesh->mAnimMeshes[i]->mBitangents[tri_index];
- const Vector3 godot_bitangent = Vector3(bitangent.x, bitangent.y, bitangent.z);
- float d = godot_normal.cross(godot_tangent).dot(godot_bitangent) > 0.0f ? 1.0f : -1.0f;
- Color plane_tangent = Color(tangent.x, tangent.y, tangent.z, d);
- w[index] = plane_tangent;
- }
-
- 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 assimp string
- * automatically filters the string data
- */
- static String get_assimp_string(const aiString &p_string) {
- //convert an assimp String to a Godot String
- String name;
- name.parse_utf8(p_string.C_Str() /*,p_string.length*/);
- if (name.find(":") != -1) {
- String replaced_name = name.split(":")[1];
- print_verbose("Replacing " + name + " containing : with " + replaced_name);
- name = replaced_name;
- }
-
- return name;
- }
-
- static String get_anim_string_from_assimp(const aiString &p_string) {
- String name;
- name.parse_utf8(p_string.C_Str() /*,p_string.length*/);
- if (name.find(":") != -1) {
- String replaced_name = name.split(":")[1];
- print_verbose("Replacing " + name + " containing : with " + replaced_name);
- name = replaced_name;
- }
- return name;
- }
-
- /**
- * No filter logic get_raw_string_from_assimp
- * This just convers the aiString to a parsed utf8 string
- * Without removing special chars etc
- */
- static String get_raw_string_from_assimp(const aiString &p_string) {
- String name;
- name.parse_utf8(p_string.C_Str() /*,p_string.length*/);
- return name;
- }
-
- static Ref<Animation> import_animation(const String &p_path, uint32_t p_flags, int p_bake_fps) {
- return Ref<Animation>();
- }
-
- /**
- * Converts aiMatrix4x4 to godot Transform
- */
- static const Transform assimp_matrix_transform(const aiMatrix4x4 p_matrix) {
- aiMatrix4x4 matrix = p_matrix;
- Transform xform;
- xform.set(matrix.a1, matrix.a2, matrix.a3, matrix.b1, matrix.b2, matrix.b3, matrix.c1, matrix.c2, matrix.c3, matrix.a4, matrix.b4, matrix.c4);
- return xform;
- }
-
- /** Get fbx fps for time mode meta data
- */
- static float get_fbx_fps(int32_t time_mode, const aiScene *p_scene) {
- switch (time_mode) {
- case AssetImportFbx::TIME_MODE_DEFAULT:
- return 24; //hack
- case AssetImportFbx::TIME_MODE_120:
- return 120;
- case AssetImportFbx::TIME_MODE_100:
- return 100;
- case AssetImportFbx::TIME_MODE_60:
- return 60;
- case AssetImportFbx::TIME_MODE_50:
- return 50;
- case AssetImportFbx::TIME_MODE_48:
- return 48;
- case AssetImportFbx::TIME_MODE_30:
- return 30;
- case AssetImportFbx::TIME_MODE_30_DROP:
- return 30;
- case AssetImportFbx::TIME_MODE_NTSC_DROP_FRAME:
- return 29.9700262f;
- case AssetImportFbx::TIME_MODE_NTSC_FULL_FRAME:
- return 29.9700262f;
- case AssetImportFbx::TIME_MODE_PAL:
- return 25;
- case AssetImportFbx::TIME_MODE_CINEMA:
- return 24;
- case AssetImportFbx::TIME_MODE_1000:
- return 1000;
- case AssetImportFbx::TIME_MODE_CINEMA_ND:
- return 23.976f;
- case AssetImportFbx::TIME_MODE_CUSTOM:
- int32_t frame_rate = -1;
- p_scene->mMetaData->Get("FrameRate", frame_rate);
- return frame_rate;
- }
- return 0;
- }
-
- /**
- * Get global transform for the current node - so we can use world space rather than
- * local space coordinates
- * useful if you need global - although recommend using local wherever possible over global
- * as you could break fbx scaling :)
- */
- static Transform _get_global_assimp_node_transform(const aiNode *p_current_node) {
- aiNode const *current_node = p_current_node;
- Transform xform;
- while (current_node != nullptr) {
- xform = assimp_matrix_transform(current_node->mTransformation) * xform;
- current_node = current_node->mParent;
- }
- return xform;
- }
-
- /**
- * Find hardcoded textures from assimp which could be in many different directories
- */
- static void find_texture_path(const String &p_path, _Directory &dir, String &path, bool &found, String extension) {
- Vector<String> paths;
- paths.push_back(path.get_basename() + extension);
- paths.push_back(path + extension);
- paths.push_back(path);
- paths.push_back(p_path.get_base_dir().plus_file(path.get_file().get_basename() + extension));
- paths.push_back(p_path.get_base_dir().plus_file(path.get_file() + extension));
- paths.push_back(p_path.get_base_dir().plus_file(path.get_file()));
- paths.push_back(p_path.get_base_dir().plus_file("textures/" + path.get_file().get_basename() + extension));
- paths.push_back(p_path.get_base_dir().plus_file("textures/" + path.get_file() + extension));
- paths.push_back(p_path.get_base_dir().plus_file("textures/" + path.get_file()));
- paths.push_back(p_path.get_base_dir().plus_file("Textures/" + path.get_file().get_basename() + extension));
- paths.push_back(p_path.get_base_dir().plus_file("Textures/" + path.get_file() + extension));
- paths.push_back(p_path.get_base_dir().plus_file("Textures/" + path.get_file()));
- paths.push_back(p_path.get_base_dir().plus_file("../Textures/" + path.get_file() + extension));
- paths.push_back(p_path.get_base_dir().plus_file("../Textures/" + path.get_file().get_basename() + extension));
- paths.push_back(p_path.get_base_dir().plus_file("../Textures/" + path.get_file()));
- paths.push_back(p_path.get_base_dir().plus_file("../textures/" + path.get_file().get_basename() + extension));
- paths.push_back(p_path.get_base_dir().plus_file("../textures/" + path.get_file() + extension));
- paths.push_back(p_path.get_base_dir().plus_file("../textures/" + path.get_file()));
- paths.push_back(p_path.get_base_dir().plus_file("texture/" + path.get_file().get_basename() + extension));
- paths.push_back(p_path.get_base_dir().plus_file("texture/" + path.get_file() + extension));
- paths.push_back(p_path.get_base_dir().plus_file("texture/" + path.get_file()));
- paths.push_back(p_path.get_base_dir().plus_file("Texture/" + path.get_file().get_basename() + extension));
- paths.push_back(p_path.get_base_dir().plus_file("Texture/" + path.get_file() + extension));
- paths.push_back(p_path.get_base_dir().plus_file("Texture/" + path.get_file()));
- paths.push_back(p_path.get_base_dir().plus_file("../Texture/" + path.get_file() + extension));
- paths.push_back(p_path.get_base_dir().plus_file("../Texture/" + path.get_file().get_basename() + extension));
- paths.push_back(p_path.get_base_dir().plus_file("../Texture/" + path.get_file()));
- paths.push_back(p_path.get_base_dir().plus_file("../texture/" + path.get_file().get_basename() + extension));
- paths.push_back(p_path.get_base_dir().plus_file("../texture/" + path.get_file() + extension));
- paths.push_back(p_path.get_base_dir().plus_file("../texture/" + path.get_file()));
- for (int i = 0; i < paths.size(); i++) {
- if (dir.file_exists(paths[i])) {
- found = true;
- path = paths[i];
- return;
- }
- }
- }
-
- /** find the texture path for the supplied fbx path inside godot
- * very simple lookup for subfolders etc for a texture which may or may not be in a directory
- */
- static void find_texture_path(const String &r_p_path, String &r_path, bool &r_found) {
- _Directory dir;
-
- List<String> exts;
- ImageLoader::get_recognized_extensions(&exts);
-
- Vector<String> split_path = r_path.get_basename().split("*");
- if (split_path.size() == 2) {
- r_found = true;
- return;
- }
-
- if (dir.file_exists(r_p_path.get_base_dir() + r_path.get_file())) {
- r_path = r_p_path.get_base_dir() + r_path.get_file();
- r_found = true;
- return;
- }
-
- for (int32_t i = 0; i < exts.size(); i++) {
- if (r_found) {
- return;
- }
- find_texture_path(r_p_path, dir, r_path, r_found, "." + exts[i]);
- }
- }
-
- /**
- * 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);
- // FIXME: Commented out during Vulkan port.
- /*
- aiTextureMapMode tex_mode = map_mode[0];
-
- int32_t flags = Texture2D::FLAGS_DEFAULT;
- if (tex_mode == aiTextureMapMode_Wrap) {
- //Default
- } else if (tex_mode == aiTextureMapMode_Clamp) {
- flags = flags & ~Texture2D::FLAG_REPEAT;
- } else if (tex_mode == aiTextureMapMode_Mirror) {
- flags = flags | Texture2D::FLAG_MIRRORED_REPEAT;
- }
- texture->set_flags(flags);
- */
- }
-
- /**
- * Load or load from cache image :)
- */
- 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")) {
- ERR_FAIL_COND_V(Image::_png_mem_loader_func == nullptr, Ref<Image>());
- 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")) {
- ERR_FAIL_COND_V(Image::_jpg_mem_loader_func == nullptr, Ref<Image>());
- 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();
- PackedByteArray arr;
- uint32_t size = tex->mWidth * tex->mHeight;
- arr.resize(size);
- memcpy(arr.ptrw(), 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.ptrw()[(4 * i) + 3] = arr[(4 * i) + 0];
- arr.ptrw()[(4 * i) + 0] = arr[(4 * i) + 1];
- arr.ptrw()[(4 * i) + 1] = arr[(4 * i) + 2];
- arr.ptrw()[(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<Texture2D> 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);
- // FIXME: Commented out during Vulkan port.
- //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, nullptr, nullptr, nullptr, nullptr, image_state.map_mode)) {
- return CreateAssimpTexture(state, ai_filename, filename, path, image_state);
- }
-
- return false;
- }
-};
-
-#endif // IMPORT_UTILS_IMPORTER_ASSIMP_H
diff --git a/modules/fbx/README.md b/modules/fbx/README.md
new file mode 100644
index 0000000000..2a2f186463
--- /dev/null
+++ b/modules/fbx/README.md
@@ -0,0 +1,196 @@
+# Open Source FBX Specification for the Importer
+
+The goal of this document is to make everything in FBX clearly stated, any errors will be corrected over time this
+is a first draft.
+
+## fbx parser - originally from assimp
+
+- Folder: /modules/fbx/fbx_parser
+- Upstream: assimp
+- Original Version: git (308db73d0b3c2d1870cd3e465eaa283692a4cf23, 2019)
+- License: BSD-3-Clause
+
+This can never be updated from upstream, we have heavily modified the parser to provide memory safety and add some
+functionality. If anything we should give this parser back to assimp at some point as it has a lot of new features.
+
+# Updating assimp fbx parser
+
+Don't. it's not possible the code is rewritten in many areas to remove thirdparty deps and various bugs are fixed.
+
+Many days were put into rewriting the parser to use safe code and safe memory accessors.
+
+# File Headers
+
+FBX Binaries start with the header "Kaydara FBX Binary"
+
+FBX ASCII documents contain a larger header, sometimes with copyright information for a file.
+
+Detecting these is pretty simple.
+
+# What is an OP link?
+It's an object to property link. It lists the properties for that object in some cases. Source and destination based by
+ID.
+
+# What is a OO link?
+Its an object to object link, it contains the ID source and destination ID.
+
+# FBX Node connections
+
+Nodes in FBX are connected using OO links, This means Object to Object.
+
+FBX has a single other kind of link which is Object Property, this is used for Object to Property Links, this can be
+ extra attributes, defaults, or even some simple settings.
+
+# Bones / Joints / Locators
+
+Bones in FBX are nodes, they initially have the Model:: Type, then have links to SubDeformer the sub deformer
+is part of the skin there is also an explicit Skin link, which then links to the geometry using OO links in the
+document.
+
+# Rotation Order in FBX compared to Godot
+
+**Godot uses the rotation order:** YXZ
+
+**FBX has dynamic rotation order to prevent gimbal lock with complex animations**
+
+```cpp
+enum RotOrder {
+ RotOrder_EulerXYZ = 0
+ RotOrder_EulerXZY,
+ RotOrder_EulerYZX,
+ RotOrder_EulerYXZ,
+ RotOrder_EulerZXY,
+ RotOrder_EulerZYX,
+ RotOrder_SphericXYZ // nobody uses this - as far as we can tell
+};
+```
+
+
+# Pivot transforms
+
+### Pivot description:
+- Maya and 3DS max consider everything to be in node space (bones joints, skins, lights, cameras, etc)
+- Everything is a node, this means essentially nodes are auto or variants
+- They are local to the node in the tree.
+- They are used to calculate where a node is in space
+```c++
+// For a better reference you can check editor_scene_importer_fbx.h
+// references: GenFBXTransform / read the data in
+// references: ComputePivotTransform / run the calculation
+// This is the local pivot transform for the node, not the global transforms
+Transform ComputePivotTransform(
+ Transform chain[TransformationComp_MAXIMUM],
+ Transform &geometric_transform) {
+ // Maya pivots
+ Transform T = chain[TransformationComp_Translation];
+ Transform Roff = chain[TransformationComp_RotationOffset];
+ Transform Rp = chain[TransformationComp_RotationPivot];
+ Transform Rpre = chain[TransformationComp_PreRotation];
+ Transform R = chain[TransformationComp_Rotation];
+ Transform Rpost = chain[TransformationComp_PostRotation];
+ Transform Soff = chain[TransformationComp_ScalingOffset];
+ Transform Sp = chain[TransformationComp_ScalingPivot];
+ Transform S = chain[TransformationComp_Scaling];
+
+ // 3DS Max Pivots
+ Transform OT = chain[TransformationComp_GeometricTranslation];
+ Transform OR = chain[TransformationComp_GeometricRotation];
+ Transform OS = chain[TransformationComp_GeometricScaling];
+
+ // Calculate 3DS max pivot transform - use geometric space (e.g doesn't effect children nodes only the current node)
+ geometric_transform = OT * OR * OS;
+ // Calculate standard maya pivots
+ return T * Roff * Rp * Rpre * R * Rpost.inverse() * Rp.inverse() * Soff * Sp * S * Sp.inverse();
+}
+```
+
+# Transform inheritance for FBX Nodes
+
+The goal of below is to explain why they implement this in the first place.
+
+The use case is to make nodes have an option to override their local scaling or to make scaling influenced by orientation, which i would imagine would be useful for when you need to rotate a node and the child to scale based on the orientation rather than setting on the rotation matrix planes.
+```cpp
+// not modified the formatting here since this code must remain clear
+enum TransformInheritance {
+ Transform_RrSs = 0,
+ // Parent Rotation * Local Rotation * Parent Scale * Local Scale -- Parent Rotation Offset * Parent ScalingOffset (Local scaling is offset by rotation of parent node)
+ Transform_RSrs = 1, // Parent Rotation * Parent Scale * Local Rotation * Local Scale -- Parent * Local (normal mode)
+ Transform_Rrs = 2, // Parent Rotation * Local Rotation * Local Scale -- Node transform scale is the only relevant component
+ TransformInheritance_MAX // end-of-enum sentinel
+};
+
+enum TransformInheritance {
+ Transform_RrSs = 0,
+ // Local scaling is offset by rotation of parent node
+ Transform_RSrs = 1,
+ // Parent * Local (normal mode)
+ Transform_Rrs = 2,
+ // Node transform scale is the only relevant component
+ TransformInheritance_MAX // end-of-enum sentinel
+};
+```
+
+# Axis in FBX
+
+Godot has one format for the declared axis
+
+AXIS X, AXIS Y, -AXIS Z
+
+FBX supports any format you can think of. As it has to support Maya and 3DS Max.
+
+#### FBX File Header
+```json
+GlobalSettings: {
+ Version: 1000
+ Properties70: {
+ P: "UpAxis", "int", "Integer", "",1
+ P: "UpAxisSign", "int", "Integer", "",1
+ P: "FrontAxis", "int", "Integer", "",2
+ P: "FrontAxisSign", "int", "Integer", "",1
+ P: "CoordAxis", "int", "Integer", "",0
+ P: "CoordAxisSign", "int", "Integer", "",1
+ P: "OriginalUpAxis", "int", "Integer", "",1
+ P: "OriginalUpAxisSign", "int", "Integer", "",1
+ P: "UnitScaleFactor", "double", "Number", "",1
+ P: "OriginalUnitScaleFactor", "double", "Number", "",1
+ P: "AmbientColor", "ColorRGB", "Color", "",0,0,0
+ P: "DefaultCamera", "KString", "", "", "Producer Perspective"
+ P: "TimeMode", "enum", "", "",6
+ P: "TimeProtocol", "enum", "", "",2
+ P: "SnapOnFrameMode", "enum", "", "",0
+ P: "TimeSpanStart", "KTime", "Time", "",0
+ P: "TimeSpanStop", "KTime", "Time", "",92372316000
+ P: "CustomFrameRate", "double", "Number", "",-1
+ P: "TimeMarker", "Compound", "", ""
+ P: "CurrentTimeMarker", "int", "Integer", "",-1
+ }
+}
+```
+
+#### FBX FILE declares axis dynamically using FBX header
+Coord is X
+Up is Y
+Front is Z
+
+#### GODOT - constant reference point
+Coord is X positive,
+Y is up positive,
+Front is -Z negative
+
+### Explaining MeshGeometry indexing
+
+Reference type declared:
+- Direct (directly related to the mapping information type)
+- IndexToDirect (Map with key value, meaning depends on the MappingInformationType)
+
+ControlPoint is a vertex
+* None The mapping is undetermined.
+* ByVertex There will be one mapping coordinate for each surface control point/vertex.
+ * If you have direct reference type vertices [x]
+ * If you have IndexToDirect reference type the UV
+* ByPolygonVertex There will be one mapping coordinate for each vertex, for every polygon of which it is a part. This means that a vertex will have as many mapping coordinates as polygons of which it is a part. (Sorted by polygon, referencing vertex)
+* ByPolygon There can be only one mapping coordinate for the whole polygon.
+ * One mapping per polygon polygon x has this normal x
+ * For each vertex of the polygon then set the normal to x
+* ByEdge There will be one mapping coordinate for each unique edge in the mesh. This is meant to be used with smoothing layer elements. (Mapping is referencing the edge id)
+* AllSame There can be only one mapping coordinate for the whole surface.
diff --git a/modules/fbx/SCsub b/modules/fbx/SCsub
new file mode 100644
index 0000000000..84220a66fa
--- /dev/null
+++ b/modules/fbx/SCsub
@@ -0,0 +1,15 @@
+#!/usr/bin/env python
+
+Import("env")
+Import("env_modules")
+
+env_fbx = env_modules.Clone()
+
+# Make includes relative to the folder path specified here so our includes are clean
+env_fbx.Prepend(CPPPATH=["#modules/fbx/"])
+
+# Godot's own source files
+env_fbx.add_source_files(env.modules_sources, "tools/*.cpp")
+env_fbx.add_source_files(env.modules_sources, "data/*.cpp")
+env_fbx.add_source_files(env.modules_sources, "fbx_parser/*.cpp")
+env_fbx.add_source_files(env.modules_sources, "*.cpp")
diff --git a/modules/fbx/config.py b/modules/fbx/config.py
new file mode 100644
index 0000000000..78929800b3
--- /dev/null
+++ b/modules/fbx/config.py
@@ -0,0 +1,16 @@
+def can_build(env, platform):
+ return env["tools"]
+
+
+def configure(env):
+ pass
+
+
+def get_doc_classes():
+ return [
+ "EditorSceneImporterFBX",
+ ]
+
+
+def get_doc_path():
+ return "doc_classes"
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..b00ac2083e
--- /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.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.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.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..0728866adb
--- /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->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->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->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->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->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.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.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.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/assimp/import_state.h b/modules/fbx/data/import_state.h
index a1cce6968b..34021ca7b1 100644
--- a/modules/assimp/import_state.h
+++ b/modules/fbx/data/import_state.h
@@ -28,8 +28,14 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef EDITOR_SCENE_IMPORT_STATE_H
-#define EDITOR_SCENE_IMPORT_STATE_H
+#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"
@@ -43,90 +49,64 @@
#include "scene/resources/animation.h"
#include "scene/resources/surface_tool.h"
-#include <assimp/matrix4x4.h>
-#include <assimp/scene.h>
-#include <assimp/types.h>
-#include <assimp/DefaultLogger.hpp>
-#include <assimp/LogStream.hpp>
-#include <assimp/Logger.hpp>
-
-namespace AssimpImporter {
-/** Import state is for global scene import data
- * This makes the code simpler and contains useful lookups.
- */
+#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 {
- String path;
- Node3D *root;
- const aiScene *assimp_scene;
- uint32_t max_bone_weights;
-
- Map<String, Ref<Mesh>> mesh_cache;
- Map<int, Ref<Material>> material_cache;
- Map<String, int> light_cache;
- Map<String, int> camera_cache;
-
- // very useful for when you need to ask assimp for the bone mesh
-
- Map<const aiNode *, Node *> assimp_node_map;
- Map<String, Ref<Image>> path_to_image_cache;
-
- // Generation 3 - determinisitic iteration
- // to lower potential recursion errors
- List<const aiNode *> nodes;
- Map<const aiNode *, Node3D *> flat_node_map;
- AnimationPlayer *animation_player;
-
- // Generation 3 - deterministic armatures
- // list of armature nodes - flat and simple to parse
- // assimp node, node in godot
- List<aiNode *> armature_nodes;
- Map<const aiNode *, Skeleton3D *> armature_skeletons;
- Map<aiBone *, Skeleton3D *> skeleton_bone_map;
- // Generation 3 - deterministic bone handling
- // bones from the stack are popped when found
- // this means we can detect
- // what bones are for other armatures
- List<aiBone *> bone_stack;
-
- // EditorSceneImporter::ImportFlags
- uint32_t import_flags;
-};
+ bool enable_material_import = true;
+ bool enable_animation_import = true;
-struct AssimpImageData {
- Ref<Image> raw_image;
- Ref<ImageTexture> texture;
- aiTextureMapMode map_mode[2];
-};
+ 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>>();
-/** Recursive state is used to push state into functions instead of specifying them
- * This makes the code easier to handle too and add extra arguments without breaking things
- */
-struct RecursiveState {
- RecursiveState() {} // do not construct :)
- RecursiveState(
- Transform &_node_transform,
- Skeleton3D *_skeleton,
- Node3D *_new_node,
- String &_node_name,
- aiNode *_assimp_node,
- Node *_parent_node,
- aiBone *_bone) :
- node_transform(_node_transform),
- skeleton(_skeleton),
- new_node(_new_node),
- node_name(_node_name),
- assimp_node(_assimp_node),
- parent_node(_parent_node),
- bone(_bone) {}
-
- Transform node_transform;
- Skeleton3D *skeleton = nullptr;
- Node3D *new_node = nullptr;
- String node_name;
- aiNode *assimp_node = nullptr;
- Node *parent_node = nullptr;
- aiBone *bone = nullptr;
+ // 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>>();
};
-} // namespace AssimpImporter
-#endif // EDITOR_SCENE_IMPORT_STATE_H
+#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
diff --git a/modules/fbx/doc_classes/EditorSceneImporterFBX.xml b/modules/fbx/doc_classes/EditorSceneImporterFBX.xml
new file mode 100644
index 0000000000..72b6e0f5fd
--- /dev/null
+++ b/modules/fbx/doc_classes/EditorSceneImporterFBX.xml
@@ -0,0 +1,36 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="EditorSceneImporterFBX" inherits="EditorSceneImporter" version="3.2">
+ <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
new file mode 100644
index 0000000000..d37befbbfd
--- /dev/null
+++ b/modules/fbx/editor_scene_importer_fbx.cpp
@@ -0,0 +1,1424 @@
+/*************************************************************************/
+/* editor_scene_importer_fbx.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 "editor_scene_importer_fbx.h"
+
+#include "data/fbx_anim_container.h"
+#include "data/fbx_material.h"
+#include "data/fbx_mesh_data.h"
+#include "data/fbx_skeleton.h"
+#include "tools/import_utils.h"
+
+#include "core/io/image_loader.h"
+#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/light_3d.h"
+#include "scene/3d/mesh_instance_3d.h"
+#include "scene/main/node.h"
+#include "scene/resources/material.h"
+
+#include "fbx_parser/FBXDocument.h"
+#include "fbx_parser/FBXImportSettings.h"
+#include "fbx_parser/FBXMeshGeometry.h"
+#include "fbx_parser/FBXParser.h"
+#include "fbx_parser/FBXProperties.h"
+#include "fbx_parser/FBXTokenizer.h"
+
+#include <string>
+
+void EditorSceneImporterFBX::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";
+ Vector<String> exts;
+ exts.push_back(fbx_str);
+ _register_project_setting_import(fbx_str, import_setting_string, exts, r_extensions,
+ true);
+}
+
+void EditorSceneImporterFBX::_register_project_setting_import(const String generic,
+ const String import_setting_string,
+ const Vector<String> &exts,
+ List<String> *r_extensions,
+ const bool p_enabled) const {
+ const String use_generic = "use_" + generic;
+ _GLOBAL_DEF(import_setting_string + use_generic, p_enabled, true);
+ if (ProjectSettings::get_singleton()->get(import_setting_string + use_generic)) {
+ for (int32_t i = 0; i < exts.size(); i++) {
+ r_extensions->push_back(exts[i]);
+ }
+ }
+}
+
+uint32_t EditorSceneImporterFBX::get_import_flags() const {
+ return IMPORT_SCENE;
+}
+
+Node3D *EditorSceneImporterFBX::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()) {
+ EditorLog *log = EditorNode::get_log();
+ log->clear();
+ }
+ Error err;
+ FileAccessRef f = FileAccess::open(p_path, FileAccess::READ, &err);
+
+ ERR_FAIL_COND_V(!f, NULL);
+
+ {
+ PackedByteArray data;
+ // broadphase tokenizing pass in which we identify the core
+ // syntax elements of FBX (brackets, commas, key:value mappings)
+ FBXDocParser::TokenList tokens;
+
+ bool is_binary = false;
+ data.resize(f->get_len());
+ f->get_buffer(data.ptrw(), data.size());
+ PackedByteArray fbx_header;
+ fbx_header.resize(64);
+ for (int32_t byte_i = 0; byte_i < 64; byte_i++) {
+ fbx_header.ptrw()[byte_i] = data.ptr()[byte_i];
+ }
+
+ String fbx_header_string;
+ if (fbx_header.size() >= 0) {
+ fbx_header_string.parse_utf8((const char *)fbx_header.ptr(), fbx_header.size());
+ }
+
+ print_verbose("[doc] opening fbx file: " + p_path);
+ print_verbose("[doc] fbx header: " + fbx_header_string);
+
+ // safer to check this way as there can be different formatted headers
+ if (fbx_header_string.find("Kaydara FBX Binary", 0) != -1) {
+ is_binary = true;
+ print_verbose("[doc] is binary");
+ FBXDocParser::TokenizeBinary(tokens, (const char *)data.ptrw(), (size_t)data.size());
+ } else {
+ print_verbose("[doc] is ascii");
+ FBXDocParser::Tokenize(tokens, (const char *)data.ptrw(), (size_t)data.size());
+ }
+
+ // The import process explained:
+ // 1. Tokens are made, these are then taken into the 'parser' below
+ // 2. The parser constructs 'Elements' and all 'real' FBX Types.
+ // 3. This creates a problem: shared_ptr ownership, should Elements later 'take ownership'
+ // 4. No, it shouldn't so we should either a.) use weak ref for elements; but this is not correct.
+
+ // use this information to construct a very rudimentary
+ // parse-tree representing the FBX scope structure
+ FBXDocParser::Parser parser(tokens, is_binary);
+ FBXDocParser::ImportSettings settings;
+ settings.strictMode = false;
+
+ // this function leaks a lot
+ FBXDocParser::Document doc(parser, settings);
+
+ // yeah so closing the file is a good idea (prevents readonly states)
+ f->close();
+
+ // safety for version handling
+ if (doc.IsSafeToImport()) {
+ bool is_blender_fbx = false;
+ //const FBXDocParser::PropertyPtr app_vendor = p_document->GlobalSettingsPtr()->Props()
+ // p_document->Creator()
+ const FBXDocParser::PropertyTable *import_props = doc.GetMetadataProperties();
+ const FBXDocParser::PropertyPtr app_name = import_props->Get("Original|ApplicationName");
+ const FBXDocParser::PropertyPtr app_vendor = import_props->Get("Original|ApplicationVendor");
+ const FBXDocParser::PropertyPtr app_version = import_props->Get("Original|ApplicationVersion");
+ //
+ if (app_name) {
+ const FBXDocParser::TypedProperty<std::string> *app_name_string = dynamic_cast<const FBXDocParser::TypedProperty<std::string> *>(app_name);
+ if (app_name_string) {
+ print_verbose("FBX App Name: " + String(app_name_string->Value().c_str()));
+ }
+ }
+
+ if (app_vendor) {
+ const FBXDocParser::TypedProperty<std::string> *app_vendor_string = dynamic_cast<const FBXDocParser::TypedProperty<std::string> *>(app_vendor);
+ if (app_vendor_string) {
+ print_verbose("FBX App Vendor: " + String(app_vendor_string->Value().c_str()));
+ is_blender_fbx = app_vendor_string->Value().find("Blender") != std::string::npos;
+ }
+ }
+
+ if (app_version) {
+ const FBXDocParser::TypedProperty<std::string> *app_version_string = dynamic_cast<const FBXDocParser::TypedProperty<std::string> *>(app_version);
+ if (app_version_string) {
+ print_verbose("FBX App Version: " + String(app_version_string->Value().c_str()));
+ }
+ }
+
+ if (is_blender_fbx) {
+ WARN_PRINT("Blender FBX files will not work properly with keyframes or skeletons until we make fixes stand by.");
+ }
+
+ Node3D *spatial = _generate_scene(p_path, &doc, p_flags, p_bake_fps, 8);
+ // todo: move to document shutdown (will need to be validated after moving; this code has been validated already)
+ for (FBXDocParser::TokenPtr token : tokens) {
+ if (token) {
+ delete token;
+ token = nullptr;
+ }
+ }
+
+ return spatial;
+
+ } else {
+ print_error("Cannot import file: " + p_path + " version of file is unsupported, please re-export in your modelling package file version is: " + itos(doc.FBXVersion()));
+ }
+ }
+
+ return memnew(Node3D);
+}
+
+template <class T>
+struct EditorSceneImporterAssetImportInterpolate {
+ T lerp(const T &a, const T &b, float c) const {
+ return a + (b - a) * c;
+ }
+
+ T catmull_rom(const T &p0, const T &p1, const T &p2, const T &p3, float t) {
+ const float t2 = t * t;
+ const float t3 = t2 * t;
+
+ return 0.5f * ((2.0f * p1) + (-p0 + p2) * t + (2.0f * p0 - 5.0f * p1 + 4.0f * p2 - p3) * t2 + (-p0 + 3.0f * p1 - 3.0f * p2 + p3) * t3);
+ }
+
+ T bezier(T start, T control_1, T control_2, T end, float t) {
+ /* Formula from Wikipedia article on Bezier curves. */
+ const real_t omt = (1.0 - t);
+ const real_t omt2 = omt * omt;
+ const real_t omt3 = omt2 * omt;
+ const real_t t2 = t * t;
+ const real_t t3 = t2 * t;
+
+ return start * omt3 + control_1 * omt2 * t * 3.0 + control_2 * omt * t2 * 3.0 + end * t3;
+ }
+};
+
+//thank you for existing, partial specialization
+template <>
+struct EditorSceneImporterAssetImportInterpolate<Quat> {
+ Quat lerp(const Quat &a, const Quat &b, float c) const {
+ ERR_FAIL_COND_V(!a.is_normalized(), Quat());
+ ERR_FAIL_COND_V(!b.is_normalized(), Quat());
+
+ return a.slerp(b, c).normalized();
+ }
+
+ Quat catmull_rom(const Quat &p0, const Quat &p1, const Quat &p2, const Quat &p3, float c) {
+ ERR_FAIL_COND_V(!p1.is_normalized(), Quat());
+ ERR_FAIL_COND_V(!p2.is_normalized(), Quat());
+
+ return p1.slerp(p2, c).normalized();
+ }
+
+ Quat bezier(Quat start, Quat control_1, Quat control_2, Quat end, float t) {
+ ERR_FAIL_COND_V(!start.is_normalized(), Quat());
+ ERR_FAIL_COND_V(!end.is_normalized(), Quat());
+
+ return start.slerp(end, t).normalized();
+ }
+};
+
+template <class T>
+T EditorSceneImporterFBX::_interpolate_track(const Vector<float> &p_times, const Vector<T> &p_values, float p_time,
+ AssetImportAnimation::Interpolation p_interp) {
+ //could use binary search, worth it?
+ int idx = -1;
+ for (int i = 0; i < p_times.size(); i++) {
+ if (p_times[i] > p_time)
+ break;
+ idx++;
+ }
+
+ EditorSceneImporterAssetImportInterpolate<T> interp;
+
+ switch (p_interp) {
+ case AssetImportAnimation::INTERP_LINEAR: {
+ if (idx == -1) {
+ return p_values[0];
+ } else if (idx >= p_times.size() - 1) {
+ return p_values[p_times.size() - 1];
+ }
+
+ float c = (p_time - p_times[idx]) / (p_times[idx + 1] - p_times[idx]);
+
+ return interp.lerp(p_values[idx], p_values[idx + 1], c);
+
+ } break;
+ case AssetImportAnimation::INTERP_STEP: {
+ if (idx == -1) {
+ return p_values[0];
+ } else if (idx >= p_times.size() - 1) {
+ return p_values[p_times.size() - 1];
+ }
+
+ return p_values[idx];
+
+ } break;
+ case AssetImportAnimation::INTERP_CATMULLROMSPLINE: {
+ if (idx == -1) {
+ return p_values[1];
+ } else if (idx >= p_times.size() - 1) {
+ return p_values[1 + p_times.size() - 1];
+ }
+
+ float c = (p_time - p_times[idx]) / (p_times[idx + 1] - p_times[idx]);
+
+ return interp.catmull_rom(p_values[idx - 1], p_values[idx], p_values[idx + 1], p_values[idx + 3], c);
+
+ } break;
+ case AssetImportAnimation::INTERP_CUBIC_SPLINE: {
+ if (idx == -1) {
+ return p_values[1];
+ } else if (idx >= p_times.size() - 1) {
+ return p_values[(p_times.size() - 1) * 3 + 1];
+ }
+
+ float c = (p_time - p_times[idx]) / (p_times[idx + 1] - p_times[idx]);
+
+ T from = p_values[idx * 3 + 1];
+ T c1 = from + p_values[idx * 3 + 2];
+ T to = p_values[idx * 3 + 4];
+ T c2 = to + p_values[idx * 3 + 3];
+
+ return interp.bezier(from, c1, c2, to, c);
+
+ } break;
+ }
+
+ ERR_FAIL_V(p_values[0]);
+}
+
+Node3D *EditorSceneImporterFBX::_generate_scene(
+ const String &p_path,
+ const FBXDocParser::Document *p_document,
+ const uint32_t p_flags,
+ int p_bake_fps,
+ const int32_t p_max_bone_weights) {
+ ImportState state;
+ state.path = p_path;
+ state.animation_player = NULL;
+
+ // create new root node for scene
+ Node3D *scene_root = memnew(Node3D);
+ state.root = memnew(Node3D);
+ state.root_owner = scene_root; // the real scene root... sorry compatibility code is painful...
+
+ state.root->set_name("RootNode");
+ scene_root->add_child(state.root);
+ state.root->set_owner(scene_root);
+
+ state.fbx_root_node.instance();
+ state.fbx_root_node->godot_node = state.root;
+
+ // Size relative to cm.
+ const real_t fbx_unit_scale = p_document->GlobalSettingsPtr()->UnitScaleFactor();
+
+ print_verbose("FBX unit scale import value: " + rtos(fbx_unit_scale));
+ // Set FBX file scale is relative to CM must be converted to M
+ state.scale = fbx_unit_scale / 100.0;
+ print_verbose("FBX unit scale is: " + rtos(state.scale));
+
+ // Enabled by default.
+ state.enable_material_import = true;
+ // Enabled by default.
+ state.enable_animation_import = true;
+ Ref<FBXNode> root_node;
+ root_node.instance();
+
+ // make sure fake noFBXDocParser::PropertyPtr ptrde always has a transform too ;)
+ Ref<PivotTransform> pivot_transform;
+ pivot_transform.instance();
+ root_node->pivot_transform = pivot_transform;
+ root_node->node_name = "root node";
+ root_node->current_node_id = 0;
+ root_node->godot_node = state.root;
+
+ // cache this node onto the fbx_target map.
+ state.fbx_target_map.insert(0, root_node);
+
+ // cache basic node information from FBX document
+ // grabs all FBX bones
+ BuildDocumentBones(Ref<FBXBone>(), state, p_document, 0L);
+ BuildDocumentNodes(Ref<PivotTransform>(), state, p_document, 0L, nullptr);
+
+ // Build document skinning information
+
+ // Algorithm is this:
+ // Get Deformer: object with "Skin" class.
+ // Deformer:: has link to Geometry:: (correct mesh for skin)
+ // Deformer:: has Source which is the SubDeformer:: (e.g. the Cluster)
+ // Notes at the end it configures the vertex weight mapping.
+
+ for (uint64_t skin_id : p_document->GetSkinIDs()) {
+ // Validate the parser
+ FBXDocParser::LazyObject *lazy_skin = p_document->GetObject(skin_id);
+ ERR_CONTINUE_MSG(lazy_skin == nullptr, "invalid lazy object [serious parser bug]");
+
+ // Validate the parser
+ const FBXDocParser::Skin *skin = lazy_skin->Get<FBXDocParser::Skin>();
+ ERR_CONTINUE_MSG(skin == nullptr, "invalid skin added to skin list [parser bug]");
+
+ const std::vector<const FBXDocParser::Connection *> source_to_destination = p_document->GetConnectionsBySourceSequenced(skin_id);
+ FBXDocParser::MeshGeometry *mesh = nullptr;
+ uint64_t mesh_id = 0;
+
+ // Most likely only contains the mesh link for the skin
+ // The mesh geometry.
+ for (const FBXDocParser::Connection *con : source_to_destination) {
+ // do something
+ print_verbose("src: " + itos(con->src));
+ FBXDocParser::Object *ob = con->DestinationObject();
+ mesh = dynamic_cast<FBXDocParser::MeshGeometry *>(ob);
+
+ if (mesh) {
+ mesh_id = mesh->ID();
+ break;
+ }
+ }
+
+ // Validate the mesh exists and was retrieved
+ ERR_CONTINUE_MSG(mesh_id == 0, "mesh id is invalid");
+ const std::vector<const FBXDocParser::Cluster *> clusters = skin->Clusters();
+
+ // NOTE: this will ONLY work on skinned bones (it is by design.)
+ // A cluster is a skinned bone so SKINS won't contain unskinned bones so we need to pre-add all bones and parent them in a step beforehand.
+ for (const FBXDocParser::Cluster *cluster : clusters) {
+ ERR_CONTINUE_MSG(cluster == nullptr, "invalid bone cluster");
+ const uint64_t deformer_id = cluster->ID();
+ std::vector<const FBXDocParser::Connection *> connections = p_document->GetConnectionsByDestinationSequenced(deformer_id);
+
+ // Weight data always has a node in the scene lets grab the limb's node in the scene :) (reverse set to true since it's the opposite way around)
+ const FBXDocParser::ModelLimbNode *limb_node = ProcessDOMConnection<FBXDocParser::ModelLimbNode>(p_document, deformer_id, true);
+
+ ERR_CONTINUE_MSG(limb_node == nullptr, "unable to resolve model for skinned bone");
+
+ const uint64_t model_id = limb_node->ID();
+
+ // This will never happen, so if it does you know you fucked up.
+ ERR_CONTINUE_MSG(!state.fbx_bone_map.has(model_id), "missing LimbNode detected");
+
+ // new bone instance
+ Ref<FBXBone> bone_element = state.fbx_bone_map[model_id];
+
+ //
+ // Bone Weight Information Configuration
+ //
+
+ // Cache Weight Information into bone for later usage if you want the raw data.
+ const std::vector<unsigned int> &indexes = cluster->GetIndices();
+ const std::vector<float> &weights = cluster->GetWeights();
+ Ref<FBXMeshData> mesh_vertex_data;
+
+ // this data will pre-exist if vertex weight information is found
+ if (state.renderer_mesh_data.has(mesh_id)) {
+ mesh_vertex_data = state.renderer_mesh_data[mesh_id];
+ } else {
+ mesh_vertex_data.instance();
+ state.renderer_mesh_data.insert(mesh_id, mesh_vertex_data);
+ }
+
+ mesh_vertex_data->armature_id = bone_element->armature_id;
+ mesh_vertex_data->valid_armature_id = true;
+
+ //print_verbose("storing mesh vertex data for mesh to use later");
+ ERR_CONTINUE_MSG(indexes.size() != weights.size(), "[doc] error mismatch between weight info");
+
+ for (size_t idx = 0; idx < indexes.size(); idx++) {
+ const size_t vertex_index = indexes[idx];
+ const real_t influence_weight = weights[idx];
+
+ VertexWeightMapping &vm = mesh_vertex_data->vertex_weights[vertex_index];
+ vm.weights.push_back(influence_weight);
+ vm.bones.push_back(0); // bone id is pushed on here during sanitization phase
+ vm.bones_ref.push_back(bone_element);
+ }
+
+ for (const int *vertex_index = mesh_vertex_data->vertex_weights.next(nullptr);
+ vertex_index != nullptr;
+ vertex_index = mesh_vertex_data->vertex_weights.next(vertex_index)) {
+ VertexWeightMapping *vm = mesh_vertex_data->vertex_weights.getptr(*vertex_index);
+ const int influence_count = vm->weights.size();
+ if (influence_count > mesh_vertex_data->max_weight_count) {
+ mesh_vertex_data->max_weight_count = influence_count;
+ mesh_vertex_data->valid_weight_count = true;
+ }
+ }
+
+ if (mesh_vertex_data->max_weight_count > 4) {
+ if (mesh_vertex_data->max_weight_count > 8) {
+ ERR_PRINT("[doc] Serious: maximum bone influences is 8 in this branch.");
+ }
+ // Clamp to 8 bone vertex influences.
+ mesh_vertex_data->max_weight_count = 8;
+ print_verbose("[doc] Using 8 vertex bone influences configuration.");
+ } else {
+ mesh_vertex_data->max_weight_count = 4;
+ print_verbose("[doc] Using 4 vertex bone influences configuration.");
+ }
+ }
+ }
+
+ // do we globally allow for import of materials
+ // (prevents overwrite of materials; so you can handle them explicitly)
+ if (state.enable_material_import) {
+ const std::vector<uint64_t> &materials = p_document->GetMaterialIDs();
+
+ for (uint64_t material_id : materials) {
+ FBXDocParser::LazyObject *lazy_material = p_document->GetObject(material_id);
+ FBXDocParser::Material *mat = (FBXDocParser::Material *)lazy_material->Get<FBXDocParser::Material>();
+ ERR_CONTINUE_MSG(!mat, "Could not convert fbx material by id: " + itos(material_id));
+
+ Ref<FBXMaterial> material;
+ material.instance();
+ material->set_imported_material(mat);
+
+ Ref<StandardMaterial3D> godot_material = material->import_material(state);
+
+ state.cached_materials.insert(material_id, godot_material);
+ }
+ }
+
+ // build skin and skeleton information
+ print_verbose("[doc] Skeleton3D Bone count: " + itos(state.fbx_bone_map.size()));
+
+ // Importing bones using document based method from FBX directly
+ // We do not use the assimp bone format to determine this information anymore.
+ if (state.fbx_bone_map.size() > 0) {
+ // We are using a single skeleton only method here
+ // this is because we really have no concept of skeletons in FBX
+ // their are bones in a scene but they have no specific armature
+ // we can detect armatures but the issue lies in the complexity
+ // we opted to merge the entire scene onto one skeleton for now
+ // if we need to change this we have an archive of the old code.
+
+ // bind pose normally only has 1 per mesh but can have more than one
+ // this is the point of skins
+ // in FBX first bind pose is the master for the first skin
+
+ // In order to handle the FBX skeleton we must also inverse any parent transforms on the bones
+ // just to rule out any parent node transforms in the bone data
+ // this is trivial to do and allows us to use the single skeleton method and merge them
+ // 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();
+ Ref<FBXSkeleton> fbx_skeleton_inst;
+
+ uint64_t armature_id = bone->armature_id;
+ if (state.skeleton_map.has(armature_id)) {
+ fbx_skeleton_inst = state.skeleton_map[armature_id];
+ } else {
+ fbx_skeleton_inst.instance();
+ state.skeleton_map.insert(armature_id, fbx_skeleton_inst);
+ }
+
+ print_verbose("populating skeleton with bone: " + bone->bone_name);
+
+ // // populate bone skeleton - since fbx has no DOM for the skeleton just a node.
+ // bone->bone_skeleton = fbx_skeleton_inst;
+
+ // now populate bone on the armature node list
+ fbx_skeleton_inst->skeleton_bones.push_back(bone);
+
+ CRASH_COND_MSG(!state.fbx_target_map.has(armature_id), "invalid armature [serious]");
+
+ Ref<FBXNode> node = state.fbx_target_map[armature_id];
+
+ CRASH_COND_MSG(node.is_null(), "invalid node [serious]");
+ CRASH_COND_MSG(node->pivot_transform.is_null(), "invalid pivot transform [serious]");
+ fbx_skeleton_inst->fbx_node = node;
+
+ ERR_CONTINUE_MSG(fbx_skeleton_inst->fbx_node.is_null(), "invalid skeleton node [serious]");
+
+ // we need to have a valid armature id and the model configured for the bone to be assigned fully.
+ // happens once per skeleton
+
+ if (state.fbx_target_map.has(armature_id) && !fbx_skeleton_inst->fbx_node->has_model()) {
+ print_verbose("allocated fbx skeleton primary / armature node for the level: " + fbx_skeleton_inst->fbx_node->node_name);
+ } else if (!state.fbx_target_map.has(armature_id) && !fbx_skeleton_inst->fbx_node->has_model()) {
+ print_error("bones are not mapped to an armature node for armature id: " + itos(armature_id) + " bone: " + bone->bone_name);
+ // this means bone will be removed and not used, which is safe actually and no skeleton will be created.
+ }
+ }
+
+ // 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();
+ skeleton->init_skeleton(state);
+
+ ERR_CONTINUE_MSG(skeleton->fbx_node.is_null(), "invalid fbx target map, missing skeleton");
+ }
+
+ // This list is not populated
+ for (Map<uint64_t, Ref<FBXNode>>::Element *skin_mesh = state.MeshNodes.front(); skin_mesh; skin_mesh = skin_mesh->next()) {
+ }
+ }
+
+ // build godot node tree
+ if (state.fbx_node_list.size() > 0) {
+ for (List<Ref<FBXNode>>::Element *node_element = state.fbx_node_list.front();
+ node_element;
+ node_element = node_element->next()) {
+ Ref<FBXNode> fbx_node = node_element->get();
+ EditorSceneImporterMeshNode3D *mesh_node = nullptr;
+ Ref<FBXMeshData> mesh_data_precached;
+
+ // check for valid geometry
+ if (fbx_node->fbx_model == nullptr) {
+ print_error("[doc] fundamental flaw, submit bug immediately with full import log with verbose logging on");
+ } else {
+ const std::vector<const FBXDocParser::Geometry *> &geometry = fbx_node->fbx_model->GetGeometry();
+ for (const FBXDocParser::Geometry *mesh : geometry) {
+ print_verbose("[doc] [" + itos(mesh->ID()) + "] mesh: " + fbx_node->node_name);
+
+ if (mesh == nullptr)
+ continue;
+
+ const FBXDocParser::MeshGeometry *mesh_geometry = dynamic_cast<const FBXDocParser::MeshGeometry *>(mesh);
+ if (mesh_geometry) {
+ uint64_t mesh_id = mesh_geometry->ID();
+
+ // this data will pre-exist if vertex weight information is found
+ if (state.renderer_mesh_data.has(mesh_id)) {
+ mesh_data_precached = state.renderer_mesh_data[mesh_id];
+ } else {
+ mesh_data_precached.instance();
+ state.renderer_mesh_data.insert(mesh_id, mesh_data_precached);
+ }
+
+ mesh_data_precached->mesh_node = fbx_node;
+
+ // mesh node, mesh id
+ mesh_node = mesh_data_precached->create_fbx_mesh(state, mesh_geometry, fbx_node->fbx_model, (p_flags & IMPORT_USE_COMPRESSION) != 0);
+ if (!state.MeshNodes.has(mesh_id)) {
+ state.MeshNodes.insert(mesh_id, fbx_node);
+ }
+ }
+
+ const FBXDocParser::ShapeGeometry *shape_geometry = dynamic_cast<const FBXDocParser::ShapeGeometry *>(mesh);
+ if (shape_geometry != nullptr) {
+ print_verbose("[doc] valid shape geometry converted");
+ }
+ }
+ }
+
+ Ref<FBXSkeleton> node_skeleton = fbx_node->skeleton_node;
+
+ if (node_skeleton.is_valid()) {
+ Skeleton3D *skel = node_skeleton->skeleton;
+ fbx_node->godot_node = skel;
+ } else if (mesh_node == nullptr) {
+ fbx_node->godot_node = memnew(Node3D);
+ } else {
+ fbx_node->godot_node = mesh_node;
+ }
+
+ fbx_node->godot_node->set_name(fbx_node->node_name);
+
+ // assign parent if valid
+ if (fbx_node->fbx_parent.is_valid()) {
+ fbx_node->fbx_parent->godot_node->add_child(fbx_node->godot_node);
+ fbx_node->godot_node->set_owner(state.root_owner);
+ }
+
+ // Node Transform debug, set local xform data.
+ fbx_node->godot_node->set_transform(get_unscaled_transform(fbx_node->pivot_transform->LocalTransform, state.scale));
+
+ // populate our mesh node reference
+ if (mesh_node != nullptr && mesh_data_precached.is_valid()) {
+ mesh_data_precached->godot_mesh_instance = mesh_node;
+ }
+ }
+ }
+
+ 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();
+
+ const FBXDocParser::MeshGeometry *mesh_geometry = p_document->GetObject(mesh_id)->Get<FBXDocParser::MeshGeometry>();
+
+ ERR_CONTINUE_MSG(mesh->mesh_node.is_null(), "invalid mesh allocation");
+
+ const FBXDocParser::Skin *mesh_skin = mesh_geometry->DeformerSkin();
+
+ if (!mesh_skin) {
+ continue; // safe to continue
+ }
+
+ //
+ // Skin bone configuration
+ //
+
+ //
+ // Get Mesh Node Xform only
+ //
+ // ERR_CONTINUE_MSG(!state.fbx_target_map.has(mesh_id), "invalid xform for the skin pose: " + itos(mesh_id));
+ // Ref<FBXNode> mesh_node_xform_data = state.fbx_target_map[mesh_id];
+
+ if (!mesh_skin) {
+ continue; // not a deformer.
+ }
+
+ if (mesh_skin->Clusters().size() == 0) {
+ continue; // possibly buggy mesh
+ }
+
+ // Lookup skin or create it if it's not found.
+ Ref<Skin> skin;
+ if (!state.MeshSkins.has(mesh_id)) {
+ print_verbose("Created new skin");
+ skin.instance();
+ state.MeshSkins.insert(mesh_id, skin);
+ } else {
+ print_verbose("Grabbed skin");
+ skin = state.MeshSkins[mesh_id];
+ }
+
+ for (const FBXDocParser::Cluster *cluster : mesh_skin->Clusters()) {
+ // node or bone this cluster targets (in theory will only be a bone target)
+ uint64_t skin_target_id = cluster->TargetNode()->ID();
+
+ print_verbose("adding cluster [" + itos(cluster->ID()) + "] " + String(cluster->Name().c_str()) + " for target: [" + itos(skin_target_id) + "] " + String(cluster->TargetNode()->Name().c_str()));
+ ERR_CONTINUE_MSG(!state.fbx_bone_map.has(skin_target_id), "no bone found by that ID? locator");
+
+ const Ref<FBXBone> bone = state.fbx_bone_map[skin_target_id];
+ const Ref<FBXSkeleton> skeleton = bone->fbx_skeleton;
+ const Ref<FBXNode> skeleton_node = skeleton->fbx_node;
+
+ skin->add_named_bind(
+ bone->bone_name,
+ get_unscaled_transform(
+ skeleton_node->pivot_transform->GlobalTransform.affine_inverse() * cluster->TransformLink().affine_inverse(), state.scale));
+ }
+
+ print_verbose("cluster name / id: " + String(mesh_skin->Name().c_str()) + " [" + itos(mesh_skin->ID()) + "]");
+ print_verbose("skeleton has " + itos(state.fbx_bone_map.size()) + " binds");
+ print_verbose("fbx skin has " + itos(mesh_skin->Clusters().size()) + " binds");
+ }
+
+ // 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;
+ const int mesh_weights = mesh->max_weight_count;
+ Ref<FBXSkeleton> skeleton;
+ const bool valid_armature = mesh->valid_armature_id;
+ const uint64_t armature = mesh->armature_id;
+
+ if (mesh_weights > 0) {
+ // this is a bug, it means the weights were found but the skeleton wasn't
+ ERR_CONTINUE_MSG(!valid_armature, "[doc] fbx armature is missing");
+ } else {
+ continue; // safe to continue not a bug just a normal mesh
+ }
+
+ if (state.skeleton_map.has(armature)) {
+ skeleton = state.skeleton_map[armature];
+ print_verbose("[doc] armature mesh to skeleton mapping has been allocated");
+ } else {
+ print_error("[doc] unable to find armature mapping");
+ }
+
+ ERR_CONTINUE_MSG(!mesh_instance, "[doc] invalid mesh mapping for skeleton assignment");
+ ERR_CONTINUE_MSG(skeleton.is_null(), "[doc] unable to resolve the correct skeleton but we have weights!");
+
+ mesh_instance->set_skeleton_path(mesh_instance->get_path_to(skeleton->skeleton));
+ print_verbose("[doc] allocated skeleton to mesh " + mesh_instance->get_name());
+
+ // do we have a mesh skin for this mesh
+ ERR_CONTINUE_MSG(!state.MeshSkins.has(mesh_id), "no skin found for mesh");
+
+ Ref<Skin> mesh_skin = state.MeshSkins[mesh_id];
+
+ ERR_CONTINUE_MSG(mesh_skin.is_null(), "invalid skin stored in map");
+ print_verbose("[doc] allocated skin to mesh " + mesh_instance->get_name());
+ mesh_instance->set_skin(mesh_skin);
+ }
+
+ // build skin and skeleton information
+ print_verbose("[doc] Skeleton3D Bone count: " + itos(state.fbx_bone_map.size()));
+ const FBXDocParser::FileGlobalSettings *FBXSettings = p_document->GlobalSettingsPtr();
+
+ // Configure constraints
+ // NOTE: constraints won't be added quite yet, we don't have a real need for them *yet*. (they can be supported later on)
+ // const std::vector<uint64_t> fbx_constraints = p_document->GetConstraintStackIDs();
+
+ // get the animation FPS
+ float fps_setting = ImportUtils::get_fbx_fps(FBXSettings);
+
+ // enable animation import, only if local animation is enabled
+ if (state.enable_animation_import && (p_flags & IMPORT_ANIMATION)) {
+ // document animation stack list - get by ID so we can unload any non used animation stack
+ const std::vector<uint64_t> animation_stack = p_document->GetAnimationStackIDs();
+
+ for (uint64_t anim_id : animation_stack) {
+ FBXDocParser::LazyObject *lazyObject = p_document->GetObject(anim_id);
+ const FBXDocParser::AnimationStack *stack = lazyObject->Get<FBXDocParser::AnimationStack>();
+
+ if (stack != nullptr) {
+ String animation_name = ImportUtils::FBXNodeToName(stack->Name());
+ print_verbose("Valid animation stack has been found: " + animation_name);
+ // ReferenceTime is the same for some animations?
+ // LocalStop time is the start and end time
+ float r_start = CONVERT_FBX_TIME(stack->ReferenceStart());
+ float r_stop = CONVERT_FBX_TIME(stack->ReferenceStop());
+ float start_time = CONVERT_FBX_TIME(stack->LocalStart());
+ float end_time = CONVERT_FBX_TIME(stack->LocalStop());
+ float duration = end_time - start_time;
+
+ print_verbose("r_start " + rtos(r_start) + ", r_stop " + rtos(r_stop));
+ print_verbose("start_time" + rtos(start_time) + " end_time " + rtos(end_time));
+ print_verbose("anim duration : " + rtos(duration));
+
+ // we can safely create the animation player
+ if (state.animation_player == nullptr) {
+ print_verbose("Creating animation player");
+ state.animation_player = memnew(AnimationPlayer);
+ state.root->add_child(state.animation_player);
+ state.animation_player->set_owner(state.root_owner);
+ }
+
+ Ref<Animation> animation;
+ animation.instance();
+ animation->set_name(animation_name);
+ animation->set_length(duration);
+
+ print_verbose("Animation length: " + rtos(animation->get_length()) + " seconds");
+
+ // i think assimp was duplicating things, this lets me know to just reference or ignore this to prevent duplicate information in tracks
+ // this would mean that we would be doing three times as much work per track if my theory is correct.
+ // this was not the case but this is a good sanity check for the animation handler from the document.
+ // it also lets us know if the FBX specification massively changes the animation system, in theory such a change would make this show
+ // an fbx specification error, so best keep it in
+ // the overhead is tiny.
+ Map<uint64_t, const FBXDocParser::AnimationCurve *> CheckForDuplication;
+
+ const std::vector<const FBXDocParser::AnimationLayer *> &layers = stack->Layers();
+ print_verbose("FBX Animation layers: " + itos(layers.size()));
+ for (const FBXDocParser::AnimationLayer *layer : layers) {
+ std::vector<const FBXDocParser::AnimationCurveNode *> node_list = layer->Nodes();
+ print_verbose("Layer: " + ImportUtils::FBXNodeToName(layer->Name()) + ", " + " AnimCurveNode count " + itos(node_list.size()));
+
+ // first thing to do here is that i need to first get the animcurvenode to a Vector3
+ // we now need to put this into the track information for godot.
+ // to do this we need to know which track is what?
+
+ // target id, [ track name, [time index, vector] ]
+ // new map needs to be [ track name, keyframe_data ]
+ Map<uint64_t, Map<StringName, FBXTrack>> AnimCurveNodes;
+
+ // struct AnimTrack {
+ // // Animation track can be
+ // // visible, T, R, S
+ // Map<StringName, Map<uint64_t, Vector3> > animation_track;
+ // };
+
+ // Map<uint64_t, AnimTrack> AnimCurveNodes;
+
+ // so really, what does this mean to make an animtion track.
+ // we need to know what object the curves are for.
+ // we need the target ID and the target name for the track reduction.
+
+ FBXDocParser::Model::RotOrder quat_rotation_order = FBXDocParser::Model::RotOrder_EulerXYZ;
+
+ // T:: R:: S:: Visible:: Custom::
+ for (const FBXDocParser::AnimationCurveNode *curve_node : node_list) {
+ // when Curves() is called the curves are actually read, we could replace this with our own ProcessDomConnection code here if required.
+ // We may need to do this but ideally we use Curves
+ // note: when you call this there might be a delay in opening it
+ // uses mutable type to 'cache' the response until the AnimationCurveNode is cleaned up.
+ std::map<std::string, const FBXDocParser::AnimationCurve *> curves = curve_node->Curves();
+ const FBXDocParser::Object *object = curve_node->Target();
+ const FBXDocParser::Model *target = curve_node->TargetAsModel();
+ if (target == nullptr) {
+ if (object != nullptr) {
+ print_error("[doc] warning failed to find a target Model for curve: " + String(object->Name().c_str()));
+ } else {
+ //print_error("[doc] failed to resolve object");
+ continue;
+ }
+
+ continue;
+ } else {
+ //print_verbose("[doc] applied rotation order: " + itos(target->RotationOrder()));
+ quat_rotation_order = target->RotationOrder();
+ }
+
+ uint64_t target_id = target->ID();
+ String target_name = ImportUtils::FBXNodeToName(target->Name());
+
+ const FBXDocParser::PropertyTable *properties = curve_node->Props();
+ bool got_x = false, got_y = false, got_z = false;
+ float offset_x = FBXDocParser::PropertyGet<float>(properties, "d|X", got_x);
+ float offset_y = FBXDocParser::PropertyGet<float>(properties, "d|Y", got_y);
+ float offset_z = FBXDocParser::PropertyGet<float>(properties, "d|Z", got_z);
+
+ String curve_node_name = ImportUtils::FBXNodeToName(curve_node->Name());
+
+ // Reduce all curves for this node into a single container
+ // T, R, S is what we expect, although other tracks are possible
+ // like for example visibility tracks.
+
+ // We are not ordered here, we don't care about ordering, this happens automagically by godot when we insert with the
+ // key time :), so order is unimportant because the insertion will happen at a time index
+ // good to know: we do not need a list of these in another format :)
+ //Map<String, Vector<const Assimp::FBX::AnimationCurve *> > unordered_track;
+
+ // T
+ // R
+ // S
+ // Map[String, List<VECTOR>]
+
+ // So this is a reduction of the animation curve nodes
+ // We build this as a lookup, this is essentially our 'animation track'
+ //AnimCurveNodes.insert(curve_node_name, Map<uint64_t, Vector3>());
+
+ // create the animation curve information with the target id
+ // so the point of this makes a track with the name "T" for example
+ // the target ID is also set here, this means we don't need to do anything extra when we are in the 'create all animation tracks' step
+ FBXTrack &keyframe_map = AnimCurveNodes[target_id][StringName(curve_node_name)];
+
+ if (got_x && got_y && got_z) {
+ Vector3 default_value = Vector3(offset_x, offset_y, offset_z);
+ keyframe_map.default_value = default_value;
+ keyframe_map.has_default = true;
+ //print_verbose("track name: " + curve_node_name);
+ //print_verbose("xyz default: " + default_value);
+ }
+ // target id, [ track name, [time index, vector] ]
+ // Map<uint64_t, Map<StringName, Map<uint64_t, Vector3> > > AnimCurveNodes;
+
+ // we probably need the target id here.
+ // so map[uint64_t map]...
+ // Map<uint64_t, Vector3D> translation_keys, rotation_keys, scale_keys;
+
+ // extra const required by C++11 colon/Range operator
+ // note: do not use C++17 syntax here for dicts.
+ // this is banned in Godot.
+ for (std::pair<const std::string, const FBXDocParser::AnimationCurve *> &kvp : curves) {
+ const String curve_element = ImportUtils::FBXNodeToName(kvp.first);
+ const FBXDocParser::AnimationCurve *curve = kvp.second;
+ String curve_name = ImportUtils::FBXNodeToName(curve->Name());
+ uint64_t curve_id = curve->ID();
+
+ if (CheckForDuplication.has(curve_id)) {
+ print_error("(FBX spec changed?) We found a duplicate curve being used for an alternative node - report to godot issue tracker");
+ } else {
+ CheckForDuplication.insert(curve_id, curve);
+ }
+
+ // FBX has no name for AnimCurveNode::, most of the time, not seen any with valid name here.
+ const std::map<int64_t, float> &track_time = curve->GetValueTimeTrack();
+
+ if (track_time.size() > 0) {
+ for (std::pair<int64_t, float> keyframe : track_time) {
+ if (curve_element == "d|X") {
+ keyframe_map.keyframes[keyframe.first].x = keyframe.second;
+ } else if (curve_element == "d|Y") {
+ keyframe_map.keyframes[keyframe.first].y = keyframe.second;
+ } else if (curve_element == "d|Z") {
+ keyframe_map.keyframes[keyframe.first].z = keyframe.second;
+ } else {
+ //print_error("FBX Unsupported element: " + curve_element);
+ }
+
+ //print_verbose("[" + itos(target_id) + "] Keyframe added: " + itos(keyframe_map.size()));
+
+ //print_verbose("Keyframe t:" + rtos(animation_track_time) + " v: " + rtos(keyframe.second));
+ }
+ }
+ }
+ }
+
+ // Map<uint64_t, Map<StringName, Map<uint64_t, Vector3> > > AnimCurveNodes;
+ // add this animation track here
+
+ // 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()) {
+ // 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_TRANSFORM);
+
+ // animation->track_set_path(track_idx, node_path);
+ // 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.
+ // remember that state.fbx_bone_map[target_id] will create a new entry EVEN if you only read.
+ // this would break node animation targets, so if you change this be warned. :)
+ if (state.fbx_bone_map.has(target_id)) {
+ bone = state.fbx_bone_map[target_id];
+ }
+
+ Transform target_transform;
+
+ if (state.fbx_target_map.has(target_id)) {
+ Ref<FBXNode> node_ref = state.fbx_target_map[target_id];
+ target_transform = node_ref->pivot_transform->GlobalTransform;
+ //print_verbose("[doc] allocated animation node transform");
+ }
+
+ //int size_targets = state.fbx_target_map.size();
+ //print_verbose("Target ID map: " + itos(size_targets));
+ //print_verbose("[doc] debug bone map size: " + itos(state.fbx_bone_map.size()));
+
+ // if this is a skeleton mapped track we can just set the path for the track.
+ // todo: implement node paths here at some
+ 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);
+ }
+ } 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);
+ //print_verbose("[doc] node animation path: " + node_path);
+ }
+ } else {
+ // note: this could actually be unsafe this means we should be careful about continuing here, if we see bizzare effects later we should disable this.
+ // I am not sure if this is unsafe or not, testing will tell us this.
+ print_error("[doc] invalid fbx target detected for this track");
+ continue;
+ }
+
+ // everything in FBX and Maya is a node therefore if this happens something is seriously broken.
+ if (!state.fbx_target_map.has(target_id)) {
+ print_error("unable to resolve this to an FBX object.");
+ continue;
+ }
+
+ Ref<FBXNode> target_node = state.fbx_target_map[target_id];
+ const FBXDocParser::Model *model = target_node->fbx_model;
+ const FBXDocParser::PropertyTable *props = model->Props();
+
+ 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")];
+
+ double increment = 1.0f / fps_setting;
+ double time = 0.0f;
+
+ bool last = false;
+
+ Vector<Vector3> pos_values;
+ Vector<float> pos_times;
+ Vector<Vector3> scale_values;
+ Vector<float> scale_times;
+ Vector<Quat> rot_values;
+ Vector<float> rot_times;
+
+ double max_duration = 0;
+ double anim_length = animation->get_length();
+
+ for (std::pair<int64_t, Vector3> position_key : translation_keys.keyframes) {
+ pos_values.push_back(position_key.second * state.scale);
+ double animation_track_time = CONVERT_FBX_TIME(position_key.first);
+
+ if (animation_track_time > max_duration) {
+ max_duration = animation_track_time;
+ }
+
+ //print_verbose("pos keyframe: t:" + rtos(animation_track_time) + " value " + position_key.second);
+ pos_times.push_back(animation_track_time);
+ }
+
+ for (std::pair<int64_t, Vector3> scale_key : scale_keys.keyframes) {
+ scale_values.push_back(scale_key.second);
+ double animation_track_time = CONVERT_FBX_TIME(scale_key.first);
+
+ if (animation_track_time > max_duration) {
+ max_duration = animation_track_time;
+ }
+ //print_verbose("scale keyframe t:" + rtos(animation_track_time));
+ scale_times.push_back(animation_track_time);
+ }
+
+ //
+ // Pre and Post keyframe rotation handler
+ // -- Required because Maya and Autodesk <3 the pain when it comes to implementing animation code! enjoy <3
+
+ bool got_pre = false;
+ bool got_post = false;
+
+ Quat post_rotation;
+ Quat pre_rotation;
+
+ // Rotation matrix
+ const Vector3 &PreRotation = FBXDocParser::PropertyGet<Vector3>(props, "PreRotation", got_pre);
+ const Vector3 &PostRotation = FBXDocParser::PropertyGet<Vector3>(props, "PostRotation", got_post);
+
+ FBXDocParser::Model::RotOrder rot_order = model->RotationOrder();
+ if (got_pre) {
+ pre_rotation = ImportUtils::EulerToQuaternion(rot_order, ImportUtils::deg2rad(PreRotation));
+ }
+ if (got_post) {
+ post_rotation = ImportUtils::EulerToQuaternion(rot_order, ImportUtils::deg2rad(PostRotation));
+ }
+
+ Quat lastQuat = Quat();
+
+ for (std::pair<int64_t, Vector3> rotation_key : rotation_keys.keyframes) {
+ double animation_track_time = CONVERT_FBX_TIME(rotation_key.first);
+
+ //print_verbose("euler rotation key: " + rotation_key.second);
+ Quat rot_key_value = ImportUtils::EulerToQuaternion(quat_rotation_order, ImportUtils::deg2rad(rotation_key.second));
+
+ if (lastQuat != Quat() && rot_key_value.dot(lastQuat) < 0) {
+ rot_key_value.x = -rot_key_value.x;
+ rot_key_value.y = -rot_key_value.y;
+ rot_key_value.z = -rot_key_value.z;
+ rot_key_value.w = -rot_key_value.w;
+ }
+ // pre_post rotation possibly could fix orientation
+ Quat final_rotation = pre_rotation * rot_key_value * post_rotation;
+
+ lastQuat = final_rotation;
+
+ if (animation_track_time > max_duration) {
+ max_duration = animation_track_time;
+ }
+
+ rot_values.push_back(final_rotation);
+ rot_times.push_back(animation_track_time);
+ }
+
+ bool valid_rest = false;
+ Transform bone_rest;
+ int skeleton_bone = -1;
+ if (state.fbx_bone_map.has(target_id)) {
+ if (bone.is_valid() && bone->fbx_skeleton.is_valid()) {
+ skeleton_bone = bone->godot_bone_id;
+ if (skeleton_bone >= 0) {
+ bone_rest = bone->fbx_skeleton->skeleton->get_bone_rest(skeleton_bone);
+ valid_rest = true;
+ }
+ }
+
+ if (!valid_rest) {
+ print_verbose("invalid rest!");
+ }
+ }
+
+ const Vector3 def_pos = translation_keys.has_default ? (translation_keys.default_value * state.scale) : bone_rest.origin;
+ const Quat def_rot = rotation_keys.has_default ? ImportUtils::EulerToQuaternion(quat_rotation_order, ImportUtils::deg2rad(rotation_keys.default_value)) : bone_rest.basis.get_rotation_quat();
+ 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 + ")");
+
+ while (true) {
+ Vector3 pos = def_pos;
+ Quat rot = def_rot;
+ Vector3 scale = def_scale;
+
+ if (pos_values.size()) {
+ pos = _interpolate_track<Vector3>(pos_times, pos_values, time,
+ AssetImportAnimation::INTERP_LINEAR);
+ }
+
+ if (rot_values.size()) {
+ rot = _interpolate_track<Quat>(rot_times, rot_values, time,
+ AssetImportAnimation::INTERP_LINEAR);
+ }
+
+ if (scale_values.size()) {
+ scale = _interpolate_track<Vector3>(scale_times, scale_values, time,
+ AssetImportAnimation::INTERP_LINEAR);
+ }
+
+ // node animations must also include pivots
+ if (skeleton_bone >= 0) {
+ Transform xform = Transform();
+ xform.basis.set_quat_scale(rot, scale);
+ xform.origin = pos;
+ const Transform t = bone_rest.affine_inverse() * xform;
+
+ // populate this again
+ rot = t.basis.get_rotation_quat();
+ rot.normalize();
+ scale = t.basis.get_scale();
+ pos = t.origin;
+ }
+
+ animation->transform_track_insert_key(track_idx, time, pos, rot, scale);
+
+ if (last) {
+ break;
+ }
+
+ time += increment;
+ if (time > anim_length) {
+ last = true;
+ time = anim_length;
+ break;
+ }
+ }
+ }
+ }
+ state.animation_player->add_animation(animation_name, animation);
+ }
+ }
+
+ // AnimStack elements contain start stop time and name of animation
+ // AnimLayer is the current active layer of the animation (multiple layers can be active we only support 1)
+ // AnimCurveNode has a OP link back to the model which is the real node.
+ // AnimCurveNode has a direct link to AnimationCurve (of which it may have more than one)
+
+ // Store animation stack in list
+ // iterate over all AnimStacks like the cache node algorithm recursively
+ // this can then be used with ProcessDomConnection<> to link from
+ // AnimStack:: <-- (OO) --> AnimLayer:: <-- (OO) --> AnimCurveNode:: (which can OP resolve) to Model::
+ }
+
+ //
+ // Cleanup operations - explicit to prevent errors on shutdown - found that ref to ref does behave badly sometimes.
+ //
+
+ state.renderer_mesh_data.clear();
+ state.MeshSkins.clear();
+ 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();
+ 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();
+ skel->fbx_node.unref();
+ skel->skeleton_bones.clear();
+ }
+
+ state.fbx_bone_map.clear();
+ state.skeleton_map.clear();
+ state.fbx_root_node.unref();
+
+ return scene_root;
+}
+
+void EditorSceneImporterFBX::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");
+ // FBX can do an join like this
+ // Model -> SubDeformer (bone) -> Deformer (skin pose)
+ // This is important because we need to somehow link skin back to bone id in skeleton :)
+ // The rules are:
+ // A subdeformer will exist if 'limbnode' class tag present
+ // The subdeformer will not necessarily have a deformer as joints do not have one
+ for (const FBXDocParser::Connection *con : conns) {
+ // goto: bone creation
+ //print_verbose("con: " + String(con->PropertyName().c_str()));
+
+ // ignore object-property links we want the object to object links nothing else
+ if (con->PropertyName().length()) {
+ continue;
+ }
+
+ // convert connection source object into Object base class
+ const FBXDocParser::Object *const object = con->SourceObject();
+
+ if (nullptr == object) {
+ print_verbose("failed to convert source object for Model link");
+ continue;
+ }
+
+ // FBX Model::Cube, Model::Bone001, etc elements
+ // This detects if we can cast the object into this model structure.
+ const FBXDocParser::Model *const model = dynamic_cast<const FBXDocParser::Model *>(object);
+
+ // declare our bone element reference (invalid, unless we create a bone in this step)
+ // this lets us pass valid armature information into children objects and this is why we moved this up here
+ // previously this was created .instanced() on the same line.
+ Ref<FBXBone> bone_element;
+
+ if (model != nullptr) {
+ // model marked with limb node / casted.
+ const FBXDocParser::ModelLimbNode *const limb_node = dynamic_cast<const FBXDocParser::ModelLimbNode *>(model);
+ if (limb_node != nullptr) {
+ // Write bone into bone list for FBX
+
+ ERR_FAIL_COND_MSG(state.fbx_bone_map.has(limb_node->ID()), "[serious] duplicate LimbNode detected");
+
+ bool parent_is_bone = state.fbx_bone_map.find(p_id);
+ bone_element.instance();
+
+ // used to build the bone hierarchy in the skeleton
+ bone_element->parent_bone_id = parent_is_bone ? p_id : 0;
+ bone_element->valid_parent = parent_is_bone;
+ bone_element->limb_node = limb_node;
+
+ // parent is a node and this is the first bone
+ if (!parent_is_bone) {
+ uint64_t armature_id = p_id;
+ bone_element->valid_armature_id = true;
+ bone_element->armature_id = armature_id;
+ print_verbose("[doc] valid armature has been configured for first child: " + itos(armature_id));
+ } else if (p_parent_bone.is_valid()) {
+ if (p_parent_bone->valid_armature_id) {
+ bone_element->valid_armature_id = true;
+ bone_element->armature_id = p_parent_bone->armature_id;
+ print_verbose("[doc] bone has valid armature id:" + itos(bone_element->armature_id));
+ } else {
+ print_error("[doc] unassigned armature id: " + String(limb_node->Name().c_str()));
+ }
+ } else {
+ print_error("[doc] error is this a bone? " + String(limb_node->Name().c_str()));
+ }
+
+ if (!parent_is_bone) {
+ print_verbose("[doc] Root bone: " + bone_element->bone_name);
+ }
+
+ uint64_t limb_id = limb_node->ID();
+ bone_element->bone_id = limb_id;
+ bone_element->bone_name = ImportUtils::FBXNodeToName(model->Name());
+ bone_element->parent_bone = p_parent_bone;
+
+ // insert limb by ID into list.
+ state.fbx_bone_map.insert(limb_node->ID(), bone_element);
+ }
+
+ // recursion call - child nodes
+ BuildDocumentBones(bone_element, state, p_doc, model->ID());
+ }
+ }
+}
+
+void EditorSceneImporterFBX::BuildDocumentNodes(
+ Ref<PivotTransform> parent_transform,
+ ImportState &state,
+ const FBXDocParser::Document *p_doc,
+ uint64_t id,
+ Ref<FBXNode> parent_node) {
+ // tree
+ // here we get the node 0 on the root by default
+ const std::vector<const FBXDocParser::Connection *> &conns = p_doc->GetConnectionsByDestinationSequenced(id, "Model");
+
+ // branch
+ for (const FBXDocParser::Connection *con : conns) {
+ // ignore object-property links
+ if (con->PropertyName().length()) {
+ // really important we document why this is ignored.
+ print_verbose("ignoring property link - no docs on why this is ignored");
+ continue;
+ }
+
+ // convert connection source object into Object base class
+ // Source objects can exist with 'null connections' this means that we only for sure know the source exists.
+ const FBXDocParser::Object *const source_object = con->SourceObject();
+
+ if (nullptr == source_object) {
+ print_verbose("failed to convert source object for Model link");
+ continue;
+ }
+
+ // FBX Model::Cube, Model::Bone001, etc elements
+ // This detects if we can cast the object into this model structure.
+ const FBXDocParser::Model *const model = dynamic_cast<const FBXDocParser::Model *>(source_object);
+ // model is the current node
+ if (nullptr != model) {
+ uint64_t current_node_id = model->ID();
+
+ Ref<FBXNode> new_node;
+ new_node.instance();
+ new_node->current_node_id = current_node_id;
+ new_node->node_name = ImportUtils::FBXNodeToName(model->Name());
+
+ Ref<PivotTransform> fbx_transform;
+ fbx_transform.instance();
+ fbx_transform->set_parent(parent_transform);
+ fbx_transform->set_model(model);
+ fbx_transform->debug_pivot_xform("name: " + new_node->node_name);
+ fbx_transform->Execute();
+
+ new_node->set_pivot_transform(fbx_transform);
+
+ // check if this node is a bone
+ if (state.fbx_bone_map.has(current_node_id)) {
+ Ref<FBXBone> bone = state.fbx_bone_map[current_node_id];
+ if (bone.is_valid()) {
+ bone->set_node(new_node);
+ print_verbose("allocated bone data: " + bone->bone_name);
+ }
+ }
+
+ // set the model, we can't just assign this safely
+ new_node->set_model(model);
+
+ if (parent_node.is_valid()) {
+ new_node->set_parent(parent_node);
+ } else {
+ new_node->set_parent(state.fbx_root_node);
+ }
+
+ CRASH_COND_MSG(new_node->pivot_transform.is_null(), "invalid fbx target map pivot transform [serious]");
+
+ // populate lookup tables with references
+ // [fbx_node_id, fbx_node]
+
+ state.fbx_node_list.push_back(new_node);
+ if (!state.fbx_target_map.has(new_node->current_node_id)) {
+ state.fbx_target_map[new_node->current_node_id] = new_node;
+ }
+
+ // print node name
+ print_verbose("[doc] new node " + new_node->node_name);
+
+ // sub branches
+ BuildDocumentNodes(new_node->pivot_transform, state, p_doc, current_node_id, new_node);
+ }
+ }
+}
diff --git a/modules/assimp/editor_scene_importer_assimp.h b/modules/fbx/editor_scene_importer_fbx.h
index 80bba6ad66..ff1d243ede 100644
--- a/modules/assimp/editor_scene_importer_assimp.h
+++ b/modules/fbx/editor_scene_importer_fbx.h
@@ -1,5 +1,5 @@
/*************************************************************************/
-/* editor_scene_importer_assimp.h */
+/* editor_scene_importer_fbx.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@@ -28,13 +28,20 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef EDITOR_SCENE_IMPORTER_ASSIMP_H
-#define EDITOR_SCENE_IMPORTER_ASSIMP_H
+#ifndef EDITOR_SCENE_IMPORTER_FBX_H
+#define EDITOR_SCENE_IMPORTER_FBX_H
#ifdef TOOLS_ENABLED
+
+#include "data/import_state.h"
+#include "tools/import_utils.h"
+
#include "core/core_bind.h"
#include "core/io/resource_importer.h"
+#include "core/string/ustring.h"
+#include "core/templates/local_vector.h"
#include "core/templates/vector.h"
+#include "core/variant/dictionary.h"
#include "editor/import/resource_importer_scene.h"
#include "editor/project_settings_editor.h"
#include "scene/3d/mesh_instance_3d.h"
@@ -44,35 +51,16 @@
#include "scene/resources/animation.h"
#include "scene/resources/surface_tool.h"
-#include <assimp/matrix4x4.h>
-#include <assimp/scene.h>
-#include <assimp/types.h>
-#include <assimp/DefaultLogger.hpp>
-#include <assimp/LogStream.hpp>
-#include <assimp/Logger.hpp>
-#include <map>
-
-#include "import_state.h"
-#include "import_utils.h"
+#include "fbx_parser/FBXDocument.h"
+#include "fbx_parser/FBXImportSettings.h"
+#include "fbx_parser/FBXMeshGeometry.h"
+#include "fbx_parser/FBXUtil.h"
-using namespace AssimpImporter;
-
-class AssimpStream : public Assimp::LogStream {
-public:
- // Constructor
- AssimpStream() {}
-
- // Destructor
- ~AssimpStream() {}
- // Write something using your own functionality
- void write(const char *message) {
- print_verbose(String("Open Asset Import: ") + String(message).strip_edges());
- }
-};
+#define CONVERT_FBX_TIME(time) static_cast<double>(time) / 46186158000LL
-class EditorSceneImporterAssimp : public EditorSceneImporter {
+class EditorSceneImporterFBX : public EditorSceneImporter {
private:
- GDCLASS(EditorSceneImporterAssimp, EditorSceneImporter);
+ GDCLASS(EditorSceneImporterFBX, EditorSceneImporter);
struct AssetImportAnimation {
enum Interpolation {
@@ -83,67 +71,63 @@ private:
};
};
- struct BoneInfo {
- uint32_t bone;
- float weight;
- };
+ // ------------------------------------------------------------------------------------------------
+ template <typename T>
+ const T *ProcessDOMConnection(
+ const FBXDocParser::Document *doc,
+ uint64_t current_element,
+ bool reverse_lookup = false) {
+ const std::vector<const FBXDocParser::Connection *> &conns = reverse_lookup ? doc->GetConnectionsByDestinationSequenced(current_element) : doc->GetConnectionsBySourceSequenced(current_element);
+ //print_verbose("[doc] looking for " + String(element_to_find));
+ // using the temp pattern here so we can debug before it returns
+ // in some cases we return too early, with 'deformer object base class' in wrong place
+ // in assimp this means we can accidentally return too early...
+ const T *return_obj = nullptr;
+
+ for (const FBXDocParser::Connection *con : conns) {
+ const FBXDocParser::Object *source_object = con->SourceObject();
+ const FBXDocParser::Object *dest_object = con->DestinationObject();
+ if (source_object && dest_object != nullptr) {
+ //print_verbose("[doc] connection name: " + String(source_object->Name().c_str()) + ", dest: " + String(dest_object->Name().c_str()));
+ const T *temp = dynamic_cast<const T *>(reverse_lookup ? source_object : dest_object);
+ if (temp) {
+ return_obj = temp;
+ }
+ }
+ }
+
+ if (return_obj != nullptr) {
+ //print_verbose("[doc] returned valid element");
+ //print_verbose("Found object for bone");
+ return return_obj;
+ }
+
+ // safe to return nothing, need to use nullptr here as nullptr is used internally for FBX document.
+ return nullptr;
+ }
+
+ void BuildDocumentBones(Ref<FBXBone> p_parent_bone,
+ ImportState &state, const FBXDocParser::Document *p_doc,
+ uint64_t p_id);
- Ref<Mesh> _generate_mesh_from_surface_indices(ImportState &state, const Vector<int> &p_surface_indices,
- const aiNode *assimp_node, Ref<Skin> &skin,
- Skeleton3D *&skeleton_assigned);
-
- // simple object creation functions
- Node3D *create_light(ImportState &state,
- const String &node_name,
- Transform &look_at_transform);
- Node3D *create_camera(
- ImportState &state,
- const String &node_name,
- Transform &look_at_transform);
- // non recursive - linear so must not use recursive arguments
- MeshInstance3D *create_mesh(ImportState &state, const aiNode *assimp_node, const String &node_name, Node *active_node, Transform node_transform);
- // recursive node generator
- void _generate_node(ImportState &state, const aiNode *assimp_node);
- void _insert_animation_track(ImportState &scene, const aiAnimation *assimp_anim, int track_id,
- int anim_fps, Ref<Animation> animation, float ticks_per_second,
- Skeleton3D *skeleton, const NodePath &node_path,
- const String &node_name, aiBone *track_bone);
-
- void _import_animation(ImportState &state, int p_animation_index, int p_bake_fps);
- Node *get_node_by_name(ImportState &state, String name);
- aiBone *get_bone_from_stack(ImportState &state, aiString name);
- Node3D *_generate_scene(const String &p_path, aiScene *scene, const uint32_t p_flags, int p_bake_fps, const int32_t p_max_bone_weights);
+ void BuildDocumentNodes(Ref<PivotTransform> parent_transform, ImportState &state, const FBXDocParser::Document *doc, uint64_t id, Ref<FBXNode> fbx_parent);
+
+ Node3D *_generate_scene(const String &p_path, const FBXDocParser::Document *p_document,
+ const uint32_t p_flags,
+ int p_bake_fps, const int32_t p_max_bone_weights);
template <class T>
T _interpolate_track(const Vector<float> &p_times, const Vector<T> &p_values, float p_time, AssetImportAnimation::Interpolation p_interp);
void _register_project_setting_import(const String generic, const String import_setting_string, const Vector<String> &exts, List<String> *r_extensions, const bool p_enabled) const;
- struct ImportFormat {
- Vector<String> extensions;
- bool is_default;
- };
-
-protected:
- static void _bind_methods();
-
public:
- EditorSceneImporterAssimp() {
- Assimp::DefaultLogger::create("", Assimp::Logger::VERBOSE);
- unsigned int severity = Assimp::Logger::Info | Assimp::Logger::Err | Assimp::Logger::Warn;
- Assimp::DefaultLogger::get()->attachStream(new AssimpStream(), severity);
- }
- ~EditorSceneImporterAssimp() {
- Assimp::DefaultLogger::kill();
- }
+ EditorSceneImporterFBX() {}
+ ~EditorSceneImporterFBX() {}
virtual void get_extensions(List<String> *r_extensions) const override;
virtual uint32_t get_import_flags() const override;
- virtual Node *import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps, List<String> *r_missing_deps, Error *r_err = nullptr) override;
- Ref<Image> load_image(ImportState &state, const aiScene *p_scene, String p_path);
-
- static void RegenerateBoneStack(ImportState &state);
-
- void RegenerateBoneStack(ImportState &state, aiMesh *mesh);
+ virtual Node3D *import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps, List<String> *r_missing_deps, Error *r_err = NULL) override;
};
-#endif
-#endif
+
+#endif // TOOLS_ENABLED
+#endif // EDITOR_SCENE_IMPORTER_FBX_H
diff --git a/modules/fbx/fbx_parser/ByteSwapper.h b/modules/fbx/fbx_parser/ByteSwapper.h
new file mode 100644
index 0000000000..0a46a7df26
--- /dev/null
+++ b/modules/fbx/fbx_parser/ByteSwapper.h
@@ -0,0 +1,282 @@
+/*************************************************************************/
+/* ByteSwapper.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. */
+/*************************************************************************/
+
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2020, assimp team
+
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+/** @file Helper class tp perform various byte oder swappings
+ (e.g. little to big endian) */
+#ifndef BYTE_SWAPPER_H
+#define BYTE_SWAPPER_H
+
+#include <stdint.h>
+#include <algorithm>
+#include <locale>
+
+namespace FBXDocParser {
+// --------------------------------------------------------------------------------------
+/** Defines some useful byte order swap routines.
+ *
+ * This is required to read big-endian model formats on little-endian machines,
+ * and vice versa. Direct use of this class is DEPRECATED. Use #StreamReader instead. */
+// --------------------------------------------------------------------------------------
+class ByteSwap {
+ ByteSwap() {}
+
+public:
+ // ----------------------------------------------------------------------
+ /** Swap two bytes of data
+ * @param[inout] _szOut A void* to save the reintcasts for the caller. */
+ static inline void Swap2(void *_szOut) {
+ uint8_t *const szOut = reinterpret_cast<uint8_t *>(_szOut);
+ std::swap(szOut[0], szOut[1]);
+ }
+
+ // ----------------------------------------------------------------------
+ /** Swap four bytes of data
+ * @param[inout] _szOut A void* to save the reintcasts for the caller. */
+ static inline void Swap4(void *_szOut) {
+ uint8_t *const szOut = reinterpret_cast<uint8_t *>(_szOut);
+ std::swap(szOut[0], szOut[3]);
+ std::swap(szOut[1], szOut[2]);
+ }
+
+ // ----------------------------------------------------------------------
+ /** Swap eight bytes of data
+ * @param[inout] _szOut A void* to save the reintcasts for the caller. */
+ static inline void Swap8(void *_szOut) {
+ uint8_t *const szOut = reinterpret_cast<uint8_t *>(_szOut);
+ std::swap(szOut[0], szOut[7]);
+ std::swap(szOut[1], szOut[6]);
+ std::swap(szOut[2], szOut[5]);
+ std::swap(szOut[3], szOut[4]);
+ }
+
+ // ----------------------------------------------------------------------
+ /** ByteSwap a float. Not a joke.
+ * @param[inout] fOut ehm. .. */
+ static inline void Swap(float *fOut) {
+ Swap4(fOut);
+ }
+
+ // ----------------------------------------------------------------------
+ /** ByteSwap a double. Not a joke.
+ * @param[inout] fOut ehm. .. */
+ static inline void Swap(double *fOut) {
+ Swap8(fOut);
+ }
+
+ // ----------------------------------------------------------------------
+ /** ByteSwap an int16t. Not a joke.
+ * @param[inout] fOut ehm. .. */
+ static inline void Swap(int16_t *fOut) {
+ Swap2(fOut);
+ }
+
+ static inline void Swap(uint16_t *fOut) {
+ Swap2(fOut);
+ }
+
+ // ----------------------------------------------------------------------
+ /** ByteSwap an int32t. Not a joke.
+ * @param[inout] fOut ehm. .. */
+ static inline void Swap(int32_t *fOut) {
+ Swap4(fOut);
+ }
+
+ static inline void Swap(uint32_t *fOut) {
+ Swap4(fOut);
+ }
+
+ // ----------------------------------------------------------------------
+ /** ByteSwap an int64t. Not a joke.
+ * @param[inout] fOut ehm. .. */
+ static inline void Swap(int64_t *fOut) {
+ Swap8(fOut);
+ }
+
+ static inline void Swap(uint64_t *fOut) {
+ Swap8(fOut);
+ }
+
+ // ----------------------------------------------------------------------
+ //! Templatized ByteSwap
+ //! \returns param tOut as swapped
+ template <typename Type>
+ static inline Type Swapped(Type tOut) {
+ return _swapper<Type, sizeof(Type)>()(tOut);
+ }
+
+private:
+ template <typename T, size_t size>
+ struct _swapper;
+};
+
+template <typename T>
+struct ByteSwap::_swapper<T, 2> {
+ T operator()(T tOut) {
+ Swap2(&tOut);
+ return tOut;
+ }
+};
+
+template <typename T>
+struct ByteSwap::_swapper<T, 4> {
+ T operator()(T tOut) {
+ Swap4(&tOut);
+ return tOut;
+ }
+};
+
+template <typename T>
+struct ByteSwap::_swapper<T, 8> {
+ T operator()(T tOut) {
+ Swap8(&tOut);
+ return tOut;
+ }
+};
+
+// --------------------------------------------------------------------------------------
+// ByteSwap macros for BigEndian/LittleEndian support
+// --------------------------------------------------------------------------------------
+#if (defined AI_BUILD_BIG_ENDIAN)
+#define AI_LE(t) (t)
+#define AI_BE(t) ByteSwap::Swapped(t)
+#define AI_LSWAP2(p)
+#define AI_LSWAP4(p)
+#define AI_LSWAP8(p)
+#define AI_LSWAP2P(p)
+#define AI_LSWAP4P(p)
+#define AI_LSWAP8P(p)
+#define LE_NCONST const
+#define AI_SWAP2(p) ByteSwap::Swap2(&(p))
+#define AI_SWAP4(p) ByteSwap::Swap4(&(p))
+#define AI_SWAP8(p) ByteSwap::Swap8(&(p))
+#define AI_SWAP2P(p) ByteSwap::Swap2((p))
+#define AI_SWAP4P(p) ByteSwap::Swap4((p))
+#define AI_SWAP8P(p) ByteSwap::Swap8((p))
+#define BE_NCONST
+#else
+#define AI_BE(t) (t)
+#define AI_LE(t) ByteSwap::Swapped(t)
+#define AI_SWAP2(p)
+#define AI_SWAP4(p)
+#define AI_SWAP8(p)
+#define AI_SWAP2P(p)
+#define AI_SWAP4P(p)
+#define AI_SWAP8P(p)
+#define BE_NCONST const
+#define AI_LSWAP2(p) ByteSwap::Swap2(&(p))
+#define AI_LSWAP4(p) ByteSwap::Swap4(&(p))
+#define AI_LSWAP8(p) ByteSwap::Swap8(&(p))
+#define AI_LSWAP2P(p) ByteSwap::Swap2((p))
+#define AI_LSWAP4P(p) ByteSwap::Swap4((p))
+#define AI_LSWAP8P(p) ByteSwap::Swap8((p))
+#define LE_NCONST
+#endif
+
+namespace Intern {
+
+// --------------------------------------------------------------------------------------------
+template <typename T, bool doit>
+struct ByteSwapper {
+ void operator()(T *inout) {
+ ByteSwap::Swap(inout);
+ }
+};
+
+template <typename T>
+struct ByteSwapper<T, false> {
+ void operator()(T *) {
+ }
+};
+
+// --------------------------------------------------------------------------------------------
+template <bool SwapEndianess, typename T, bool RuntimeSwitch>
+struct Getter {
+ void operator()(T *inout, bool le) {
+ le = !le;
+ if (le) {
+ ByteSwapper<T, (sizeof(T) > 1 ? true : false)>()(inout);
+ } else
+ ByteSwapper<T, false>()(inout);
+ }
+};
+
+template <bool SwapEndianess, typename T>
+struct Getter<SwapEndianess, T, false> {
+ void operator()(T *inout, bool /*le*/) {
+ // static branch
+ ByteSwapper<T, (SwapEndianess && sizeof(T) > 1)>()(inout);
+ }
+};
+} // namespace Intern
+} // namespace FBXDocParser
+
+#endif // BYTE_SWAPPER_H
diff --git a/modules/fbx/fbx_parser/CREDITS b/modules/fbx/fbx_parser/CREDITS
new file mode 100644
index 0000000000..62b449614e
--- /dev/null
+++ b/modules/fbx/fbx_parser/CREDITS
@@ -0,0 +1,183 @@
+===============================================================
+Open Asset Import Library (Assimp)
+Developers and Contributors
+===============================================================
+
+The following is a non-exhaustive list of all constributors over the years.
+If you think your name should be listed here, drop us a line and we'll add you.
+
+- Alexander Gessler,
+3DS-, BLEND-, ASE-, DXF-, HMP-, MDL-, MD2-, MD3-, MD5-, MDC-, NFF-, PLY-, STL-, RAW-, OFF-, MS3D-, Q3D- and LWO-Loader, Assimp-Viewer, assimp-cmd, -noboost, Website (Design).
+
+- Thomas Schulze,
+X-, Collada-, BVH-Loader, Postprocessing framework. Data structure & Interface design, documentation.
+
+- Kim Kulling,
+Obj-, Q3BSD-, OpenGEX-Loader, Logging system, CMake-build-environment, Linux-build, Website ( Admin ), Coverity ( Admin ), Glitter ( Admin ).
+
+- R.Schmidt,
+Linux build, eclipse support.
+
+- Matthias Gubisch,
+Assimp.net
+Visual Studio 9 support, bugfixes.
+
+- Mark Sibly
+B3D-Loader, Assimp testing
+
+- Jonathan Klein
+Ogre Loader, VC2010 fixes and CMake fixes.
+
+- Sebastian Hempel,
+PyAssimp (first version)
+Compile-Bugfixes for mingw, add environment for static library support in make.
+
+- Jonathan Pokrass
+Supplied a bugfix concerning the scaling in the md3 loader.
+
+- Andrew Galante,
+Submitted patches to make Assimp compile with GCC-4, a makefile and the xcode3 workspace.
+
+- Andreas Nagel
+First Assimp testing & verification under Windows Vista 64 Bit.
+
+- Marius Schr�der
+Allowed us to use many of his models for screenshots and testing.
+
+- Christian Schubert
+Supplied various XFiles for testing purposes.
+
+- Tizian Wieland
+Searched the web for hundreds of test models for internal use
+
+- John Connors
+Supplied patches for linux and SCons.
+
+- T. R.
+The GUY who performed some of the CSM mocaps.
+
+- Andy Maloney
+Contributed fixes for the documentation and the doxygen markup
+
+- Zhao Lei
+Contributed several bugfixes fixing memory leaks and improving float parsing
+
+- sueastside
+Updated PyAssimp to the latest Assimp data structures and provided a script to keep the Python binding up-to-date.
+
+- Tobias Rittig
+Collada testing with Cinema 4D
+
+- Brad Grantham
+Improvements in OpenGL-Sample.
+
+- Robert Ramirez
+Add group loading feature to Obj-Loader.
+
+- Chris Maiwald
+Many bugreports, improving Assimp's portability, regular testing & feedback.
+
+- Stepan Hrbek
+Bugreport and fix for a obj-materialloader crash.
+
+- David Nadlinger
+D bindings, CMake install support.
+
+- Dario Accornero
+Contributed several patches regarding Mac OS/XCode targets, bug reports.
+
+- Martin Walser (Samhayne)
+Contributed the 'SimpleTexturedOpenGl' sample.
+
+- Matthias Fauconneau
+Contributed a fix for the Q3-BSP loader.
+
+- Jørgen P. Tjernø
+Contributed updated and improved xcode workspaces
+
+- drparallax
+Contributed the /samples/SimpleAssimpViewX sample
+
+- Carsten Fuchs
+Contributed a fix for the Normalize method in aiQuaternion.
+
+- dbburgess
+Contributes a Android-specific build issue: log the hardware architecture for ARM.
+
+- alfiereinre7
+Contributes a obj-fileparser fix: missing tokens in the obj-token list.
+
+- Roman Kharitonov
+Contributes a fix for the configure script environment.
+
+- Ed Diana
+Contributed AssimpDelphi (/port/AssimpDelphi).
+
+- rdb
+Contributes a bundle of fixes and improvements for the bsp-importer.
+
+- Mick P
+For contributing the De-bone postprocessing step and filing various bug reports.
+
+- Rosen Diankov
+Contributed patches to build assimp debian packages using cmake.
+
+- Mark Page
+Contributed a patch to fix the VertexTriangleAdjacency postprocessing step.
+
+- IOhannes
+Contributed the Debian build fixes ( architecture macro ).
+
+- gellule
+Several LWO and LWS fixes (pivoting).
+
+- Marcel Metz
+GCC/Linux fixes for the SimpleOpenGL sample.
+
+- Brian Miller
+Bugfix for a compiler fix for iOS on arm.
+
+- Séverin Lemaignan
+Rewrite of PyAssimp, distutils and Python3 support
+
+- albert-wang
+Bugfixes for the collada parser
+
+- Ya ping Jin
+Bugfixes for uv-tanget calculation.
+
+- Jonne Nauha
+Ogre Binary format support
+
+- Filip Wasil, Tieto Poland Sp. z o.o.
+Android JNI asset extraction support
+
+- Richard Steffen
+Contributed ExportProperties interface
+Contributed X File exporter
+Contributed Step (stp) exporter
+
+- Thomas Iorns (mesilliac)
+Initial FBX Export support
+
+For a more detailed list just check: https://github.com/assimp/assimp/network/members
+
+
+========
+Patreons
+========
+
+Huge thanks to our Patreons!
+
+- migenius
+- Marcus
+- Cort
+- elect
+- Steffen
+
+
+===================
+Commercial Sponsors
+===================
+
+- MyDidimo (mydidimo.com): Sponsored development of FBX Export support
diff --git a/modules/fbx/fbx_parser/FBXAnimation.cpp b/modules/fbx/fbx_parser/FBXAnimation.cpp
new file mode 100644
index 0000000000..bfd3e97314
--- /dev/null
+++ b/modules/fbx/fbx_parser/FBXAnimation.cpp
@@ -0,0 +1,290 @@
+/*************************************************************************/
+/* FBXAnimation.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. */
+/*************************************************************************/
+
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2019, assimp team
+
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+/** @file FBXAnimation.cpp
+ * @brief Assimp::FBX::AnimationCurve, Assimp::FBX::AnimationCurveNode,
+ * Assimp::FBX::AnimationLayer, Assimp::FBX::AnimationStack
+ */
+
+#include "FBXCommon.h"
+#include "FBXDocument.h"
+#include "FBXDocumentUtil.h"
+#include "FBXParser.h"
+
+namespace FBXDocParser {
+
+using namespace Util;
+
+// ------------------------------------------------------------------------------------------------
+AnimationCurve::AnimationCurve(uint64_t id, const ElementPtr element, const std::string &name, const Document & /*doc*/) :
+ Object(id, element, name) {
+ const ScopePtr sc = GetRequiredScope(element);
+ const ElementPtr KeyTime = GetRequiredElement(sc, "KeyTime");
+ const ElementPtr KeyValueFloat = GetRequiredElement(sc, "KeyValueFloat");
+
+ // note preserved keys and values for legacy FBXConverter.cpp
+ // we can remove this once the animation system is written
+ // and clean up this code so we do not have copies everywhere.
+ ParseVectorDataArray(keys, KeyTime);
+ ParseVectorDataArray(values, KeyValueFloat);
+
+ if (keys.size() != values.size()) {
+ DOMError("the number of key times does not match the number of keyframe values", KeyTime);
+ }
+
+ // put the two lists into the map, underlying container is really just a dictionary
+ // these will always match, if not an error will throw and the file will not import
+ // this is useful because we then can report something and fix this later if it becomes an issue
+ // at this point we do not need a different count of these elements so this makes the
+ // most sense to do.
+ for (size_t x = 0; x < keys.size(); x++) {
+ keyvalues[keys[x]] = values[x];
+ }
+
+ const ElementPtr KeyAttrDataFloat = sc->GetElement("KeyAttrDataFloat");
+ if (KeyAttrDataFloat) {
+ ParseVectorDataArray(attributes, KeyAttrDataFloat);
+ }
+
+ const ElementPtr KeyAttrFlags = sc->GetElement("KeyAttrFlags");
+ if (KeyAttrFlags) {
+ ParseVectorDataArray(flags, KeyAttrFlags);
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+AnimationCurve::~AnimationCurve() {
+ // empty
+}
+
+// ------------------------------------------------------------------------------------------------
+AnimationCurveNode::AnimationCurveNode(uint64_t id, const ElementPtr element, const std::string &name,
+ const Document &doc, const char *const *target_prop_whitelist /*= NULL*/,
+ size_t whitelist_size /*= 0*/) :
+ Object(id, element, name), target(), doc(doc) {
+ const ScopePtr sc = GetRequiredScope(element);
+
+ // find target node
+ const char *whitelist[] = { "Model", "NodeAttribute", "Deformer" };
+ const std::vector<const Connection *> &conns = doc.GetConnectionsBySourceSequenced(ID(), whitelist, 3);
+
+ for (const Connection *con : conns) {
+ // link should go for a property
+ if (!con->PropertyName().length()) {
+ continue;
+ }
+
+ Object *object = con->DestinationObject();
+
+ if (!object) {
+ DOMWarning("failed to read destination object for AnimationCurveNode->Model link, ignoring", element);
+ continue;
+ }
+
+ target = object;
+ prop = con->PropertyName();
+ break;
+ }
+
+ props = GetPropertyTable(doc, "AnimationCurveNode.FbxAnimCurveNode", element, sc, false);
+}
+
+// ------------------------------------------------------------------------------------------------
+AnimationCurveNode::~AnimationCurveNode() {
+ curves.clear();
+}
+
+// ------------------------------------------------------------------------------------------------
+const AnimationMap &AnimationCurveNode::Curves() const {
+ /* Lazy loaded animation curves, will only load if required */
+ if (curves.empty()) {
+ // resolve attached animation curves
+ const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(ID(), "AnimationCurve");
+
+ for (const Connection *con : conns) {
+ // So the advantage of having this STL boilerplate is that it's dead simple once you get it.
+ // The other advantage is casting is guaranteed to be safe and nullptr will be returned in the last step if it fails.
+ Object *ob = con->SourceObject();
+ AnimationCurve *anim_curve = dynamic_cast<AnimationCurve *>(ob);
+ ERR_CONTINUE_MSG(!anim_curve, "Failed to convert animation curve from object");
+
+ curves.insert(std::make_pair(con->PropertyName(), anim_curve));
+ }
+ }
+
+ return curves;
+}
+
+// ------------------------------------------------------------------------------------------------
+AnimationLayer::AnimationLayer(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc) :
+ Object(id, element, name), doc(doc) {
+ const ScopePtr sc = GetRequiredScope(element);
+
+ // note: the props table here bears little importance and is usually absent
+ props = GetPropertyTable(doc, "AnimationLayer.FbxAnimLayer", element, sc, true);
+}
+
+// ------------------------------------------------------------------------------------------------
+AnimationLayer::~AnimationLayer() {
+ // empty
+}
+
+// ------------------------------------------------------------------------------------------------
+const AnimationCurveNodeList AnimationLayer::Nodes(const char *const *target_prop_whitelist,
+ size_t whitelist_size /*= 0*/) const {
+ AnimationCurveNodeList nodes;
+
+ // resolve attached animation nodes
+ const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(ID(), "AnimationCurveNode");
+ nodes.reserve(conns.size());
+
+ for (const Connection *con : conns) {
+ // link should not go to a property
+ if (con->PropertyName().length()) {
+ continue;
+ }
+
+ Object *ob = con->SourceObject();
+
+ if (!ob) {
+ DOMWarning("failed to read source object for AnimationCurveNode->AnimationLayer link, ignoring", element);
+ continue;
+ }
+
+ const AnimationCurveNode *anim = dynamic_cast<AnimationCurveNode *>(ob);
+ if (!anim) {
+ DOMWarning("source object for ->AnimationLayer link is not an AnimationCurveNode", element);
+ continue;
+ }
+
+ if (target_prop_whitelist) {
+ const char *s = anim->TargetProperty().c_str();
+ bool ok = false;
+ for (size_t i = 0; i < whitelist_size; ++i) {
+ if (!strcmp(s, target_prop_whitelist[i])) {
+ ok = true;
+ break;
+ }
+ }
+ if (!ok) {
+ continue;
+ }
+ }
+ nodes.push_back(anim);
+ }
+
+ return nodes;
+}
+
+// ------------------------------------------------------------------------------------------------
+AnimationStack::AnimationStack(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc) :
+ Object(id, element, name) {
+ const ScopePtr sc = GetRequiredScope(element);
+
+ // note: we don't currently use any of these properties so we shouldn't bother if it is missing
+ props = GetPropertyTable(doc, "AnimationStack.FbxAnimStack", element, sc, true);
+
+ // resolve attached animation layers
+ const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(ID(), "AnimationLayer");
+ layers.reserve(conns.size());
+
+ for (const Connection *con : conns) {
+ // link should not go to a property
+ if (con->PropertyName().length()) {
+ continue;
+ }
+
+ Object *ob = con->SourceObject();
+ if (!ob) {
+ DOMWarning("failed to read source object for AnimationLayer->AnimationStack link, ignoring", element);
+ continue;
+ }
+
+ const AnimationLayer *anim = dynamic_cast<const AnimationLayer *>(ob);
+
+ if (!anim) {
+ DOMWarning("source object for ->AnimationStack link is not an AnimationLayer", element);
+ continue;
+ }
+
+ layers.push_back(anim);
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+AnimationStack::~AnimationStack() {
+ if (props != nullptr) {
+ delete props;
+ props = nullptr;
+ }
+}
+} // namespace FBXDocParser
diff --git a/modules/fbx/fbx_parser/FBXBinaryTokenizer.cpp b/modules/fbx/fbx_parser/FBXBinaryTokenizer.cpp
new file mode 100644
index 0000000000..0fc66b13cd
--- /dev/null
+++ b/modules/fbx/fbx_parser/FBXBinaryTokenizer.cpp
@@ -0,0 +1,467 @@
+/*************************************************************************/
+/* FBXBinaryTokenizer.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. */
+/*************************************************************************/
+
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2019, assimp team
+
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+/** @file FBXBinaryTokenizer.cpp
+ * @brief Implementation of a fake lexer for binary fbx files -
+ * we emit tokens so the parser needs almost no special handling
+ * for binary files.
+ */
+
+#include "ByteSwapper.h"
+#include "FBXTokenizer.h"
+#include "core/string/print_string.h"
+
+#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),
+ send(send),
+ type(type),
+ line(offset),
+ column(BINARY_MARKER) {
+#ifdef DEBUG_ENABLED
+ contents = std::string(sbegin, static_cast<size_t>(send - sbegin));
+#endif
+ // calc length
+ // measure from sBegin to sEnd and validate?
+}
+
+namespace {
+
+// ------------------------------------------------------------------------------------------------
+// signal tokenization error
+void TokenizeError(const std::string &message, size_t offset) {
+ print_error("[FBX-Tokenize] " + String(message.c_str()) + ", offset " + itos(offset));
+}
+
+// ------------------------------------------------------------------------------------------------
+size_t Offset(const char *begin, const char *cursor) {
+ //ai_assert(begin <= cursor);
+
+ return cursor - begin;
+}
+
+// ------------------------------------------------------------------------------------------------
+void TokenizeError(const std::string &message, const char *begin, const char *cursor) {
+ TokenizeError(message, Offset(begin, cursor));
+}
+
+// ------------------------------------------------------------------------------------------------
+uint32_t ReadWord(const char *input, const char *&cursor, const char *end) {
+ const size_t k_to_read = sizeof(uint32_t);
+ if (Offset(cursor, end) < k_to_read) {
+ TokenizeError("cannot ReadWord, out of bounds", input, cursor);
+ }
+
+ uint32_t word;
+ ::memcpy(&word, cursor, 4);
+ AI_SWAP4(word);
+
+ cursor += k_to_read;
+
+ return word;
+}
+
+// ------------------------------------------------------------------------------------------------
+uint64_t ReadDoubleWord(const char *input, const char *&cursor, const char *end) {
+ const size_t k_to_read = sizeof(uint64_t);
+ if (Offset(cursor, end) < k_to_read) {
+ TokenizeError("cannot ReadDoubleWord, out of bounds", input, cursor);
+ }
+
+ uint64_t dword /*= *reinterpret_cast<const uint64_t*>(cursor)*/;
+ ::memcpy(&dword, cursor, sizeof(uint64_t));
+ AI_SWAP8(dword);
+
+ cursor += k_to_read;
+
+ return dword;
+}
+
+// ------------------------------------------------------------------------------------------------
+uint8_t ReadByte(const char *input, const char *&cursor, const char *end) {
+ if (Offset(cursor, end) < sizeof(uint8_t)) {
+ TokenizeError("cannot ReadByte, out of bounds", input, cursor);
+ }
+
+ uint8_t word; /* = *reinterpret_cast< const uint8_t* >( cursor )*/
+ ::memcpy(&word, cursor, sizeof(uint8_t));
+ ++cursor;
+
+ return word;
+}
+
+// ------------------------------------------------------------------------------------------------
+unsigned int ReadString(const char *&sbegin_out, const char *&send_out, const char *input,
+ const char *&cursor, const char *end, bool long_length = false, bool allow_null = false) {
+ const uint32_t len_len = long_length ? 4 : 1;
+ if (Offset(cursor, end) < len_len) {
+ TokenizeError("cannot ReadString, out of bounds reading length", input, cursor);
+ }
+
+ const uint32_t length = long_length ? ReadWord(input, cursor, end) : ReadByte(input, cursor, end);
+
+ if (Offset(cursor, end) < length) {
+ TokenizeError("cannot ReadString, length is out of bounds", input, cursor);
+ }
+
+ sbegin_out = cursor;
+ cursor += length;
+
+ send_out = cursor;
+
+ if (!allow_null) {
+ for (unsigned int i = 0; i < length; ++i) {
+ if (sbegin_out[i] == '\0') {
+ TokenizeError("failed ReadString, unexpected NUL character in string", input, cursor);
+ }
+ }
+ }
+
+ return length;
+}
+
+// ------------------------------------------------------------------------------------------------
+void ReadData(const char *&sbegin_out, const char *&send_out, const char *input, const char *&cursor, const char *end) {
+ if (Offset(cursor, end) < 1) {
+ TokenizeError("cannot ReadData, out of bounds reading length", input, cursor);
+ }
+
+ const char type = *cursor;
+ sbegin_out = cursor++;
+
+ switch (type) {
+ // 16 bit int
+ case 'Y':
+ cursor += 2;
+ break;
+
+ // 1 bit bool flag (yes/no)
+ case 'C':
+ cursor += 1;
+ break;
+
+ // 32 bit int
+ case 'I':
+ // <- fall through
+
+ // float
+ case 'F':
+ cursor += 4;
+ break;
+
+ // double
+ case 'D':
+ cursor += 8;
+ break;
+
+ // 64 bit int
+ case 'L':
+ cursor += 8;
+ break;
+
+ // note: do not write cursor += ReadWord(...cursor) as this would be UB
+
+ // raw binary data
+ case 'R': {
+ const uint32_t length = ReadWord(input, cursor, end);
+ cursor += length;
+ break;
+ }
+
+ case 'b':
+ // TODO: what is the 'b' type code? Right now we just skip over it /
+ // take the full range we could get
+ cursor = end;
+ break;
+
+ // array of *
+ case 'f':
+ case 'd':
+ case 'l':
+ case 'i':
+ case 'c': {
+ const uint32_t length = ReadWord(input, cursor, end);
+ const uint32_t encoding = ReadWord(input, cursor, end);
+
+ const uint32_t comp_len = ReadWord(input, cursor, end);
+
+ // compute length based on type and check against the stored value
+ if (encoding == 0) {
+ uint32_t stride = 0;
+ switch (type) {
+ case 'f':
+ case 'i':
+ stride = 4;
+ break;
+
+ case 'd':
+ case 'l':
+ stride = 8;
+ break;
+
+ case 'c':
+ stride = 1;
+ break;
+
+ default:
+ break;
+ };
+ //ai_assert(stride > 0);
+ if (length * stride != comp_len) {
+ TokenizeError("cannot ReadData, calculated data stride differs from what the file claims", input, cursor);
+ }
+ }
+ // zip/deflate algorithm (encoding==1)? take given length. anything else? die
+ else if (encoding != 1) {
+ TokenizeError("cannot ReadData, unknown encoding", input, cursor);
+ }
+ cursor += comp_len;
+ break;
+ }
+
+ // string
+ case 'S': {
+ const char *sb, *se;
+ // 0 characters can legally happen in such strings
+ ReadString(sb, se, input, cursor, end, true, true);
+ break;
+ }
+ default:
+ TokenizeError("cannot ReadData, unexpected type code: " + std::string(&type, 1), input, cursor);
+ }
+
+ if (cursor > end) {
+ TokenizeError("cannot ReadData, the remaining size is too small for the data type: " + std::string(&type, 1), input, cursor);
+ }
+
+ // the type code is contained in the returned range
+ send_out = cursor;
+}
+
+// ------------------------------------------------------------------------------------------------
+bool ReadScope(TokenList &output_tokens, const char *input, const char *&cursor, const char *end, bool const is64bits) {
+ // the first word contains the offset at which this block ends
+ const uint64_t end_offset = is64bits ? ReadDoubleWord(input, cursor, end) : ReadWord(input, cursor, end);
+
+ // we may get 0 if reading reached the end of the file -
+ // fbx files have a mysterious extra footer which I don't know
+ // how to extract any information from, but at least it always
+ // starts with a 0.
+ if (!end_offset) {
+ return false;
+ }
+
+ if (end_offset > Offset(input, end)) {
+ TokenizeError("block offset is out of range", input, cursor);
+ } else if (end_offset < Offset(input, cursor)) {
+ TokenizeError("block offset is negative out of range", input, cursor);
+ }
+
+ // the second data word contains the number of properties in the scope
+ const uint64_t prop_count = is64bits ? ReadDoubleWord(input, cursor, end) : ReadWord(input, cursor, end);
+
+ // the third data word contains the length of the property list
+ const uint64_t prop_length = is64bits ? ReadDoubleWord(input, cursor, end) : ReadWord(input, cursor, end);
+
+ // now comes the name of the scope/key
+ const char *sbeg, *send;
+ ReadString(sbeg, send, input, cursor, end);
+
+ output_tokens.push_back(new_Token(sbeg, send, TokenType_KEY, Offset(input, cursor)));
+
+ // now come the individual properties
+ const char *begin_cursor = cursor;
+ for (unsigned int i = 0; i < prop_count; ++i) {
+ ReadData(sbeg, send, input, cursor, begin_cursor + prop_length);
+
+ output_tokens.push_back(new_Token(sbeg, send, TokenType_DATA, Offset(input, cursor)));
+
+ if (i != prop_count - 1) {
+ output_tokens.push_back(new_Token(cursor, cursor + 1, TokenType_COMMA, Offset(input, cursor)));
+ }
+ }
+
+ if (Offset(begin_cursor, cursor) != prop_length) {
+ TokenizeError("property length not reached, something is wrong", input, cursor);
+ }
+
+ // at the end of each nested block, there is a NUL record to indicate
+ // that the sub-scope exists (i.e. to distinguish between P: and P : {})
+ // this NUL record is 13 bytes long on 32 bit version and 25 bytes long on 64 bit.
+ const size_t sentinel_block_length = is64bits ? (sizeof(uint64_t) * 3 + 1) : (sizeof(uint32_t) * 3 + 1);
+
+ if (Offset(input, cursor) < end_offset) {
+ if (end_offset - Offset(input, cursor) < sentinel_block_length) {
+ TokenizeError("insufficient padding bytes at block end", input, cursor);
+ }
+
+ output_tokens.push_back(new_Token(cursor, cursor + 1, TokenType_OPEN_BRACKET, Offset(input, cursor)));
+
+ // XXX this is vulnerable to stack overflowing ..
+ while (Offset(input, cursor) < end_offset - sentinel_block_length) {
+ ReadScope(output_tokens, input, cursor, input + end_offset - sentinel_block_length, is64bits);
+ }
+ output_tokens.push_back(new_Token(cursor, cursor + 1, TokenType_CLOSE_BRACKET, Offset(input, cursor)));
+
+ for (unsigned int i = 0; i < sentinel_block_length; ++i) {
+ if (cursor[i] != '\0') {
+ TokenizeError("failed to read nested block sentinel, expected all bytes to be 0", input, cursor);
+ }
+ }
+ cursor += sentinel_block_length;
+ }
+
+ if (Offset(input, cursor) != end_offset) {
+ TokenizeError("scope length not reached, something is wrong", input, cursor);
+ }
+
+ return true;
+}
+} // anonymous namespace
+
+// ------------------------------------------------------------------------------------------------
+// TODO: Test FBX Binary files newer than the 7500 version to check if the 64 bits address behaviour is consistent
+void TokenizeBinary(TokenList &output_tokens, const char *input, size_t length) {
+ if (length < 0x1b) {
+ //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);
+ }
+
+ const char *cursor = input + 18;
+ /*Result ignored*/ ReadByte(input, cursor, input + length);
+ /*Result ignored*/ ReadByte(input, cursor, input + length);
+ /*Result ignored*/ ReadByte(input, cursor, input + length);
+ /*Result ignored*/ ReadByte(input, cursor, input + length);
+ /*Result ignored*/ ReadByte(input, cursor, input + length);
+ const uint32_t version = ReadWord(input, cursor, input + length);
+ print_verbose("FBX Version: " + itos(version));
+ //ASSIMP_LOG_DEBUG_F("FBX version: ", version);
+ const bool is64bits = version >= 7500;
+ const char *end = input + length;
+ while (cursor < end) {
+ if (!ReadScope(output_tokens, input, cursor, input + length, is64bits)) {
+ break;
+ }
+ }
+}
+} // namespace FBXDocParser
diff --git a/modules/fbx/fbx_parser/FBXCommon.h b/modules/fbx/fbx_parser/FBXCommon.h
new file mode 100644
index 0000000000..98a3d78f0d
--- /dev/null
+++ b/modules/fbx/fbx_parser/FBXCommon.h
@@ -0,0 +1,110 @@
+/*************************************************************************/
+/* FBXCommon.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. */
+/*************************************************************************/
+
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2019, assimp team
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+copyright notice, this list of conditions and the
+following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+copyright notice, this list of conditions and the
+following disclaimer in the documentation and/or other
+materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+contributors may be used to endorse or promote products
+derived from this software without specific prior
+written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+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.
+*/
+#ifndef FBX_COMMON_H
+#define FBX_COMMON_H
+
+#include <string>
+
+namespace FBXDocParser {
+const std::string NULL_RECORD = { // 13 null bytes
+ '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0'
+}; // who knows why
+const std::string SEPARATOR = { '\x00', '\x01' }; // for use inside strings
+const std::string MAGIC_NODE_TAG = "_$AssimpFbx$"; // from import
+const int64_t SECOND = 46186158000; // FBX's kTime unit
+
+// rotation order. We'll probably use EulerXYZ for everything
+enum RotOrder {
+ RotOrder_EulerXYZ = 0,
+ RotOrder_EulerXZY,
+ RotOrder_EulerYZX,
+ RotOrder_EulerYXZ,
+ RotOrder_EulerZXY,
+ RotOrder_EulerZYX,
+
+ RotOrder_SphericXYZ,
+
+ RotOrder_MAX // end-of-enum sentinel
+};
+
+enum TransformInheritance {
+ Transform_RrSs = 0,
+ Transform_RSrs = 1,
+ Transform_Rrs = 2,
+ TransformInheritance_MAX // end-of-enum sentinel
+};
+} // namespace FBXDocParser
+
+#endif // FBX_COMMON_H
diff --git a/modules/fbx/fbx_parser/FBXDeformer.cpp b/modules/fbx/fbx_parser/FBXDeformer.cpp
new file mode 100644
index 0000000000..325641bc32
--- /dev/null
+++ b/modules/fbx/fbx_parser/FBXDeformer.cpp
@@ -0,0 +1,279 @@
+/*************************************************************************/
+/* FBXDeformer.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. */
+/*************************************************************************/
+
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2019, assimp team
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+/** @file FBXNoteAttribute.cpp
+ * @brief Assimp::FBX::NodeAttribute (and subclasses) implementation
+ */
+
+#include "FBXDocument.h"
+#include "FBXDocumentUtil.h"
+#include "FBXMeshGeometry.h"
+#include "FBXParser.h"
+#include "core/math/math_funcs.h"
+#include "core/math/transform.h"
+
+#include <iostream>
+
+namespace FBXDocParser {
+
+using namespace Util;
+
+// ------------------------------------------------------------------------------------------------
+Deformer::Deformer(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name) :
+ Object(id, element, name) {
+ const ScopePtr sc = GetRequiredScope(element);
+
+ const std::string &classname = ParseTokenAsString(GetRequiredToken(element, 2));
+ props = GetPropertyTable(doc, "Deformer.Fbx" + classname, element, sc, true);
+}
+
+// ------------------------------------------------------------------------------------------------
+Deformer::~Deformer() {
+}
+
+Constraint::Constraint(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name) :
+ Object(id, element, name) {
+ const ScopePtr sc = GetRequiredScope(element);
+ const std::string &classname = ParseTokenAsString(GetRequiredToken(element, 2));
+ // used something.fbx as this is a cache name.
+ props = GetPropertyTable(doc, "Something.Fbx" + classname, element, sc, true);
+}
+
+Constraint::~Constraint() {
+}
+
+// ------------------------------------------------------------------------------------------------
+Cluster::Cluster(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name) :
+ Deformer(id, element, doc, name), valid_transformAssociateModel(false) {
+ const ScopePtr sc = GetRequiredScope(element);
+ // for( auto element : sc.Elements())
+ // {
+ // std::cout << "cluster element: " << element.first << std::endl;
+ // }
+ //
+ // element: Indexes
+ // element: Transform
+ // element: TransformAssociateModel
+ // element: TransformLink
+ // element: UserData
+ // element: Version
+ // element: Weights
+
+ const ElementPtr Indexes = sc->GetElement("Indexes");
+ const ElementPtr Weights = sc->GetElement("Weights");
+
+ const ElementPtr TransformAssociateModel = sc->GetElement("TransformAssociateModel");
+ if (TransformAssociateModel != nullptr) {
+ //Transform t = ReadMatrix(*TransformAssociateModel);
+ link_mode = SkinLinkMode_Additive;
+ valid_transformAssociateModel = true;
+ } else {
+ link_mode = SkinLinkMode_Normalized;
+ valid_transformAssociateModel = false;
+ }
+
+ const ElementPtr Transform = GetRequiredElement(sc, "Transform", element);
+ const ElementPtr TransformLink = GetRequiredElement(sc, "TransformLink", element);
+
+ // todo: check if we need this
+ //const Element& TransformAssociateModel = GetRequiredElement(sc, "TransformAssociateModel", &element);
+
+ transform = ReadMatrix(Transform);
+ transformLink = ReadMatrix(TransformLink);
+
+ // it is actually possible that there be Deformer's with no weights
+ if (!!Indexes != !!Weights) {
+ DOMError("either Indexes or Weights are missing from Cluster", element);
+ }
+
+ if (Indexes) {
+ ParseVectorDataArray(indices, Indexes);
+ ParseVectorDataArray(weights, Weights);
+ }
+
+ if (indices.size() != weights.size()) {
+ DOMError("sizes of index and weight array don't match up", element);
+ }
+
+ // read assigned node
+ const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(ID(), "Model");
+ for (const Connection *con : conns) {
+ const Model *mod = ProcessSimpleConnection<Model>(*con, false, "Model -> Cluster", element);
+ if (mod) {
+ node = mod;
+ break;
+ }
+ }
+
+ if (!node) {
+ DOMError("failed to read target Node for Cluster", element);
+ node = nullptr;
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+Cluster::~Cluster() {
+}
+
+// ------------------------------------------------------------------------------------------------
+Skin::Skin(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name) :
+ Deformer(id, element, doc, name), accuracy(0.0f) {
+ const ScopePtr sc = GetRequiredScope(element);
+
+ // keep this it is used for debugging and any FBX format changes
+ // for (auto element : sc.Elements()) {
+ // std::cout << "skin element: " << element.first << std::endl;
+ // }
+
+ const ElementPtr Link_DeformAcuracy = sc->GetElement("Link_DeformAcuracy");
+ if (Link_DeformAcuracy) {
+ accuracy = ParseTokenAsFloat(GetRequiredToken(Link_DeformAcuracy, 0));
+ }
+
+ const ElementPtr SkinType = sc->GetElement("SkinningType");
+
+ if (SkinType) {
+ std::string skin_type = ParseTokenAsString(GetRequiredToken(SkinType, 0));
+
+ if (skin_type == "Linear") {
+ skinType = Skin_Linear;
+ } else if (skin_type == "Rigid") {
+ skinType = Skin_Rigid;
+ } else if (skin_type == "DualQuaternion") {
+ skinType = Skin_DualQuaternion;
+ } else if (skin_type == "Blend") {
+ skinType = Skin_Blend;
+ } else {
+ print_error("[doc:skin] could not find valid skin type: " + String(skin_type.c_str()));
+ }
+ }
+
+ // resolve assigned clusters
+ const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(ID(), "Deformer");
+
+ //
+
+ clusters.reserve(conns.size());
+ for (const Connection *con : conns) {
+ const Cluster *cluster = ProcessSimpleConnection<Cluster>(*con, false, "Cluster -> Skin", element);
+ if (cluster) {
+ clusters.push_back(cluster);
+ continue;
+ }
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+Skin::~Skin() {
+}
+// ------------------------------------------------------------------------------------------------
+BlendShape::BlendShape(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name) :
+ Deformer(id, element, doc, name) {
+ const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(ID(), "Deformer");
+ blendShapeChannels.reserve(conns.size());
+ for (const Connection *con : conns) {
+ const BlendShapeChannel *bspc = ProcessSimpleConnection<BlendShapeChannel>(*con, false, "BlendShapeChannel -> BlendShape", element);
+ if (bspc) {
+ blendShapeChannels.push_back(bspc);
+ continue;
+ }
+ }
+}
+// ------------------------------------------------------------------------------------------------
+BlendShape::~BlendShape() {
+}
+// ------------------------------------------------------------------------------------------------
+BlendShapeChannel::BlendShapeChannel(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name) :
+ Deformer(id, element, doc, name) {
+ const ScopePtr sc = GetRequiredScope(element);
+ const ElementPtr DeformPercent = sc->GetElement("DeformPercent");
+ if (DeformPercent) {
+ percent = ParseTokenAsFloat(GetRequiredToken(DeformPercent, 0));
+ }
+ const ElementPtr FullWeights = sc->GetElement("FullWeights");
+ if (FullWeights) {
+ ParseVectorDataArray(fullWeights, FullWeights);
+ }
+ const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(ID(), "Geometry");
+ shapeGeometries.reserve(conns.size());
+ for (const Connection *con : conns) {
+ const ShapeGeometry *const sg = ProcessSimpleConnection<ShapeGeometry>(*con, false, "Shape -> BlendShapeChannel", element);
+ if (sg) {
+ shapeGeometries.push_back(sg);
+ continue;
+ }
+ }
+}
+// ------------------------------------------------------------------------------------------------
+BlendShapeChannel::~BlendShapeChannel() {
+}
+// ------------------------------------------------------------------------------------------------
+} // namespace FBXDocParser
diff --git a/modules/fbx/fbx_parser/FBXDocument.cpp b/modules/fbx/fbx_parser/FBXDocument.cpp
new file mode 100644
index 0000000000..74798a655a
--- /dev/null
+++ b/modules/fbx/fbx_parser/FBXDocument.cpp
@@ -0,0 +1,713 @@
+/*************************************************************************/
+/* FBXDocument.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. */
+/*************************************************************************/
+
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2019, assimp team
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the*
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+/** @file FBXDocument.cpp
+ * @brief Implementation of the FBX DOM classes
+ */
+
+#include "FBXDocument.h"
+#include "FBXDocumentUtil.h"
+#include "FBXImportSettings.h"
+#include "FBXMeshGeometry.h"
+#include "FBXParser.h"
+#include "FBXProperties.h"
+#include "FBXUtil.h"
+
+#include <algorithm>
+#include <functional>
+#include <iostream>
+#include <map>
+#include <memory>
+
+namespace FBXDocParser {
+
+using namespace Util;
+
+// ------------------------------------------------------------------------------------------------
+LazyObject::LazyObject(uint64_t id, const ElementPtr element, const Document &doc) :
+ doc(doc), element(element), id(id), flags() {
+ // empty
+}
+
+// ------------------------------------------------------------------------------------------------
+LazyObject::~LazyObject() {
+ object.reset();
+}
+
+ObjectPtr LazyObject::LoadObject() {
+ if (IsBeingConstructed() || FailedToConstruct()) {
+ return nullptr;
+ }
+
+ if (object) {
+ return object.get();
+ }
+
+ TokenPtr key = element->KeyToken();
+ ERR_FAIL_COND_V(!key, nullptr);
+ const TokenList &tokens = element->Tokens();
+
+ if (tokens.size() < 3) {
+ //DOMError("expected at least 3 tokens: id, name and class tag",&element);
+ return nullptr;
+ }
+
+ const char *err = nullptr;
+ std::string name = ParseTokenAsString(tokens[1], err);
+ if (err) {
+ DOMError(err, element);
+ }
+
+ // small fix for binary reading: binary fbx files don't use
+ // prefixes such as Model:: in front of their names. The
+ // loading code expects this at many places, though!
+ // so convert the binary representation (a 0x0001) to the
+ // double colon notation.
+ if (tokens[1]->IsBinary()) {
+ for (size_t i = 0; i < name.length(); ++i) {
+ if (name[i] == 0x0 && name[i + 1] == 0x1) {
+ name = name.substr(i + 2) + "::" + name.substr(0, i);
+ }
+ }
+ }
+
+ const std::string classtag = ParseTokenAsString(tokens[2], err);
+ if (err) {
+ DOMError(err, element);
+ }
+
+ // prevent recursive calls
+ flags |= BEING_CONSTRUCTED;
+
+ // this needs to be relatively fast since it happens a lot,
+ // so avoid constructing strings all the time.
+ const char *obtype = key->begin();
+ const size_t length = static_cast<size_t>(key->end() - key->begin());
+
+ if (!strncmp(obtype, "Pose", length)) {
+ object.reset(new FbxPose(id, element, doc, name));
+ } else if (!strncmp(obtype, "Geometry", length)) {
+ if (!strcmp(classtag.c_str(), "Mesh")) {
+ object.reset(new MeshGeometry(id, element, name, doc));
+ }
+ if (!strcmp(classtag.c_str(), "Shape")) {
+ object.reset(new ShapeGeometry(id, element, name, doc));
+ }
+ if (!strcmp(classtag.c_str(), "Line")) {
+ object.reset(new LineGeometry(id, element, name, doc));
+ }
+ } else if (!strncmp(obtype, "NodeAttribute", length)) {
+ if (!strcmp(classtag.c_str(), "Camera")) {
+ object.reset(new Camera(id, element, doc, name));
+ } else if (!strcmp(classtag.c_str(), "CameraSwitcher")) {
+ object.reset(new CameraSwitcher(id, element, doc, name));
+ } else if (!strcmp(classtag.c_str(), "Light")) {
+ object.reset(new Light(id, element, doc, name));
+ } else if (!strcmp(classtag.c_str(), "Null")) {
+ object.reset(new Null(id, element, doc, name));
+ } else if (!strcmp(classtag.c_str(), "LimbNode")) {
+ // This is an older format for bones
+ // this is what blender uses I believe
+ object.reset(new LimbNode(id, element, doc, name));
+ }
+ } else if (!strncmp(obtype, "Constraint", length)) {
+ object.reset(new Constraint(id, element, doc, name));
+ } else if (!strncmp(obtype, "Deformer", length)) {
+ if (!strcmp(classtag.c_str(), "Cluster")) {
+ object.reset(new Cluster(id, element, doc, name));
+ } else if (!strcmp(classtag.c_str(), "Skin")) {
+ object.reset(new Skin(id, element, doc, name));
+ } else if (!strcmp(classtag.c_str(), "BlendShape")) {
+ object.reset(new BlendShape(id, element, doc, name));
+ } else if (!strcmp(classtag.c_str(), "BlendShapeChannel")) {
+ object.reset(new BlendShapeChannel(id, element, doc, name));
+ }
+ } else if (!strncmp(obtype, "Model", length)) {
+ // Model is normal node
+
+ // LimbNode model is a 'bone' node.
+ if (!strcmp(classtag.c_str(), "LimbNode")) {
+ object.reset(new ModelLimbNode(id, element, doc, name));
+
+ } else if (strcmp(classtag.c_str(), "IKEffector") && strcmp(classtag.c_str(), "FKEffector")) {
+ // FK and IK effectors are not supporte
+ object.reset(new Model(id, element, doc, name));
+ }
+ } else if (!strncmp(obtype, "Material", length)) {
+ object.reset(new Material(id, element, doc, name));
+ } else if (!strncmp(obtype, "Texture", length)) {
+ object.reset(new Texture(id, element, doc, name));
+ } else if (!strncmp(obtype, "LayeredTexture", length)) {
+ object.reset(new LayeredTexture(id, element, doc, name));
+ } else if (!strncmp(obtype, "Video", length)) {
+ object.reset(new Video(id, element, doc, name));
+ } else if (!strncmp(obtype, "AnimationStack", length)) {
+ object.reset(new AnimationStack(id, element, name, doc));
+ } else if (!strncmp(obtype, "AnimationLayer", length)) {
+ object.reset(new AnimationLayer(id, element, name, doc));
+ } else if (!strncmp(obtype, "AnimationCurve", length)) {
+ object.reset(new AnimationCurve(id, element, name, doc));
+ } else if (!strncmp(obtype, "AnimationCurveNode", length)) {
+ object.reset(new AnimationCurveNode(id, element, name, doc));
+ } else {
+ ERR_FAIL_V_MSG(nullptr, "FBX contains unsupported object: " + String(obtype));
+ }
+
+ flags &= ~BEING_CONSTRUCTED;
+
+ return object.get();
+}
+
+// ------------------------------------------------------------------------------------------------
+Object::Object(uint64_t id, const ElementPtr element, const std::string &name) :
+ element(element), name(name), id(id) {
+}
+
+// ------------------------------------------------------------------------------------------------
+Object::~Object() {
+ // empty
+}
+
+// ------------------------------------------------------------------------------------------------
+FileGlobalSettings::FileGlobalSettings(const Document &doc, const PropertyTable *props) :
+ props(props), doc(doc) {
+ // empty
+}
+
+// ------------------------------------------------------------------------------------------------
+FileGlobalSettings::~FileGlobalSettings() {
+ if (props != nullptr) {
+ delete props;
+ props = nullptr;
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+Document::Document(const Parser &parser, const ImportSettings &settings) :
+ settings(settings), parser(parser), SafeToImport(false) {
+ // Cannot use array default initialization syntax because vc8 fails on it
+ for (unsigned int &timeStamp : creationTimeStamp) {
+ timeStamp = 0;
+ }
+
+ // we must check if we can read the header version safely, if its outdated then drop it.
+ if (ReadHeader()) {
+ SafeToImport = true;
+ ReadPropertyTemplates();
+
+ ReadGlobalSettings();
+
+ // This order is important, connections need parsed objects to check
+ // whether connections are ok or not. Objects may not be evaluated yet,
+ // though, since this may require valid connections.
+ ReadObjects();
+ ReadConnections();
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+Document::~Document() {
+ for (PropertyTemplateMap::value_type v : templates) {
+ delete v.second;
+ }
+
+ for (ObjectMap::value_type &v : objects) {
+ delete v.second;
+ }
+
+ for (ConnectionMap::value_type &v : src_connections) {
+ delete v.second;
+ }
+
+ if (metadata_properties != nullptr) {
+ delete metadata_properties;
+ }
+ // clear globals import pointer
+ globals.reset();
+}
+
+// ------------------------------------------------------------------------------------------------
+static const unsigned int LowerSupportedVersion = 7300;
+static const unsigned int UpperSupportedVersion = 7700;
+
+bool Document::ReadHeader() {
+ // Read ID objects from "Objects" section
+ ScopePtr sc = parser.GetRootScope();
+ ElementPtr ehead = sc->GetElement("FBXHeaderExtension");
+ if (!ehead || !ehead->Compound()) {
+ DOMError("no FBXHeaderExtension dictionary found");
+ }
+
+ const ScopePtr shead = ehead->Compound();
+ fbxVersion = ParseTokenAsInt(GetRequiredToken(GetRequiredElement(shead, "FBXVersion", ehead), 0));
+
+ // While we may have some success with newer files, we don't support
+ // the older 6.n fbx format
+ if (fbxVersion < LowerSupportedVersion) {
+ DOMWarning("unsupported, old format version, FBX 2015-2020, you must re-export in a more modern version of your original modelling application");
+ return false;
+ }
+ if (fbxVersion > UpperSupportedVersion) {
+ DOMWarning("unsupported, newer format version, supported are only FBX 2015, up to FBX 2020"
+ " trying to read it nevertheless");
+ }
+
+ const ElementPtr ecreator = shead->GetElement("Creator");
+ if (ecreator) {
+ creator = ParseTokenAsString(GetRequiredToken(ecreator, 0));
+ }
+
+ //
+ // Scene Info
+ //
+
+ const ElementPtr scene_info = shead->GetElement("SceneInfo");
+
+ if (scene_info) {
+ PropertyTable *fileExportProps = const_cast<PropertyTable *>(GetPropertyTable(*this, "", scene_info, scene_info->Compound(), true));
+
+ if (fileExportProps) {
+ metadata_properties = fileExportProps;
+ }
+ }
+
+ const ElementPtr etimestamp = shead->GetElement("CreationTimeStamp");
+ if (etimestamp && etimestamp->Compound()) {
+ const ScopePtr stimestamp = etimestamp->Compound();
+ creationTimeStamp[0] = ParseTokenAsInt(GetRequiredToken(GetRequiredElement(stimestamp, "Year"), 0));
+ creationTimeStamp[1] = ParseTokenAsInt(GetRequiredToken(GetRequiredElement(stimestamp, "Month"), 0));
+ creationTimeStamp[2] = ParseTokenAsInt(GetRequiredToken(GetRequiredElement(stimestamp, "Day"), 0));
+ creationTimeStamp[3] = ParseTokenAsInt(GetRequiredToken(GetRequiredElement(stimestamp, "Hour"), 0));
+ creationTimeStamp[4] = ParseTokenAsInt(GetRequiredToken(GetRequiredElement(stimestamp, "Minute"), 0));
+ creationTimeStamp[5] = ParseTokenAsInt(GetRequiredToken(GetRequiredElement(stimestamp, "Second"), 0));
+ creationTimeStamp[6] = ParseTokenAsInt(GetRequiredToken(GetRequiredElement(stimestamp, "Millisecond"), 0));
+ }
+
+ return true;
+}
+
+// ------------------------------------------------------------------------------------------------
+void Document::ReadGlobalSettings() {
+ ERR_FAIL_COND_MSG(globals != nullptr, "Global settings is already setup this is a serious error and should be reported");
+
+ const ScopePtr sc = parser.GetRootScope();
+ const ElementPtr ehead = sc->GetElement("GlobalSettings");
+ if (nullptr == ehead || !ehead->Compound()) {
+ DOMWarning("no GlobalSettings dictionary found");
+ globals = std::make_shared<FileGlobalSettings>(*this, new PropertyTable());
+ return;
+ }
+
+ const PropertyTable *props = GetPropertyTable(*this, "", ehead, ehead->Compound(), true);
+
+ //double v = PropertyGet<float>( *props, std::string("UnitScaleFactor"), 1.0 );
+
+ if (!props) {
+ DOMError("GlobalSettings dictionary contains no property table");
+ }
+
+ globals = std::make_shared<FileGlobalSettings>(*this, props);
+}
+
+// ------------------------------------------------------------------------------------------------
+void Document::ReadObjects() {
+ // read ID objects from "Objects" section
+ const ScopePtr sc = parser.GetRootScope();
+ const ElementPtr eobjects = sc->GetElement("Objects");
+ if (!eobjects || !eobjects->Compound()) {
+ DOMError("no Objects dictionary found");
+ }
+
+ // add a dummy entry to represent the Model::RootNode object (id 0),
+ // which is only indirectly defined in the input file
+ objects[0] = new LazyObject(0L, eobjects, *this);
+
+ const ScopePtr sobjects = eobjects->Compound();
+ for (const ElementMap::value_type &iter : sobjects->Elements()) {
+ // extract ID
+ const TokenList &tok = iter.second->Tokens();
+
+ if (tok.empty()) {
+ DOMError("expected ID after object key", iter.second);
+ }
+
+ const char *err;
+ const uint64_t id = ParseTokenAsID(tok[0], err);
+ if (err) {
+ DOMError(err, iter.second);
+ }
+
+ // id=0 is normally implicit
+ if (id == 0L) {
+ DOMError("encountered object with implicitly defined id 0", iter.second);
+ }
+
+ if (objects.find(id) != objects.end()) {
+ DOMWarning("encountered duplicate object id, ignoring first occurrence", iter.second);
+ }
+
+ objects[id] = new LazyObject(id, iter.second, *this);
+
+ // grab all animation stacks upfront since there is no listing of them
+ if (!strcmp(iter.first.c_str(), "AnimationStack")) {
+ animationStacks.push_back(id);
+ } else if (!strcmp(iter.first.c_str(), "Constraint")) {
+ constraints.push_back(id);
+ } else if (!strcmp(iter.first.c_str(), "Pose")) {
+ bind_poses.push_back(id);
+ } else if (!strcmp(iter.first.c_str(), "Material")) {
+ materials.push_back(id);
+ } else if (!strcmp(iter.first.c_str(), "Deformer")) {
+ TokenPtr key = iter.second->KeyToken();
+ ERR_CONTINUE_MSG(!key, "[parser bug] invalid token key for deformer");
+ const TokenList &tokens = iter.second->Tokens();
+ const std::string class_tag = ParseTokenAsString(tokens[2], err);
+
+ if (err) {
+ DOMError(err, iter.second);
+ }
+
+ if (class_tag == "Skin") {
+ //print_verbose("registered skin:" + itos(id));
+ skins.push_back(id);
+ }
+ }
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+void Document::ReadPropertyTemplates() {
+ const ScopePtr sc = parser.GetRootScope();
+ // read property templates from "Definitions" section
+ const ElementPtr edefs = sc->GetElement("Definitions");
+ if (!edefs || !edefs->Compound()) {
+ DOMWarning("no Definitions dictionary found");
+ return;
+ }
+
+ const ScopePtr sdefs = edefs->Compound();
+ const ElementCollection otypes = sdefs->GetCollection("ObjectType");
+ for (ElementMap::const_iterator it = otypes.first; it != otypes.second; ++it) {
+ const ElementPtr el = (*it).second;
+ const ScopePtr sc_2 = el->Compound();
+ if (!sc_2) {
+ DOMWarning("expected nested scope in ObjectType, ignoring", el);
+ continue;
+ }
+
+ const TokenList &tok = el->Tokens();
+ if (tok.empty()) {
+ DOMWarning("expected name for ObjectType element, ignoring", el);
+ continue;
+ }
+
+ const std::string &oname = ParseTokenAsString(tok[0]);
+
+ const ElementCollection templs = sc_2->GetCollection("PropertyTemplate");
+ for (ElementMap::const_iterator iter = templs.first; iter != templs.second; ++iter) {
+ const ElementPtr el_2 = (*iter).second;
+ const ScopePtr sc_3 = el_2->Compound();
+ if (!sc_3) {
+ DOMWarning("expected nested scope in PropertyTemplate, ignoring", el);
+ continue;
+ }
+
+ const TokenList &tok_2 = el_2->Tokens();
+ if (tok_2.empty()) {
+ DOMWarning("expected name for PropertyTemplate element, ignoring", el);
+ continue;
+ }
+
+ const std::string &pname = ParseTokenAsString(tok_2[0]);
+
+ const ElementPtr Properties70 = sc_3->GetElement("Properties70");
+ if (Properties70) {
+ // PropertyTable(const ElementPtr element, const PropertyTable* templateProps);
+ const PropertyTable *props = new PropertyTable(Properties70, nullptr);
+
+ templates[oname + "." + pname] = props;
+ }
+ }
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+void Document::ReadConnections() {
+ const ScopePtr sc = parser.GetRootScope();
+
+ // read property templates from "Definitions" section
+ const ElementPtr econns = sc->GetElement("Connections");
+ if (!econns || !econns->Compound()) {
+ DOMError("no Connections dictionary found");
+ }
+
+ uint64_t insertionOrder = 0l;
+ const ScopePtr sconns = econns->Compound();
+ const ElementCollection conns = sconns->GetCollection("C");
+ for (ElementMap::const_iterator it = conns.first; it != conns.second; ++it) {
+ const ElementPtr el = (*it).second;
+ const std::string &type = ParseTokenAsString(GetRequiredToken(el, 0));
+
+ // PP = property-property connection, ignored for now
+ // (tokens: "PP", ID1, "Property1", ID2, "Property2")
+ if (type == "PP") {
+ continue;
+ }
+
+ const uint64_t src = ParseTokenAsID(GetRequiredToken(el, 1));
+ const uint64_t dest = ParseTokenAsID(GetRequiredToken(el, 2));
+
+ // OO = object-object connection
+ // OP = object-property connection, in which case the destination property follows the object ID
+ const std::string &prop = (type == "OP" ? ParseTokenAsString(GetRequiredToken(el, 3)) : "");
+
+ if (objects.find(src) == objects.end()) {
+ DOMWarning("source object for connection does not exist", el);
+ continue;
+ }
+
+ // dest may be 0 (root node) but we added a dummy object before
+ if (objects.find(dest) == objects.end()) {
+ DOMWarning("destination object for connection does not exist", el);
+ continue;
+ }
+
+ // add new connection
+ const Connection *const c = new Connection(insertionOrder++, src, dest, prop, *this);
+ src_connections.insert(ConnectionMap::value_type(src, c));
+ dest_connections.insert(ConnectionMap::value_type(dest, c));
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+const std::vector<const AnimationStack *> &Document::AnimationStacks() const {
+ if (!animationStacksResolved.empty() || animationStacks.empty()) {
+ return animationStacksResolved;
+ }
+
+ animationStacksResolved.reserve(animationStacks.size());
+ for (uint64_t id : animationStacks) {
+ LazyObject *lazy = GetObject(id);
+
+ // Two things happen here:
+ // We cast internally an Object PTR to an Animation Stack PTR
+ // We return invalid weak_ptrs for objects which are invalid
+
+ const AnimationStack *stack = lazy->Get<AnimationStack>();
+ ERR_CONTINUE_MSG(!stack, "invalid ptr to AnimationStack - conversion failure");
+
+ // We push back the weak reference :) to keep things simple, as ownership is on the parser side so it wont be cleaned up.
+ animationStacksResolved.push_back(stack);
+ }
+
+ return animationStacksResolved;
+}
+
+// ------------------------------------------------------------------------------------------------
+LazyObject *Document::GetObject(uint64_t id) const {
+ ObjectMap::const_iterator it = objects.find(id);
+ return it == objects.end() ? nullptr : (*it).second;
+}
+
+#define MAX_CLASSNAMES 6
+
+// ------------------------------------------------------------------------------------------------
+std::vector<const Connection *> Document::GetConnectionsSequenced(uint64_t id, const ConnectionMap &conns) const {
+ std::vector<const Connection *> temp;
+
+ const std::pair<ConnectionMap::const_iterator, ConnectionMap::const_iterator> range =
+ conns.equal_range(id);
+
+ temp.reserve(std::distance(range.first, range.second));
+ for (ConnectionMap::const_iterator it = range.first; it != range.second; ++it) {
+ temp.push_back((*it).second);
+ }
+
+ std::sort(temp.begin(), temp.end(), std::mem_fn(&Connection::Compare));
+
+ return temp; // NRVO should handle this
+}
+
+// ------------------------------------------------------------------------------------------------
+std::vector<const Connection *> Document::GetConnectionsSequenced(uint64_t id, bool is_src,
+ const ConnectionMap &conns,
+ const char *const *classnames,
+ size_t count) const
+
+{
+ size_t lengths[MAX_CLASSNAMES];
+
+ const size_t c = count;
+ for (size_t i = 0; i < c; ++i) {
+ lengths[i] = strlen(classnames[i]);
+ }
+
+ std::vector<const Connection *> temp;
+ const std::pair<ConnectionMap::const_iterator, ConnectionMap::const_iterator> range =
+ conns.equal_range(id);
+
+ temp.reserve(std::distance(range.first, range.second));
+ for (ConnectionMap::const_iterator it = range.first; it != range.second; ++it) {
+ TokenPtr key = (is_src ? (*it).second->LazyDestinationObject() : (*it).second->LazySourceObject())->GetElement()->KeyToken();
+
+ const char *obtype = key->begin();
+
+ for (size_t i = 0; i < c; ++i) {
+ //ai_assert(classnames[i]);
+ if (static_cast<size_t>(std::distance(key->begin(), key->end())) == lengths[i] && !strncmp(classnames[i], obtype, lengths[i])) {
+ obtype = nullptr;
+ break;
+ }
+ }
+
+ if (obtype) {
+ continue;
+ }
+
+ temp.push_back((*it).second);
+ }
+
+ std::sort(temp.begin(), temp.end(), std::mem_fn(&Connection::Compare));
+ return temp; // NRVO should handle this
+}
+
+// ------------------------------------------------------------------------------------------------
+std::vector<const Connection *> Document::GetConnectionsBySourceSequenced(uint64_t source) const {
+ return GetConnectionsSequenced(source, ConnectionsBySource());
+}
+
+// ------------------------------------------------------------------------------------------------
+std::vector<const Connection *> Document::GetConnectionsBySourceSequenced(uint64_t src, const char *classname) const {
+ const char *arr[] = { classname };
+ return GetConnectionsBySourceSequenced(src, arr, 1);
+}
+
+// ------------------------------------------------------------------------------------------------
+std::vector<const Connection *> Document::GetConnectionsBySourceSequenced(uint64_t source,
+ const char *const *classnames, size_t count) const {
+ return GetConnectionsSequenced(source, true, ConnectionsBySource(), classnames, count);
+}
+
+// ------------------------------------------------------------------------------------------------
+std::vector<const Connection *> Document::GetConnectionsByDestinationSequenced(uint64_t dest,
+ const char *classname) const {
+ const char *arr[] = { classname };
+ return GetConnectionsByDestinationSequenced(dest, arr, 1);
+}
+
+// ------------------------------------------------------------------------------------------------
+std::vector<const Connection *> Document::GetConnectionsByDestinationSequenced(uint64_t dest) const {
+ return GetConnectionsSequenced(dest, ConnectionsByDestination());
+}
+
+// ------------------------------------------------------------------------------------------------
+std::vector<const Connection *> Document::GetConnectionsByDestinationSequenced(uint64_t dest,
+ const char *const *classnames, size_t count) const {
+ return GetConnectionsSequenced(dest, false, ConnectionsByDestination(), classnames, count);
+}
+
+// ------------------------------------------------------------------------------------------------
+Connection::Connection(uint64_t insertionOrder, uint64_t src, uint64_t dest, const std::string &prop,
+ const Document &doc) :
+ insertionOrder(insertionOrder), prop(prop), src(src), dest(dest), doc(doc) {
+}
+
+// ------------------------------------------------------------------------------------------------
+Connection::~Connection() {
+ // empty
+}
+
+// ------------------------------------------------------------------------------------------------
+LazyObject *Connection::LazySourceObject() const {
+ LazyObject *const lazy = doc.GetObject(src);
+ return lazy;
+}
+
+// ------------------------------------------------------------------------------------------------
+LazyObject *Connection::LazyDestinationObject() const {
+ LazyObject *const lazy = doc.GetObject(dest);
+ return lazy;
+}
+
+// ------------------------------------------------------------------------------------------------
+Object *Connection::SourceObject() const {
+ LazyObject *lazy = doc.GetObject(src);
+ //ai_assert(lazy);
+ return lazy->LoadObject();
+}
+
+// ------------------------------------------------------------------------------------------------
+Object *Connection::DestinationObject() const {
+ LazyObject *lazy = doc.GetObject(dest);
+ //ai_assert(lazy);
+ return lazy->LoadObject();
+}
+} // namespace FBXDocParser
diff --git a/modules/fbx/fbx_parser/FBXDocument.h b/modules/fbx/fbx_parser/FBXDocument.h
new file mode 100644
index 0000000000..7c08f3de65
--- /dev/null
+++ b/modules/fbx/fbx_parser/FBXDocument.h
@@ -0,0 +1,1319 @@
+/*************************************************************************/
+/* FBXDocument.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. */
+/*************************************************************************/
+
+/** @file FBXDocument.h
+ * @brief FBX DOM
+ */
+#ifndef FBX_DOCUMENT_H
+#define FBX_DOCUMENT_H
+
+#include "FBXCommon.h"
+#include "FBXParser.h"
+#include "FBXProperties.h"
+#include "core/math/transform.h"
+#include "core/math/vector2.h"
+#include "core/math/vector3.h"
+#include "core/string/print_string.h"
+#include <stdint.h>
+#include <numeric>
+
+#define _AI_CONCAT(a, b) a##b
+#define AI_CONCAT(a, b) _AI_CONCAT(a, b)
+
+namespace FBXDocParser {
+
+class Parser;
+class Object;
+struct ImportSettings;
+class Connection;
+
+class PropertyTable;
+class Document;
+class Material;
+class ShapeGeometry;
+class LineGeometry;
+class Geometry;
+
+class Video;
+
+class AnimationCurve;
+class AnimationCurveNode;
+class AnimationLayer;
+class AnimationStack;
+
+class BlendShapeChannel;
+class BlendShape;
+class Skin;
+class Cluster;
+
+typedef Object *ObjectPtr;
+#define new_Object new Object
+
+/** Represents a delay-parsed FBX objects. Many objects in the scene
+ * are not needed by assimp, so it makes no sense to parse them
+ * upfront. */
+class LazyObject {
+public:
+ LazyObject(uint64_t id, const ElementPtr element, const Document &doc);
+ ~LazyObject();
+
+ ObjectPtr LoadObject();
+
+ /* Casting weak pointers to their templated type safely and preserving ref counting and safety
+ * with lock() keyword to prevent leaking memory
+ */
+ template <typename T>
+ const T *Get() {
+ ObjectPtr ob = LoadObject();
+ return dynamic_cast<const T *>(ob);
+ }
+
+ uint64_t ID() const {
+ return id;
+ }
+
+ bool IsBeingConstructed() const {
+ return (flags & BEING_CONSTRUCTED) != 0;
+ }
+
+ bool FailedToConstruct() const {
+ return (flags & FAILED_TO_CONSTRUCT) != 0;
+ }
+
+ ElementPtr GetElement() const {
+ return element;
+ }
+
+ const Document &GetDocument() const {
+ return doc;
+ }
+
+private:
+ const Document &doc;
+ ElementPtr element = nullptr;
+ std::shared_ptr<Object> object = nullptr;
+ const uint64_t id = 0;
+
+ enum Flags {
+ BEING_CONSTRUCTED = 0x1,
+ FAILED_TO_CONSTRUCT = 0x2
+ };
+
+ unsigned int flags = 0;
+};
+
+/** Base class for in-memory (DOM) representations of FBX objects */
+class Object {
+public:
+ Object(uint64_t id, const ElementPtr element, const std::string &name);
+
+ virtual ~Object();
+
+ ElementPtr SourceElement() const {
+ return element;
+ }
+
+ const std::string &Name() const {
+ return name;
+ }
+
+ uint64_t ID() const {
+ return id;
+ }
+
+protected:
+ const ElementPtr element;
+ const std::string name;
+ const uint64_t id = 0;
+};
+
+/** DOM class for generic FBX NoteAttribute blocks. NoteAttribute's just hold a property table,
+ * fixed members are added by deriving classes. */
+class NodeAttribute : public Object {
+public:
+ NodeAttribute(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name);
+
+ virtual ~NodeAttribute();
+
+ const PropertyTable *Props() const {
+ return props;
+ }
+
+private:
+ const PropertyTable *props;
+};
+
+/** DOM base class for FBX camera settings attached to a node */
+class CameraSwitcher : public NodeAttribute {
+public:
+ CameraSwitcher(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name);
+
+ virtual ~CameraSwitcher();
+
+ int CameraID() const {
+ return cameraId;
+ }
+
+ const std::string &CameraName() const {
+ return cameraName;
+ }
+
+ const std::string &CameraIndexName() const {
+ return cameraIndexName;
+ }
+
+private:
+ int cameraId;
+ std::string cameraName;
+ std::string cameraIndexName;
+};
+
+#define fbx_stringize(a) #a
+
+#define fbx_simple_property(name, type, default_value) \
+ type name() const { \
+ return PropertyGet<type>(Props(), fbx_stringize(name), (default_value)); \
+ }
+
+// XXX improve logging
+#define fbx_simple_enum_property(name, type, default_value) \
+ type name() const { \
+ const int ival = PropertyGet<int>(Props(), fbx_stringize(name), static_cast<int>(default_value)); \
+ if (ival < 0 || ival >= AI_CONCAT(type, _MAX)) { \
+ return static_cast<type>(default_value); \
+ } \
+ return static_cast<type>(ival); \
+ }
+
+class FbxPoseNode;
+class FbxPose : public Object {
+public:
+ FbxPose(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name);
+
+ const std::vector<FbxPoseNode *> &GetBindPoses() const {
+ return pose_nodes;
+ }
+
+ virtual ~FbxPose();
+
+private:
+ std::vector<FbxPoseNode *> pose_nodes;
+};
+
+class FbxPoseNode {
+public:
+ FbxPoseNode(const ElementPtr element, const Document &doc, const std::string &name) {
+ const ScopePtr sc = GetRequiredScope(element);
+
+ // get pose node transform
+ const ElementPtr Transform = GetRequiredElement(sc, "Matrix", element);
+ transform = ReadMatrix(Transform);
+
+ // get node id this pose node is for
+ const ElementPtr NodeId = sc->GetElement("Node3D");
+ if (NodeId) {
+ target_id = ParseTokenAsInt64(GetRequiredToken(NodeId, 0));
+ }
+
+ print_verbose("added posenode " + itos(target_id) + " transform: " + transform);
+ }
+ virtual ~FbxPoseNode() {
+ }
+
+ uint64_t GetNodeID() const {
+ return target_id;
+ }
+
+ Transform GetBindPose() const {
+ return transform;
+ }
+
+private:
+ uint64_t target_id;
+ Transform transform;
+};
+
+/** DOM base class for FBX cameras attached to a node */
+class Camera : public NodeAttribute {
+public:
+ Camera(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name);
+
+ virtual ~Camera();
+
+ fbx_simple_property(Position, Vector3, Vector3(0, 0, 0));
+ fbx_simple_property(UpVector, Vector3, Vector3(0, 1, 0));
+ fbx_simple_property(InterestPosition, Vector3, Vector3(0, 0, 0));
+
+ fbx_simple_property(AspectWidth, float, 1.0f);
+ fbx_simple_property(AspectHeight, float, 1.0f);
+ fbx_simple_property(FilmWidth, float, 1.0f);
+ fbx_simple_property(FilmHeight, float, 1.0f);
+
+ fbx_simple_property(NearPlane, float, 0.1f);
+ fbx_simple_property(FarPlane, float, 100.0f);
+
+ fbx_simple_property(FilmAspectRatio, float, 1.0f);
+ fbx_simple_property(ApertureMode, int, 0);
+
+ fbx_simple_property(FieldOfView, float, 1.0f);
+ fbx_simple_property(FocalLength, float, 1.0f);
+};
+
+/** DOM base class for FBX null markers attached to a node */
+class Null : public NodeAttribute {
+public:
+ Null(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name);
+ virtual ~Null();
+};
+
+/** DOM base class for FBX limb node markers attached to a node */
+class LimbNode : public NodeAttribute {
+public:
+ LimbNode(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name);
+ virtual ~LimbNode();
+};
+
+/** DOM base class for FBX lights attached to a node */
+class Light : public NodeAttribute {
+public:
+ Light(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name);
+ virtual ~Light();
+
+ enum Type {
+ Type_Point,
+ Type_Directional,
+ Type_Spot,
+ Type_Area,
+ Type_Volume,
+
+ Type_MAX // end-of-enum sentinel
+ };
+
+ enum Decay {
+ Decay_None,
+ Decay_Linear,
+ Decay_Quadratic,
+ Decay_Cubic,
+
+ Decay_MAX // end-of-enum sentinel
+ };
+
+ fbx_simple_property(Color, Vector3, Vector3(1, 1, 1));
+ fbx_simple_enum_property(LightType, Type, 0);
+ fbx_simple_property(CastLightOnObject, bool, false);
+ fbx_simple_property(DrawVolumetricLight, bool, true);
+ fbx_simple_property(DrawGroundProjection, bool, true);
+ fbx_simple_property(DrawFrontFacingVolumetricLight, bool, false);
+ fbx_simple_property(Intensity, float, 100.0f);
+ fbx_simple_property(InnerAngle, float, 0.0f);
+ fbx_simple_property(OuterAngle, float, 45.0f);
+ fbx_simple_property(Fog, int, 50);
+ fbx_simple_enum_property(DecayType, Decay, 2);
+ fbx_simple_property(DecayStart, float, 1.0f);
+ fbx_simple_property(FileName, std::string, "");
+
+ fbx_simple_property(EnableNearAttenuation, bool, false);
+ fbx_simple_property(NearAttenuationStart, float, 0.0f);
+ fbx_simple_property(NearAttenuationEnd, float, 0.0f);
+ fbx_simple_property(EnableFarAttenuation, bool, false);
+ fbx_simple_property(FarAttenuationStart, float, 0.0f);
+ fbx_simple_property(FarAttenuationEnd, float, 0.0f);
+
+ fbx_simple_property(CastShadows, bool, true);
+ fbx_simple_property(ShadowColor, Vector3, Vector3(0, 0, 0));
+
+ fbx_simple_property(AreaLightShape, int, 0);
+
+ fbx_simple_property(LeftBarnDoor, float, 20.0f);
+ fbx_simple_property(RightBarnDoor, float, 20.0f);
+ fbx_simple_property(TopBarnDoor, float, 20.0f);
+ fbx_simple_property(BottomBarnDoor, float, 20.0f);
+ fbx_simple_property(EnableBarnDoor, bool, true);
+};
+
+class Model;
+
+typedef Model *ModelPtr;
+#define new_Model new Model
+
+/** DOM base class for FBX models (even though its semantics are more "node" than "model" */
+class Model : public Object {
+public:
+ enum RotOrder {
+ RotOrder_EulerXYZ = 0,
+ RotOrder_EulerXZY,
+ RotOrder_EulerYZX,
+ RotOrder_EulerYXZ,
+ RotOrder_EulerZXY,
+ RotOrder_EulerZYX,
+
+ RotOrder_SphericXYZ,
+
+ RotOrder_MAX // end-of-enum sentinel
+ };
+
+ Model(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name);
+
+ virtual ~Model();
+
+ fbx_simple_property(QuaternionInterpolate, int, 0);
+
+ fbx_simple_property(RotationOffset, Vector3, Vector3());
+ fbx_simple_property(RotationPivot, Vector3, Vector3());
+ fbx_simple_property(ScalingOffset, Vector3, Vector3());
+ fbx_simple_property(ScalingPivot, Vector3, Vector3());
+ fbx_simple_property(TranslationActive, bool, false);
+ fbx_simple_property(TranslationMin, Vector3, Vector3());
+ fbx_simple_property(TranslationMax, Vector3, Vector3());
+
+ fbx_simple_property(TranslationMinX, bool, false);
+ fbx_simple_property(TranslationMaxX, bool, false);
+ fbx_simple_property(TranslationMinY, bool, false);
+ fbx_simple_property(TranslationMaxY, bool, false);
+ fbx_simple_property(TranslationMinZ, bool, false);
+ fbx_simple_property(TranslationMaxZ, bool, false);
+
+ fbx_simple_enum_property(RotationOrder, RotOrder, 0);
+ fbx_simple_property(RotationSpaceForLimitOnly, bool, false);
+ fbx_simple_property(RotationStiffnessX, float, 0.0f);
+ fbx_simple_property(RotationStiffnessY, float, 0.0f);
+ fbx_simple_property(RotationStiffnessZ, float, 0.0f);
+ fbx_simple_property(AxisLen, float, 0.0f);
+
+ fbx_simple_property(PreRotation, Vector3, Vector3());
+ fbx_simple_property(PostRotation, Vector3, Vector3());
+ fbx_simple_property(RotationActive, bool, false);
+
+ fbx_simple_property(RotationMin, Vector3, Vector3());
+ fbx_simple_property(RotationMax, Vector3, Vector3());
+
+ fbx_simple_property(RotationMinX, bool, false);
+ fbx_simple_property(RotationMaxX, bool, false);
+ fbx_simple_property(RotationMinY, bool, false);
+ fbx_simple_property(RotationMaxY, bool, false);
+ fbx_simple_property(RotationMinZ, bool, false);
+ fbx_simple_property(RotationMaxZ, bool, false);
+ fbx_simple_enum_property(InheritType, TransformInheritance, 0);
+
+ fbx_simple_property(ScalingActive, bool, false);
+ fbx_simple_property(ScalingMin, Vector3, Vector3());
+ fbx_simple_property(ScalingMax, Vector3, Vector3(1, 1, 1));
+ fbx_simple_property(ScalingMinX, bool, false);
+ fbx_simple_property(ScalingMaxX, bool, false);
+ fbx_simple_property(ScalingMinY, bool, false);
+ fbx_simple_property(ScalingMaxY, bool, false);
+ fbx_simple_property(ScalingMinZ, bool, false);
+ fbx_simple_property(ScalingMaxZ, bool, false);
+
+ fbx_simple_property(GeometricTranslation, Vector3, Vector3());
+ fbx_simple_property(GeometricRotation, Vector3, Vector3());
+ fbx_simple_property(GeometricScaling, Vector3, Vector3(1, 1, 1));
+
+ fbx_simple_property(MinDampRangeX, float, 0.0f);
+ fbx_simple_property(MinDampRangeY, float, 0.0f);
+ fbx_simple_property(MinDampRangeZ, float, 0.0f);
+ fbx_simple_property(MaxDampRangeX, float, 0.0f);
+ fbx_simple_property(MaxDampRangeY, float, 0.0f);
+ fbx_simple_property(MaxDampRangeZ, float, 0.0f);
+
+ fbx_simple_property(MinDampStrengthX, float, 0.0f);
+ fbx_simple_property(MinDampStrengthY, float, 0.0f);
+ fbx_simple_property(MinDampStrengthZ, float, 0.0f);
+ fbx_simple_property(MaxDampStrengthX, float, 0.0f);
+ fbx_simple_property(MaxDampStrengthY, float, 0.0f);
+ fbx_simple_property(MaxDampStrengthZ, float, 0.0f);
+
+ fbx_simple_property(PreferredAngleX, float, 0.0f);
+ fbx_simple_property(PreferredAngleY, float, 0.0f);
+ fbx_simple_property(PreferredAngleZ, float, 0.0f);
+
+ fbx_simple_property(Show, bool, true);
+ fbx_simple_property(LODBox, bool, false);
+ fbx_simple_property(Freeze, bool, false);
+
+ const std::string &Shading() const {
+ return shading;
+ }
+
+ const std::string &Culling() const {
+ return culling;
+ }
+
+ const PropertyTable *Props() const {
+ return props;
+ }
+
+ /** Get material links */
+ const std::vector<const Material *> &GetMaterials() const {
+ return materials;
+ }
+
+ /** Get geometry links */
+ const std::vector<const Geometry *> &GetGeometry() const {
+ return geometry;
+ }
+
+ /** Get node attachments */
+ const std::vector<const NodeAttribute *> &GetAttributes() const {
+ return attributes;
+ }
+
+ /** convenience method to check if the node has a Null node marker */
+ bool IsNull() const;
+
+private:
+ void ResolveLinks(const ElementPtr element, const Document &doc);
+
+private:
+ std::vector<const Material *> materials;
+ std::vector<const Geometry *> geometry;
+ std::vector<const NodeAttribute *> attributes;
+
+ std::string shading;
+ std::string culling;
+ const PropertyTable *props = nullptr;
+};
+
+class ModelLimbNode : public Model {
+public:
+ ModelLimbNode(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name);
+
+ virtual ~ModelLimbNode();
+};
+
+/** DOM class for generic FBX textures */
+class Texture : public Object {
+public:
+ Texture(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name);
+
+ virtual ~Texture();
+
+ const std::string &Type() const {
+ return type;
+ }
+
+ const std::string &FileName() const {
+ return fileName;
+ }
+
+ const std::string &RelativeFilename() const {
+ return relativeFileName;
+ }
+
+ const std::string &AlphaSource() const {
+ return alphaSource;
+ }
+
+ const Vector2 &UVTranslation() const {
+ return uvTrans;
+ }
+
+ const Vector2 &UVScaling() const {
+ return uvScaling;
+ }
+
+ const PropertyTable *Props() const {
+ return props;
+ }
+
+ // return a 4-tuple
+ const unsigned int *Crop() const {
+ return crop;
+ }
+
+ const Video *Media() const {
+ return media;
+ }
+
+private:
+ Vector2 uvTrans;
+ Vector2 uvScaling;
+
+ std::string type;
+ std::string relativeFileName;
+ std::string fileName;
+ std::string alphaSource;
+ const PropertyTable *props = nullptr;
+
+ unsigned int crop[4] = { 0 };
+
+ const Video *media = nullptr;
+};
+
+/** DOM class for layered FBX textures */
+class LayeredTexture : public Object {
+public:
+ LayeredTexture(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name);
+ virtual ~LayeredTexture();
+
+ // Can only be called after construction of the layered texture object due to construction flag.
+ void fillTexture(const Document &doc);
+
+ enum BlendMode {
+ BlendMode_Translucent,
+ BlendMode_Additive,
+ BlendMode_Modulate,
+ BlendMode_Modulate2,
+ BlendMode_Over,
+ BlendMode_Normal,
+ BlendMode_Dissolve,
+ BlendMode_Darken,
+ BlendMode_ColorBurn,
+ BlendMode_LinearBurn,
+ BlendMode_DarkerColor,
+ BlendMode_Lighten,
+ BlendMode_Screen,
+ BlendMode_ColorDodge,
+ BlendMode_LinearDodge,
+ BlendMode_LighterColor,
+ BlendMode_SoftLight,
+ BlendMode_HardLight,
+ BlendMode_VividLight,
+ BlendMode_LinearLight,
+ BlendMode_PinLight,
+ BlendMode_HardMix,
+ BlendMode_Difference,
+ BlendMode_Exclusion,
+ BlendMode_Subtract,
+ BlendMode_Divide,
+ BlendMode_Hue,
+ BlendMode_Saturation,
+ BlendMode_Color,
+ BlendMode_Luminosity,
+ BlendMode_Overlay,
+ BlendMode_BlendModeCount
+ };
+
+ const Texture *getTexture(int index = 0) const {
+ return textures[index];
+ }
+ int textureCount() const {
+ return static_cast<int>(textures.size());
+ }
+ BlendMode GetBlendMode() const {
+ return blendMode;
+ }
+ float Alpha() {
+ return alpha;
+ }
+
+private:
+ std::vector<const Texture *> textures;
+ BlendMode blendMode;
+ float alpha;
+};
+
+typedef std::map<std::string, const Texture *> TextureMap;
+typedef std::map<std::string, const LayeredTexture *> LayeredTextureMap;
+
+/** DOM class for generic FBX videos */
+class Video : public Object {
+public:
+ Video(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name);
+
+ virtual ~Video();
+
+ const std::string &Type() const {
+ return type;
+ }
+
+ bool IsEmbedded() const {
+ return contentLength > 0;
+ }
+
+ const std::string &FileName() const {
+ return fileName;
+ }
+
+ const std::string &RelativeFilename() const {
+ return relativeFileName;
+ }
+
+ const PropertyTable *Props() const {
+ return props;
+ }
+
+ const uint8_t *Content() const {
+ return content;
+ }
+
+ uint64_t ContentLength() const {
+ return contentLength;
+ }
+
+ uint8_t *RelinquishContent() {
+ uint8_t *ptr = content;
+ content = 0;
+ return ptr;
+ }
+
+ bool operator==(const Video &other) const {
+ return (
+ type == other.type && relativeFileName == other.relativeFileName && fileName == other.fileName);
+ }
+
+ bool operator<(const Video &other) const {
+ return std::tie(type, relativeFileName, fileName) < std::tie(other.type, other.relativeFileName, other.fileName);
+ }
+
+private:
+ std::string type;
+ std::string relativeFileName;
+ std::string fileName;
+ const PropertyTable *props = nullptr;
+
+ uint64_t contentLength = 0;
+ uint8_t *content = nullptr;
+};
+
+/** DOM class for generic FBX materials */
+class Material : public Object {
+public:
+ Material(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name);
+
+ virtual ~Material();
+
+ const std::string &GetShadingModel() const {
+ return shading;
+ }
+
+ bool IsMultilayer() const {
+ return multilayer;
+ }
+
+ const PropertyTable *Props() const {
+ return props;
+ }
+
+ const TextureMap &Textures() const {
+ return textures;
+ }
+
+ const LayeredTextureMap &LayeredTextures() const {
+ return layeredTextures;
+ }
+
+private:
+ std::string shading;
+ bool multilayer;
+ const PropertyTable *props;
+
+ TextureMap textures;
+ LayeredTextureMap layeredTextures;
+};
+
+// signed int keys (this can happen!)
+typedef std::vector<int64_t> KeyTimeList;
+typedef std::vector<float> KeyValueList;
+
+/** Represents a FBX animation curve (i.e. a 1-dimensional set of keyframes and values therefor) */
+class AnimationCurve : public Object {
+public:
+ AnimationCurve(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc);
+ virtual ~AnimationCurve();
+
+ /** get list of keyframe positions (time).
+ * Invariant: |GetKeys()| > 0 */
+ const KeyTimeList &GetKeys() const {
+ return keys;
+ }
+
+ /** get list of keyframe values.
+ * Invariant: |GetKeys()| == |GetValues()| && |GetKeys()| > 0*/
+ const KeyValueList &GetValues() const {
+ return values;
+ }
+
+ const std::map<int64_t, float> &GetValueTimeTrack() const {
+ return keyvalues;
+ }
+
+ const std::vector<float> &GetAttributes() const {
+ return attributes;
+ }
+
+ const std::vector<unsigned int> &GetFlags() const {
+ return flags;
+ }
+
+private:
+ KeyTimeList keys;
+ KeyValueList values;
+ std::vector<float> attributes;
+ std::map<int64_t, float> keyvalues;
+ std::vector<unsigned int> flags;
+};
+
+/* Typedef for pointers for the animation handler */
+typedef std::shared_ptr<AnimationCurve> AnimationCurvePtr;
+typedef std::weak_ptr<AnimationCurve> AnimationCurveWeakPtr;
+typedef std::map<std::string, const AnimationCurve *> AnimationMap;
+
+/* Animation Curve node ptr */
+typedef std::shared_ptr<AnimationCurveNode> AnimationCurveNodePtr;
+typedef std::weak_ptr<AnimationCurveNode> AnimationCurveNodeWeakPtr;
+
+/** Represents a FBX animation curve (i.e. a mapping from single animation curves to nodes) */
+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. */
+ 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);
+
+ virtual ~AnimationCurveNode();
+
+ const PropertyTable *Props() const {
+ return props;
+ }
+
+ const AnimationMap &Curves() const;
+
+ /** Object the curve is assigned to, this can be NULL if the
+ * target object has no DOM representation or could not
+ * be read for other reasons.*/
+ Object *Target() const {
+ return target;
+ }
+
+ Model *TargetAsModel() const {
+ return dynamic_cast<Model *>(target);
+ }
+
+ NodeAttribute *TargetAsNodeAttribute() const {
+ return dynamic_cast<NodeAttribute *>(target);
+ }
+
+ /** Property of Target() that is being animated*/
+ const std::string &TargetProperty() const {
+ return prop;
+ }
+
+private:
+ Object *target = nullptr;
+ const PropertyTable *props;
+ mutable AnimationMap curves;
+ std::string prop;
+ const Document &doc;
+};
+
+typedef std::vector<const AnimationCurveNode *> AnimationCurveNodeList;
+
+typedef std::shared_ptr<AnimationLayer> AnimationLayerPtr;
+typedef std::weak_ptr<AnimationLayer> AnimationLayerWeakPtr;
+typedef std::vector<const AnimationLayer *> AnimationLayerList;
+
+/** Represents a FBX animation layer (i.e. a list of node animations) */
+class AnimationLayer : public Object {
+public:
+ AnimationLayer(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc);
+ virtual ~AnimationLayer();
+
+ const PropertyTable *Props() const {
+ //ai_assert(props.get());
+ return props;
+ }
+
+ /* 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. */
+ const AnimationCurveNodeList Nodes(const char *const *target_prop_whitelist = nullptr, size_t whitelist_size = 0) const;
+
+private:
+ const PropertyTable *props;
+ const Document &doc;
+};
+
+/** Represents a FBX animation stack (i.e. a list of animation layers) */
+class AnimationStack : public Object {
+public:
+ AnimationStack(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc);
+ virtual ~AnimationStack();
+
+ fbx_simple_property(LocalStart, int64_t, 0L);
+ fbx_simple_property(LocalStop, int64_t, 0L);
+ fbx_simple_property(ReferenceStart, int64_t, 0L);
+ fbx_simple_property(ReferenceStop, int64_t, 0L);
+
+ const PropertyTable *Props() const {
+ return props;
+ }
+
+ const AnimationLayerList &Layers() const {
+ return layers;
+ }
+
+private:
+ const PropertyTable *props = nullptr;
+ AnimationLayerList layers;
+};
+
+/** DOM class for deformers */
+class Deformer : public Object {
+public:
+ Deformer(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name);
+ virtual ~Deformer();
+
+ const PropertyTable *Props() const {
+ //ai_assert(props.get());
+ return props;
+ }
+
+private:
+ const PropertyTable *props;
+};
+
+/** Constraints are from Maya they can help us with BoneAttachments :) **/
+class Constraint : public Object {
+public:
+ Constraint(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name);
+ virtual ~Constraint();
+
+private:
+ const PropertyTable *props;
+};
+
+typedef std::vector<float> WeightArray;
+typedef std::vector<unsigned int> WeightIndexArray;
+
+/** DOM class for BlendShapeChannel deformers */
+class BlendShapeChannel : public Deformer {
+public:
+ BlendShapeChannel(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name);
+
+ virtual ~BlendShapeChannel();
+
+ float DeformPercent() const {
+ return percent;
+ }
+
+ const WeightArray &GetFullWeights() const {
+ return fullWeights;
+ }
+
+ const std::vector<const ShapeGeometry *> &GetShapeGeometries() const {
+ return shapeGeometries;
+ }
+
+private:
+ float percent;
+ WeightArray fullWeights;
+ std::vector<const ShapeGeometry *> shapeGeometries;
+};
+
+/** DOM class for BlendShape deformers */
+class BlendShape : public Deformer {
+public:
+ BlendShape(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name);
+
+ virtual ~BlendShape();
+
+ const std::vector<const BlendShapeChannel *> &BlendShapeChannels() const {
+ return blendShapeChannels;
+ }
+
+private:
+ std::vector<const BlendShapeChannel *> blendShapeChannels;
+};
+
+/** DOM class for skin deformer clusters (aka sub-deformers) */
+class Cluster : public Deformer {
+public:
+ Cluster(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name);
+
+ 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). */
+ 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). */
+ const std::vector<unsigned int> &GetIndices() const {
+ return indices;
+ }
+
+ /** */
+ const Transform &GetTransform() const {
+ return transform;
+ }
+
+ const Transform &TransformLink() const {
+ return transformLink;
+ }
+
+ const Model *TargetNode() const {
+ return node;
+ }
+
+ const Transform &TransformAssociateModel() const {
+ return transformAssociateModel;
+ }
+
+ bool TransformAssociateModelValid() const {
+ return valid_transformAssociateModel;
+ }
+
+ // property is not in the fbx file
+ // if the cluster has an associate model
+ // we then have an additive type
+ enum SkinLinkMode {
+ SkinLinkMode_Normalized = 0,
+ SkinLinkMode_Additive = 1
+ };
+
+ SkinLinkMode GetLinkMode() {
+ return link_mode;
+ }
+
+private:
+ std::vector<float> weights;
+ std::vector<unsigned int> indices;
+
+ Transform transform;
+ Transform transformLink;
+ Transform transformAssociateModel;
+ SkinLinkMode link_mode;
+ bool valid_transformAssociateModel;
+ const Model *node = nullptr;
+};
+
+/** DOM class for skin deformers */
+class Skin : public Deformer {
+public:
+ Skin(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name);
+
+ virtual ~Skin();
+
+ float DeformAccuracy() const {
+ return accuracy;
+ }
+
+ const std::vector<const Cluster *> &Clusters() const {
+ return clusters;
+ }
+
+ enum SkinType {
+ Skin_Rigid = 0,
+ Skin_Linear,
+ Skin_DualQuaternion,
+ Skin_Blend
+ };
+
+ const SkinType &GetSkinType() const {
+ return skinType;
+ }
+
+private:
+ float accuracy;
+ SkinType skinType;
+ std::vector<const Cluster *> clusters;
+};
+
+/** Represents a link between two FBX objects. */
+class Connection {
+public:
+ Connection(uint64_t insertionOrder, uint64_t src, uint64_t dest, const std::string &prop, const Document &doc);
+ ~Connection();
+
+ // note: a connection ensures that the source and dest objects exist, but
+ // not that they have DOM representations, so the return value of one of
+ // these functions can still be NULL.
+ Object *SourceObject() const;
+ Object *DestinationObject() const;
+
+ // these, however, are always guaranteed to be valid
+ LazyObject *LazySourceObject() const;
+ 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. */
+ const std::string &PropertyName() const {
+ return prop;
+ }
+
+ uint64_t InsertionOrder() const {
+ return insertionOrder;
+ }
+
+ int CompareTo(const Connection *c) const {
+ //ai_assert(nullptr != c);
+
+ // note: can't subtract because this would overflow uint64_t
+ if (InsertionOrder() > c->InsertionOrder()) {
+ return 1;
+ } else if (InsertionOrder() < c->InsertionOrder()) {
+ return -1;
+ }
+ return 0;
+ }
+
+ bool Compare(const Connection *c) const {
+ //ai_assert(nullptr != c);
+
+ return InsertionOrder() < c->InsertionOrder();
+ }
+
+public:
+ uint64_t insertionOrder;
+ const std::string prop;
+
+ uint64_t src, dest;
+ const Document &doc;
+};
+
+// XXX again, unique_ptr would be useful. shared_ptr is too
+// bloated since the objects have a well-defined single owner
+// during their entire lifetime (Document). FBX files have
+// up to many thousands of objects (most of which we never use),
+// so the memory overhead for them should be kept at a minimum.
+typedef std::map<uint64_t, LazyObject *> ObjectMap;
+typedef std::map<std::string, const PropertyTable *> PropertyTemplateMap;
+typedef std::multimap<uint64_t, const Connection *> ConnectionMap;
+
+/** DOM class for global document settings, a single instance per document can
+ * be accessed via Document.Globals(). */
+class FileGlobalSettings {
+public:
+ FileGlobalSettings(const Document &doc, const PropertyTable *props);
+
+ ~FileGlobalSettings();
+
+ const PropertyTable *Props() const {
+ return props;
+ }
+
+ const Document &GetDocument() const {
+ return doc;
+ }
+
+ fbx_simple_property(UpAxis, int, 1);
+ fbx_simple_property(UpAxisSign, int, 1);
+ fbx_simple_property(FrontAxis, int, 2);
+ fbx_simple_property(FrontAxisSign, int, 1);
+ fbx_simple_property(CoordAxis, int, 0);
+ fbx_simple_property(CoordAxisSign, int, 1);
+ fbx_simple_property(OriginalUpAxis, int, 0);
+ fbx_simple_property(OriginalUpAxisSign, int, 1);
+ fbx_simple_property(UnitScaleFactor, float, 1);
+ fbx_simple_property(OriginalUnitScaleFactor, float, 1);
+ fbx_simple_property(AmbientColor, Vector3, Vector3(0, 0, 0));
+ fbx_simple_property(DefaultCamera, std::string, "");
+
+ enum FrameRate {
+ FrameRate_DEFAULT = 0,
+ FrameRate_120 = 1,
+ FrameRate_100 = 2,
+ FrameRate_60 = 3,
+ FrameRate_50 = 4,
+ FrameRate_48 = 5,
+ FrameRate_30 = 6,
+ FrameRate_30_DROP = 7,
+ FrameRate_NTSC_DROP_FRAME = 8,
+ FrameRate_NTSC_FULL_FRAME = 9,
+ FrameRate_PAL = 10,
+ FrameRate_CINEMA = 11,
+ FrameRate_1000 = 12,
+ FrameRate_CINEMA_ND = 13,
+ FrameRate_CUSTOM = 14,
+
+ FrameRate_MAX // end-of-enum sentinel
+ };
+
+ fbx_simple_enum_property(TimeMode, FrameRate, FrameRate_DEFAULT);
+ fbx_simple_property(TimeSpanStart, uint64_t, 0L);
+ fbx_simple_property(TimeSpanStop, uint64_t, 0L);
+ fbx_simple_property(CustomFrameRate, float, -1.0f);
+
+private:
+ const PropertyTable *props = nullptr;
+ const Document &doc;
+};
+
+/** DOM root for a FBX file */
+class Document {
+public:
+ Document(const Parser &parser, const ImportSettings &settings);
+
+ ~Document();
+
+ LazyObject *GetObject(uint64_t id) const;
+
+ bool IsSafeToImport() const {
+ return SafeToImport;
+ }
+
+ bool IsBinary() const {
+ return parser.IsBinary();
+ }
+
+ unsigned int FBXVersion() const {
+ return fbxVersion;
+ }
+
+ const std::string &Creator() const {
+ return creator;
+ }
+
+ // elements (in this order): Year, Month, Day, Hour, Second, Millisecond
+ const unsigned int *CreationTimeStamp() const {
+ return creationTimeStamp;
+ }
+
+ const FileGlobalSettings *GlobalSettingsPtr() const {
+ return globals.get();
+ }
+
+ const PropertyTable *GetMetadataProperties() const {
+ return metadata_properties;
+ }
+
+ const PropertyTemplateMap &Templates() const {
+ return templates;
+ }
+
+ const ObjectMap &Objects() const {
+ return objects;
+ }
+
+ const ImportSettings &Settings() const {
+ return settings;
+ }
+
+ const ConnectionMap &ConnectionsBySource() const {
+ return src_connections;
+ }
+
+ const ConnectionMap &ConnectionsByDestination() const {
+ return dest_connections;
+ }
+
+ // note: the implicit rule in all DOM classes is to always resolve
+ // from destination to source (since the FBX object hierarchy is,
+ // with very few exceptions, a DAG, this avoids cycles). In all
+ // cases that may involve back-facing edges in the object graph,
+ // use LazyObject::IsBeingConstructed() to check.
+
+ std::vector<const Connection *> GetConnectionsBySourceSequenced(uint64_t source) const;
+ std::vector<const Connection *> GetConnectionsByDestinationSequenced(uint64_t dest) const;
+
+ std::vector<const Connection *> GetConnectionsBySourceSequenced(uint64_t source, const char *classname) const;
+ std::vector<const Connection *> GetConnectionsByDestinationSequenced(uint64_t dest, const char *classname) const;
+
+ std::vector<const Connection *> GetConnectionsBySourceSequenced(uint64_t source,
+ const char *const *classnames, size_t count) const;
+ std::vector<const Connection *> GetConnectionsByDestinationSequenced(uint64_t dest,
+ const char *const *classnames,
+ size_t count) const;
+
+ const std::vector<const AnimationStack *> &AnimationStacks() const;
+ const std::vector<uint64_t> &GetAnimationStackIDs() const {
+ return animationStacks;
+ }
+
+ const std::vector<uint64_t> &GetConstraintStackIDs() const {
+ return constraints;
+ }
+
+ const std::vector<uint64_t> &GetBindPoseIDs() const {
+ return bind_poses;
+ };
+
+ const std::vector<uint64_t> &GetMaterialIDs() const {
+ return materials;
+ };
+
+ const std::vector<uint64_t> &GetSkinIDs() const {
+ return skins;
+ }
+
+private:
+ std::vector<const Connection *> GetConnectionsSequenced(uint64_t id, const ConnectionMap &) const;
+ std::vector<const Connection *> GetConnectionsSequenced(uint64_t id, bool is_src,
+ const ConnectionMap &,
+ const char *const *classnames,
+ size_t count) const;
+ bool ReadHeader();
+ void ReadObjects();
+ void ReadPropertyTemplates();
+ void ReadConnections();
+ void ReadGlobalSettings();
+
+private:
+ const ImportSettings &settings;
+
+ ObjectMap objects;
+ const Parser &parser;
+ bool SafeToImport = false;
+
+ PropertyTemplateMap templates;
+ ConnectionMap src_connections;
+ ConnectionMap dest_connections;
+
+ unsigned int fbxVersion = 0;
+ std::string creator;
+ unsigned int creationTimeStamp[7] = { 0 };
+
+ std::vector<uint64_t> animationStacks;
+ std::vector<uint64_t> bind_poses;
+ // constraints aren't in the tree / at least they are not easy to access.
+ std::vector<uint64_t> constraints;
+ std::vector<uint64_t> materials;
+ std::vector<uint64_t> skins;
+ mutable std::vector<const AnimationStack *> animationStacksResolved;
+ PropertyTable *metadata_properties = nullptr;
+ std::shared_ptr<FileGlobalSettings> globals = nullptr;
+};
+} // namespace FBXDocParser
+
+namespace std {
+template <>
+struct hash<const FBXDocParser::Video> {
+ std::size_t operator()(const FBXDocParser::Video &video) const {
+ using std::hash;
+ using std::size_t;
+ using std::string;
+
+ size_t res = 17;
+ res = res * 31 + hash<string>()(video.Name());
+ res = res * 31 + hash<string>()(video.RelativeFilename());
+ res = res * 31 + hash<string>()(video.Type());
+
+ return res;
+ }
+};
+} // namespace std
+
+#endif // FBX_DOCUMENT_H
diff --git a/modules/fbx/fbx_parser/FBXDocumentUtil.cpp b/modules/fbx/fbx_parser/FBXDocumentUtil.cpp
new file mode 100644
index 0000000000..70b2b3bbe9
--- /dev/null
+++ b/modules/fbx/fbx_parser/FBXDocumentUtil.cpp
@@ -0,0 +1,172 @@
+/*************************************************************************/
+/* FBXDocumentUtil.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. */
+/*************************************************************************/
+
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2019, assimp team
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+/** @file FBXDocumentUtil.cpp
+ * @brief Implementation of the FBX DOM utility functions declared in FBXDocumentUtil.h
+ */
+
+#include "FBXDocumentUtil.h"
+#include "FBXDocument.h"
+#include "FBXParser.h"
+#include "FBXProperties.h"
+#include "FBXUtil.h"
+#include "core/string/print_string.h"
+
+namespace FBXDocParser {
+namespace Util {
+
+void DOMError(const std::string &message) {
+ print_error("[FBX-DOM]" + String(message.c_str()));
+}
+
+void DOMError(const std::string &message, const Token *token) {
+ print_error("[FBX-DOM]" + String(message.c_str()) + ";" + String(token->StringContents().c_str()));
+}
+
+void DOMError(const std::string &message, const std::shared_ptr<Token> token) {
+ print_error("[FBX-DOM]" + String(message.c_str()) + ";" + String(token->StringContents().c_str()));
+}
+
+void DOMError(const std::string &message, const Element *element /*= NULL*/) {
+ if (element) {
+ DOMError(message, element->KeyToken());
+ }
+ print_error("[FBX-DOM] " + String(message.c_str()));
+}
+
+void DOMError(const std::string &message, const std::shared_ptr<Element> element /*= NULL*/) {
+ if (element) {
+ DOMError(message, element->KeyToken());
+ }
+ print_error("[FBX-DOM] " + String(message.c_str()));
+}
+
+void DOMWarning(const std::string &message) {
+ print_verbose("[FBX-DOM] warning:" + String(message.c_str()));
+}
+
+void DOMWarning(const std::string &message, const Token *token) {
+ print_verbose("[FBX-DOM] warning:" + String(message.c_str()) + ";" + String(token->StringContents().c_str()));
+}
+
+void DOMWarning(const std::string &message, const Element *element /*= NULL*/) {
+ if (element) {
+ DOMWarning(message, element->KeyToken());
+ return;
+ }
+ print_verbose("[FBX-DOM] warning:" + String(message.c_str()));
+}
+
+void DOMWarning(const std::string &message, const std::shared_ptr<Token> token) {
+ print_verbose("[FBX-DOM] warning:" + String(message.c_str()) + ";" + String(token->StringContents().c_str()));
+}
+
+void DOMWarning(const std::string &message, const std::shared_ptr<Element> element /*= NULL*/) {
+ if (element) {
+ DOMWarning(message, element->KeyToken());
+ return;
+ }
+ print_verbose("[FBX-DOM] warning:" + String(message.c_str()));
+}
+
+// ------------------------------------------------------------------------------------------------
+// fetch a property table and the corresponding property template
+const PropertyTable *GetPropertyTable(const Document &doc,
+ const std::string &templateName,
+ const ElementPtr element,
+ const ScopePtr sc,
+ bool no_warn /*= false*/) {
+ // todo: make this an abstraction
+ const ElementPtr Properties70 = sc->GetElement("Properties70");
+ const PropertyTable *templateProps = static_cast<const PropertyTable *>(nullptr);
+
+ if (templateName.length()) {
+ PropertyTemplateMap::const_iterator it = doc.Templates().find(templateName);
+ if (it != doc.Templates().end()) {
+ templateProps = (*it).second;
+ }
+ }
+
+ if (!Properties70 || !Properties70->Compound()) {
+ if (!no_warn) {
+ DOMWarning("property table (Properties70) not found", element);
+ }
+ if (templateProps) {
+ return templateProps;
+ } else {
+ return new const PropertyTable();
+ }
+ }
+
+ return new PropertyTable(Properties70, templateProps);
+}
+} // namespace Util
+} // namespace FBXDocParser
diff --git a/modules/fbx/fbx_parser/FBXDocumentUtil.h b/modules/fbx/fbx_parser/FBXDocumentUtil.h
new file mode 100644
index 0000000000..fb6eb04aea
--- /dev/null
+++ b/modules/fbx/fbx_parser/FBXDocumentUtil.h
@@ -0,0 +1,141 @@
+/*************************************************************************/
+/* FBXDocumentUtil.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. */
+/*************************************************************************/
+
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2012, assimp team
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+/** @file FBXDocumentUtil.h
+ * @brief FBX internal utilities used by the DOM reading code
+ */
+#ifndef FBX_DOCUMENT_UTIL_H
+#define FBX_DOCUMENT_UTIL_H
+
+#include "FBXDocument.h"
+#include <memory>
+#include <string>
+
+struct Token;
+struct Element;
+
+namespace FBXDocParser {
+namespace Util {
+
+// Parser errors
+void DOMError(const std::string &message);
+void DOMError(const std::string &message, const Token *token);
+void DOMError(const std::string &message, const Element *element);
+void DOMError(const std::string &message, const std::shared_ptr<Element> element);
+void DOMError(const std::string &message, const std::shared_ptr<Token> token);
+
+// Parser warnings
+void DOMWarning(const std::string &message);
+void DOMWarning(const std::string &message, const Token *token);
+void DOMWarning(const std::string &message, const Element *element);
+void DOMWarning(const std::string &message, const std::shared_ptr<Token> token);
+void DOMWarning(const std::string &message, const std::shared_ptr<Element> element);
+
+// fetch a property table and the corresponding property template
+const PropertyTable *GetPropertyTable(const Document &doc,
+ const std::string &templateName,
+ const ElementPtr element,
+ const ScopePtr sc,
+ bool no_warn = false);
+
+// ------------------------------------------------------------------------------------------------
+template <typename T>
+const T *ProcessSimpleConnection(const Connection &con,
+ bool is_object_property_conn,
+ const char *name,
+ const ElementPtr element,
+ 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",
+ 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",
+ element);
+ return nullptr;
+ }
+
+ if (is_object_property_conn && propNameOut) {
+ // note: this is ok, the return value of PropertyValue() is guaranteed to
+ // remain valid and unchanged as long as the document exists.
+ *propNameOut = con.PropertyName().c_str();
+ }
+
+ // Cast Object to AnimationPlayer for example using safe functions, which return nullptr etc
+ Object *ob = con.SourceObject();
+ ERR_FAIL_COND_V_MSG(!ob, nullptr, "Failed to load object from SourceObject ptr");
+ return dynamic_cast<const T *>(ob);
+}
+} // namespace Util
+} // namespace FBXDocParser
+
+#endif // FBX_DOCUMENT_UTIL_H
diff --git a/modules/fbx/fbx_parser/FBXImportSettings.h b/modules/fbx/fbx_parser/FBXImportSettings.h
new file mode 100644
index 0000000000..4abca6b990
--- /dev/null
+++ b/modules/fbx/fbx_parser/FBXImportSettings.h
@@ -0,0 +1,173 @@
+/*************************************************************************/
+/* FBXImportSettings.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. */
+/*************************************************************************/
+
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2019, assimp team
+
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+/** @file FBXImportSettings.h
+ * @brief FBX importer runtime configuration
+ */
+#ifndef FBX_IMPORT_SETTINGS_H
+#define FBX_IMPORT_SETTINGS_H
+
+namespace FBXDocParser {
+
+/** FBX import settings, parts of which are publicly accessible via their corresponding AI_CONFIG constants */
+struct ImportSettings {
+ ImportSettings() :
+ strictMode(true), readAllLayers(true), readAllMaterials(true), readMaterials(true), readTextures(true), readCameras(true), readLights(true), readAnimations(true), readWeights(true), preservePivots(true), optimizeEmptyAnimationCurves(true), useLegacyEmbeddedTextureNaming(false), removeEmptyBones(true), convertToMeters(false) {
+ // empty
+ }
+
+ /** 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. Strict mode is off by default. */
+ bool strictMode;
+
+ /** 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. The default
+ * value for this option is true.*/
+ bool readAllLayers;
+
+ /** 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*/
+ bool readAllMaterials;
+
+ /** import materials (true) or skip them and assign a default
+ * material. The default value is true.*/
+ bool readMaterials;
+
+ /** import embedded textures? Default value is true.*/
+ bool readTextures;
+
+ /** import cameras? Default value is true.*/
+ bool readCameras;
+
+ /** import light sources? Default value is true.*/
+ bool readLights;
+
+ /** import animations (i.e. animation curves, the node
+ * skeleton is always imported). Default value is true. */
+ bool readAnimations;
+
+ /** read bones (vertex weights and deform info).
+ * Default value is true. */
+ bool readWeights;
+
+ /** 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 default value
+ * is true.
+ *
+ * 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;
+
+ /** do not import animation curves that specify a constant
+ * values matching the corresponding node transformation.
+ * The default value is true. */
+ bool optimizeEmptyAnimationCurves;
+
+ /** use legacy naming for embedded textures eg: (*0, *1, *2)
+ */
+ bool useLegacyEmbeddedTextureNaming;
+
+ /** Empty bones shall be removed
+ */
+ bool removeEmptyBones;
+
+ /** Set to true to perform a conversion from cm to meter after the import
+ */
+ bool convertToMeters;
+};
+} // namespace FBXDocParser
+
+#endif // FBX_IMPORT_SETTINGS_H
diff --git a/modules/fbx/fbx_parser/FBXMaterial.cpp b/modules/fbx/fbx_parser/FBXMaterial.cpp
new file mode 100644
index 0000000000..5d25809d7b
--- /dev/null
+++ b/modules/fbx/fbx_parser/FBXMaterial.cpp
@@ -0,0 +1,407 @@
+/*************************************************************************/
+/* FBXMaterial.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. */
+/*************************************************************************/
+
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2020, assimp team
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+/** @file FBXMaterial.cpp
+ * @brief Assimp::FBX::Material and Assimp::FBX::Texture implementation
+ */
+
+#include "ByteSwapper.h"
+#include "FBXDocument.h"
+#include "FBXDocumentUtil.h"
+#include "FBXImportSettings.h"
+#include "FBXParser.h"
+#include "FBXProperties.h"
+
+#include "FBXUtil.h"
+#include <algorithm> // std::transform
+
+namespace FBXDocParser {
+
+using namespace Util;
+
+// ------------------------------------------------------------------------------------------------
+Material::Material(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name) :
+ Object(id, element, name) {
+ const ScopePtr sc = GetRequiredScope(element);
+
+ const ElementPtr ShadingModel = sc->GetElement("ShadingModel");
+ const ElementPtr MultiLayer = sc->GetElement("MultiLayer");
+
+ if (MultiLayer) {
+ multilayer = !!ParseTokenAsInt(GetRequiredToken(MultiLayer, 0));
+ }
+
+ if (ShadingModel) {
+ shading = ParseTokenAsString(GetRequiredToken(ShadingModel, 0));
+ } else {
+ DOMWarning("shading mode not specified, assuming phong", element);
+ shading = "phong";
+ }
+
+ std::string templateName;
+
+ if (shading == "phong") {
+ templateName = "Material.Phong";
+ } else if (shading == "lambert") {
+ templateName = "Material.Lambert";
+ } else if (shading == "unknown") {
+ templateName = "Material.StingRay";
+ } else {
+ DOMWarning("shading mode not recognized: " + shading, element);
+ }
+
+ props = GetPropertyTable(doc, templateName, element, sc);
+
+ // resolve texture links
+ const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(ID());
+ for (const Connection *con : conns) {
+ // texture link to properties, not objects
+ if (!con->PropertyName().length()) {
+ continue;
+ }
+
+ Object *ob = con->SourceObject();
+ if (!ob) {
+ DOMWarning("failed to read source object for texture link, ignoring", element);
+ continue;
+ }
+
+ const Texture *tex = dynamic_cast<const Texture *>(ob);
+ if (!tex) {
+ LayeredTexture *layeredTexture = dynamic_cast<LayeredTexture *>(ob);
+
+ if (!layeredTexture) {
+ DOMWarning("source object for texture link is not a texture or layered texture, ignoring", element);
+ continue;
+ }
+
+ const std::string &prop = con->PropertyName();
+ if (layeredTextures.find(prop) != layeredTextures.end()) {
+ DOMWarning("duplicate layered texture link: " + prop, element);
+ }
+
+ layeredTextures[prop] = layeredTexture;
+ layeredTexture->fillTexture(doc);
+ } else {
+ const std::string &prop = con->PropertyName();
+ if (textures.find(prop) != textures.end()) {
+ DOMWarning("duplicate texture link: " + prop, element);
+ }
+
+ textures[prop] = tex;
+ }
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+Material::~Material() {
+ if (props != nullptr) {
+ delete props;
+ props = nullptr;
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+Texture::Texture(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name) :
+ Object(id, element, name), uvScaling(1.0f, 1.0f), media(nullptr) {
+ const ScopePtr sc = GetRequiredScope(element);
+
+ const ElementPtr Type = sc->GetElement("Type");
+ const ElementPtr FileName = sc->GetElement("FileName");
+ const ElementPtr RelativeFilename = sc->GetElement("RelativeFilename");
+ const ElementPtr ModelUVTranslation = sc->GetElement("ModelUVTranslation");
+ const ElementPtr ModelUVScaling = sc->GetElement("ModelUVScaling");
+ const ElementPtr Texture_Alpha_Source = sc->GetElement("Texture_Alpha_Source");
+ const ElementPtr Cropping = sc->GetElement("Cropping");
+
+ if (Type) {
+ type = ParseTokenAsString(GetRequiredToken(Type, 0));
+ }
+
+ if (FileName) {
+ fileName = ParseTokenAsString(GetRequiredToken(FileName, 0));
+ }
+
+ if (RelativeFilename) {
+ relativeFileName = ParseTokenAsString(GetRequiredToken(RelativeFilename, 0));
+ }
+
+ if (ModelUVTranslation) {
+ uvTrans = Vector2(ParseTokenAsFloat(GetRequiredToken(ModelUVTranslation, 0)),
+ ParseTokenAsFloat(GetRequiredToken(ModelUVTranslation, 1)));
+ }
+
+ if (ModelUVScaling) {
+ uvScaling = Vector2(ParseTokenAsFloat(GetRequiredToken(ModelUVScaling, 0)),
+ ParseTokenAsFloat(GetRequiredToken(ModelUVScaling, 1)));
+ }
+
+ if (Cropping) {
+ crop[0] = ParseTokenAsInt(GetRequiredToken(Cropping, 0));
+ crop[1] = ParseTokenAsInt(GetRequiredToken(Cropping, 1));
+ crop[2] = ParseTokenAsInt(GetRequiredToken(Cropping, 2));
+ crop[3] = ParseTokenAsInt(GetRequiredToken(Cropping, 3));
+ } else {
+ // vc8 doesn't support the crop() syntax in initialization lists
+ // (and vc9 WARNS about the new (i.e. compliant) behaviour).
+ crop[0] = crop[1] = crop[2] = crop[3] = 0;
+ }
+
+ if (Texture_Alpha_Source) {
+ alphaSource = ParseTokenAsString(GetRequiredToken(Texture_Alpha_Source, 0));
+ }
+
+ props = GetPropertyTable(doc, "Texture.FbxFileTexture", element, sc);
+
+ // 3DS Max and FBX SDK use "Scaling" and "Translation" instead of "ModelUVScaling" and "ModelUVTranslation". Use these properties if available.
+ bool ok;
+ const Vector3 &scaling = PropertyGet<Vector3>(props, "Scaling", ok);
+ if (ok) {
+ uvScaling.x = scaling.x;
+ uvScaling.y = scaling.y;
+ }
+
+ const Vector3 &trans = PropertyGet<Vector3>(props, "Translation", ok);
+ if (ok) {
+ uvTrans.x = trans.x;
+ uvTrans.y = trans.y;
+ }
+
+ // resolve video links
+ if (doc.Settings().readTextures) {
+ const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(ID());
+ for (const Connection *con : conns) {
+ const Object *const ob = con->SourceObject();
+ if (!ob) {
+ DOMWarning("failed to read source object for texture link, ignoring", element);
+ continue;
+ }
+
+ const Video *const video = dynamic_cast<const Video *>(ob);
+ if (video) {
+ media = video;
+ }
+ }
+ }
+}
+
+Texture::~Texture() {
+ if (props != nullptr) {
+ delete props;
+ props = nullptr;
+ }
+}
+
+LayeredTexture::LayeredTexture(uint64_t id, const ElementPtr element, const Document & /*doc*/, const std::string &name) :
+ Object(id, element, name), blendMode(BlendMode_Modulate), alpha(1) {
+ const ScopePtr sc = GetRequiredScope(element);
+
+ ElementPtr BlendModes = sc->GetElement("BlendModes");
+ ElementPtr Alphas = sc->GetElement("Alphas");
+
+ if (BlendModes != 0) {
+ blendMode = (BlendMode)ParseTokenAsInt(GetRequiredToken(BlendModes, 0));
+ }
+ if (Alphas != 0) {
+ alpha = ParseTokenAsFloat(GetRequiredToken(Alphas, 0));
+ }
+}
+
+LayeredTexture::~LayeredTexture() {
+}
+
+void LayeredTexture::fillTexture(const Document &doc) {
+ const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(ID());
+ for (size_t i = 0; i < conns.size(); ++i) {
+ const Connection *con = conns.at(i);
+
+ const Object *const ob = con->SourceObject();
+ if (!ob) {
+ DOMWarning("failed to read source object for texture link, ignoring", element);
+ continue;
+ }
+
+ const Texture *const tex = dynamic_cast<const Texture *>(ob);
+
+ textures.push_back(tex);
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+Video::Video(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name) :
+ Object(id, element, name), contentLength(0), content(0) {
+ const ScopePtr sc = GetRequiredScope(element);
+
+ const ElementPtr Type = sc->GetElement("Type");
+ // File Version 7500 Crashes if this is not checked fully.
+ // As of writing this comment 7700 exists, in August 2020
+ ElementPtr FileName = nullptr;
+ if (HasElement(sc, "Filename")) {
+ FileName = (ElementPtr)sc->GetElement("Filename");
+ } else if (HasElement(sc, "FileName")) {
+ FileName = (ElementPtr)sc->GetElement("FileName");
+ } else {
+ print_error("file has invalid video material returning...");
+ return;
+ }
+ const ElementPtr RelativeFilename = sc->GetElement("RelativeFilename");
+ const ElementPtr Content = sc->GetElement("Content");
+
+ if (Type) {
+ type = ParseTokenAsString(GetRequiredToken(Type, 0));
+ }
+
+ if (FileName) {
+ fileName = ParseTokenAsString(GetRequiredToken(FileName, 0));
+ }
+
+ if (RelativeFilename) {
+ relativeFileName = ParseTokenAsString(GetRequiredToken(RelativeFilename, 0));
+ }
+
+ if (Content && !Content->Tokens().empty()) {
+ //this field is omitted when the embedded texture is already loaded, let's ignore if it's not found
+ try {
+ const Token *token = GetRequiredToken(Content, 0);
+ const char *data = token->begin();
+ if (!token->IsBinary()) {
+ if (*data != '"') {
+ DOMError("embedded content is not surrounded by quotation marks", element);
+ } else {
+ size_t targetLength = 0;
+ auto numTokens = Content->Tokens().size();
+ // First time compute size (it could be large like 64Gb and it is good to allocate it once)
+ for (uint32_t tokenIdx = 0; tokenIdx < numTokens; ++tokenIdx) {
+ const Token *dataToken = GetRequiredToken(Content, tokenIdx);
+ size_t tokenLength = dataToken->end() - dataToken->begin() - 2; // ignore double quotes
+ const char *base64data = dataToken->begin() + 1;
+ const size_t outLength = Util::ComputeDecodedSizeBase64(base64data, tokenLength);
+ if (outLength == 0) {
+ DOMError("Corrupted embedded content found", element);
+ }
+ targetLength += outLength;
+ }
+ if (targetLength == 0) {
+ DOMError("Corrupted embedded content found", element);
+ } else {
+ content = new uint8_t[targetLength];
+ contentLength = static_cast<uint64_t>(targetLength);
+ size_t dst_offset = 0;
+ for (uint32_t tokenIdx = 0; tokenIdx < numTokens; ++tokenIdx) {
+ const Token *dataToken = GetRequiredToken(Content, tokenIdx);
+ ERR_FAIL_COND(!dataToken);
+ size_t tokenLength = dataToken->end() - dataToken->begin() - 2; // ignore double quotes
+ const char *base64data = dataToken->begin() + 1;
+ dst_offset += Util::DecodeBase64(base64data, tokenLength, content + dst_offset, targetLength - dst_offset);
+ }
+ if (targetLength != dst_offset) {
+ delete[] content;
+ contentLength = 0;
+ DOMError("Corrupted embedded content found", element);
+ }
+ }
+ }
+ } else if (static_cast<size_t>(token->end() - data) < 5) {
+ DOMError("binary data array is too short, need five (5) bytes for type signature and element count", element);
+ } else if (*data != 'R') {
+ DOMWarning("video content is not raw binary data, ignoring", element);
+ } else {
+ // read number of elements
+ uint32_t len = 0;
+ ::memcpy(&len, data + 1, sizeof(len));
+ AI_SWAP4(len);
+
+ contentLength = len;
+
+ content = new uint8_t[len];
+ ::memcpy(content, data + 5, len);
+ }
+ } catch (...) {
+ // //we don't need the content data for contents that has already been loaded
+ // ASSIMP_LOG_VERBOSE_DEBUG_F("Caught exception in FBXMaterial (likely because content was already loaded): ",
+ // runtimeError.what());
+ }
+ }
+
+ props = GetPropertyTable(doc, "Video.FbxVideo", element, sc);
+}
+
+Video::~Video() {
+ if (content) {
+ delete[] content;
+ }
+
+ if (props != nullptr) {
+ delete props;
+ props = nullptr;
+ }
+}
+} // namespace FBXDocParser
diff --git a/modules/fbx/fbx_parser/FBXMeshGeometry.cpp b/modules/fbx/fbx_parser/FBXMeshGeometry.cpp
new file mode 100644
index 0000000000..4fa5fc0ac9
--- /dev/null
+++ b/modules/fbx/fbx_parser/FBXMeshGeometry.cpp
@@ -0,0 +1,485 @@
+/*************************************************************************/
+/* FBXMeshGeometry.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. */
+/*************************************************************************/
+
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2019, assimp team
+
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+/** @file FBXMeshGeometry.cpp
+ * @brief Assimp::FBX::MeshGeometry implementation
+ */
+
+#include <functional>
+
+#include "FBXDocument.h"
+#include "FBXDocumentUtil.h"
+#include "FBXImportSettings.h"
+#include "FBXMeshGeometry.h"
+#include "core/math/vector3.h"
+
+namespace FBXDocParser {
+
+using namespace Util;
+
+// ------------------------------------------------------------------------------------------------
+Geometry::Geometry(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc) :
+ Object(id, element, name), skin() {
+ const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(ID(), "Deformer");
+ for (const Connection *con : conns) {
+ const Skin *sk = ProcessSimpleConnection<Skin>(*con, false, "Skin -> Geometry", element);
+ if (sk) {
+ skin = sk;
+ }
+ const BlendShape *bsp = ProcessSimpleConnection<BlendShape>(*con, false, "BlendShape -> Geometry",
+ element);
+ if (bsp) {
+ blendShapes.push_back(bsp);
+ }
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+Geometry::~Geometry() {
+ // empty
+}
+
+// ------------------------------------------------------------------------------------------------
+const std::vector<const BlendShape *> &Geometry::get_blend_shapes() const {
+ return blendShapes;
+}
+
+// ------------------------------------------------------------------------------------------------
+const Skin *Geometry::DeformerSkin() const {
+ return skin;
+}
+
+// ------------------------------------------------------------------------------------------------
+MeshGeometry::MeshGeometry(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc) :
+ Geometry(id, element, name, doc) {
+ print_verbose("mesh name: " + String(name.c_str()));
+
+ ScopePtr sc = element->Compound();
+ ERR_FAIL_COND_MSG(sc == nullptr, "failed to read geometry, prevented crash");
+ ERR_FAIL_COND_MSG(!HasElement(sc, "Vertices"), "Detected mesh with no vertexes, didn't populate the mesh");
+
+ // must have Mesh elements:
+ const ElementPtr Vertices = GetRequiredElement(sc, "Vertices", element);
+ const ElementPtr PolygonVertexIndex = GetRequiredElement(sc, "PolygonVertexIndex", element);
+
+ if (HasElement(sc, "Edges")) {
+ const ElementPtr element_edges = GetRequiredElement(sc, "Edges", element);
+ ParseVectorDataArray(m_edges, element_edges);
+ }
+
+ // read mesh data into arrays
+ ParseVectorDataArray(m_vertices, Vertices);
+ ParseVectorDataArray(m_face_indices, PolygonVertexIndex);
+
+ ERR_FAIL_COND_MSG(m_vertices.empty(), "mesh with no vertexes in FBX file, did you mean to delete it?");
+ ERR_FAIL_COND_MSG(m_face_indices.empty(), "mesh has no faces, was this intended?");
+
+ // Retrieve layer elements, for all of the mesh
+ const ElementCollection &Layer = sc->GetCollection("Layer");
+
+ // Store all layers
+ std::vector<std::tuple<int, std::string>> valid_layers;
+
+ // now read the sub mesh information from the geometry (normals, uvs, etc)
+ for (ElementMap::const_iterator it = Layer.first; it != Layer.second; ++it) {
+ const ScopePtr layer = GetRequiredScope(it->second);
+ const ElementCollection &LayerElement = layer->GetCollection("LayerElement");
+ for (ElementMap::const_iterator eit = LayerElement.first; eit != LayerElement.second; ++eit) {
+ std::string layer_name = eit->first;
+ ElementPtr element_layer = eit->second;
+ const ScopePtr layer_element = GetRequiredScope(element_layer);
+
+ // Actual usable 'type' LayerElementUV, LayerElementNormal, etc
+ const ElementPtr Type = GetRequiredElement(layer_element, "Type");
+ const ElementPtr TypedIndex = GetRequiredElement(layer_element, "TypedIndex");
+ const std::string &type = ParseTokenAsString(GetRequiredToken(Type, 0));
+ const int typedIndex = ParseTokenAsInt(GetRequiredToken(TypedIndex, 0));
+
+ // we only need the layer name and the typed index.
+ valid_layers.push_back(std::tuple<int, std::string>(typedIndex, type));
+ }
+ }
+
+ // get object / mesh directly from the FBX by the element ID.
+ const ScopePtr top = GetRequiredScope(element);
+
+ // iterate over all layers for the mesh (uvs, normals, smoothing groups, colors, etc)
+ for (size_t x = 0; x < valid_layers.size(); x++) {
+ const int layer_id = std::get<0>(valid_layers[x]);
+ const std::string &layer_type_name = std::get<1>(valid_layers[x]);
+
+ // Get collection of elements from the XLayerMap (example: LayerElementUV)
+ // this must contain our proper elements.
+
+ // This is stupid, because it means we select them ALL not just the one we want.
+ // but it's fine we can match by id.
+
+ const ElementCollection &candidates = top->GetCollection(layer_type_name);
+
+ ElementMap::const_iterator iter;
+ for (iter = candidates.first; iter != candidates.second; ++iter) {
+ const ScopePtr layer_scope = GetRequiredScope(iter->second);
+ TokenPtr layer_token = GetRequiredToken(iter->second, 0);
+ const int index = ParseTokenAsInt(layer_token);
+
+ ERR_FAIL_COND_MSG(layer_scope == nullptr, "prevented crash, layer scope is invalid");
+
+ if (index == layer_id) {
+ const std::string &MappingInformationType = ParseTokenAsString(GetRequiredToken(
+ GetRequiredElement(layer_scope, "MappingInformationType"), 0));
+
+ const std::string &ReferenceInformationType = ParseTokenAsString(GetRequiredToken(
+ GetRequiredElement(layer_scope, "ReferenceInformationType"), 0));
+
+ if (layer_type_name == "LayerElementUV") {
+ if (index == 0) {
+ m_uv_0 = resolve_vertex_data_array<Vector2>(layer_scope, MappingInformationType, ReferenceInformationType, "UV");
+ } else if (index == 1) {
+ m_uv_1 = resolve_vertex_data_array<Vector2>(layer_scope, MappingInformationType, ReferenceInformationType, "UV");
+ }
+ } else if (layer_type_name == "LayerElementMaterial") {
+ m_material_allocation_ids = resolve_vertex_data_array<int>(layer_scope, MappingInformationType, ReferenceInformationType, "Materials");
+ } else if (layer_type_name == "LayerElementNormal") {
+ m_normals = resolve_vertex_data_array<Vector3>(layer_scope, MappingInformationType, ReferenceInformationType, "Normals");
+ } else if (layer_type_name == "LayerElementColor") {
+ m_colors = resolve_vertex_data_array<Color>(layer_scope, MappingInformationType, ReferenceInformationType, "Colors", "ColorIndex");
+ // NOTE: this is a useful sanity check to ensure you're getting any color data which is not default.
+ // const Color first_color_check = m_colors.data[0];
+ // bool colors_are_all_the_same = true;
+ // size_t i = 1;
+ // for(i = 1; i < m_colors.data.size(); i++)
+ // {
+ // const Color current_color = m_colors.data[i];
+ // if(current_color.is_equal_approx(first_color_check))
+ // {
+ // continue;
+ // }
+ // else
+ // {
+ // colors_are_all_the_same = false;
+ // break;
+ // }
+ // }
+ //
+ // if(colors_are_all_the_same)
+ // {
+ // print_error("Color serialisation is not working for vertex colors some should be different in the test asset.");
+ // }
+ // else
+ // {
+ // print_verbose("Color array has unique colors at index: " + itos(i));
+ // }
+ }
+ }
+ }
+ }
+
+ print_verbose("Mesh statistics \nuv_0: " + m_uv_0.debug_info() + "\nuv_1: " + m_uv_1.debug_info() + "\nvertices: " + itos(m_vertices.size()));
+
+ // Compose the edge of the mesh.
+ // You can see how the edges are stored into the FBX here: https://gist.github.com/AndreaCatania/da81840f5aa3b2feedf189e26c5a87e6
+ for (size_t i = 0; i < m_edges.size(); i += 1) {
+ ERR_FAIL_INDEX_MSG((size_t)m_edges[i], m_face_indices.size(), "The edge is pointing to a weird location in the face indices. The FBX is corrupted.");
+ int polygon_vertex_0 = m_face_indices[m_edges[i]];
+ int polygon_vertex_1;
+ if (polygon_vertex_0 < 0) {
+ // The polygon_vertex_0 points to the end of a polygon, so it's
+ // connected with the beginning of polygon in the edge list.
+
+ // Fist invert the vertex.
+ polygon_vertex_0 = ~polygon_vertex_0;
+
+ // Search the start vertex of the polygon.
+ // Iterate from the polygon_vertex_index backward till the start of
+ // the polygon is found.
+ ERR_FAIL_COND_MSG(m_edges[i] - 1 < 0, "The polygon is not yet started and we already need the final vertex. This FBX is corrupted.");
+ bool found_it = false;
+ for (int x = m_edges[i] - 1; x >= 0; x -= 1) {
+ if (x == 0) {
+ // This for sure is the start.
+ polygon_vertex_1 = m_face_indices[x];
+ found_it = true;
+ break;
+ } else if (m_face_indices[x] < 0) {
+ // This is the end of the previous polygon, so the next is
+ // the start of the polygon we need.
+ polygon_vertex_1 = m_face_indices[x + 1];
+ found_it = true;
+ break;
+ }
+ }
+ // As the algorithm above, this check is useless. Because the first
+ // ever vertex is always considered the begining of a polygon.
+ ERR_FAIL_COND_MSG(found_it == false, "Was not possible to find the first vertex of this polygon. FBX file is corrupted.");
+
+ } else {
+ ERR_FAIL_INDEX_MSG((size_t)(m_edges[i] + 1), m_face_indices.size(), "FBX The other FBX edge seems to point to an invalid vertices. This FBX file is corrupted.");
+ // Take the next vertex
+ polygon_vertex_1 = m_face_indices[m_edges[i] + 1];
+ }
+
+ if (polygon_vertex_1 < 0) {
+ // We don't care if the `polygon_vertex_1` is the end of the polygon,
+ // for `polygon_vertex_1` so we can just invert it.
+ polygon_vertex_1 = ~polygon_vertex_1;
+ }
+
+ ERR_FAIL_COND_MSG(polygon_vertex_0 == polygon_vertex_1, "The vertices of this edge can't be the same, Is this a point???. This FBX file is corrupted.");
+
+ // Just create the edge.
+ edge_map.push_back({ polygon_vertex_0, polygon_vertex_1 });
+ }
+}
+
+MeshGeometry::~MeshGeometry() {
+ // empty
+}
+
+const std::vector<Vector3> &MeshGeometry::get_vertices() const {
+ return m_vertices;
+}
+
+const std::vector<MeshGeometry::Edge> &MeshGeometry::get_edge_map() const {
+ return edge_map;
+}
+
+const std::vector<int> &MeshGeometry::get_polygon_indices() const {
+ return m_face_indices;
+}
+
+const std::vector<int> &MeshGeometry::get_edges() const {
+ return m_edges;
+}
+
+const MeshGeometry::MappingData<Vector3> &MeshGeometry::get_normals() const {
+ return m_normals;
+}
+
+const MeshGeometry::MappingData<Vector2> &MeshGeometry::get_uv_0() const {
+ //print_verbose("get uv_0 " + m_uv_0.debug_info() );
+ return m_uv_0;
+}
+
+const MeshGeometry::MappingData<Vector2> &MeshGeometry::get_uv_1() const {
+ //print_verbose("get uv_1 " + m_uv_1.debug_info() );
+ return m_uv_1;
+}
+
+const MeshGeometry::MappingData<Color> &MeshGeometry::get_colors() const {
+ return m_colors;
+}
+
+const MeshGeometry::MappingData<int> &MeshGeometry::get_material_allocation_id() const {
+ return m_material_allocation_ids;
+}
+
+int MeshGeometry::get_edge_id(const std::vector<Edge> &p_map, int p_vertex_a, int p_vertex_b) {
+ for (size_t i = 0; i < p_map.size(); i += 1) {
+ if ((p_map[i].vertex_0 == p_vertex_a && p_map[i].vertex_1 == p_vertex_b) || (p_map[i].vertex_1 == p_vertex_a && p_map[i].vertex_0 == p_vertex_b)) {
+ return i;
+ }
+ }
+ return -1;
+}
+
+MeshGeometry::Edge MeshGeometry::get_edge(const std::vector<Edge> &p_map, int p_id) {
+ ERR_FAIL_INDEX_V_MSG((size_t)p_id, p_map.size(), Edge({ -1, -1 }), "ID not found.");
+ return p_map[p_id];
+}
+
+template <class T>
+MeshGeometry::MappingData<T> MeshGeometry::resolve_vertex_data_array(
+ const ScopePtr source,
+ const std::string &MappingInformationType,
+ const std::string &ReferenceInformationType,
+ const std::string &dataElementName,
+ const std::string &indexOverride) {
+ ERR_FAIL_COND_V_MSG(source == nullptr, MappingData<T>(), "Invalid scope operator preventing memory corruption");
+
+ // UVIndex, MaterialIndex, NormalIndex, etc..
+ std::string indexDataElementName;
+
+ if (indexOverride != "") {
+ // Colors should become ColorIndex
+ indexDataElementName = indexOverride;
+ } else {
+ // Some indexes will exist.
+ indexDataElementName = dataElementName + "Index";
+ }
+
+ // goal: expand everything to be per vertex
+
+ ReferenceType l_ref_type = ReferenceType::direct;
+
+ // Read the reference type into the enumeration
+ if (ReferenceInformationType == "IndexToDirect") {
+ l_ref_type = ReferenceType::index_to_direct;
+ } else if (ReferenceInformationType == "Index") {
+ // set non legacy index to direct mapping
+ l_ref_type = ReferenceType::index;
+ } else if (ReferenceInformationType == "Direct") {
+ l_ref_type = ReferenceType::direct;
+ } else {
+ ERR_FAIL_V_MSG(MappingData<T>(), "invalid reference type has the FBX format changed?");
+ }
+
+ MapType l_map_type = MapType::none;
+
+ if (MappingInformationType == "None") {
+ l_map_type = MapType::none;
+ } else if (MappingInformationType == "ByVertice") {
+ l_map_type = MapType::vertex;
+ } else if (MappingInformationType == "ByPolygonVertex") {
+ l_map_type = MapType::polygon_vertex;
+ } else if (MappingInformationType == "ByPolygon") {
+ l_map_type = MapType::polygon;
+ } else if (MappingInformationType == "ByEdge") {
+ l_map_type = MapType::edge;
+ } else if (MappingInformationType == "AllSame") {
+ l_map_type = MapType::all_the_same;
+ } else {
+ print_error("invalid mapping type: " + String(MappingInformationType.c_str()));
+ }
+
+ // create mapping data
+ MeshGeometry::MappingData<T> tempData;
+ tempData.map_type = l_map_type;
+ tempData.ref_type = l_ref_type;
+
+ // parse data into array
+ ParseVectorDataArray(tempData.data, GetRequiredElement(source, dataElementName));
+
+ // index array wont always exist
+ const ElementPtr element = GetOptionalElement(source, indexDataElementName);
+ if (element) {
+ ParseVectorDataArray(tempData.index, element);
+ }
+
+ return tempData;
+}
+// ------------------------------------------------------------------------------------------------
+ShapeGeometry::ShapeGeometry(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc) :
+ Geometry(id, element, name, doc) {
+ const ScopePtr sc = element->Compound();
+ if (nullptr == sc) {
+ DOMError("failed to read Geometry object (class: Shape), no data scope found");
+ }
+ const ElementPtr Indexes = GetRequiredElement(sc, "Indexes", element);
+ const ElementPtr Normals = GetRequiredElement(sc, "Normals", element);
+ const ElementPtr Vertices = GetRequiredElement(sc, "Vertices", element);
+ ParseVectorDataArray(m_indices, Indexes);
+ ParseVectorDataArray(m_vertices, Vertices);
+ ParseVectorDataArray(m_normals, Normals);
+}
+
+// ------------------------------------------------------------------------------------------------
+ShapeGeometry::~ShapeGeometry() {
+ // empty
+}
+// ------------------------------------------------------------------------------------------------
+const std::vector<Vector3> &ShapeGeometry::GetVertices() const {
+ return m_vertices;
+}
+// ------------------------------------------------------------------------------------------------
+const std::vector<Vector3> &ShapeGeometry::GetNormals() const {
+ return m_normals;
+}
+// ------------------------------------------------------------------------------------------------
+const std::vector<unsigned int> &ShapeGeometry::GetIndices() const {
+ return m_indices;
+}
+// ------------------------------------------------------------------------------------------------
+LineGeometry::LineGeometry(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc) :
+ Geometry(id, element, name, doc) {
+ const ScopePtr sc = element->Compound();
+ if (!sc) {
+ DOMError("failed to read Geometry object (class: Line), no data scope found");
+ }
+ const ElementPtr Points = GetRequiredElement(sc, "Points", element);
+ const ElementPtr PointsIndex = GetRequiredElement(sc, "PointsIndex", element);
+ ParseVectorDataArray(m_vertices, Points);
+ ParseVectorDataArray(m_indices, PointsIndex);
+}
+
+// ------------------------------------------------------------------------------------------------
+LineGeometry::~LineGeometry() {
+ // empty
+}
+// ------------------------------------------------------------------------------------------------
+const std::vector<Vector3> &LineGeometry::GetVertices() const {
+ return m_vertices;
+}
+// ------------------------------------------------------------------------------------------------
+const std::vector<int> &LineGeometry::GetIndices() const {
+ return m_indices;
+}
+} // namespace FBXDocParser
diff --git a/modules/fbx/fbx_parser/FBXMeshGeometry.h b/modules/fbx/fbx_parser/FBXMeshGeometry.h
new file mode 100644
index 0000000000..666da46edd
--- /dev/null
+++ b/modules/fbx/fbx_parser/FBXMeshGeometry.h
@@ -0,0 +1,263 @@
+/*************************************************************************/
+/* FBXMeshGeometry.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. */
+/*************************************************************************/
+
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2019, assimp team
+
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+copyright notice, this list of conditions and the
+following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+copyright notice, this list of conditions and the
+following disclaimer in the documentation and/or other
+materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+contributors may be used to endorse or promote products
+derived from this software without specific prior
+written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+#ifndef FBX_MESH_GEOMETRY_H
+#define FBX_MESH_GEOMETRY_H
+
+#include "core/math/color.h"
+#include "core/math/vector2.h"
+#include "core/math/vector3.h"
+#include "core/templates/vector.h"
+
+#include "FBXDocument.h"
+#include "FBXParser.h"
+
+#include <iostream>
+
+#define AI_MAX_NUMBER_OF_TEXTURECOORDS 4
+#define AI_MAX_NUMBER_OF_COLOR_SETS 8
+
+namespace FBXDocParser {
+
+/*
+ * DOM base class for all kinds of FBX geometry
+ */
+class Geometry : public Object {
+public:
+ Geometry(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc);
+ virtual ~Geometry();
+
+ /** Get the Skin attached to this geometry or NULL */
+ const Skin *DeformerSkin() const;
+
+ const std::vector<const BlendShape *> &get_blend_shapes() const;
+
+ size_t get_blend_shape_count() const {
+ return blendShapes.size();
+ }
+
+private:
+ const Skin *skin = nullptr;
+ std::vector<const BlendShape *> blendShapes;
+};
+
+typedef std::vector<int> MatIndexArray;
+
+/// Map Geometry stores the FBX file information.
+///
+/// # FBX doc.
+/// ## Reference type declared:
+/// - Direct (directly related to the mapping information type)
+/// - IndexToDirect (Map with key value, meaning depends on the MappingInformationType)
+///
+/// ## Map Type:
+/// * None The mapping is undetermined.
+/// * ByVertex There will be one mapping coordinate for each surface control point/vertex (ControlPoint is a vertex).
+/// * If you have direct reference type verticies[x]
+/// * If you have IndexToDirect reference type the UV
+/// * ByPolygonVertex There will be one mapping coordinate for each vertex, for every polygon of which it is a part. This means that a vertex will have as many mapping coordinates as polygons of which it is a part. (Sorted by polygon, referencing vertex)
+/// * ByPolygon There can be only one mapping coordinate for the whole polygon.
+/// * One mapping per polygon polygon x has this normal x
+/// * For each vertex of the polygon then set the normal to x
+/// * ByEdge There will be one mapping coordinate for each unique edge in the mesh. This is meant to be used with smoothing layer elements. (Mapping is referencing the edge id)
+/// * AllSame There can be only one mapping coordinate for the whole surface.
+class MeshGeometry : public Geometry {
+public:
+ enum class MapType {
+ none = 0, // No mapping type. Stored as "None".
+ vertex, // Maps per vertex. Stored as "ByVertice".
+ polygon_vertex, // Maps per polygon vertex. Stored as "ByPolygonVertex".
+ polygon, // Maps per polygon. Stored as "ByPolygon".
+ edge, // Maps per edge. Stored as "ByEdge".
+ all_the_same // Uaps to everything. Stored as "AllSame".
+ };
+
+ enum class ReferenceType {
+ direct = 0,
+ index = 1,
+ index_to_direct = 2
+ };
+
+ template <class T>
+ struct MappingData {
+ MapType map_type = MapType::none;
+ ReferenceType ref_type = ReferenceType::direct;
+ std::vector<T> data;
+ /// The meaning of the indices depends from the `MapType`.
+ /// If `ref_type` is `direct` this map is hollow.
+ std::vector<int> index;
+
+ String debug_info() const {
+ return "indexes: " + itos(index.size()) + " data: " + itos(data.size());
+ }
+ };
+
+ struct Edge {
+ int vertex_0 = 0, vertex_1 = 0;
+ Edge(int v0, int v1) :
+ vertex_0(v0), vertex_1(v1) {}
+ Edge() {}
+ };
+
+public:
+ MeshGeometry(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc);
+
+ virtual ~MeshGeometry();
+
+ const std::vector<Vector3> &get_vertices() const;
+ const std::vector<Edge> &get_edge_map() const;
+ const std::vector<int> &get_polygon_indices() const;
+ const std::vector<int> &get_edges() const;
+ const MappingData<Vector3> &get_normals() const;
+ const MappingData<Vector2> &get_uv_0() const;
+ const MappingData<Vector2> &get_uv_1() const;
+ const MappingData<Color> &get_colors() const;
+ const MappingData<int> &get_material_allocation_id() const;
+
+ /// Returns -1 if the vertices doesn't form an edge. Vertex order, doesn't
+ // matter.
+ static int get_edge_id(const std::vector<Edge> &p_map, int p_vertex_a, int p_vertex_b);
+ // Retuns the edge point bu that ID, or the edge with -1 vertices if the
+ // id is not valid.
+ static Edge get_edge(const std::vector<Edge> &p_map, int p_id);
+
+private:
+ // Read directly from the FBX file.
+ std::vector<Vector3> m_vertices;
+ std::vector<Edge> edge_map;
+ std::vector<int> m_face_indices;
+ std::vector<int> m_edges;
+ MappingData<Vector3> m_normals;
+ MappingData<Vector2> m_uv_0; // first uv coordinates
+ MappingData<Vector2> m_uv_1; // second uv coordinates
+ MappingData<Color> m_colors; // colors for the mesh
+ MappingData<int> m_material_allocation_ids; // slot of material used
+
+ template <class T>
+ MappingData<T> resolve_vertex_data_array(
+ const ScopePtr source,
+ const std::string &MappingInformationType,
+ const std::string &ReferenceInformationType,
+ const std::string &dataElementName,
+ const std::string &indexOverride = "");
+};
+
+/*
+ * DOM class for FBX geometry of type "Shape"
+ */
+class ShapeGeometry : public Geometry {
+public:
+ /** The class constructor */
+ ShapeGeometry(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc);
+
+ /** The class destructor */
+ virtual ~ShapeGeometry();
+
+ /** Get a list of all vertex points, non-unique*/
+ const std::vector<Vector3> &GetVertices() const;
+
+ /** Get a list of all vertex normals or an empty array if
+ * no normals are specified. */
+ const std::vector<Vector3> &GetNormals() const;
+
+ /** Return list of vertex indices. */
+ const std::vector<unsigned int> &GetIndices() const;
+
+private:
+ std::vector<Vector3> m_vertices;
+ std::vector<Vector3> m_normals;
+ std::vector<unsigned int> m_indices;
+};
+/**
+* DOM class for FBX geometry of type "Line"
+*/
+class LineGeometry : public Geometry {
+public:
+ /** The class constructor */
+ LineGeometry(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc);
+
+ /** The class destructor */
+ virtual ~LineGeometry();
+
+ /** Get a list of all vertex points, non-unique*/
+ const std::vector<Vector3> &GetVertices() const;
+
+ /** Return list of vertex indices. */
+ const std::vector<int> &GetIndices() const;
+
+private:
+ std::vector<Vector3> m_vertices;
+ std::vector<int> m_indices;
+};
+} // namespace FBXDocParser
+
+#endif // FBX_MESH_GEOMETRY_H
diff --git a/modules/fbx/fbx_parser/FBXModel.cpp b/modules/fbx/fbx_parser/FBXModel.cpp
new file mode 100644
index 0000000000..5867f59d6a
--- /dev/null
+++ b/modules/fbx/fbx_parser/FBXModel.cpp
@@ -0,0 +1,176 @@
+/*************************************************************************/
+/* FBXModel.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. */
+/*************************************************************************/
+
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2019, assimp team
+
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+/** @file FBXModel.cpp
+ * @brief Assimp::FBX::Model implementation
+ */
+
+#include "FBXDocument.h"
+#include "FBXDocumentUtil.h"
+#include "FBXMeshGeometry.h"
+#include "FBXParser.h"
+
+namespace FBXDocParser {
+
+using namespace Util;
+
+// ------------------------------------------------------------------------------------------------
+Model::Model(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name) :
+ Object(id, element, name), shading("Y") {
+ const ScopePtr sc = GetRequiredScope(element);
+ const ElementPtr Shading = sc->GetElement("Shading");
+ const ElementPtr Culling = sc->GetElement("Culling");
+
+ if (Shading) {
+ shading = GetRequiredToken(Shading, 0)->StringContents();
+ }
+
+ if (Culling) {
+ culling = ParseTokenAsString(GetRequiredToken(Culling, 0));
+ }
+
+ props = GetPropertyTable(doc, "Model.FbxNode", element, sc);
+ ResolveLinks(element, doc);
+}
+
+// ------------------------------------------------------------------------------------------------
+Model::~Model() {
+ if (props != nullptr) {
+ delete props;
+ props = nullptr;
+ }
+}
+
+ModelLimbNode::ModelLimbNode(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name) :
+ Model(id, element, doc, name){};
+
+ModelLimbNode::~ModelLimbNode() {
+}
+
+// ------------------------------------------------------------------------------------------------
+void Model::ResolveLinks(const ElementPtr element, const Document &doc) {
+ const char *const arr[] = { "Geometry", "Material", "NodeAttribute" };
+
+ // resolve material
+ const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(ID(), arr, 3);
+
+ materials.reserve(conns.size());
+ geometry.reserve(conns.size());
+ attributes.reserve(conns.size());
+ for (const Connection *con : conns) {
+ // material and geometry links should be Object-Object connections
+ if (con->PropertyName().length()) {
+ continue;
+ }
+
+ const Object *const ob = con->SourceObject();
+ if (!ob) {
+ //DOMWarning("failed to read source object for incoming Model link, ignoring",&element);
+ continue;
+ }
+
+ const Material *const mat = dynamic_cast<const Material *>(ob);
+ if (mat) {
+ materials.push_back(mat);
+ continue;
+ }
+
+ const Geometry *const geo = dynamic_cast<const Geometry *>(ob);
+ if (geo) {
+ geometry.push_back(geo);
+ continue;
+ }
+
+ const NodeAttribute *const att = dynamic_cast<const NodeAttribute *>(ob);
+ if (att) {
+ attributes.push_back(att);
+ continue;
+ }
+
+ DOMWarning("source object for model link is neither Material, NodeAttribute nor Geometry, ignoring", element);
+ continue;
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+bool Model::IsNull() const {
+ const std::vector<const NodeAttribute *> &attrs = GetAttributes();
+ for (const NodeAttribute *att : attrs) {
+ const Null *null_tag = dynamic_cast<const Null *>(att);
+ if (null_tag) {
+ return true;
+ }
+ }
+
+ return false;
+}
+} // namespace FBXDocParser
diff --git a/modules/fbx/fbx_parser/FBXNodeAttribute.cpp b/modules/fbx/fbx_parser/FBXNodeAttribute.cpp
new file mode 100644
index 0000000000..c5051bd147
--- /dev/null
+++ b/modules/fbx/fbx_parser/FBXNodeAttribute.cpp
@@ -0,0 +1,183 @@
+/*************************************************************************/
+/* FBXNodeAttribute.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. */
+/*************************************************************************/
+
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2019, assimp team
+
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+/** @file FBXNoteAttribute.cpp
+ * @brief Assimp::FBX::NodeAttribute (and subclasses) implementation
+ */
+
+#include "FBXDocument.h"
+#include "FBXDocumentUtil.h"
+#include "FBXParser.h"
+#include <iostream>
+
+namespace FBXDocParser {
+using namespace Util;
+
+// ------------------------------------------------------------------------------------------------
+NodeAttribute::NodeAttribute(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name) :
+ Object(id, element, name), props() {
+ const ScopePtr sc = GetRequiredScope(element);
+
+ const std::string &classname = ParseTokenAsString(GetRequiredToken(element, 2));
+
+ // hack on the deriving type but Null/LimbNode attributes are the only case in which
+ // the property table is by design absent and no warning should be generated
+ // for it.
+ const bool is_null_or_limb = !strcmp(classname.c_str(), "Null") || !strcmp(classname.c_str(), "LimbNode");
+ props = GetPropertyTable(doc, "NodeAttribute.Fbx" + classname, element, sc, is_null_or_limb);
+}
+
+// ------------------------------------------------------------------------------------------------
+NodeAttribute::~NodeAttribute() {
+ // empty
+}
+
+// ------------------------------------------------------------------------------------------------
+CameraSwitcher::CameraSwitcher(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name) :
+ NodeAttribute(id, element, doc, name) {
+ const ScopePtr sc = GetRequiredScope(element);
+ const ElementPtr CameraId = sc->GetElement("CameraId");
+ const ElementPtr CameraName = sc->GetElement("CameraName");
+ const ElementPtr CameraIndexName = sc->GetElement("CameraIndexName");
+
+ if (CameraId) {
+ cameraId = ParseTokenAsInt(GetRequiredToken(CameraId, 0));
+ }
+
+ if (CameraName) {
+ cameraName = GetRequiredToken(CameraName, 0)->StringContents();
+ }
+
+ if (CameraIndexName && CameraIndexName->Tokens().size()) {
+ cameraIndexName = GetRequiredToken(CameraIndexName, 0)->StringContents();
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+CameraSwitcher::~CameraSwitcher() {
+ // empty
+}
+
+// ------------------------------------------------------------------------------------------------
+Camera::Camera(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name) :
+ NodeAttribute(id, element, doc, name) {
+ // empty
+}
+
+// ------------------------------------------------------------------------------------------------
+Camera::~Camera() {
+ // empty
+}
+
+// ------------------------------------------------------------------------------------------------
+Light::Light(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name) :
+ NodeAttribute(id, element, doc, name) {
+ // empty
+}
+
+// ------------------------------------------------------------------------------------------------
+Light::~Light() {
+}
+
+// ------------------------------------------------------------------------------------------------
+Null::Null(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name) :
+ NodeAttribute(id, element, doc, name) {
+}
+
+// ------------------------------------------------------------------------------------------------
+Null::~Null() {
+}
+
+// ------------------------------------------------------------------------------------------------
+LimbNode::LimbNode(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name) :
+ NodeAttribute(id, element, doc, name) {
+ //std::cout << "limb node: " << name << std::endl;
+ //const Scope &sc = GetRequiredScope(element);
+
+ //const ElementPtr const TypeFlag = sc["TypeFlags"];
+
+ // keep this it can dump new properties for you
+ // for( auto element : sc.Elements())
+ // {
+ // std::cout << "limbnode element: " << element.first << std::endl;
+ // }
+
+ // if(TypeFlag)
+ // {
+ // // std::cout << "type flag: " << GetRequiredToken(*TypeFlag, 0).StringContents() << std::endl;
+ // }
+}
+
+// ------------------------------------------------------------------------------------------------
+LimbNode::~LimbNode() {
+}
+} // namespace FBXDocParser
diff --git a/modules/fbx/fbx_parser/FBXParseTools.h b/modules/fbx/fbx_parser/FBXParseTools.h
new file mode 100644
index 0000000000..edc52009b3
--- /dev/null
+++ b/modules/fbx/fbx_parser/FBXParseTools.h
@@ -0,0 +1,111 @@
+/*************************************************************************/
+/* FBXParseTools.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_PARSE_TOOLS_H
+#define FBX_PARSE_TOOLS_H
+
+#include "core/error/error_macros.h"
+#include "core/string/ustring.h"
+
+#include <stdint.h>
+#include <algorithm>
+#include <locale>
+
+template <class char_t>
+inline bool IsNewLine(char_t c) {
+ return c == '\n' || c == '\r';
+}
+template <class char_t>
+inline bool IsSpace(char_t c) {
+ return (c == (char_t)' ' || c == (char_t)'\t');
+}
+
+template <class char_t>
+inline bool IsSpaceOrNewLine(char_t c) {
+ return IsNewLine(c) || IsSpace(c);
+}
+
+template <class char_t>
+inline bool IsLineEnd(char_t c) {
+ return (c == (char_t)'\r' || c == (char_t)'\n' || c == (char_t)'\0' || c == (char_t)'\f');
+}
+
+// ------------------------------------------------------------------------------------
+// Special version of the function, providing higher accuracy and safety
+// It is mainly used by fast_atof to prevent ugly and unwanted integer overflows.
+// ------------------------------------------------------------------------------------
+inline uint64_t strtoul10_64(const char *in, bool &errored, const char **out = 0, unsigned int *max_inout = 0) {
+ unsigned int cur = 0;
+ uint64_t value = 0;
+
+ errored = *in < '0' || *in > '9';
+ ERR_FAIL_COND_V_MSG(errored, 0, "The string cannot be converted parser error");
+
+ for (;;) {
+ if (*in < '0' || *in > '9') {
+ break;
+ }
+
+ const uint64_t new_value = (value * (uint64_t)10) + ((uint64_t)(*in - '0'));
+
+ // numeric overflow, we rely on you
+ if (new_value < value) {
+ //WARN_PRINT( "Converting the string \" " + in + " \" into a value resulted in overflow." );
+ return 0;
+ }
+
+ value = new_value;
+
+ ++in;
+ ++cur;
+
+ if (max_inout && *max_inout == cur) {
+ if (out) { /* skip to end */
+ while (*in >= '0' && *in <= '9') {
+ ++in;
+ }
+ *out = in;
+ }
+
+ return value;
+ }
+ }
+ if (out) {
+ *out = in;
+ }
+
+ if (max_inout) {
+ *max_inout = cur;
+ }
+
+ return value;
+}
+
+#endif // FBX_PARSE_TOOLS_H
diff --git a/modules/fbx/fbx_parser/FBXParser.cpp b/modules/fbx/fbx_parser/FBXParser.cpp
new file mode 100644
index 0000000000..208358f55e
--- /dev/null
+++ b/modules/fbx/fbx_parser/FBXParser.cpp
@@ -0,0 +1,1295 @@
+/*************************************************************************/
+/* FBXParser.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. */
+/*************************************************************************/
+
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2019, assimp team
+
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+/** @file FBXParser.cpp
+ * @brief Implementation of the FBX parser and the rudimentary DOM that we use
+ */
+
+#include "thirdparty/zlib/zlib.h"
+#include <stdlib.h> /* strtol */
+
+#include "ByteSwapper.h"
+#include "FBXParseTools.h"
+#include "FBXParser.h"
+#include "FBXTokenizer.h"
+#include "core/math/math_defs.h"
+#include "core/math/transform.h"
+#include "core/math/vector3.h"
+#include "core/string/print_string.h"
+
+using namespace FBXDocParser;
+namespace {
+
+// Initially, we did reinterpret_cast, breaking strict aliasing rules.
+// This actually caused trouble on Android, so let's be safe this time.
+// https://github.com/assimp/assimp/issues/24
+template <typename T>
+T SafeParse(const char *data, const char *end) {
+ // Actual size validation happens during Tokenization so
+ // this is valid as an assertion.
+ (void)(end);
+ //ai_assert(static_cast<size_t>(end - data) >= sizeof(T));
+ T result = static_cast<T>(0);
+ ::memcpy(&result, data, sizeof(T));
+ return result;
+}
+} // namespace
+
+namespace FBXDocParser {
+
+// ------------------------------------------------------------------------------------------------
+Element::Element(const TokenPtr key_token, Parser &parser) :
+ key_token(key_token) {
+ TokenPtr n = nullptr;
+ do {
+ n = parser.AdvanceToNextToken();
+ if (n == nullptr) {
+ continue;
+ }
+
+ if (!n) {
+ print_error("unexpected end of file, expected closing bracket" + String(parser.LastToken()->StringContents().c_str()));
+ }
+
+ if (n && n->Type() == TokenType_DATA) {
+ tokens.push_back(n);
+ TokenPtr prev = n;
+ n = parser.AdvanceToNextToken();
+
+ if (n == nullptr) {
+ break;
+ }
+
+ if (!n) {
+ print_error("unexpected end of file, expected bracket, comma or key" + String(parser.LastToken()->StringContents().c_str()));
+ }
+
+ const TokenType ty = n->Type();
+
+ // some exporters are missing a comma on the next line
+ if (ty == TokenType_DATA && prev->Type() == TokenType_DATA && (n->Line() == prev->Line() + 1)) {
+ tokens.push_back(n);
+ continue;
+ }
+
+ if (ty != TokenType_OPEN_BRACKET && ty != TokenType_CLOSE_BRACKET && ty != TokenType_COMMA && ty != TokenType_KEY) {
+ print_error("unexpected token; expected bracket, comma or key" + String(n->StringContents().c_str()));
+ }
+ }
+
+ if (n && n->Type() == TokenType_OPEN_BRACKET) {
+ compound = new_Scope(parser);
+ parser.scopes.push_back(compound);
+
+ // current token should be a TOK_CLOSE_BRACKET
+ n = parser.CurrentToken();
+
+ if (n && n->Type() != TokenType_CLOSE_BRACKET) {
+ print_error("expected closing bracket" + String(n->StringContents().c_str()));
+ }
+
+ parser.AdvanceToNextToken();
+ return;
+ }
+ } while (n && n->Type() != TokenType_KEY && n->Type() != TokenType_CLOSE_BRACKET);
+}
+
+// ------------------------------------------------------------------------------------------------
+Element::~Element() {
+}
+
+// ------------------------------------------------------------------------------------------------
+Scope::Scope(Parser &parser, bool topLevel) {
+ if (!topLevel) {
+ TokenPtr t = parser.CurrentToken();
+ if (t->Type() != TokenType_OPEN_BRACKET) {
+ print_error("expected open bracket" + String(t->StringContents().c_str()));
+ }
+ }
+
+ TokenPtr n = parser.AdvanceToNextToken();
+ if (n == nullptr) {
+ print_error("unexpected end of file");
+ }
+
+ // note: empty scopes are allowed
+ while (n && n->Type() != TokenType_CLOSE_BRACKET) {
+ if (n->Type() != TokenType_KEY) {
+ print_error("unexpected token, expected TOK_KEY" + String(n->StringContents().c_str()));
+ }
+
+ const std::string str = n->StringContents();
+
+ // std::multimap<std::string, ElementPtr> (key and value)
+ elements.insert(ElementMap::value_type(str, new_Element(n, parser)));
+
+ // Element() should stop at the next Key token (or right after a Close token)
+ n = parser.CurrentToken();
+ if (n == nullptr) {
+ if (topLevel) {
+ return;
+ }
+
+ //print_error("unexpected end of file" + String(parser.LastToken()->StringContents().c_str()));
+ }
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+Scope::~Scope() {
+ for (ElementMap::value_type &v : elements) {
+ delete v.second;
+ v.second = nullptr;
+ }
+
+ elements.clear();
+}
+
+// ------------------------------------------------------------------------------------------------
+Parser::Parser(const TokenList &tokens, bool is_binary) :
+ tokens(tokens), last(), current(), cursor(tokens.begin()), is_binary(is_binary) {
+ root = new_Scope(*this, true);
+ scopes.push_back(root);
+}
+
+// ------------------------------------------------------------------------------------------------
+Parser::~Parser() {
+ for (ScopePtr scope : scopes) {
+ delete scope;
+ scope = nullptr;
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+TokenPtr Parser::AdvanceToNextToken() {
+ last = current;
+ if (cursor == tokens.end()) {
+ current = nullptr;
+ } else {
+ current = *cursor++;
+ }
+ return current;
+}
+
+// ------------------------------------------------------------------------------------------------
+TokenPtr Parser::CurrentToken() const {
+ return current;
+}
+
+// ------------------------------------------------------------------------------------------------
+TokenPtr Parser::LastToken() const {
+ return last;
+}
+
+// ------------------------------------------------------------------------------------------------
+uint64_t ParseTokenAsID(const TokenPtr t, const char *&err_out) {
+ ERR_FAIL_COND_V_MSG(t == nullptr, 0L, "Invalid token passed to ParseTokenAsID");
+ err_out = nullptr;
+
+ if (t->Type() != TokenType_DATA) {
+ err_out = "expected TOK_DATA token";
+ return 0L;
+ }
+
+ if (t->IsBinary()) {
+ const char *data = t->begin();
+ if (data[0] != 'L') {
+ err_out = "failed to parse ID, unexpected data type, expected L(ong) (binary)";
+ return 0L;
+ }
+
+ uint64_t id = SafeParse<uint64_t>(data + 1, t->end());
+ return id;
+ }
+
+ // XXX: should use size_t here
+ unsigned int length = static_cast<unsigned int>(t->end() - t->begin());
+ //ai_assert(length > 0);
+
+ const char *out = nullptr;
+ bool errored = false;
+
+ const uint64_t id = strtoul10_64(t->begin(), errored, &out, &length);
+ if (errored || out > t->end()) {
+ err_out = "failed to parse ID (text)";
+ return 0L;
+ }
+
+ return id;
+}
+
+// ------------------------------------------------------------------------------------------------
+// wrapper around ParseTokenAsID() with print_error handling
+uint64_t ParseTokenAsID(const TokenPtr t) {
+ const char *err = nullptr;
+ const uint64_t i = ParseTokenAsID(t, err);
+ if (err) {
+ print_error(String(err) + " " + String(t->StringContents().c_str()));
+ }
+ return i;
+}
+
+// ------------------------------------------------------------------------------------------------
+size_t ParseTokenAsDim(const TokenPtr t, const char *&err_out) {
+ // same as ID parsing, except there is a trailing asterisk
+ err_out = nullptr;
+
+ if (t->Type() != TokenType_DATA) {
+ err_out = "expected TOK_DATA token";
+ return 0;
+ }
+
+ if (t->IsBinary()) {
+ const char *data = t->begin();
+ if (data[0] != 'L') {
+ err_out = "failed to parse ID, unexpected data type, expected L(ong) (binary)";
+ return 0;
+ }
+
+ uint64_t id = SafeParse<uint64_t>(data + 1, t->end());
+ AI_SWAP8(id);
+ return static_cast<size_t>(id);
+ }
+
+ if (*t->begin() != '*') {
+ err_out = "expected asterisk before array dimension";
+ return 0;
+ }
+
+ // XXX: should use size_t here
+ unsigned int length = static_cast<unsigned int>(t->end() - t->begin());
+ if (length == 0) {
+ err_out = "expected valid integer number after asterisk";
+ return 0;
+ }
+
+ const char *out = nullptr;
+ bool errored = false;
+ const size_t id = static_cast<size_t>(strtoul10_64(t->begin() + 1, errored, &out, &length));
+ if (errored || out > t->end()) {
+ print_error("failed to parse id");
+ err_out = "failed to parse ID";
+ return 0;
+ }
+
+ return id;
+}
+
+// ------------------------------------------------------------------------------------------------
+float ParseTokenAsFloat(const TokenPtr t, const char *&err_out) {
+ err_out = nullptr;
+
+ if (t->Type() != TokenType_DATA) {
+ err_out = "expected TOK_DATA token";
+ return 0.0f;
+ }
+
+ if (t->IsBinary()) {
+ const char *data = t->begin();
+ if (data[0] != 'F' && data[0] != 'D') {
+ err_out = "failed to parse F(loat) or D(ouble), unexpected data type (binary)";
+ return 0.0f;
+ }
+
+ if (data[0] == 'F') {
+ return SafeParse<float>(data + 1, t->end());
+ } else {
+ return static_cast<float>(SafeParse<double>(data + 1, t->end()));
+ }
+ }
+
+// need to copy the input string to a temporary buffer
+// first - next in the fbx token stream comes ',',
+// which fast_atof could interpret as decimal point.
+#define MAX_FLOAT_LENGTH 31
+ char temp[MAX_FLOAT_LENGTH + 1];
+ const size_t length = static_cast<size_t>(t->end() - t->begin());
+ std::copy(t->begin(), t->end(), temp);
+ temp[std::min(static_cast<size_t>(MAX_FLOAT_LENGTH), length)] = '\0';
+
+ return atof(temp);
+}
+
+// ------------------------------------------------------------------------------------------------
+int ParseTokenAsInt(const TokenPtr t, const char *&err_out) {
+ err_out = nullptr;
+
+ if (t->Type() != TokenType_DATA) {
+ err_out = "expected TOK_DATA token";
+ return 0;
+ }
+
+ // binary files are simple to parse
+ if (t->IsBinary()) {
+ const char *data = t->begin();
+ if (data[0] != 'I') {
+ err_out = "failed to parse I(nt), unexpected data type (binary)";
+ return 0;
+ }
+
+ int32_t ival = SafeParse<int32_t>(data + 1, t->end());
+ AI_SWAP4(ival);
+ return static_cast<int>(ival);
+ }
+
+ // ASCII files are unsafe.
+ const size_t length = static_cast<size_t>(t->end() - t->begin());
+ if (length == 0) {
+ err_out = "expected valid integer number after asterisk";
+ ERR_FAIL_V_MSG(0, "expected valid integer number after asterisk");
+ }
+
+ // must not be null for strtol to work
+ char *out = (char *)t->end();
+ // string begin, end ptr ref, base 10
+ const int value = strtol(t->begin(), &out, 10);
+ if (out == nullptr || out != t->end()) {
+ err_out = "failed to parse ID";
+ ERR_FAIL_V_MSG(0, "failed to parse ID");
+ }
+
+ return value;
+}
+
+// ------------------------------------------------------------------------------------------------
+int64_t ParseTokenAsInt64(const TokenPtr t, const char *&err_out) {
+ err_out = nullptr;
+
+ if (t->Type() != TokenType_DATA) {
+ err_out = "expected TOK_DATA token";
+ return 0L;
+ }
+
+ if (t->IsBinary()) {
+ const char *data = t->begin();
+ if (data[0] != 'L') {
+ err_out = "failed to parse Int64, unexpected data type";
+ return 0L;
+ }
+
+ int64_t id = SafeParse<int64_t>(data + 1, t->end());
+ AI_SWAP8(id);
+ return id;
+ }
+
+ // XXX: should use size_t here
+ unsigned int length = static_cast<unsigned int>(t->end() - t->begin());
+ //ai_assert(length > 0);
+
+ char *out = nullptr;
+ const int64_t id = strtol(t->begin(), &out, length);
+ if (out > t->end()) {
+ err_out = "failed to parse Int64 (text)";
+ return 0L;
+ }
+
+ return id;
+}
+
+// ------------------------------------------------------------------------------------------------
+std::string ParseTokenAsString(const TokenPtr t, const char *&err_out) {
+ err_out = nullptr;
+
+ if (t->Type() != TokenType_DATA) {
+ err_out = "expected TOK_DATA token";
+ return "";
+ }
+
+ if (t->IsBinary()) {
+ const char *data = t->begin();
+ if (data[0] != 'S') {
+ err_out = "failed to parse String, unexpected data type (binary)";
+ return "";
+ }
+
+ // read string length
+ int32_t len = SafeParse<int32_t>(data + 1, t->end());
+ AI_SWAP4(len);
+
+ //ai_assert(t.end() - data == 5 + len);
+ return std::string(data + 5, len);
+ }
+
+ const size_t length = static_cast<size_t>(t->end() - t->begin());
+ if (length < 2) {
+ err_out = "token is too short to hold a string";
+ return "";
+ }
+
+ const char *s = t->begin(), *e = t->end() - 1;
+ if (*s != '\"' || *e != '\"') {
+ err_out = "expected double quoted string";
+ return "";
+ }
+
+ return std::string(s + 1, length - 2);
+}
+
+namespace {
+
+// ------------------------------------------------------------------------------------------------
+// read the type code and element count of a binary data array and stop there
+void ReadBinaryDataArrayHead(const char *&data, const char *end, char &type, uint32_t &count,
+ const ElementPtr el) {
+ TokenPtr token = el->KeyToken();
+ if (static_cast<size_t>(end - data) < 5) {
+ print_error("binary data array is too short, need five (5) bytes for type signature and element count: " + String(token->StringContents().c_str()));
+ }
+
+ // data type
+ type = *data;
+
+ // read number of elements
+ uint32_t len = SafeParse<uint32_t>(data + 1, end);
+ AI_SWAP4(len);
+
+ count = len;
+ data += 5;
+}
+
+// ------------------------------------------------------------------------------------------------
+// read binary data array, assume cursor points to the 'compression mode' field (i.e. behind the header)
+void ReadBinaryDataArray(char type, uint32_t count, const char *&data, const char *end,
+ std::vector<char> &buff,
+ const ElementPtr /*el*/) {
+ uint32_t encmode = SafeParse<uint32_t>(data, end);
+ AI_SWAP4(encmode);
+ data += 4;
+
+ // next comes the compressed length
+ uint32_t comp_len = SafeParse<uint32_t>(data, end);
+ AI_SWAP4(comp_len);
+ data += 4;
+
+ //ai_assert(data + comp_len == end);
+
+ // determine the length of the uncompressed data by looking at the type signature
+ uint32_t stride = 0;
+ switch (type) {
+ case 'f':
+ case 'i':
+ stride = 4;
+ break;
+
+ case 'd':
+ case 'l':
+ stride = 8;
+ break;
+ }
+
+ const uint32_t full_length = stride * count;
+ buff.resize(full_length);
+
+ if (encmode == 0) {
+ //ai_assert(full_length == comp_len);
+
+ // plain data, no compression
+ std::copy(data, end, buff.begin());
+ } else if (encmode == 1) {
+ // zlib/deflate, next comes ZIP head (0x78 0x01)
+ // see http://www.ietf.org/rfc/rfc1950.txt
+
+ z_stream zstream;
+ zstream.opaque = Z_NULL;
+ zstream.zalloc = Z_NULL;
+ zstream.zfree = Z_NULL;
+ zstream.data_type = Z_BINARY;
+
+ // http://hewgill.com/journal/entries/349-how-to-decompress-gzip-stream-with-zlib
+ if (Z_OK != inflateInit(&zstream)) {
+ print_error("failure initializing zlib");
+ }
+
+ zstream.next_in = reinterpret_cast<Bytef *>(const_cast<char *>(data));
+ zstream.avail_in = comp_len;
+
+ zstream.avail_out = static_cast<uInt>(buff.size());
+ zstream.next_out = reinterpret_cast<Bytef *>(&*buff.begin());
+ const int ret = inflate(&zstream, Z_FINISH);
+
+ if (ret != Z_STREAM_END && ret != Z_OK) {
+ print_error("failure decompressing compressed data section");
+ }
+
+ // terminate zlib
+ inflateEnd(&zstream);
+ }
+#ifdef ASSIMP_BUILD_DEBUG
+ else {
+ // runtime check for this happens at tokenization stage
+ //ai_assert(false);
+ }
+#endif
+
+ data += comp_len;
+ //ai_assert(data == end);
+}
+} // namespace
+
+// ------------------------------------------------------------------------------------------------
+// read an array of float3 tuples
+void ParseVectorDataArray(std::vector<Vector3> &out, const ElementPtr el) {
+ out.resize(0);
+
+ const TokenList &tok = el->Tokens();
+ TokenPtr token = el->KeyToken();
+ if (tok.empty()) {
+ print_error("unexpected empty element" + String(token->StringContents().c_str()));
+ }
+
+ if (tok[0]->IsBinary()) {
+ const char *data = tok[0]->begin(), *end = tok[0]->end();
+
+ char type;
+ uint32_t count;
+ ReadBinaryDataArrayHead(data, end, type, count, el);
+
+ if (count % 3 != 0) {
+ print_error("number of floats is not a multiple of three (3) (binary)" + String(token->StringContents().c_str()));
+ }
+
+ if (!count) {
+ return;
+ }
+
+ if (type != 'd' && type != 'f') {
+ print_error("expected float or double array (binary)" + String(token->StringContents().c_str()));
+ }
+
+ std::vector<char> buff;
+ ReadBinaryDataArray(type, count, data, end, buff, el);
+
+ //ai_assert(data == end);
+ //ai_assert(buff.size() == count * (type == 'd' ? 8 : 4));
+
+ const uint32_t count3 = count / 3;
+ out.reserve(count3);
+
+ if (type == 'd') {
+ const double *d = reinterpret_cast<const double *>(&buff[0]);
+ for (unsigned int i = 0; i < count3; ++i, d += 3) {
+ out.push_back(Vector3(static_cast<real_t>(d[0]),
+ 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) {
+ out.push_back(Vector3(f[0], f[1], f[2]));
+ }
+ }
+
+ return;
+ }
+
+ const size_t dim = ParseTokenAsDim(tok[0]);
+
+ // may throw bad_alloc if the input is rubbish, but this need
+ // not to be prevented - importing would fail but we wouldn't
+ // crash since assimp handles this case properly.
+ out.reserve(dim);
+
+ const ScopePtr scope = GetRequiredScope(el);
+ const ElementPtr a = GetRequiredElement(scope, "a", el);
+
+ if (a->Tokens().size() % 3 != 0) {
+ print_error("number of floats is not a multiple of three (3)" + String(token->StringContents().c_str()));
+ } else {
+ for (TokenList::const_iterator it = a->Tokens().begin(), end = a->Tokens().end(); it != end;) {
+ Vector3 v;
+ v.x = ParseTokenAsFloat(*it++);
+ v.y = ParseTokenAsFloat(*it++);
+ v.z = ParseTokenAsFloat(*it++);
+
+ out.push_back(v);
+ }
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// read an array of color4 tuples
+void ParseVectorDataArray(std::vector<Color> &out, const ElementPtr el) {
+ out.resize(0);
+ const TokenList &tok = el->Tokens();
+
+ TokenPtr token = el->KeyToken();
+
+ if (tok.empty()) {
+ print_error("unexpected empty element" + String(token->StringContents().c_str()));
+ }
+
+ if (tok[0]->IsBinary()) {
+ const char *data = tok[0]->begin(), *end = tok[0]->end();
+
+ char type;
+ uint32_t count;
+ ReadBinaryDataArrayHead(data, end, type, count, el);
+
+ if (count % 4 != 0) {
+ print_error("number of floats is not a multiple of four (4) (binary)" + String(token->StringContents().c_str()));
+ }
+
+ if (!count) {
+ return;
+ }
+
+ if (type != 'd' && type != 'f') {
+ print_error("expected float or double array (binary)" + String(token->StringContents().c_str()));
+ }
+
+ std::vector<char> buff;
+ ReadBinaryDataArray(type, count, data, end, buff, el);
+
+ //ai_assert(data == end);
+ //ai_assert(buff.size() == count * (type == 'd' ? 8 : 4));
+
+ const uint32_t count4 = count / 4;
+ out.reserve(count4);
+
+ if (type == 'd') {
+ const double *d = reinterpret_cast<const double *>(&buff[0]);
+ for (unsigned int i = 0; i < count4; ++i, d += 4) {
+ out.push_back(Color(static_cast<float>(d[0]),
+ static_cast<float>(d[1]),
+ static_cast<float>(d[2]),
+ static_cast<float>(d[3])));
+ }
+ } else if (type == 'f') {
+ const float *f = reinterpret_cast<const float *>(&buff[0]);
+ for (unsigned int i = 0; i < count4; ++i, f += 4) {
+ out.push_back(Color(f[0], f[1], f[2], f[3]));
+ }
+ }
+ return;
+ }
+
+ const size_t dim = ParseTokenAsDim(tok[0]);
+
+ // see notes in ParseVectorDataArray() above
+ out.reserve(dim);
+
+ const ScopePtr scope = GetRequiredScope(el);
+ const ElementPtr a = GetRequiredElement(scope, "a", el);
+
+ if (a->Tokens().size() % 4 != 0) {
+ print_error("number of floats is not a multiple of four (4)" + String(token->StringContents().c_str()));
+ }
+ for (TokenList::const_iterator it = a->Tokens().begin(), end = a->Tokens().end(); it != end;) {
+ Color v;
+ v.r = ParseTokenAsFloat(*it++);
+ v.g = ParseTokenAsFloat(*it++);
+ v.b = ParseTokenAsFloat(*it++);
+ v.a = ParseTokenAsFloat(*it++);
+
+ out.push_back(v);
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// read an array of float2 tuples
+void ParseVectorDataArray(std::vector<Vector2> &out, const ElementPtr el) {
+ out.resize(0);
+ const TokenList &tok = el->Tokens();
+ TokenPtr token = el->KeyToken();
+ if (tok.empty()) {
+ print_error("unexpected empty element" + String(token->StringContents().c_str()));
+ }
+
+ if (tok[0]->IsBinary()) {
+ const char *data = tok[0]->begin(), *end = tok[0]->end();
+
+ char type;
+ uint32_t count;
+ ReadBinaryDataArrayHead(data, end, type, count, el);
+
+ if (count % 2 != 0) {
+ print_error("number of floats is not a multiple of two (2) (binary)" + String(token->StringContents().c_str()));
+ }
+
+ if (!count) {
+ return;
+ }
+
+ if (type != 'd' && type != 'f') {
+ print_error("expected float or double array (binary)" + String(token->StringContents().c_str()));
+ }
+
+ std::vector<char> buff;
+ ReadBinaryDataArray(type, count, data, end, buff, el);
+
+ //ai_assert(data == end);
+ //ai_assert(buff.size() == count * (type == 'd' ? 8 : 4));
+
+ const uint32_t count2 = count / 2;
+ out.reserve(count2);
+
+ if (type == 'd') {
+ const double *d = reinterpret_cast<const double *>(&buff[0]);
+ for (unsigned int i = 0; i < count2; ++i, d += 2) {
+ out.push_back(Vector2(static_cast<float>(d[0]),
+ static_cast<float>(d[1])));
+ }
+ } else if (type == 'f') {
+ const float *f = reinterpret_cast<const float *>(&buff[0]);
+ for (unsigned int i = 0; i < count2; ++i, f += 2) {
+ out.push_back(Vector2(f[0], f[1]));
+ }
+ }
+
+ return;
+ }
+
+ const size_t dim = ParseTokenAsDim(tok[0]);
+
+ // see notes in ParseVectorDataArray() above
+ out.reserve(dim);
+
+ const ScopePtr scope = GetRequiredScope(el);
+ const ElementPtr a = GetRequiredElement(scope, "a", el);
+
+ if (a->Tokens().size() % 2 != 0) {
+ print_error("number of floats is not a multiple of two (2)" + String(token->StringContents().c_str()));
+ } else {
+ for (TokenList::const_iterator it = a->Tokens().begin(), end = a->Tokens().end(); it != end;) {
+ Vector2 v;
+ v.x = ParseTokenAsFloat(*it++);
+ v.y = ParseTokenAsFloat(*it++);
+ out.push_back(v);
+ }
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// read an array of ints
+void ParseVectorDataArray(std::vector<int> &out, const ElementPtr el) {
+ out.resize(0);
+ const TokenList &tok = el->Tokens();
+ TokenPtr token = el->KeyToken();
+ if (tok.empty()) {
+ print_error("unexpected empty element" + String(token->StringContents().c_str()));
+ }
+
+ if (tok[0]->IsBinary()) {
+ const char *data = tok[0]->begin(), *end = tok[0]->end();
+
+ char type;
+ uint32_t count;
+ ReadBinaryDataArrayHead(data, end, type, count, el);
+
+ if (!count) {
+ return;
+ }
+
+ if (type != 'i') {
+ print_error("expected int array (binary)" + String(token->StringContents().c_str()));
+ }
+
+ std::vector<char> buff;
+ ReadBinaryDataArray(type, count, data, end, buff, el);
+
+ //ai_assert(data == end);
+ //ai_assert(buff.size() == count * 4);
+
+ out.reserve(count);
+
+ const int32_t *ip = reinterpret_cast<const int32_t *>(&buff[0]);
+ for (unsigned int i = 0; i < count; ++i, ++ip) {
+ int32_t val = *ip;
+ AI_SWAP4(val);
+ out.push_back(val);
+ }
+
+ return;
+ }
+
+ const size_t dim = ParseTokenAsDim(tok[0]);
+
+ // see notes in ParseVectorDataArray()
+ out.reserve(dim);
+
+ const ScopePtr scope = GetRequiredScope(el);
+ const ElementPtr a = GetRequiredElement(scope, "a", el);
+
+ for (TokenList::const_iterator it = a->Tokens().begin(), end = a->Tokens().end(); it != end;) {
+ const int ival = ParseTokenAsInt(*it++);
+ out.push_back(ival);
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// read an array of floats
+void ParseVectorDataArray(std::vector<float> &out, const ElementPtr el) {
+ out.resize(0);
+ const TokenList &tok = el->Tokens();
+ TokenPtr token = el->KeyToken();
+ if (tok.empty()) {
+ print_error("unexpected empty element: " + String(token->StringContents().c_str()));
+ }
+
+ if (tok[0]->IsBinary()) {
+ const char *data = tok[0]->begin(), *end = tok[0]->end();
+
+ char type;
+ uint32_t count;
+ ReadBinaryDataArrayHead(data, end, type, count, el);
+
+ if (!count) {
+ return;
+ }
+
+ if (type != 'd' && type != 'f') {
+ print_error("expected float or double array (binary) " + String(token->StringContents().c_str()));
+ }
+
+ std::vector<char> buff;
+ ReadBinaryDataArray(type, count, data, end, buff, el);
+
+ //ai_assert(data == end);
+ //ai_assert(buff.size() == count * (type == 'd' ? 8 : 4));
+
+ if (type == 'd') {
+ const double *d = reinterpret_cast<const double *>(&buff[0]);
+ for (unsigned int i = 0; i < count; ++i, ++d) {
+ out.push_back(static_cast<float>(*d));
+ }
+ } else if (type == 'f') {
+ const float *f = reinterpret_cast<const float *>(&buff[0]);
+ for (unsigned int i = 0; i < count; ++i, ++f) {
+ out.push_back(*f);
+ }
+ }
+
+ return;
+ }
+
+ const size_t dim = ParseTokenAsDim(tok[0]);
+
+ // see notes in ParseVectorDataArray()
+ out.reserve(dim);
+
+ const ScopePtr scope = GetRequiredScope(el);
+ const ElementPtr a = GetRequiredElement(scope, "a", el);
+
+ for (TokenList::const_iterator it = a->Tokens().begin(), end = a->Tokens().end(); it != end;) {
+ const float ival = ParseTokenAsFloat(*it++);
+ out.push_back(ival);
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// read an array of uints
+void ParseVectorDataArray(std::vector<unsigned int> &out, const ElementPtr el) {
+ out.resize(0);
+ const TokenList &tok = el->Tokens();
+ const TokenPtr token = el->KeyToken();
+
+ ERR_FAIL_COND_MSG(!token, "invalid ParseVectorDataArrat token invalid");
+
+ if (tok.empty()) {
+ print_error("unexpected empty element: " + String(token->StringContents().c_str()));
+ }
+
+ if (tok[0]->IsBinary()) {
+ const char *data = tok[0]->begin(), *end = tok[0]->end();
+
+ char type;
+ uint32_t count;
+ ReadBinaryDataArrayHead(data, end, type, count, el);
+
+ if (!count) {
+ return;
+ }
+
+ if (type != 'i') {
+ print_error("expected (u)int array (binary)" + String(token->StringContents().c_str()));
+ }
+
+ std::vector<char> buff;
+ ReadBinaryDataArray(type, count, data, end, buff, el);
+
+ //ai_assert(data == end);
+ //ai_assert(buff.size() == count * 4);
+
+ out.reserve(count);
+
+ const int32_t *ip = reinterpret_cast<const int32_t *>(&buff[0]);
+ for (unsigned int i = 0; i < count; ++i, ++ip) {
+ int32_t val = *ip;
+ if (val < 0) {
+ print_error("encountered negative integer index (binary)");
+ }
+
+ out.push_back(val);
+ }
+
+ return;
+ }
+
+ const size_t dim = ParseTokenAsDim(tok[0]);
+
+ // see notes in ParseVectorDataArray()
+ out.reserve(dim);
+
+ const ScopePtr scope = GetRequiredScope(el);
+ const ElementPtr a = GetRequiredElement(scope, "a", el);
+
+ for (TokenList::const_iterator it = a->Tokens().begin(), end = a->Tokens().end(); it != end;) {
+ const int ival = ParseTokenAsInt(*it++);
+ if (ival < 0) {
+ print_error("encountered negative integer index");
+ }
+ out.push_back(static_cast<unsigned int>(ival));
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// read an array of uint64_ts
+void ParseVectorDataArray(std::vector<uint64_t> &out, const ElementPtr el) {
+ out.resize(0);
+
+ const TokenList &tok = el->Tokens();
+ TokenPtr token = el->KeyToken();
+ ERR_FAIL_COND(!token);
+
+ if (tok.empty()) {
+ print_error("unexpected empty element " + String(token->StringContents().c_str()));
+ }
+
+ if (tok[0]->IsBinary()) {
+ const char *data = tok[0]->begin(), *end = tok[0]->end();
+
+ char type;
+ uint32_t count;
+ ReadBinaryDataArrayHead(data, end, type, count, el);
+
+ if (!count) {
+ return;
+ }
+
+ if (type != 'l') {
+ print_error("expected long array (binary): " + String(token->StringContents().c_str()));
+ }
+
+ std::vector<char> buff;
+ ReadBinaryDataArray(type, count, data, end, buff, el);
+
+ //ai_assert(data == end);
+ //ai_assert(buff.size() == count * 8);
+
+ out.reserve(count);
+
+ const uint64_t *ip = reinterpret_cast<const uint64_t *>(&buff[0]);
+ for (unsigned int i = 0; i < count; ++i, ++ip) {
+ uint64_t val = *ip;
+ AI_SWAP8(val);
+ out.push_back(val);
+ }
+
+ return;
+ }
+
+ const size_t dim = ParseTokenAsDim(tok[0]);
+
+ // see notes in ParseVectorDataArray()
+ out.reserve(dim);
+
+ const ScopePtr scope = GetRequiredScope(el);
+ const ElementPtr a = GetRequiredElement(scope, "a", el);
+
+ for (TokenList::const_iterator it = a->Tokens().begin(), end = a->Tokens().end(); it != end;) {
+ const uint64_t ival = ParseTokenAsID(*it++);
+
+ out.push_back(ival);
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+// read an array of int64_ts
+void ParseVectorDataArray(std::vector<int64_t> &out, const ElementPtr el) {
+ out.resize(0);
+ const TokenList &tok = el->Tokens();
+ TokenPtr token = el->KeyToken();
+ ERR_FAIL_COND(!token);
+ if (tok.empty()) {
+ print_error("unexpected empty element: " + String(token->StringContents().c_str()));
+ }
+
+ if (tok[0]->IsBinary()) {
+ const char *data = tok[0]->begin(), *end = tok[0]->end();
+
+ char type;
+ uint32_t count;
+ ReadBinaryDataArrayHead(data, end, type, count, el);
+
+ if (!count) {
+ return;
+ }
+
+ if (type != 'l') {
+ print_error("expected long array (binary) " + String(token->StringContents().c_str()));
+ }
+
+ std::vector<char> buff;
+ ReadBinaryDataArray(type, count, data, end, buff, el);
+
+ //ai_assert(data == end);
+ //ai_assert(buff.size() == count * 8);
+
+ out.reserve(count);
+
+ const int64_t *ip = reinterpret_cast<const int64_t *>(&buff[0]);
+ for (unsigned int i = 0; i < count; ++i, ++ip) {
+ int64_t val = *ip;
+ AI_SWAP8(val);
+ out.push_back(val);
+ }
+
+ return;
+ }
+
+ const size_t dim = ParseTokenAsDim(tok[0]);
+
+ // see notes in ParseVectorDataArray()
+ out.reserve(dim);
+
+ const ScopePtr scope = GetRequiredScope(el);
+ const ElementPtr a = GetRequiredElement(scope, "a", el);
+
+ for (TokenList::const_iterator it = a->Tokens().begin(), end = a->Tokens().end(); it != end;) {
+ const int64_t val = ParseTokenAsInt64(*it++);
+ out.push_back(val);
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+Transform ReadMatrix(const ElementPtr element) {
+ std::vector<float> values;
+ ParseVectorDataArray(values, element);
+
+ if (values.size() != 16) {
+ print_error("expected 16 matrix elements");
+ }
+
+ // clean values to prevent any IBM damage on inverse() / affine_inverse()
+ for (float &value : values) {
+ if (::Math::is_equal_approx(0, value)) {
+ value = 0;
+ }
+ }
+
+ Transform xform;
+ Basis basis;
+
+ basis.set(
+ Vector3(values[0], values[1], values[2]),
+ Vector3(values[4], values[5], values[6]),
+ Vector3(values[8], values[9], values[10]));
+
+ xform.basis = basis;
+ xform.origin = Vector3(values[12], values[13], values[14]);
+ // determine if we need to think about this with dynamic rotation order?
+ // for example:
+ // xform.basis = z_axis * y_axis * x_axis;
+ //xform.basis.transpose();
+
+ print_verbose("xform verbose basis: " + (xform.basis.get_euler() * (180 / Math_PI)) + " xform origin:" + xform.origin);
+
+ return xform;
+}
+
+// ------------------------------------------------------------------------------------------------
+// wrapper around ParseTokenAsString() with print_error handling
+std::string ParseTokenAsString(const TokenPtr t) {
+ ERR_FAIL_COND_V(!t, "");
+ const char *err;
+ const std::string &i = ParseTokenAsString(t, err);
+ if (err) {
+ print_error(String(err) + ", " + String(t->StringContents().c_str()));
+ }
+ return i;
+}
+
+// ------------------------------------------------------------------------------------------------
+// extract a required element from a scope, abort if the element cannot be found
+ElementPtr GetRequiredElement(const ScopePtr sc, const std::string &index, const ElementPtr element /*= NULL*/) {
+ const ElementPtr el = sc->GetElement(index);
+ TokenPtr token = el->KeyToken();
+ ERR_FAIL_COND_V(!token, nullptr);
+ if (!el) {
+ print_error("did not find required element \"" + String(index.c_str()) + "\" " + String(token->StringContents().c_str()));
+ }
+ return el;
+}
+
+bool HasElement(const ScopePtr sc, const std::string &index) {
+ const ElementPtr el = sc->GetElement(index);
+ if (nullptr == el) {
+ return false;
+ }
+
+ return true;
+}
+
+// ------------------------------------------------------------------------------------------------
+// extract a required element from a scope, abort if the element cannot be found
+ElementPtr GetOptionalElement(const ScopePtr sc, const std::string &index, const ElementPtr element /*= NULL*/) {
+ const ElementPtr el = sc->GetElement(index);
+ return el;
+}
+
+// ------------------------------------------------------------------------------------------------
+// extract required compound scope
+ScopePtr GetRequiredScope(const ElementPtr el) {
+ if (el) {
+ ScopePtr s = el->Compound();
+ TokenPtr token = el->KeyToken();
+ ERR_FAIL_COND_V(!token, nullptr);
+ if (s) {
+ return s;
+ }
+
+ ERR_FAIL_V_MSG(nullptr, "expected compound scope " + String(token->StringContents().c_str()));
+ }
+
+ ERR_FAIL_V_MSG(nullptr, "Invalid element supplied to parser");
+}
+
+// ------------------------------------------------------------------------------------------------
+// get token at a particular index
+TokenPtr GetRequiredToken(const ElementPtr el, unsigned int index) {
+ if (el) {
+ const TokenList &x = el->Tokens();
+ TokenPtr token = el->KeyToken();
+
+ ERR_FAIL_COND_V(!token, nullptr);
+
+ if (index >= x.size()) {
+ ERR_FAIL_V_MSG(nullptr, "missing token at index: " + itos(index) + " " + String(token->StringContents().c_str()));
+ }
+
+ return x[index];
+ }
+
+ return nullptr;
+}
+
+// ------------------------------------------------------------------------------------------------
+// wrapper around ParseTokenAsDim() with print_error handling
+size_t ParseTokenAsDim(const TokenPtr t) {
+ const char *err;
+ const size_t i = ParseTokenAsDim(t, err);
+ if (err) {
+ print_error(String(err) + " " + String(t->StringContents().c_str()));
+ }
+ return i;
+}
+
+// ------------------------------------------------------------------------------------------------
+// wrapper around ParseTokenAsFloat() with print_error handling
+float ParseTokenAsFloat(const TokenPtr t) {
+ const char *err;
+ const float i = ParseTokenAsFloat(t, err);
+ if (err) {
+ print_error(String(err) + " " + String(t->StringContents().c_str()));
+ }
+ return i;
+}
+
+// ------------------------------------------------------------------------------------------------
+// wrapper around ParseTokenAsInt() with print_error handling
+int ParseTokenAsInt(const TokenPtr t) {
+ const char *err;
+ const int i = ParseTokenAsInt(t, err);
+ if (err) {
+ print_error(String(err) + " " + String(t->StringContents().c_str()));
+ }
+ return i;
+}
+
+// ------------------------------------------------------------------------------------------------
+// wrapper around ParseTokenAsInt64() with print_error handling
+int64_t ParseTokenAsInt64(const TokenPtr t) {
+ const char *err;
+ const int64_t i = ParseTokenAsInt64(t, err);
+ if (err) {
+ print_error(String(err) + " " + String(t->StringContents().c_str()));
+ }
+ return i;
+}
+} // namespace FBXDocParser
diff --git a/modules/fbx/fbx_parser/FBXParser.h b/modules/fbx/fbx_parser/FBXParser.h
new file mode 100644
index 0000000000..3cba81ff83
--- /dev/null
+++ b/modules/fbx/fbx_parser/FBXParser.h
@@ -0,0 +1,263 @@
+/*************************************************************************/
+/* FBXParser.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. */
+/*************************************************************************/
+
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2019, assimp team
+
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+/** @file FBXParser.h
+ * @brief FBX parsing code
+ */
+#ifndef FBX_PARSER_H
+#define FBX_PARSER_H
+
+#include <stdint.h>
+#include <map>
+#include <memory>
+
+#include "core/math/color.h"
+#include "core/math/transform.h"
+#include "core/math/vector2.h"
+#include "core/math/vector3.h"
+
+#include "FBXTokenizer.h"
+
+namespace FBXDocParser {
+
+class Scope;
+class Parser;
+class Element;
+
+typedef Element *ElementPtr;
+typedef Scope *ScopePtr;
+
+typedef std::vector<ScopePtr> ScopeList;
+typedef std::multimap<std::string, ElementPtr> ElementMap;
+typedef std::pair<ElementMap::const_iterator, ElementMap::const_iterator> ElementCollection;
+
+#define new_Scope new Scope
+#define new_Element new Element
+
+/** FBX data entity that consists of a key:value tuple.
+ *
+ * Example:
+ * @verbatim
+ * AnimationCurve: 23, "AnimCurve::", "" {
+ * [..]
+ * }
+ * @endverbatim
+ *
+ * As can be seen in this sample, elements can contain nested #Scope
+ * as their trailing member. **/
+class Element {
+public:
+ Element(TokenPtr key_token, Parser &parser);
+ ~Element();
+
+ ScopePtr Compound() const {
+ return compound;
+ }
+
+ TokenPtr KeyToken() const {
+ return key_token;
+ }
+
+ const TokenList &Tokens() const {
+ return tokens;
+ }
+
+private:
+ TokenList tokens;
+ ScopePtr compound = nullptr;
+ std::vector<ScopePtr> compound_scope;
+ TokenPtr key_token = nullptr;
+};
+
+/** FBX data entity that consists of a 'scope', a collection
+ * of not necessarily unique #Element instances.
+ *
+ * Example:
+ * @verbatim
+ * GlobalSettings: {
+ * Version: 1000
+ * Properties70:
+ * [...]
+ * }
+ * @endverbatim */
+class Scope {
+public:
+ Scope(Parser &parser, bool topLevel = false);
+ ~Scope();
+
+ ElementPtr GetElement(const std::string &index) const {
+ ElementMap::const_iterator it = elements.find(index);
+ return it == elements.end() ? nullptr : (*it).second;
+ }
+
+ ElementPtr FindElementCaseInsensitive(const std::string &elementName) const {
+ for (auto element = elements.begin(); element != elements.end(); ++element) {
+ if (element->first.compare(elementName)) {
+ return element->second;
+ }
+ }
+
+ // nothing to reference / expired.
+ return nullptr;
+ }
+
+ ElementCollection GetCollection(const std::string &index) const {
+ return elements.equal_range(index);
+ }
+
+ const ElementMap &Elements() const {
+ return elements;
+ }
+
+private:
+ ElementMap elements;
+};
+
+/** FBX parsing class, takes a list of input tokens and generates a hierarchy
+ * of nested #Scope instances, representing the fbx DOM.*/
+class Parser {
+public:
+ /** Parse given a token list. Does not take ownership of the tokens -
+ * the objects must persist during the entire parser lifetime */
+ Parser(const TokenList &tokens, bool is_binary);
+ ~Parser();
+
+ ScopePtr GetRootScope() const {
+ return root;
+ }
+
+ bool IsBinary() const {
+ return is_binary;
+ }
+
+private:
+ friend class Scope;
+ friend class Element;
+
+ TokenPtr AdvanceToNextToken();
+ TokenPtr LastToken() const;
+ TokenPtr CurrentToken() const;
+
+private:
+ ScopeList scopes;
+ const TokenList &tokens;
+
+ TokenPtr last = nullptr, current = nullptr;
+ TokenList::const_iterator cursor;
+ ScopePtr root = nullptr;
+
+ const bool is_binary;
+};
+
+/* token parsing - this happens when building the DOM out of the parse-tree*/
+uint64_t ParseTokenAsID(const TokenPtr t, const char *&err_out);
+size_t ParseTokenAsDim(const TokenPtr t, const char *&err_out);
+float ParseTokenAsFloat(const TokenPtr t, const char *&err_out);
+int ParseTokenAsInt(const TokenPtr t, const char *&err_out);
+int64_t ParseTokenAsInt64(const TokenPtr t, const char *&err_out);
+std::string ParseTokenAsString(const TokenPtr t, const char *&err_out);
+
+/* wrapper around ParseTokenAsXXX() with DOMError handling */
+uint64_t ParseTokenAsID(const TokenPtr t);
+size_t ParseTokenAsDim(const TokenPtr t);
+float ParseTokenAsFloat(const TokenPtr t);
+int ParseTokenAsInt(const TokenPtr t);
+int64_t ParseTokenAsInt64(const TokenPtr t);
+std::string ParseTokenAsString(const TokenPtr t);
+
+/* read data arrays */
+void ParseVectorDataArray(std::vector<Vector3> &out, const ElementPtr el);
+void ParseVectorDataArray(std::vector<Color> &out, const ElementPtr el);
+void ParseVectorDataArray(std::vector<Vector2> &out, const ElementPtr el);
+void ParseVectorDataArray(std::vector<int> &out, const ElementPtr el);
+void ParseVectorDataArray(std::vector<float> &out, const ElementPtr el);
+void ParseVectorDataArray(std::vector<float> &out, const ElementPtr el);
+void ParseVectorDataArray(std::vector<unsigned int> &out, const ElementPtr el);
+void ParseVectorDataArray(std::vector<uint64_t> &out, const ElementPtr ep);
+void ParseVectorDataArray(std::vector<int64_t> &out, const ElementPtr el);
+bool HasElement(const ScopePtr sc, const std::string &index);
+
+// extract a required element from a scope, abort if the element cannot be found
+ElementPtr GetRequiredElement(const ScopePtr sc, const std::string &index, const ElementPtr element = nullptr);
+ScopePtr GetRequiredScope(const ElementPtr el); // New in 2020. (less likely to destroy application)
+ElementPtr GetOptionalElement(const ScopePtr sc, const std::string &index, const ElementPtr element = nullptr);
+// extract required compound scope
+ScopePtr GetRequiredScope(const ElementPtr el);
+// get token at a particular index
+TokenPtr GetRequiredToken(const ElementPtr el, unsigned int index);
+
+// ------------------------------------------------------------------------------------------------
+// read a 4x4 matrix from an array of 16 floats
+Transform ReadMatrix(const ElementPtr element);
+} // namespace FBXDocParser
+
+#endif // FBX_PARSER_H
diff --git a/modules/fbx/fbx_parser/FBXPose.cpp b/modules/fbx/fbx_parser/FBXPose.cpp
new file mode 100644
index 0000000000..1bee2fa2f0
--- /dev/null
+++ b/modules/fbx/fbx_parser/FBXPose.cpp
@@ -0,0 +1,104 @@
+/*************************************************************************/
+/* FBXPose.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. */
+/*************************************************************************/
+
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2019, assimp team
+
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+/** @file FBXNoteAttribute.cpp
+ * @brief Assimp::FBX::NodeAttribute (and subclasses) implementation
+ */
+
+#include "FBXDocument.h"
+#include "FBXParser.h"
+#include <iostream>
+
+namespace FBXDocParser {
+
+class FbxPoseNode;
+// ------------------------------------------------------------------------------------------------
+FbxPose::FbxPose(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name) :
+ Object(id, element, name) {
+ const ScopePtr sc = GetRequiredScope(element);
+ //const std::string &classname = ParseTokenAsString(GetRequiredToken(element, 2));
+
+ const ElementCollection &PoseNodes = sc->GetCollection("PoseNode");
+ for (ElementMap::const_iterator it = PoseNodes.first; it != PoseNodes.second; ++it) {
+ std::string entry_name = (*it).first;
+ ElementPtr some_element = (*it).second;
+ FbxPoseNode *pose_node = new FbxPoseNode(some_element, doc, entry_name);
+ pose_nodes.push_back(pose_node);
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+FbxPose::~FbxPose() {
+ pose_nodes.clear();
+ // empty
+}
+} // namespace FBXDocParser
diff --git a/modules/fbx/fbx_parser/FBXProperties.cpp b/modules/fbx/fbx_parser/FBXProperties.cpp
new file mode 100644
index 0000000000..2994a84dbd
--- /dev/null
+++ b/modules/fbx/fbx_parser/FBXProperties.cpp
@@ -0,0 +1,237 @@
+/*************************************************************************/
+/* FBXProperties.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. */
+/*************************************************************************/
+
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2019, assimp team
+
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+/** @file FBXProperties.cpp
+ * @brief Implementation of the FBX dynamic properties system
+ */
+
+#include "FBXProperties.h"
+#include "FBXDocumentUtil.h"
+#include "FBXParser.h"
+#include "FBXTokenizer.h"
+
+namespace FBXDocParser {
+
+using namespace Util;
+
+// ------------------------------------------------------------------------------------------------
+Property::Property() {
+}
+
+// ------------------------------------------------------------------------------------------------
+Property::~Property() {
+}
+
+namespace {
+
+// ------------------------------------------------------------------------------------------------
+// read a typed property out of a FBX element. The return value is NULL if the property cannot be read.
+PropertyPtr ReadTypedProperty(const ElementPtr element) {
+ //ai_assert(element.KeyToken().StringContents() == "P");
+
+ const TokenList &tok = element->Tokens();
+ //ai_assert(tok.size() >= 5);
+
+ const std::string &s = ParseTokenAsString(tok[1]);
+ const char *const cs = s.c_str();
+ if (!strcmp(cs, "KString")) {
+ return new TypedProperty<std::string>(ParseTokenAsString(tok[4]));
+ } else if (!strcmp(cs, "bool") || !strcmp(cs, "Bool")) {
+ return new TypedProperty<bool>(ParseTokenAsInt(tok[4]) != 0);
+ } else if (!strcmp(cs, "int") || !strcmp(cs, "Int") || !strcmp(cs, "enum") || !strcmp(cs, "Enum")) {
+ return new TypedProperty<int>(ParseTokenAsInt(tok[4]));
+ } else if (!strcmp(cs, "ULongLong")) {
+ return new TypedProperty<uint64_t>(ParseTokenAsID(tok[4]));
+ } 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")) {
+ return new TypedProperty<Vector3>(Vector3(
+ ParseTokenAsFloat(tok[4]),
+ ParseTokenAsFloat(tok[5]),
+ ParseTokenAsFloat(tok[6])));
+ } else if (!strcmp(cs, "double") || !strcmp(cs, "Number") || !strcmp(cs, "Float") || !strcmp(cs, "float") || !strcmp(cs, "FieldOfView") || !strcmp(cs, "UnitScaleFactor")) {
+ return new TypedProperty<float>(ParseTokenAsFloat(tok[4]));
+ }
+
+ return nullptr;
+}
+
+// ------------------------------------------------------------------------------------------------
+// peek into an element and check if it contains a FBX property, if so return its name.
+std::string PeekPropertyName(const Element &element) {
+ //ai_assert(element.KeyToken().StringContents() == "P");
+ const TokenList &tok = element.Tokens();
+ if (tok.size() < 4) {
+ return "";
+ }
+
+ return ParseTokenAsString(tok[0]);
+}
+} // namespace
+
+// ------------------------------------------------------------------------------------------------
+PropertyTable::PropertyTable() :
+ templateProps(), element() {
+}
+
+// ------------------------------------------------------------------------------------------------
+PropertyTable::PropertyTable(const ElementPtr element, const PropertyTable *templateProps) :
+ templateProps(templateProps), element(element) {
+ const ScopePtr scope = GetRequiredScope(element);
+ ERR_FAIL_COND(!scope);
+ for (const ElementMap::value_type &v : scope->Elements()) {
+ if (v.first != "P") {
+ DOMWarning("expected only P elements in property table", v.second);
+ continue;
+ }
+
+ const std::string &name = PeekPropertyName(*v.second);
+ if (!name.length()) {
+ DOMWarning("could not read property name", v.second);
+ continue;
+ }
+
+ LazyPropertyMap::const_iterator it = lazyProps.find(name);
+ if (it != lazyProps.end()) {
+ DOMWarning("duplicate property name, will hide previous value: " + name, v.second);
+ continue;
+ }
+
+ // since the above checks for duplicates we can be sure to insert the only match here.
+ lazyProps[name] = v.second;
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+PropertyTable::~PropertyTable() {
+ for (PropertyMap::value_type &v : props) {
+ delete v.second;
+ }
+}
+
+// ------------------------------------------------------------------------------------------------
+PropertyPtr PropertyTable::Get(const std::string &name) const {
+ PropertyMap::const_iterator it = props.find(name);
+ if (it == props.end()) {
+ // hasn't been parsed yet?
+ LazyPropertyMap::const_iterator lit = lazyProps.find(name);
+ if (lit != lazyProps.end()) {
+ props[name] = ReadTypedProperty(lit->second);
+ it = props.find(name);
+
+ //ai_assert(it != props.end());
+ }
+
+ if (it == props.end()) {
+ // check property template
+ if (templateProps) {
+ return templateProps->Get(name);
+ }
+
+ return nullptr;
+ }
+ }
+
+ return (*it).second;
+}
+
+DirectPropertyMap PropertyTable::GetUnparsedProperties() const {
+ DirectPropertyMap result;
+
+ // Loop through all the lazy properties (which is all the properties)
+ for (const LazyPropertyMap::value_type &element : lazyProps) {
+ // Skip parsed properties
+ if (props.end() != props.find(element.first))
+ continue;
+
+ // Read the element's value.
+ // Wrap the naked pointer (since the call site is required to acquire ownership)
+ // std::unique_ptr from C++11 would be preferred both as a wrapper and a return value.
+ Property *prop = ReadTypedProperty(element.second);
+
+ // Element could not be read. Skip it.
+ if (!prop)
+ continue;
+
+ // Add to result
+ result[element.first] = prop;
+ }
+
+ return result;
+}
+} // namespace FBXDocParser
diff --git a/modules/fbx/fbx_parser/FBXProperties.h b/modules/fbx/fbx_parser/FBXProperties.h
new file mode 100644
index 0000000000..a007660c45
--- /dev/null
+++ b/modules/fbx/fbx_parser/FBXProperties.h
@@ -0,0 +1,221 @@
+/*************************************************************************/
+/* FBXProperties.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. */
+/*************************************************************************/
+
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2019, assimp team
+
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+/** @file FBXProperties.h
+ * @brief FBX dynamic properties
+ */
+#ifndef FBX_PROPERTIES_H
+#define FBX_PROPERTIES_H
+
+#include "FBXParser.h"
+#include <map>
+#include <memory>
+#include <string>
+#include <vector>
+
+namespace FBXDocParser {
+
+// Forward declarations
+class Element;
+
+/** Represents a dynamic property. Type info added by deriving classes,
+ * see #TypedProperty.
+ Example:
+ @verbatim
+ P: "ShininessExponent", "double", "Number", "",0.5
+ @endvebatim
+*/
+class Property {
+protected:
+ Property();
+
+public:
+ virtual ~Property();
+
+public:
+ template <typename T>
+ const T *As() const {
+ return dynamic_cast<const T *>(this);
+ }
+};
+
+template <typename T>
+class TypedProperty : public Property {
+public:
+ explicit TypedProperty(const T &value) :
+ value(value) {
+ // empty
+ }
+
+ const T &Value() const {
+ return value;
+ }
+
+private:
+ T value;
+};
+
+#define new_Property new Property
+typedef Property *PropertyPtr;
+typedef std::map<std::string, PropertyPtr> DirectPropertyMap;
+typedef std::map<std::string, PropertyPtr> PropertyMap;
+typedef std::map<std::string, ElementPtr> LazyPropertyMap;
+
+/**
+ * Represents a property table as can be found in the newer FBX files (Properties60, Properties70)
+ */
+class PropertyTable {
+public:
+ // in-memory property table with no source element
+ PropertyTable();
+ PropertyTable(const ElementPtr element, const PropertyTable *templateProps);
+ ~PropertyTable();
+
+ PropertyPtr Get(const std::string &name) const;
+
+ // PropertyTable's need not be coupled with FBX elements so this can be NULL
+ ElementPtr GetElement() const {
+ return element;
+ }
+
+ PropertyMap &GetProperties() const {
+ return props;
+ }
+
+ const LazyPropertyMap &GetLazyProperties() const {
+ return lazyProps;
+ }
+
+ const PropertyTable *TemplateProps() const {
+ return templateProps;
+ }
+
+ DirectPropertyMap GetUnparsedProperties() const;
+
+private:
+ LazyPropertyMap lazyProps;
+ mutable PropertyMap props;
+ const PropertyTable *templateProps = nullptr;
+ const ElementPtr element = nullptr;
+};
+
+// ------------------------------------------------------------------------------------------------
+template <typename T>
+inline T PropertyGet(const PropertyTable *in, const std::string &name, const T &defaultValue) {
+ PropertyPtr prop = in->Get(name);
+ if (nullptr == prop) {
+ return defaultValue;
+ }
+
+ // strong typing, no need to be lenient
+ const TypedProperty<T> *const tprop = prop->As<TypedProperty<T>>();
+ if (nullptr == tprop) {
+ return defaultValue;
+ }
+
+ return tprop->Value();
+}
+
+// ------------------------------------------------------------------------------------------------
+template <typename T>
+inline T PropertyGet(const PropertyTable *in, const std::string &name, bool &result, bool useTemplate = false) {
+ PropertyPtr prop = in->Get(name);
+ if (nullptr == prop) {
+ if (!useTemplate) {
+ result = false;
+ return T();
+ }
+ const PropertyTable *templ = in->TemplateProps();
+ if (nullptr == templ) {
+ result = false;
+ return T();
+ }
+ prop = templ->Get(name);
+ if (nullptr == prop) {
+ result = false;
+ return T();
+ }
+ }
+
+ // strong typing, no need to be lenient
+ const TypedProperty<T> *const tprop = prop->As<TypedProperty<T>>();
+ if (nullptr == tprop) {
+ result = false;
+ return T();
+ }
+
+ result = true;
+ return tprop->Value();
+}
+} // namespace FBXDocParser
+
+#endif // FBX_PROPERTIES_H
diff --git a/modules/fbx/fbx_parser/FBXTokenizer.cpp b/modules/fbx/fbx_parser/FBXTokenizer.cpp
new file mode 100644
index 0000000000..3748bfabf8
--- /dev/null
+++ b/modules/fbx/fbx_parser/FBXTokenizer.cpp
@@ -0,0 +1,251 @@
+/*************************************************************************/
+/* FBXTokenizer.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. */
+/*************************************************************************/
+
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2019, assimp team
+
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+/** @file FBXTokenizer.cpp
+ * @brief Implementation of the FBX broadphase lexer
+ */
+
+// tab width for logging columns
+#define ASSIMP_FBX_TAB_WIDTH 4
+
+#include "FBXTokenizer.h"
+#include "core/string/print_string.h"
+
+namespace FBXDocParser {
+
+// ------------------------------------------------------------------------------------------------
+Token::Token(const char *p_sbegin, const char *p_send, TokenType p_type, unsigned int p_line, unsigned int p_column) :
+ sbegin(p_sbegin),
+ send(p_send),
+ type(p_type),
+ line(p_line),
+ column(p_column) {
+#ifdef DEBUG_ENABLED
+ contents = std::string(sbegin, static_cast<size_t>(send - sbegin));
+#endif
+}
+
+// ------------------------------------------------------------------------------------------------
+Token::~Token() {
+}
+
+namespace {
+
+// ------------------------------------------------------------------------------------------------
+void TokenizeError(const std::string &message, unsigned int line, unsigned int column) {
+ print_error("[FBX-Tokenize]" + String(message.c_str()) + " " + itos(line) + ":" + itos(column));
+}
+
+// process a potential data token up to 'cur', adding it to 'output_tokens'.
+// ------------------------------------------------------------------------------------------------
+void ProcessDataToken(TokenList &output_tokens, const char *&start, const char *&end,
+ unsigned int line,
+ unsigned int column,
+ TokenType type = TokenType_DATA,
+ bool must_have_token = false) {
+ if (start && end) {
+ // sanity check:
+ // tokens should have no whitespace outside quoted text and [start,end] should
+ // properly delimit the valid range.
+ bool in_double_quotes = false;
+ for (const char *c = start; c != end + 1; ++c) {
+ if (*c == '\"') {
+ in_double_quotes = !in_double_quotes;
+ }
+
+ if (!in_double_quotes && IsSpaceOrNewLine(*c)) {
+ TokenizeError("unexpected whitespace in token", line, column);
+ }
+ }
+
+ if (in_double_quotes) {
+ TokenizeError("non-terminated double quotes", line, column);
+ }
+
+ output_tokens.push_back(new_Token(start, end + 1, type, line, column));
+ } else if (must_have_token) {
+ TokenizeError("unexpected character, expected data token", line, column);
+ }
+
+ start = end = nullptr;
+}
+} // namespace
+
+// ------------------------------------------------------------------------------------------------
+void Tokenize(TokenList &output_tokens, const char *input, size_t length) {
+ // line and column numbers numbers are one-based
+ unsigned int line = 1;
+ unsigned int column = 1;
+
+ bool comment = false;
+ bool in_double_quotes = false;
+ bool pending_data_token = false;
+
+ const char *token_begin = nullptr, *token_end = nullptr;
+
+ // input (starting string), *cur the current string, column +=
+ // modified to fix strlen() and stop buffer overflow
+ for (size_t x = 0; x < length; x++) {
+ const char c = input[x];
+ const char *cur = &input[x];
+ column += (c == '\t' ? ASSIMP_FBX_TAB_WIDTH : 1);
+
+ if (IsLineEnd(c)) {
+ comment = false;
+
+ column = 0;
+ ++line;
+ }
+
+ if (comment) {
+ continue;
+ }
+
+ if (in_double_quotes) {
+ if (c == '\"') {
+ in_double_quotes = false;
+ token_end = cur;
+
+ ProcessDataToken(output_tokens, token_begin, token_end, line, column);
+ pending_data_token = false;
+ }
+ continue;
+ }
+
+ switch (c) {
+ case '\"':
+ if (token_begin) {
+ TokenizeError("unexpected double-quote", line, column);
+ }
+ token_begin = cur;
+ in_double_quotes = true;
+ continue;
+
+ case ';':
+ ProcessDataToken(output_tokens, token_begin, token_end, line, column);
+ comment = true;
+ continue;
+
+ case '{':
+ ProcessDataToken(output_tokens, token_begin, token_end, line, column);
+ output_tokens.push_back(new_Token(cur, cur + 1, TokenType_OPEN_BRACKET, line, column));
+ continue;
+
+ case '}':
+ ProcessDataToken(output_tokens, token_begin, token_end, line, column);
+ output_tokens.push_back(new_Token(cur, cur + 1, TokenType_CLOSE_BRACKET, line, column));
+ continue;
+
+ case ',':
+ if (pending_data_token) {
+ ProcessDataToken(output_tokens, token_begin, token_end, line, column, TokenType_DATA, true);
+ }
+ output_tokens.push_back(new_Token(cur, cur + 1, TokenType_COMMA, line, column));
+ continue;
+
+ case ':':
+ if (pending_data_token) {
+ ProcessDataToken(output_tokens, token_begin, token_end, line, column, TokenType_KEY, true);
+ } else {
+ TokenizeError("unexpected colon", line, column);
+ }
+ continue;
+ }
+
+ if (IsSpaceOrNewLine(c)) {
+ if (token_begin) {
+ // peek ahead and check if the next token is a colon in which
+ // case this counts as KEY token.
+ TokenType type = TokenType_DATA;
+ for (const char *peek = cur; *peek && IsSpaceOrNewLine(*peek); ++peek) {
+ if (*peek == ':') {
+ type = TokenType_KEY;
+ cur = peek;
+ break;
+ }
+ }
+
+ ProcessDataToken(output_tokens, token_begin, token_end, line, column, type);
+ }
+
+ pending_data_token = false;
+ } else {
+ token_end = cur;
+ if (!token_begin) {
+ token_begin = cur;
+ }
+
+ pending_data_token = true;
+ }
+ }
+}
+} // namespace FBXDocParser
diff --git a/modules/fbx/fbx_parser/FBXTokenizer.h b/modules/fbx/fbx_parser/FBXTokenizer.h
new file mode 100644
index 0000000000..1761869c69
--- /dev/null
+++ b/modules/fbx/fbx_parser/FBXTokenizer.h
@@ -0,0 +1,203 @@
+/*************************************************************************/
+/* FBXTokenizer.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. */
+/*************************************************************************/
+
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2019, assimp team
+
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+/** @file FBXTokenizer.h
+ * @brief FBX lexer
+ */
+#ifndef FBX_TOKENIZER_H
+#define FBX_TOKENIZER_H
+
+#include "FBXParseTools.h"
+#include "core/string/ustring.h"
+#include <iostream>
+#include <memory>
+#include <string>
+#include <vector>
+
+namespace FBXDocParser {
+/** Rough classification for text FBX tokens used for constructing the
+ * basic scope hierarchy. */
+enum TokenType {
+ // {
+ TokenType_OPEN_BRACKET = 0,
+
+ // }
+ TokenType_CLOSE_BRACKET,
+
+ // '"blablubb"', '2', '*14' - very general token class,
+ // further processing happens at a later stage.
+ TokenType_DATA,
+
+ //
+ TokenType_BINARY_DATA,
+
+ // ,
+ TokenType_COMMA,
+
+ // blubb:
+ TokenType_KEY
+};
+
+/** Represents a single token in a FBX file. Tokens are
+ * classified by the #TokenType enumerated types.
+ *
+ * Offers iterator protocol. Tokens are immutable. */
+class Token {
+private:
+ static const unsigned int BINARY_MARKER = static_cast<unsigned int>(-1);
+
+public:
+ /** construct a textual token */
+ Token(const char *p_sbegin, const char *p_send, TokenType p_type, unsigned int p_line, unsigned int p_column);
+
+ /** construct a binary token */
+ Token(const char *p_sbegin, const char *p_send, TokenType p_type, size_t p_offset);
+ ~Token();
+
+public:
+ std::string StringContents() const {
+ return std::string(begin(), end());
+ }
+
+ bool IsBinary() const {
+ return column == BINARY_MARKER;
+ }
+
+ const char *begin() const {
+ return sbegin;
+ }
+
+ const char *end() const {
+ return send;
+ }
+
+ TokenType Type() const {
+ return type;
+ }
+
+ size_t Offset() const {
+ return offset;
+ }
+
+ unsigned int Line() const {
+ return static_cast<unsigned int>(line);
+ }
+
+ unsigned int Column() const {
+ return column;
+ }
+
+private:
+#ifdef DEBUG_ENABLED
+ // full string copy for the sole purpose that it nicely appears
+ // in msvc's debugger window.
+ std::string contents;
+#endif
+
+ const char *sbegin = nullptr;
+ const char *send = nullptr;
+ const TokenType type;
+
+ union {
+ size_t line;
+ size_t offset;
+ };
+ const unsigned int column = 0;
+};
+
+// Fixed leak by using shared_ptr for tokens
+typedef Token *TokenPtr;
+typedef std::vector<TokenPtr> TokenList;
+
+#define new_Token new Token
+
+/** Main FBX tokenizer function. Transform input buffer into a list of preprocessed tokens.
+ *
+ * Skips over comments and generates line and column numbers.
+ *
+ * @param output_tokens Receives a list of all tokens in the input data.
+ * @param input_buffer Textual input buffer to be processed, 0-terminated.
+ * @print_error if something goes wrong */
+void Tokenize(TokenList &output_tokens, const char *input, size_t length);
+
+/** Tokenizer function for binary FBX files.
+ *
+ * Emits a token list suitable for direct parsing.
+ *
+ * @param output_tokens Receives a list of all tokens in the input data.
+ * @param input_buffer Binary input buffer to be processed.
+ * @param length Length of input buffer, in bytes. There is no 0-terminal.
+ * @print_error if something goes wrong */
+void TokenizeBinary(TokenList &output_tokens, const char *input, size_t length);
+} // namespace FBXDocParser
+
+#endif // FBX_TOKENIZER_H
diff --git a/modules/fbx/fbx_parser/FBXUtil.cpp b/modules/fbx/fbx_parser/FBXUtil.cpp
new file mode 100644
index 0000000000..508407ea51
--- /dev/null
+++ b/modules/fbx/fbx_parser/FBXUtil.cpp
@@ -0,0 +1,220 @@
+/*************************************************************************/
+/* FBXUtil.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. */
+/*************************************************************************/
+
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2019, assimp team
+
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+/** @file FBXUtil.cpp
+ * @brief Implementation of internal FBX utility functions
+ */
+
+#include "FBXUtil.h"
+#include "FBXTokenizer.h"
+#include <cstring>
+#include <string>
+
+namespace FBXDocParser {
+namespace Util {
+
+// ------------------------------------------------------------------------------------------------
+const char *TokenTypeString(TokenType t) {
+ switch (t) {
+ case TokenType_OPEN_BRACKET:
+ return "TOK_OPEN_BRACKET";
+
+ case TokenType_CLOSE_BRACKET:
+ return "TOK_CLOSE_BRACKET";
+
+ case TokenType_DATA:
+ return "TOK_DATA";
+
+ case TokenType_COMMA:
+ return "TOK_COMMA";
+
+ case TokenType_KEY:
+ return "TOK_KEY";
+
+ case TokenType_BINARY_DATA:
+ return "TOK_BINARY_DATA";
+ }
+
+ //ai_assert(false);
+ return "";
+}
+
+// Generated by this formula: T["ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/"[i]] = i;
+static const uint8_t base64DecodeTable[128] = {
+ 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
+ 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
+ 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 62, 255, 255, 255, 63,
+ 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 255, 255, 255, 255, 255, 255,
+ 255, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14,
+ 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 255, 255, 255, 255, 255,
+ 255, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40,
+ 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 255, 255, 255, 255, 255
+};
+
+uint8_t DecodeBase64(char ch) {
+ const auto idx = static_cast<uint8_t>(ch);
+ if (idx > 127)
+ return 255;
+ return base64DecodeTable[idx];
+}
+
+size_t ComputeDecodedSizeBase64(const char *in, size_t inLength) {
+ if (inLength < 2) {
+ return 0;
+ }
+ const size_t equals = size_t(in[inLength - 1] == '=') + size_t(in[inLength - 2] == '=');
+ const size_t full_length = (inLength * 3) >> 2; // div by 4
+ if (full_length < equals) {
+ return 0;
+ }
+ return full_length - equals;
+}
+
+size_t DecodeBase64(const char *in, size_t inLength, uint8_t *out, size_t maxOutLength) {
+ if (maxOutLength == 0 || inLength < 2) {
+ return 0;
+ }
+ const size_t realLength = inLength - size_t(in[inLength - 1] == '=') - size_t(in[inLength - 2] == '=');
+ size_t dst_offset = 0;
+ int val = 0, valb = -8;
+ for (size_t src_offset = 0; src_offset < realLength; ++src_offset) {
+ const uint8_t table_value = Util::DecodeBase64(in[src_offset]);
+ if (table_value == 255) {
+ return 0;
+ }
+ val = (val << 6) + table_value;
+ valb += 6;
+ if (valb >= 0) {
+ out[dst_offset++] = static_cast<uint8_t>((val >> valb) & 0xFF);
+ valb -= 8;
+ val &= 0xFFF;
+ }
+ }
+ return dst_offset;
+}
+
+static const char to_base64_string[] = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/";
+char EncodeBase64(char byte) {
+ return to_base64_string[(size_t)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.
+*/
+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);
+ char b2 = (bytes[1] & 0x0F) << 2 | ((bytes[2] & 0xC0) >> 6);
+ char b3 = (bytes[2] & 0x3F);
+
+ out_string[string_pos + 0] = EncodeBase64(b0);
+ out_string[string_pos + 1] = EncodeBase64(b1);
+ out_string[string_pos + 2] = EncodeBase64(b2);
+ out_string[string_pos + 3] = EncodeBase64(b3);
+}
+
+std::string EncodeBase64(const char *data, size_t length) {
+ // calculate extra bytes needed to get a multiple of 3
+ size_t extraBytes = 3 - length % 3;
+
+ // number of base64 bytes
+ size_t encodedBytes = 4 * (length + extraBytes) / 3;
+
+ std::string encoded_string(encodedBytes, '=');
+
+ // read blocks of 3 bytes
+ for (size_t ib3 = 0; ib3 < length / 3; ib3++) {
+ const size_t iByte = ib3 * 3;
+ const size_t iEncodedByte = ib3 * 4;
+ const char *currData = &data[iByte];
+
+ EncodeByteBlock(currData, encoded_string, iEncodedByte);
+ }
+
+ // if size of data is not a multiple of 3, also encode the final bytes (and add zeros where needed)
+ if (extraBytes > 0) {
+ char finalBytes[4] = { 0, 0, 0, 0 };
+ memcpy(&finalBytes[0], &data[length - length % 3], length % 3);
+
+ const size_t iEncodedByte = encodedBytes - 4;
+ EncodeByteBlock(&finalBytes[0], encoded_string, iEncodedByte);
+
+ // add '=' at the end
+ for (size_t i = 0; i < 4 * extraBytes / 3; i++)
+ encoded_string[encodedBytes - i - 1] = '=';
+ }
+ return encoded_string;
+}
+} // namespace Util
+} // namespace FBXDocParser
diff --git a/modules/fbx/fbx_parser/FBXUtil.h b/modules/fbx/fbx_parser/FBXUtil.h
new file mode 100644
index 0000000000..553d5fbc6b
--- /dev/null
+++ b/modules/fbx/fbx_parser/FBXUtil.h
@@ -0,0 +1,122 @@
+/*************************************************************************/
+/* FBXUtil.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. */
+/*************************************************************************/
+
+/*
+Open Asset Import Library (assimp)
+----------------------------------------------------------------------
+
+Copyright (c) 2006-2019, assimp team
+
+
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------
+*/
+
+/** @file FBXUtil.h
+ * @brief FBX utility functions for internal use
+ */
+#ifndef FBX_UTIL_H
+#define FBX_UTIL_H
+
+#include "FBXTokenizer.h"
+#include <stdint.h>
+
+namespace FBXDocParser {
+
+namespace Util {
+
+/** Get a string representation for a #TokenType. */
+const char *TokenTypeString(TokenType t);
+
+/** Decode a single Base64-encoded character.
+*
+* @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)*/
+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)*/
+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*/
+std::string EncodeBase64(const char *data, size_t length);
+} // namespace Util
+} // namespace FBXDocParser
+
+#endif // FBX_UTIL_H
diff --git a/modules/fbx/fbx_parser/LICENSE b/modules/fbx/fbx_parser/LICENSE
new file mode 100644
index 0000000000..b42fc6efe6
--- /dev/null
+++ b/modules/fbx/fbx_parser/LICENSE
@@ -0,0 +1,39 @@
+The files in this folder were originally from ASSIMP, but have been heavily modified to fix bugs and match coding
+conventions of the Godot Engine project. We have kept a copy of the applicable licenses in the folder as required by
+the license.
+
+Open Asset Import Library (assimp)
+
+Copyright (c) 2006-2020, assimp team
+All rights reserved.
+
+Redistribution and use of this software in source and binary forms,
+with or without modification, are permitted provided that the
+following conditions are met:
+
+* Redistributions of source code must retain the above
+ copyright notice, this list of conditions and the
+ following disclaimer.
+
+* Redistributions in binary form must reproduce the above
+ copyright notice, this list of conditions and the
+ following disclaimer in the documentation and/or other
+ materials provided with the distribution.
+
+* Neither the name of the assimp team, nor the names of its
+ contributors may be used to endorse or promote products
+ derived from this software without specific prior
+ written permission of the assimp team.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
diff --git a/modules/assimp/register_types.cpp b/modules/fbx/register_types.cpp
index 6cb0fc982f..28fa69282e 100644
--- a/modules/assimp/register_types.cpp
+++ b/modules/fbx/register_types.cpp
@@ -31,22 +31,22 @@
#include "register_types.h"
#include "editor/editor_node.h"
-#include "editor_scene_importer_assimp.h"
+#include "editor_scene_importer_fbx.h"
#ifdef TOOLS_ENABLED
static void _editor_init() {
- Ref<EditorSceneImporterAssimp> import_assimp;
- import_assimp.instance();
- ResourceImporterScene::get_singleton()->add_importer(import_assimp);
+ Ref<EditorSceneImporterFBX> import_fbx;
+ import_fbx.instance();
+ ResourceImporterScene::get_singleton()->add_importer(import_fbx);
}
#endif
-void register_assimp_types() {
+void register_fbx_types() {
#ifdef TOOLS_ENABLED
ClassDB::APIType prev_api = ClassDB::get_current_api();
ClassDB::set_current_api(ClassDB::API_EDITOR);
- ClassDB::register_class<EditorSceneImporterAssimp>();
+ ClassDB::register_class<EditorSceneImporterFBX>();
ClassDB::set_current_api(prev_api);
@@ -54,5 +54,5 @@ void register_assimp_types() {
#endif
}
-void unregister_assimp_types() {
+void unregister_fbx_types() {
}
diff --git a/modules/assimp/register_types.h b/modules/fbx/register_types.h
index f399a7acc6..26328c4c15 100644
--- a/modules/assimp/register_types.h
+++ b/modules/fbx/register_types.h
@@ -28,10 +28,10 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef ASSIMP_REGISTER_TYPES_H
-#define ASSIMP_REGISTER_TYPES_H
+#ifndef FBX_REGISTER_TYPES_H
+#define FBX_REGISTER_TYPES_H
-void register_assimp_types();
-void unregister_assimp_types();
+void register_fbx_types();
+void unregister_fbx_types();
-#endif // ASSIMP_REGISTER_TYPES_H
+#endif // FBX_REGISTER_TYPES_H
diff --git a/modules/fbx/tools/import_utils.cpp b/modules/fbx/tools/import_utils.cpp
new file mode 100644
index 0000000000..5c9e433ab8
--- /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) 2007-2020 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 "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..98a0cef908
--- /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) 2007-2020 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_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..0c4d7abe8d
--- /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) 2007-2020 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 "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..649842a1cb
--- /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) 2007-2020 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_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
diff --git a/modules/gltf/SCsub b/modules/gltf/SCsub
new file mode 100644
index 0000000000..5d03ee8361
--- /dev/null
+++ b/modules/gltf/SCsub
@@ -0,0 +1,10 @@
+#!/usr/bin/env python
+
+Import("env")
+Import("env_modules")
+
+env_gltf = env_modules.Clone()
+env_gltf.Prepend(CPPPATH=["."])
+
+# Godot's own source files
+env_gltf.add_source_files(env.modules_sources, "*.cpp")
diff --git a/modules/assimp/config.py b/modules/gltf/config.py
index 53b8f2f2e3..1505a456d7 100644
--- a/modules/assimp/config.py
+++ b/modules/gltf/config.py
@@ -1,5 +1,5 @@
def can_build(env, platform):
- return env["tools"]
+ return env["tools"] and not env["disable_3d"]
def configure(env):
diff --git a/modules/gltf/editor_scene_exporter_gltf_plugin.cpp b/modules/gltf/editor_scene_exporter_gltf_plugin.cpp
new file mode 100644
index 0000000000..0680b124b4
--- /dev/null
+++ b/modules/gltf/editor_scene_exporter_gltf_plugin.cpp
@@ -0,0 +1,90 @@
+/*************************************************************************/
+/* editor_scene_exporter_gltf_plugin.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 "editor_scene_exporter_gltf_plugin.h"
+#include "core/config/project_settings.h"
+#include "core/object/object.h"
+#include "core/templates/vector.h"
+#include "editor/editor_file_system.h"
+#include "scene/3d/mesh_instance_3d.h"
+#include "scene/gui/check_box.h"
+#include "scene/main/node.h"
+
+#include "editor/editor_node.h"
+
+String SceneExporterGLTFPlugin::get_name() const {
+ return "ConvertGLTF2";
+}
+
+bool SceneExporterGLTFPlugin::has_main_screen() const {
+ return false;
+}
+
+SceneExporterGLTFPlugin::SceneExporterGLTFPlugin(EditorNode *p_node) {
+ editor = p_node;
+ convert_gltf2.instance();
+ file_export_lib = memnew(EditorFileDialog);
+ editor->get_gui_base()->add_child(file_export_lib);
+ file_export_lib->connect("file_selected", callable_mp(this, &SceneExporterGLTFPlugin::_gltf2_dialog_action));
+ file_export_lib->set_title(TTR("Export Library"));
+ file_export_lib->set_file_mode(EditorFileDialog::FILE_MODE_SAVE_FILE);
+ file_export_lib->set_access(EditorFileDialog::ACCESS_FILESYSTEM);
+ file_export_lib->clear_filters();
+ file_export_lib->add_filter("*.glb");
+ file_export_lib->add_filter("*.gltf");
+ file_export_lib->set_title(TTR("Export Mesh GLTF2"));
+ String gltf_scene_name = TTR("Export GLTF...");
+ add_tool_menu_item(gltf_scene_name, callable_mp(this, &SceneExporterGLTFPlugin::convert_scene_to_gltf2));
+}
+
+void SceneExporterGLTFPlugin::_gltf2_dialog_action(String p_file) {
+ Node *root = editor->get_tree()->get_edited_scene_root();
+ if (!root) {
+ editor->show_accept(TTR("This operation can't be done without a scene."), TTR("OK"));
+ return;
+ }
+ List<String> deps;
+ convert_gltf2->save_scene(root, p_file, p_file, 0, 1000.0f, &deps);
+ EditorFileSystem::get_singleton()->scan_changes();
+}
+
+void SceneExporterGLTFPlugin::convert_scene_to_gltf2() {
+ Node *root = editor->get_tree()->get_edited_scene_root();
+ if (!root) {
+ editor->show_accept(TTR("This operation can't be done without a scene."), TTR("OK"));
+ return;
+ }
+ String filename = String(root->get_filename().get_file().get_basename());
+ if (filename.empty()) {
+ filename = root->get_name();
+ }
+ file_export_lib->set_current_file(filename + String(".gltf"));
+ file_export_lib->popup_centered_ratio();
+}
diff --git a/modules/gltf/editor_scene_exporter_gltf_plugin.h b/modules/gltf/editor_scene_exporter_gltf_plugin.h
new file mode 100644
index 0000000000..1a8910d866
--- /dev/null
+++ b/modules/gltf/editor_scene_exporter_gltf_plugin.h
@@ -0,0 +1,52 @@
+/*************************************************************************/
+/* editor_scene_exporter_gltf_plugin.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 EDITOR_SCENE_EXPORTER_GLTF_PLUGIN_H
+#define EDITOR_SCENE_EXPORTER_GLTF_PLUGIN_H
+
+#include "editor/editor_plugin.h"
+#include "editor_scene_importer_gltf.h"
+
+class SceneExporterGLTFPlugin : public EditorPlugin {
+ GDCLASS(SceneExporterGLTFPlugin, EditorPlugin);
+
+ Ref<PackedSceneGLTF> convert_gltf2;
+ EditorNode *editor = nullptr;
+ EditorFileDialog *file_export_lib = nullptr;
+ void _gltf2_dialog_action(String p_file);
+ void convert_scene_to_gltf2();
+
+public:
+ virtual String get_name() const override;
+ bool has_main_screen() const override;
+ SceneExporterGLTFPlugin(class EditorNode *p_node);
+};
+
+#endif // EDITOR_SCENE_EXPORTER_GLTF_PLUGIN_H
diff --git a/modules/gltf/editor_scene_importer_gltf.cpp b/modules/gltf/editor_scene_importer_gltf.cpp
new file mode 100644
index 0000000000..51cb3a6d2e
--- /dev/null
+++ b/modules/gltf/editor_scene_importer_gltf.cpp
@@ -0,0 +1,180 @@
+/*************************************************************************/
+/* editor_scene_importer_gltf.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 "core/crypto/crypto_core.h"
+#include "core/io/json.h"
+#include "core/math/disjoint_set.h"
+#include "core/math/math_defs.h"
+#include "core/os/file_access.h"
+#include "core/os/os.h"
+#include "editor/import/resource_importer_scene.h"
+#include "modules/gltf/gltf_state.h"
+#include "modules/regex/regex.h"
+#include "scene/3d/bone_attachment_3d.h"
+#include "scene/3d/camera_3d.h"
+#include "scene/3d/mesh_instance_3d.h"
+#include "scene/animation/animation_player.h"
+#include "scene/resources/packed_scene.h"
+#include "scene/resources/surface_tool.h"
+
+#include "modules/gltf/editor_scene_importer_gltf.h"
+
+uint32_t EditorSceneImporterGLTF::get_import_flags() const {
+ return ImportFlags::IMPORT_SCENE | ImportFlags::IMPORT_ANIMATION;
+}
+
+void EditorSceneImporterGLTF::get_extensions(List<String> *r_extensions) const {
+ r_extensions->push_back("gltf");
+ r_extensions->push_back("glb");
+}
+
+Node *EditorSceneImporterGLTF::import_scene(const String &p_path,
+ uint32_t p_flags, int p_bake_fps,
+ List<String> *r_missing_deps,
+ Error *r_err) {
+ Ref<PackedSceneGLTF> importer;
+ importer.instance();
+ return importer->import_scene(p_path, p_flags, p_bake_fps, r_missing_deps, r_err, Ref<GLTFState>());
+}
+
+Ref<Animation> EditorSceneImporterGLTF::import_animation(const String &p_path,
+ uint32_t p_flags,
+ int p_bake_fps) {
+ return Ref<Animation>();
+}
+
+void PackedSceneGLTF::_bind_methods() {
+ ClassDB::bind_method(
+ D_METHOD("export_gltf", "node", "path", "flags", "bake_fps"),
+ &PackedSceneGLTF::export_gltf, DEFVAL(0), DEFVAL(1000.0f));
+ ClassDB::bind_method(D_METHOD("pack_gltf", "path", "flags", "bake_fps", "state"),
+ &PackedSceneGLTF::pack_gltf, DEFVAL(0), DEFVAL(1000.0f), DEFVAL(Ref<GLTFState>()));
+ ClassDB::bind_method(D_METHOD("import_gltf_scene", "path", "flags", "bake_fps", "state"),
+ &PackedSceneGLTF::import_gltf_scene, DEFVAL(0), DEFVAL(1000.0f), DEFVAL(Ref<GLTFState>()));
+}
+Node *PackedSceneGLTF::import_gltf_scene(const String &p_path, uint32_t p_flags, float p_bake_fps, Ref<GLTFState> r_state) {
+ Error err = FAILED;
+ List<String> deps;
+ return import_scene(p_path, p_flags, p_bake_fps, &deps, &err, r_state);
+}
+
+Node *PackedSceneGLTF::import_scene(const String &p_path, uint32_t p_flags,
+ int p_bake_fps,
+ List<String> *r_missing_deps,
+ Error *r_err,
+ Ref<GLTFState> r_state) {
+ if (r_state == Ref<GLTFState>()) {
+ r_state.instance();
+ }
+ r_state->use_named_skin_binds =
+ p_flags & EditorSceneImporter::IMPORT_USE_NAMED_SKIN_BINDS;
+
+ Ref<GLTFDocument> gltf_document;
+ gltf_document.instance();
+ Error err = gltf_document->parse(r_state, p_path);
+ *r_err = err;
+ ERR_FAIL_COND_V(err != Error::OK, nullptr);
+
+ Node3D *root = memnew(Node3D);
+ for (int32_t root_i = 0; root_i < r_state->root_nodes.size(); root_i++) {
+ gltf_document->_generate_scene_node(r_state, root, root, r_state->root_nodes[root_i]);
+ }
+ gltf_document->_process_mesh_instances(r_state, root);
+ if (r_state->animations.size()) {
+ AnimationPlayer *ap = memnew(AnimationPlayer);
+ root->add_child(ap);
+ ap->set_owner(root);
+ for (int i = 0; i < r_state->animations.size(); i++) {
+ gltf_document->_import_animation(r_state, ap, i, p_bake_fps);
+ }
+ }
+
+ return cast_to<Node3D>(root);
+}
+
+void PackedSceneGLTF::pack_gltf(String p_path, int32_t p_flags,
+ real_t p_bake_fps, Ref<GLTFState> r_state) {
+ Error err = FAILED;
+ List<String> deps;
+ Node *root = import_scene(p_path, p_flags, p_bake_fps, &deps, &err, r_state);
+ ERR_FAIL_COND(err != OK);
+ pack(root);
+}
+
+void PackedSceneGLTF::save_scene(Node *p_node, const String &p_path,
+ const String &p_src_path, uint32_t p_flags,
+ int p_bake_fps, List<String> *r_missing_deps,
+ Error *r_err) {
+ Error err = FAILED;
+ if (r_err) {
+ *r_err = err;
+ }
+ Ref<GLTFDocument> gltf_document;
+ gltf_document.instance();
+ Ref<GLTFState> state;
+ state.instance();
+ err = gltf_document->serialize(state, p_node, p_path);
+ if (r_err) {
+ *r_err = err;
+ }
+}
+
+void PackedSceneGLTF::_build_parent_hierachy(Ref<GLTFState> state) {
+ // build the hierarchy
+ for (GLTFNodeIndex node_i = 0; node_i < state->nodes.size(); node_i++) {
+ for (int j = 0; j < state->nodes[node_i]->children.size(); j++) {
+ GLTFNodeIndex child_i = state->nodes[node_i]->children[j];
+ ERR_FAIL_INDEX(child_i, state->nodes.size());
+ if (state->nodes.write[child_i]->parent != -1) {
+ continue;
+ }
+ state->nodes.write[child_i]->parent = node_i;
+ }
+ }
+}
+
+Error PackedSceneGLTF::export_gltf(Node *p_root, String p_path,
+ int32_t p_flags,
+ real_t p_bake_fps) {
+ ERR_FAIL_COND_V(!p_root, FAILED);
+ List<String> deps;
+ Error err;
+ String path = p_path;
+ int32_t flags = p_flags;
+ real_t baked_fps = p_bake_fps;
+ Ref<PackedSceneGLTF> exporter;
+ exporter.instance();
+ exporter->save_scene(p_root, path, "", flags, baked_fps, &deps, &err);
+ int32_t error_code = err;
+ if (error_code != 0) {
+ return Error(error_code);
+ }
+ return OK;
+}
diff --git a/modules/gltf/editor_scene_importer_gltf.h b/modules/gltf/editor_scene_importer_gltf.h
new file mode 100644
index 0000000000..3da987493c
--- /dev/null
+++ b/modules/gltf/editor_scene_importer_gltf.h
@@ -0,0 +1,96 @@
+/*************************************************************************/
+/* editor_scene_importer_gltf.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 EDITOR_SCENE_IMPORTER_GLTF_H
+#define EDITOR_SCENE_IMPORTER_GLTF_H
+
+#include "core/config/project_settings.h"
+#include "core/io/json.h"
+#include "core/object/object.h"
+#include "core/templates/vector.h"
+#include "editor/import/resource_importer_scene.h"
+#include "modules/csg/csg_shape.h"
+#include "modules/gridmap/grid_map.h"
+#include "scene/3d/mesh_instance_3d.h"
+#include "scene/3d/multimesh_instance_3d.h"
+#include "scene/3d/node_3d.h"
+#include "scene/3d/skeleton_3d.h"
+#include "scene/animation/animation_player.h"
+#include "scene/gui/check_box.h"
+#include "scene/main/node.h"
+#include "scene/resources/packed_scene.h"
+#include "scene/resources/surface_tool.h"
+
+#include "gltf_document.h"
+#include "gltf_state.h"
+
+class AnimationPlayer;
+class BoneAttachment;
+class EditorSceneImporterMeshNode3D;
+
+#ifdef TOOLS_ENABLED
+class EditorSceneImporterGLTF : public EditorSceneImporter {
+ GDCLASS(EditorSceneImporterGLTF, EditorSceneImporter);
+
+public:
+ virtual uint32_t get_import_flags() const override;
+ virtual void get_extensions(List<String> *r_extensions) const override;
+ virtual Node *import_scene(const String &p_path, uint32_t p_flags,
+ int p_bake_fps,
+ List<String> *r_missing_deps = NULL,
+ Error *r_err = NULL) override;
+ virtual Ref<Animation> import_animation(const String &p_path,
+ uint32_t p_flags, int p_bake_fps) override;
+};
+#endif
+
+class PackedSceneGLTF : public PackedScene {
+ GDCLASS(PackedSceneGLTF, PackedScene);
+
+protected:
+ static void _bind_methods();
+
+public:
+ virtual void save_scene(Node *p_node, const String &p_path, const String &p_src_path,
+ uint32_t p_flags, int p_bake_fps,
+ List<String> *r_missing_deps, Error *r_err = NULL);
+ virtual void _build_parent_hierachy(Ref<GLTFState> state);
+ virtual Error export_gltf(Node *p_root, String p_path, int32_t p_flags = 0,
+ real_t p_bake_fps = 1000.0f);
+ virtual Node *import_scene(const String &p_path, uint32_t p_flags,
+ int p_bake_fps,
+ List<String> *r_missing_deps,
+ Error *r_err,
+ Ref<GLTFState> r_state);
+ virtual Node *import_gltf_scene(const String &p_path, uint32_t p_flags, float p_bake_fps, Ref<GLTFState> r_state = Ref<GLTFState>());
+ virtual void pack_gltf(String p_path, int32_t p_flags = 0,
+ real_t p_bake_fps = 1000.0f, Ref<GLTFState> r_state = Ref<GLTFState>());
+};
+#endif // EDITOR_SCENE_IMPORTER_GLTF_H
diff --git a/modules/gltf/gltf_accessor.cpp b/modules/gltf/gltf_accessor.cpp
new file mode 100644
index 0000000000..9267c58598
--- /dev/null
+++ b/modules/gltf/gltf_accessor.cpp
@@ -0,0 +1,189 @@
+/*************************************************************************/
+/* gltf_accessor.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 "gltf_accessor.h"
+
+void GLTFAccessor::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("get_buffer_view"), &GLTFAccessor::get_buffer_view);
+ ClassDB::bind_method(D_METHOD("set_buffer_view", "buffer_view"), &GLTFAccessor::set_buffer_view);
+ ClassDB::bind_method(D_METHOD("get_byte_offset"), &GLTFAccessor::get_byte_offset);
+ ClassDB::bind_method(D_METHOD("set_byte_offset", "byte_offset"), &GLTFAccessor::set_byte_offset);
+ ClassDB::bind_method(D_METHOD("get_component_type"), &GLTFAccessor::get_component_type);
+ ClassDB::bind_method(D_METHOD("set_component_type", "component_type"), &GLTFAccessor::set_component_type);
+ ClassDB::bind_method(D_METHOD("get_normalized"), &GLTFAccessor::get_normalized);
+ ClassDB::bind_method(D_METHOD("set_normalized", "normalized"), &GLTFAccessor::set_normalized);
+ ClassDB::bind_method(D_METHOD("get_count"), &GLTFAccessor::get_count);
+ ClassDB::bind_method(D_METHOD("set_count", "count"), &GLTFAccessor::set_count);
+ ClassDB::bind_method(D_METHOD("get_type"), &GLTFAccessor::get_type);
+ ClassDB::bind_method(D_METHOD("set_type", "type"), &GLTFAccessor::set_type);
+ ClassDB::bind_method(D_METHOD("get_min"), &GLTFAccessor::get_min);
+ ClassDB::bind_method(D_METHOD("set_min", "min"), &GLTFAccessor::set_min);
+ ClassDB::bind_method(D_METHOD("get_max"), &GLTFAccessor::get_max);
+ ClassDB::bind_method(D_METHOD("set_max", "max"), &GLTFAccessor::set_max);
+ ClassDB::bind_method(D_METHOD("get_sparse_count"), &GLTFAccessor::get_sparse_count);
+ ClassDB::bind_method(D_METHOD("set_sparse_count", "sparse_count"), &GLTFAccessor::set_sparse_count);
+ ClassDB::bind_method(D_METHOD("get_sparse_indices_buffer_view"), &GLTFAccessor::get_sparse_indices_buffer_view);
+ ClassDB::bind_method(D_METHOD("set_sparse_indices_buffer_view", "sparse_indices_buffer_view"), &GLTFAccessor::set_sparse_indices_buffer_view);
+ ClassDB::bind_method(D_METHOD("get_sparse_indices_byte_offset"), &GLTFAccessor::get_sparse_indices_byte_offset);
+ ClassDB::bind_method(D_METHOD("set_sparse_indices_byte_offset", "sparse_indices_byte_offset"), &GLTFAccessor::set_sparse_indices_byte_offset);
+ ClassDB::bind_method(D_METHOD("get_sparse_indices_component_type"), &GLTFAccessor::get_sparse_indices_component_type);
+ ClassDB::bind_method(D_METHOD("set_sparse_indices_component_type", "sparse_indices_component_type"), &GLTFAccessor::set_sparse_indices_component_type);
+ ClassDB::bind_method(D_METHOD("get_sparse_values_buffer_view"), &GLTFAccessor::get_sparse_values_buffer_view);
+ ClassDB::bind_method(D_METHOD("set_sparse_values_buffer_view", "sparse_values_buffer_view"), &GLTFAccessor::set_sparse_values_buffer_view);
+ ClassDB::bind_method(D_METHOD("get_sparse_values_byte_offset"), &GLTFAccessor::get_sparse_values_byte_offset);
+ ClassDB::bind_method(D_METHOD("set_sparse_values_byte_offset", "sparse_values_byte_offset"), &GLTFAccessor::set_sparse_values_byte_offset);
+
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "buffer_view"), "set_buffer_view", "get_buffer_view"); // GLTFBufferViewIndex
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "byte_offset"), "set_byte_offset", "get_byte_offset"); // int
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "component_type"), "set_component_type", "get_component_type"); // int
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "normalized"), "set_normalized", "get_normalized"); // bool
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "count"), "set_count", "get_count"); // int
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "type"), "set_type", "get_type"); // GLTFDocument::GLTFType
+ ADD_PROPERTY(PropertyInfo(Variant::PACKED_FLOAT64_ARRAY, "min"), "set_min", "get_min"); // Vector<real_t>
+ ADD_PROPERTY(PropertyInfo(Variant::PACKED_FLOAT64_ARRAY, "max"), "set_max", "get_max"); // Vector<real_t>
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "sparse_count"), "set_sparse_count", "get_sparse_count"); // int
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "sparse_indices_buffer_view"), "set_sparse_indices_buffer_view", "get_sparse_indices_buffer_view"); // int
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "sparse_indices_byte_offset"), "set_sparse_indices_byte_offset", "get_sparse_indices_byte_offset"); // int
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "sparse_indices_component_type"), "set_sparse_indices_component_type", "get_sparse_indices_component_type"); // int
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "sparse_values_buffer_view"), "set_sparse_values_buffer_view", "get_sparse_values_buffer_view"); // int
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "sparse_values_byte_offset"), "set_sparse_values_byte_offset", "get_sparse_values_byte_offset"); // int
+}
+
+GLTFBufferViewIndex GLTFAccessor::get_buffer_view() {
+ return buffer_view;
+}
+
+void GLTFAccessor::set_buffer_view(GLTFBufferViewIndex p_buffer_view) {
+ buffer_view = p_buffer_view;
+}
+
+int GLTFAccessor::get_byte_offset() {
+ return byte_offset;
+}
+
+void GLTFAccessor::set_byte_offset(int p_byte_offset) {
+ byte_offset = p_byte_offset;
+}
+
+int GLTFAccessor::get_component_type() {
+ return component_type;
+}
+
+void GLTFAccessor::set_component_type(int p_component_type) {
+ component_type = p_component_type;
+}
+
+bool GLTFAccessor::get_normalized() {
+ return normalized;
+}
+
+void GLTFAccessor::set_normalized(bool p_normalized) {
+ normalized = p_normalized;
+}
+
+int GLTFAccessor::get_count() {
+ return count;
+}
+
+void GLTFAccessor::set_count(int p_count) {
+ count = p_count;
+}
+
+int GLTFAccessor::get_type() {
+ return (int)type;
+}
+
+void GLTFAccessor::set_type(int p_type) {
+ type = (GLTFDocument::GLTFType)p_type; // TODO: Register enum
+}
+
+Vector<double> GLTFAccessor::get_min() {
+ return min;
+}
+
+void GLTFAccessor::set_min(Vector<double> p_min) {
+ min = p_min;
+}
+
+Vector<double> GLTFAccessor::get_max() {
+ return max;
+}
+
+void GLTFAccessor::set_max(Vector<double> p_max) {
+ max = p_max;
+}
+
+int GLTFAccessor::get_sparse_count() {
+ return sparse_count;
+}
+
+void GLTFAccessor::set_sparse_count(int p_sparse_count) {
+ sparse_count = p_sparse_count;
+}
+
+int GLTFAccessor::get_sparse_indices_buffer_view() {
+ return sparse_indices_buffer_view;
+}
+
+void GLTFAccessor::set_sparse_indices_buffer_view(int p_sparse_indices_buffer_view) {
+ sparse_indices_buffer_view = p_sparse_indices_buffer_view;
+}
+
+int GLTFAccessor::get_sparse_indices_byte_offset() {
+ return sparse_indices_byte_offset;
+}
+
+void GLTFAccessor::set_sparse_indices_byte_offset(int p_sparse_indices_byte_offset) {
+ sparse_indices_byte_offset = p_sparse_indices_byte_offset;
+}
+
+int GLTFAccessor::get_sparse_indices_component_type() {
+ return sparse_indices_component_type;
+}
+
+void GLTFAccessor::set_sparse_indices_component_type(int p_sparse_indices_component_type) {
+ sparse_indices_component_type = p_sparse_indices_component_type;
+}
+
+int GLTFAccessor::get_sparse_values_buffer_view() {
+ return sparse_values_buffer_view;
+}
+
+void GLTFAccessor::set_sparse_values_buffer_view(int p_sparse_values_buffer_view) {
+ sparse_values_buffer_view = p_sparse_values_buffer_view;
+}
+
+int GLTFAccessor::get_sparse_values_byte_offset() {
+ return sparse_values_byte_offset;
+}
+
+void GLTFAccessor::set_sparse_values_byte_offset(int p_sparse_values_byte_offset) {
+ sparse_values_byte_offset = p_sparse_values_byte_offset;
+}
diff --git a/modules/gltf/gltf_accessor.h b/modules/gltf/gltf_accessor.h
new file mode 100644
index 0000000000..7317928848
--- /dev/null
+++ b/modules/gltf/gltf_accessor.h
@@ -0,0 +1,104 @@
+/*************************************************************************/
+/* gltf_accessor.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 GLTF_ACCESSOR_H
+#define GLTF_ACCESSOR_H
+
+#include "core/io/resource.h"
+#include "gltf_document.h"
+
+struct GLTFAccessor : public Resource {
+ GDCLASS(GLTFAccessor, Resource);
+ friend class GLTFDocument;
+
+private:
+ GLTFBufferViewIndex buffer_view = 0;
+ int byte_offset = 0;
+ int component_type = 0;
+ bool normalized = false;
+ int count = 0;
+ GLTFDocument::GLTFType
+ type = GLTFDocument::TYPE_SCALAR;
+ Vector<double> min;
+ Vector<double> max;
+ int sparse_count = 0;
+ int sparse_indices_buffer_view = 0;
+ int sparse_indices_byte_offset = 0;
+ int sparse_indices_component_type = 0;
+ int sparse_values_buffer_view = 0;
+ int sparse_values_byte_offset = 0;
+
+protected:
+ static void _bind_methods();
+
+public:
+ GLTFBufferViewIndex get_buffer_view();
+ void set_buffer_view(GLTFBufferViewIndex p_buffer_view);
+
+ int get_byte_offset();
+ void set_byte_offset(int p_byte_offset);
+
+ int get_component_type();
+ void set_component_type(int p_component_type);
+
+ bool get_normalized();
+ void set_normalized(bool p_normalized);
+
+ int get_count();
+ void set_count(int p_count);
+
+ int get_type();
+ void set_type(int p_type);
+
+ Vector<double> get_min();
+ void set_min(Vector<double> p_min);
+
+ Vector<double> get_max();
+ void set_max(Vector<double> p_max);
+
+ int get_sparse_count();
+ void set_sparse_count(int p_sparse_count);
+
+ int get_sparse_indices_buffer_view();
+ void set_sparse_indices_buffer_view(int p_sparse_indices_buffer_view);
+
+ int get_sparse_indices_byte_offset();
+ void set_sparse_indices_byte_offset(int p_sparse_indices_byte_offset);
+
+ int get_sparse_indices_component_type();
+ void set_sparse_indices_component_type(int p_sparse_indices_component_type);
+
+ int get_sparse_values_buffer_view();
+ void set_sparse_values_buffer_view(int p_sparse_values_buffer_view);
+
+ int get_sparse_values_byte_offset();
+ void set_sparse_values_byte_offset(int p_sparse_values_byte_offset);
+};
+#endif // GLTF_ACCESSOR_H
diff --git a/modules/gltf/gltf_animation.cpp b/modules/gltf/gltf_animation.cpp
new file mode 100644
index 0000000000..85ba117627
--- /dev/null
+++ b/modules/gltf/gltf_animation.cpp
@@ -0,0 +1,53 @@
+/*************************************************************************/
+/* gltf_animation.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 "gltf_animation.h"
+
+void GLTFAnimation::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("get_loop"), &GLTFAnimation::get_loop);
+ ClassDB::bind_method(D_METHOD("set_loop", "loop"), &GLTFAnimation::set_loop);
+
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "loop"), "set_loop", "get_loop"); // bool
+}
+
+bool GLTFAnimation::get_loop() const {
+ return loop;
+}
+
+void GLTFAnimation::set_loop(bool p_val) {
+ loop = p_val;
+}
+
+Map<int, GLTFAnimation::Track> &GLTFAnimation::get_tracks() {
+ return tracks;
+}
+
+GLTFAnimation::GLTFAnimation() {
+}
diff --git a/modules/gltf/gltf_animation.h b/modules/gltf/gltf_animation.h
new file mode 100644
index 0000000000..37fd1a2007
--- /dev/null
+++ b/modules/gltf/gltf_animation.h
@@ -0,0 +1,74 @@
+/*************************************************************************/
+/* gltf_animation.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 GLTF_ANIMATION_H
+#define GLTF_ANIMATION_H
+
+#include "core/io/resource.h"
+
+class GLTFAnimation : public Resource {
+ GDCLASS(GLTFAnimation, Resource);
+
+protected:
+ static void _bind_methods();
+
+public:
+ enum Interpolation {
+ INTERP_LINEAR,
+ INTERP_STEP,
+ INTERP_CATMULLROMSPLINE,
+ INTERP_CUBIC_SPLINE,
+ };
+
+ template <class T>
+ struct Channel {
+ Interpolation interpolation;
+ Vector<float> times;
+ Vector<T> values;
+ };
+
+ struct Track {
+ Channel<Vector3> translation_track;
+ Channel<Quat> rotation_track;
+ Channel<Vector3> scale_track;
+ Vector<Channel<float>> weight_tracks;
+ };
+
+public:
+ bool get_loop() const;
+ void set_loop(bool p_val);
+ Map<int, GLTFAnimation::Track> &get_tracks();
+ GLTFAnimation();
+
+private:
+ bool loop = false;
+ Map<int, Track> tracks;
+};
+#endif // GLTF_ANIMATION_H
diff --git a/modules/gltf/gltf_buffer_view.cpp b/modules/gltf/gltf_buffer_view.cpp
new file mode 100644
index 0000000000..edfdad40bb
--- /dev/null
+++ b/modules/gltf/gltf_buffer_view.cpp
@@ -0,0 +1,90 @@
+/*************************************************************************/
+/* gltf_buffer_view.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 "gltf_buffer_view.h"
+
+void GLTFBufferView::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("get_buffer"), &GLTFBufferView::get_buffer);
+ ClassDB::bind_method(D_METHOD("set_buffer", "buffer"), &GLTFBufferView::set_buffer);
+ ClassDB::bind_method(D_METHOD("get_byte_offset"), &GLTFBufferView::get_byte_offset);
+ ClassDB::bind_method(D_METHOD("set_byte_offset", "byte_offset"), &GLTFBufferView::set_byte_offset);
+ ClassDB::bind_method(D_METHOD("get_byte_length"), &GLTFBufferView::get_byte_length);
+ ClassDB::bind_method(D_METHOD("set_byte_length", "byte_length"), &GLTFBufferView::set_byte_length);
+ ClassDB::bind_method(D_METHOD("get_byte_stride"), &GLTFBufferView::get_byte_stride);
+ ClassDB::bind_method(D_METHOD("set_byte_stride", "byte_stride"), &GLTFBufferView::set_byte_stride);
+ ClassDB::bind_method(D_METHOD("get_indices"), &GLTFBufferView::get_indices);
+ ClassDB::bind_method(D_METHOD("set_indices", "indices"), &GLTFBufferView::set_indices);
+
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "buffer"), "set_buffer", "get_buffer"); // GLTFBufferIndex
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "byte_offset"), "set_byte_offset", "get_byte_offset"); // int
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "byte_length"), "set_byte_length", "get_byte_length"); // int
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "byte_stride"), "set_byte_stride", "get_byte_stride"); // int
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "indices"), "set_indices", "get_indices"); // bool
+}
+
+GLTFBufferIndex GLTFBufferView::get_buffer() {
+ return buffer;
+}
+
+void GLTFBufferView::set_buffer(GLTFBufferIndex p_buffer) {
+ buffer = p_buffer;
+}
+
+int GLTFBufferView::get_byte_offset() {
+ return byte_offset;
+}
+
+void GLTFBufferView::set_byte_offset(int p_byte_offset) {
+ byte_offset = p_byte_offset;
+}
+
+int GLTFBufferView::get_byte_length() {
+ return byte_length;
+}
+
+void GLTFBufferView::set_byte_length(int p_byte_length) {
+ byte_length = p_byte_length;
+}
+
+int GLTFBufferView::get_byte_stride() {
+ return byte_stride;
+}
+
+void GLTFBufferView::set_byte_stride(int p_byte_stride) {
+ byte_stride = p_byte_stride;
+}
+
+bool GLTFBufferView::get_indices() {
+ return indices;
+}
+
+void GLTFBufferView::set_indices(bool p_indices) {
+ indices = p_indices;
+}
diff --git a/modules/gltf/gltf_buffer_view.h b/modules/gltf/gltf_buffer_view.h
new file mode 100644
index 0000000000..0b0c8af173
--- /dev/null
+++ b/modules/gltf/gltf_buffer_view.h
@@ -0,0 +1,68 @@
+/*************************************************************************/
+/* gltf_buffer_view.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 GLTF_BUFFER_VIEW_H
+#define GLTF_BUFFER_VIEW_H
+
+#include "core/io/resource.h"
+#include "gltf_document.h"
+
+class GLTFBufferView : public Resource {
+ GDCLASS(GLTFBufferView, Resource);
+ friend class GLTFDocument;
+
+private:
+ GLTFBufferIndex buffer = -1;
+ int byte_offset = 0;
+ int byte_length = 0;
+ int byte_stride = -1;
+ bool indices = false;
+
+protected:
+ static void _bind_methods();
+
+public:
+ GLTFBufferIndex get_buffer();
+ void set_buffer(GLTFBufferIndex p_buffer);
+
+ int get_byte_offset();
+ void set_byte_offset(int p_byte_offset);
+
+ int get_byte_length();
+ void set_byte_length(int p_byte_length);
+
+ int get_byte_stride();
+ void set_byte_stride(int p_byte_stride);
+
+ bool get_indices();
+ void set_indices(bool p_indices);
+ // matrices need to be transformed to this
+};
+#endif // GLTF_BUFFER_VIEW_H
diff --git a/modules/gltf/gltf_camera.cpp b/modules/gltf/gltf_camera.cpp
new file mode 100644
index 0000000000..e5cfc1cbb1
--- /dev/null
+++ b/modules/gltf/gltf_camera.cpp
@@ -0,0 +1,47 @@
+/*************************************************************************/
+/* gltf_camera.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 "gltf_camera.h"
+
+void GLTFCamera::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("get_perspective"), &GLTFCamera::get_perspective);
+ ClassDB::bind_method(D_METHOD("set_perspective", "perspective"), &GLTFCamera::set_perspective);
+ ClassDB::bind_method(D_METHOD("get_fov_size"), &GLTFCamera::get_fov_size);
+ ClassDB::bind_method(D_METHOD("set_fov_size", "fov_size"), &GLTFCamera::set_fov_size);
+ ClassDB::bind_method(D_METHOD("get_zfar"), &GLTFCamera::get_zfar);
+ ClassDB::bind_method(D_METHOD("set_zfar", "zfar"), &GLTFCamera::set_zfar);
+ ClassDB::bind_method(D_METHOD("get_znear"), &GLTFCamera::get_znear);
+ ClassDB::bind_method(D_METHOD("set_znear", "znear"), &GLTFCamera::set_znear);
+
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "perspective"), "set_perspective", "get_perspective"); // bool
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fov_size"), "set_fov_size", "get_fov_size"); // float
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "zfar"), "set_zfar", "get_zfar"); // float
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "znear"), "set_znear", "get_znear"); // float
+}
diff --git a/modules/gltf/gltf_camera.h b/modules/gltf/gltf_camera.h
new file mode 100644
index 0000000000..7e167af7be
--- /dev/null
+++ b/modules/gltf/gltf_camera.h
@@ -0,0 +1,58 @@
+/*************************************************************************/
+/* gltf_camera.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 GLTF_CAMERA_H
+#define GLTF_CAMERA_H
+
+#include "core/io/resource.h"
+
+class GLTFCamera : public Resource {
+ GDCLASS(GLTFCamera, Resource);
+
+private:
+ bool perspective = true;
+ float fov_size = 75;
+ float zfar = 4000;
+ float znear = 0.05;
+
+protected:
+ static void _bind_methods();
+
+public:
+ bool get_perspective() const { return perspective; }
+ void set_perspective(bool p_val) { perspective = p_val; }
+ float get_fov_size() const { return fov_size; }
+ void set_fov_size(float p_val) { fov_size = p_val; }
+ float get_zfar() const { return zfar; }
+ void set_zfar(float p_val) { zfar = p_val; }
+ float get_znear() const { return znear; }
+ void set_znear(float p_val) { znear = p_val; }
+};
+#endif // GLTF_CAMERA_H
diff --git a/modules/gltf/gltf_document.cpp b/modules/gltf/gltf_document.cpp
new file mode 100644
index 0000000000..675f5002f7
--- /dev/null
+++ b/modules/gltf/gltf_document.cpp
@@ -0,0 +1,6398 @@
+/*************************************************************************/
+/* gltf_document.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 "gltf_document.h"
+#include "gltf_accessor.h"
+#include "gltf_animation.h"
+#include "gltf_camera.h"
+#include "gltf_light.h"
+#include "gltf_mesh.h"
+#include "gltf_node.h"
+#include "gltf_skeleton.h"
+#include "gltf_skin.h"
+#include "gltf_spec_gloss.h"
+#include "gltf_state.h"
+#include "gltf_texture.h"
+
+#include <stdio.h>
+#include <stdlib.h>
+
+#include "core/core_bind.h"
+#include "core/crypto/crypto_core.h"
+#include "core/io/json.h"
+#include "core/math/disjoint_set.h"
+#include "core/os/file_access.h"
+#include "core/variant/typed_array.h"
+#include "core/version.h"
+#include "core/version_hash.gen.h"
+#include "drivers/png/png_driver_common.h"
+#include "editor/import/resource_importer_scene.h"
+#include "modules/csg/csg_shape.h"
+#include "modules/gridmap/grid_map.h"
+#include "modules/regex/regex.h"
+#include "scene/2d/node_2d.h"
+#include "scene/3d/bone_attachment_3d.h"
+#include "scene/3d/camera_3d.h"
+#include "scene/3d/mesh_instance_3d.h"
+#include "scene/3d/multimesh_instance_3d.h"
+#include "scene/3d/node_3d.h"
+#include "scene/3d/skeleton_3d.h"
+#include "scene/animation/animation_player.h"
+#include "scene/resources/surface_tool.h"
+#include <limits>
+
+Error GLTFDocument::serialize(Ref<GLTFState> state, Node *p_root, const String &p_path) {
+ uint64_t begin_time = OS::get_singleton()->get_ticks_usec();
+
+ _convert_scene_node(state, p_root, p_root, -1, -1);
+ if (!state->buffers.size()) {
+ state->buffers.push_back(Vector<uint8_t>());
+ }
+
+ /* STEP 1 CONVERT MESH INSTANCES */
+ _convert_mesh_instances(state);
+
+ /* STEP 2 SERIALIZE CAMERAS */
+ Error err = _serialize_cameras(state);
+ if (err != OK) {
+ return Error::FAILED;
+ }
+
+ /* STEP 3 CREATE SKINS */
+ err = _serialize_skins(state);
+ if (err != OK) {
+ return Error::FAILED;
+ }
+ /* STEP 4 CREATE BONE ATTACHMENTS */
+ err = _serialize_bone_attachment(state);
+ if (err != OK) {
+ return Error::FAILED;
+ }
+ /* STEP 5 SERIALIZE MESHES (we have enough info now) */
+ err = _serialize_meshes(state);
+ if (err != OK) {
+ return Error::FAILED;
+ }
+
+ /* STEP 6 SERIALIZE TEXTURES */
+ err = _serialize_materials(state);
+ if (err != OK) {
+ return Error::FAILED;
+ }
+
+ /* STEP 7 SERIALIZE IMAGES */
+ err = _serialize_images(state, p_path);
+ if (err != OK) {
+ return Error::FAILED;
+ }
+
+ /* STEP 8 SERIALIZE TEXTURES */
+ err = _serialize_textures(state);
+ if (err != OK) {
+ return Error::FAILED;
+ }
+
+ // /* STEP 9 SERIALIZE ANIMATIONS */
+ err = _serialize_animations(state);
+ if (err != OK) {
+ return Error::FAILED;
+ }
+
+ /* STEP 10 SERIALIZE ACCESSORS */
+ err = _encode_accessors(state);
+ if (err != OK) {
+ return Error::FAILED;
+ }
+
+ for (GLTFBufferViewIndex i = 0; i < state->buffer_views.size(); i++) {
+ state->buffer_views.write[i]->buffer = 0;
+ }
+
+ /* STEP 11 SERIALIZE BUFFER VIEWS */
+ err = _encode_buffer_views(state);
+ if (err != OK) {
+ return Error::FAILED;
+ }
+
+ /* STEP 12 SERIALIZE NODES */
+ err = _serialize_nodes(state);
+ if (err != OK) {
+ return Error::FAILED;
+ }
+
+ /* STEP 13 SERIALIZE SCENE */
+ err = _serialize_scenes(state);
+ if (err != OK) {
+ return Error::FAILED;
+ }
+
+ /* STEP 14 SERIALIZE SCENE */
+ err = _serialize_lights(state);
+ if (err != OK) {
+ return Error::FAILED;
+ }
+
+ /* STEP 15 SERIALIZE EXTENSIONS */
+ err = _serialize_extensions(state);
+ if (err != OK) {
+ return Error::FAILED;
+ }
+
+ /* STEP 16 SERIALIZE VERSION */
+ err = _serialize_version(state);
+ if (err != OK) {
+ return Error::FAILED;
+ }
+
+ /* STEP 17 SERIALIZE FILE */
+ err = _serialize_file(state, p_path);
+ if (err != OK) {
+ return Error::FAILED;
+ }
+ uint64_t elapsed = OS::get_singleton()->get_ticks_usec() - begin_time;
+ float elapsed_sec = double(elapsed) / 1000000.0;
+ elapsed_sec = Math::stepify(elapsed_sec, 0.01f);
+ print_line("glTF: Export time elapsed seconds " + rtos(elapsed_sec).pad_decimals(2));
+
+ return OK;
+}
+
+Error GLTFDocument::_serialize_extensions(Ref<GLTFState> state) const {
+ const String texture_transform = "KHR_texture_transform";
+ const String punctual_lights = "KHR_lights_punctual";
+ Array extensions_used;
+ extensions_used.push_back(punctual_lights);
+ extensions_used.push_back(texture_transform);
+ state->json["extensionsUsed"] = extensions_used;
+ Array extensions_required;
+ extensions_required.push_back(texture_transform);
+ state->json["extensionsRequired"] = extensions_required;
+ return OK;
+}
+
+Error GLTFDocument::_serialize_scenes(Ref<GLTFState> state) {
+ Array scenes;
+ const int loaded_scene = 0;
+ state->json["scene"] = loaded_scene;
+
+ if (state->nodes.size()) {
+ Dictionary s;
+ if (!state->scene_name.empty()) {
+ s["name"] = state->scene_name;
+ }
+
+ Array nodes;
+ nodes.push_back(0);
+ s["nodes"] = nodes;
+ scenes.push_back(s);
+ }
+ state->json["scenes"] = scenes;
+
+ return OK;
+}
+
+Error GLTFDocument::_parse_json(const String &p_path, Ref<GLTFState> state) {
+ Error err;
+ FileAccessRef f = FileAccess::open(p_path, FileAccess::READ, &err);
+ if (!f) {
+ return err;
+ }
+
+ Vector<uint8_t> array;
+ array.resize(f->get_len());
+ f->get_buffer(array.ptrw(), array.size());
+ String text;
+ text.parse_utf8((const char *)array.ptr(), array.size());
+
+ String err_txt;
+ int err_line;
+ Variant v;
+ err = JSON::parse(text, v, err_txt, err_line);
+ if (err != OK) {
+ _err_print_error("", p_path.utf8().get_data(), err_line, err_txt.utf8().get_data(), ERR_HANDLER_SCRIPT);
+ return err;
+ }
+ state->json = v;
+
+ return OK;
+}
+
+Error GLTFDocument::_serialize_bone_attachment(Ref<GLTFState> state) {
+ for (int skeleton_i = 0; skeleton_i < state->skeletons.size(); skeleton_i++) {
+ for (int attachment_i = 0; attachment_i < state->skeletons[skeleton_i]->bone_attachments.size(); attachment_i++) {
+ BoneAttachment3D *bone_attachment = state->skeletons[skeleton_i]->bone_attachments[attachment_i];
+ String bone_name = bone_attachment->get_bone_name();
+ bone_name = _sanitize_bone_name(bone_name);
+ int32_t bone = state->skeletons[skeleton_i]->godot_skeleton->find_bone(bone_name);
+ ERR_CONTINUE(bone == -1);
+ for (int skin_i = 0; skin_i < state->skins.size(); skin_i++) {
+ if (state->skins[skin_i]->skeleton != skeleton_i) {
+ continue;
+ }
+
+ for (int node_i = 0; node_i < bone_attachment->get_child_count(); node_i++) {
+ ERR_CONTINUE(bone >= state->skins[skin_i]->joints.size());
+ _convert_scene_node(state, bone_attachment->get_child(node_i), bone_attachment->get_owner(), state->skins[skin_i]->joints[bone], 0);
+ }
+ break;
+ }
+ }
+ }
+ return OK;
+}
+
+Error GLTFDocument::_parse_glb(const String &p_path, Ref<GLTFState> state) {
+ Error err;
+ FileAccessRef f = FileAccess::open(p_path, FileAccess::READ, &err);
+ if (!f) {
+ return err;
+ }
+
+ uint32_t magic = f->get_32();
+ ERR_FAIL_COND_V(magic != 0x46546C67, ERR_FILE_UNRECOGNIZED); //glTF
+ f->get_32(); // version
+ f->get_32(); // length
+
+ uint32_t chunk_length = f->get_32();
+ uint32_t chunk_type = f->get_32();
+
+ ERR_FAIL_COND_V(chunk_type != 0x4E4F534A, ERR_PARSE_ERROR); //JSON
+ Vector<uint8_t> json_data;
+ json_data.resize(chunk_length);
+ uint32_t len = f->get_buffer(json_data.ptrw(), chunk_length);
+ ERR_FAIL_COND_V(len != chunk_length, ERR_FILE_CORRUPT);
+
+ String text;
+ text.parse_utf8((const char *)json_data.ptr(), json_data.size());
+
+ String err_txt;
+ int err_line;
+ Variant v;
+ err = JSON::parse(text, v, err_txt, err_line);
+ if (err != OK) {
+ _err_print_error("", p_path.utf8().get_data(), err_line, err_txt.utf8().get_data(), ERR_HANDLER_SCRIPT);
+ return err;
+ }
+
+ state->json = v;
+
+ //data?
+
+ chunk_length = f->get_32();
+ chunk_type = f->get_32();
+
+ if (f->eof_reached()) {
+ return OK; //all good
+ }
+
+ ERR_FAIL_COND_V(chunk_type != 0x004E4942, ERR_PARSE_ERROR); //BIN
+
+ state->glb_data.resize(chunk_length);
+ len = f->get_buffer(state->glb_data.ptrw(), chunk_length);
+ ERR_FAIL_COND_V(len != chunk_length, ERR_FILE_CORRUPT);
+
+ return OK;
+}
+
+static Array _vec3_to_arr(const Vector3 &p_vec3) {
+ Array array;
+ array.resize(3);
+ array[0] = p_vec3.x;
+ array[1] = p_vec3.y;
+ array[2] = p_vec3.z;
+ return array;
+}
+
+static Vector3 _arr_to_vec3(const Array &p_array) {
+ ERR_FAIL_COND_V(p_array.size() != 3, Vector3());
+ return Vector3(p_array[0], p_array[1], p_array[2]);
+}
+
+static Array _quat_to_array(const Quat &p_quat) {
+ Array array;
+ array.resize(4);
+ array[0] = p_quat.x;
+ array[1] = p_quat.y;
+ array[2] = p_quat.z;
+ array[3] = p_quat.w;
+ return array;
+}
+
+static Quat _arr_to_quat(const Array &p_array) {
+ ERR_FAIL_COND_V(p_array.size() != 4, Quat());
+ return Quat(p_array[0], p_array[1], p_array[2], p_array[3]);
+}
+
+static Transform _arr_to_xform(const Array &p_array) {
+ ERR_FAIL_COND_V(p_array.size() != 16, Transform());
+
+ Transform xform;
+ xform.basis.set_axis(Vector3::AXIS_X, Vector3(p_array[0], p_array[1], p_array[2]));
+ xform.basis.set_axis(Vector3::AXIS_Y, Vector3(p_array[4], p_array[5], p_array[6]));
+ xform.basis.set_axis(Vector3::AXIS_Z, Vector3(p_array[8], p_array[9], p_array[10]));
+ xform.set_origin(Vector3(p_array[12], p_array[13], p_array[14]));
+
+ return xform;
+}
+
+static Vector<real_t> _xform_to_array(const Transform p_transform) {
+ Vector<real_t> array;
+ array.resize(16);
+ Vector3 axis_x = p_transform.get_basis().get_axis(Vector3::AXIS_X);
+ array.write[0] = axis_x.x;
+ array.write[1] = axis_x.y;
+ array.write[2] = axis_x.z;
+ array.write[3] = 0.0f;
+ Vector3 axis_y = p_transform.get_basis().get_axis(Vector3::AXIS_Y);
+ array.write[4] = axis_y.x;
+ array.write[5] = axis_y.y;
+ array.write[6] = axis_y.z;
+ array.write[7] = 0.0f;
+ Vector3 axis_z = p_transform.get_basis().get_axis(Vector3::AXIS_Z);
+ array.write[8] = axis_z.x;
+ array.write[9] = axis_z.y;
+ array.write[10] = axis_z.z;
+ array.write[11] = 0.0f;
+ Vector3 origin = p_transform.get_origin();
+ array.write[12] = origin.x;
+ array.write[13] = origin.y;
+ array.write[14] = origin.z;
+ array.write[15] = 1.0f;
+ return array;
+}
+
+Error GLTFDocument::_serialize_nodes(Ref<GLTFState> state) {
+ Array nodes;
+ for (int i = 0; i < state->nodes.size(); i++) {
+ Dictionary node;
+ Ref<GLTFNode> n = state->nodes[i];
+ Dictionary extensions;
+ node["extensions"] = extensions;
+ if (!n->get_name().empty()) {
+ node["name"] = n->get_name();
+ }
+ if (n->camera != -1) {
+ node["camera"] = n->camera;
+ }
+ if (n->light != -1) {
+ Dictionary lights_punctual;
+ extensions["KHR_lights_punctual"] = lights_punctual;
+ lights_punctual["light"] = n->light;
+ }
+ if (n->mesh != -1) {
+ node["mesh"] = n->mesh;
+ }
+ if (n->skin != -1) {
+ node["skin"] = n->skin;
+ }
+ if (n->skeleton != -1 && n->skin < 0) {
+ }
+ if (n->xform != Transform()) {
+ node["matrix"] = _xform_to_array(n->xform);
+ }
+
+ if (!n->rotation.is_equal_approx(Quat())) {
+ node["rotation"] = _quat_to_array(n->rotation);
+ }
+
+ if (!n->scale.is_equal_approx(Vector3(1.0f, 1.0f, 1.0f))) {
+ node["scale"] = _vec3_to_arr(n->scale);
+ }
+
+ if (!n->translation.is_equal_approx(Vector3())) {
+ node["translation"] = _vec3_to_arr(n->translation);
+ }
+ if (n->children.size()) {
+ Array children;
+ for (int j = 0; j < n->children.size(); j++) {
+ children.push_back(n->children[j]);
+ }
+ node["children"] = children;
+ }
+ nodes.push_back(node);
+ }
+ state->json["nodes"] = nodes;
+ return OK;
+}
+
+String GLTFDocument::_sanitize_scene_name(const String &name) {
+ RegEx regex("([^a-zA-Z0-9_ -]+)");
+ String p_name = regex.sub(name, "", true);
+ return p_name;
+}
+
+String GLTFDocument::_gen_unique_name(Ref<GLTFState> state, const String &p_name) {
+ const String s_name = _sanitize_scene_name(p_name);
+
+ String name;
+ int index = 1;
+ while (true) {
+ name = s_name;
+
+ if (index > 1) {
+ name += " " + itos(index);
+ }
+ if (!state->unique_names.has(name)) {
+ break;
+ }
+ index++;
+ }
+
+ state->unique_names.insert(name);
+
+ return name;
+}
+
+String GLTFDocument::_sanitize_bone_name(const String &name) {
+ String p_name = name.camelcase_to_underscore(true);
+
+ RegEx pattern_nocolon(":");
+ p_name = pattern_nocolon.sub(p_name, "_", true);
+
+ RegEx pattern_noslash("/");
+ p_name = pattern_noslash.sub(p_name, "_", true);
+
+ RegEx pattern_nospace(" +");
+ p_name = pattern_nospace.sub(p_name, "_", true);
+
+ RegEx pattern_multiple("_+");
+ p_name = pattern_multiple.sub(p_name, "_", true);
+
+ RegEx pattern_padded("0+(\\d+)");
+ p_name = pattern_padded.sub(p_name, "$1", true);
+
+ return p_name;
+}
+
+String GLTFDocument::_gen_unique_bone_name(Ref<GLTFState> state, const GLTFSkeletonIndex skel_i, const String &p_name) {
+ String s_name = _sanitize_bone_name(p_name);
+ if (s_name.empty()) {
+ s_name = "bone";
+ }
+ String name;
+ int index = 1;
+ while (true) {
+ name = s_name;
+
+ if (index > 1) {
+ name += "_" + itos(index);
+ }
+ if (!state->skeletons[skel_i]->unique_names.has(name)) {
+ break;
+ }
+ index++;
+ }
+
+ state->skeletons.write[skel_i]->unique_names.insert(name);
+
+ return name;
+}
+
+Error GLTFDocument::_parse_scenes(Ref<GLTFState> state) {
+ ERR_FAIL_COND_V(!state->json.has("scenes"), ERR_FILE_CORRUPT);
+ const Array &scenes = state->json["scenes"];
+ int loaded_scene = 0;
+ if (state->json.has("scene")) {
+ loaded_scene = state->json["scene"];
+ } else {
+ WARN_PRINT("The load-time scene is not defined in the glTF2 file. Picking the first scene.");
+ }
+
+ if (scenes.size()) {
+ ERR_FAIL_COND_V(loaded_scene >= scenes.size(), ERR_FILE_CORRUPT);
+ const Dictionary &s = scenes[loaded_scene];
+ ERR_FAIL_COND_V(!s.has("nodes"), ERR_UNAVAILABLE);
+ const Array &nodes = s["nodes"];
+ for (int j = 0; j < nodes.size(); j++) {
+ state->root_nodes.push_back(nodes[j]);
+ }
+
+ if (s.has("name") && s["name"] != "") {
+ state->scene_name = _gen_unique_name(state, s["name"]);
+ } else {
+ state->scene_name = _gen_unique_name(state, "Scene");
+ }
+ }
+
+ return OK;
+}
+
+Error GLTFDocument::_parse_nodes(Ref<GLTFState> state) {
+ ERR_FAIL_COND_V(!state->json.has("nodes"), ERR_FILE_CORRUPT);
+ const Array &nodes = state->json["nodes"];
+ for (int i = 0; i < nodes.size(); i++) {
+ Ref<GLTFNode> node;
+ node.instance();
+ const Dictionary &n = nodes[i];
+
+ if (n.has("name")) {
+ node->set_name(n["name"]);
+ }
+ if (n.has("camera")) {
+ node->camera = n["camera"];
+ }
+ if (n.has("mesh")) {
+ node->mesh = n["mesh"];
+ }
+ if (n.has("skin")) {
+ node->skin = n["skin"];
+ }
+ if (n.has("matrix")) {
+ node->xform = _arr_to_xform(n["matrix"]);
+ } else {
+ if (n.has("translation")) {
+ node->translation = _arr_to_vec3(n["translation"]);
+ }
+ if (n.has("rotation")) {
+ node->rotation = _arr_to_quat(n["rotation"]);
+ }
+ if (n.has("scale")) {
+ node->scale = _arr_to_vec3(n["scale"]);
+ }
+
+ node->xform.basis.set_quat_scale(node->rotation, node->scale);
+ node->xform.origin = node->translation;
+ }
+
+ if (n.has("extensions")) {
+ Dictionary extensions = n["extensions"];
+ if (extensions.has("KHR_lights_punctual")) {
+ Dictionary lights_punctual = extensions["KHR_lights_punctual"];
+ if (lights_punctual.has("light")) {
+ GLTFLightIndex light = lights_punctual["light"];
+ node->light = light;
+ }
+ }
+ }
+
+ if (n.has("children")) {
+ const Array &children = n["children"];
+ for (int j = 0; j < children.size(); j++) {
+ node->children.push_back(children[j]);
+ }
+ }
+
+ state->nodes.push_back(node);
+ }
+
+ // build the hierarchy
+ for (GLTFNodeIndex node_i = 0; node_i < state->nodes.size(); node_i++) {
+ for (int j = 0; j < state->nodes[node_i]->children.size(); j++) {
+ GLTFNodeIndex child_i = state->nodes[node_i]->children[j];
+
+ ERR_FAIL_INDEX_V(child_i, state->nodes.size(), ERR_FILE_CORRUPT);
+ ERR_CONTINUE(state->nodes[child_i]->parent != -1); //node already has a parent, wtf.
+
+ state->nodes.write[child_i]->parent = node_i;
+ }
+ }
+
+ _compute_node_heights(state);
+
+ return OK;
+}
+
+void GLTFDocument::_compute_node_heights(Ref<GLTFState> state) {
+ state->root_nodes.clear();
+ for (GLTFNodeIndex node_i = 0; node_i < state->nodes.size(); ++node_i) {
+ Ref<GLTFNode> node = state->nodes[node_i];
+ node->height = 0;
+
+ GLTFNodeIndex current_i = node_i;
+ while (current_i >= 0) {
+ const GLTFNodeIndex parent_i = state->nodes[current_i]->parent;
+ if (parent_i >= 0) {
+ ++node->height;
+ }
+ current_i = parent_i;
+ }
+
+ if (node->height == 0) {
+ state->root_nodes.push_back(node_i);
+ }
+ }
+}
+
+static Vector<uint8_t> _parse_base64_uri(const String &uri) {
+ int start = uri.find(",");
+ ERR_FAIL_COND_V(start == -1, Vector<uint8_t>());
+
+ CharString substr = uri.right(start + 1).ascii();
+
+ int strlen = substr.length();
+
+ Vector<uint8_t> buf;
+ buf.resize(strlen / 4 * 3 + 1 + 1);
+
+ size_t len = 0;
+ ERR_FAIL_COND_V(CryptoCore::b64_decode(buf.ptrw(), buf.size(), &len, (unsigned char *)substr.get_data(), strlen) != OK, Vector<uint8_t>());
+
+ buf.resize(len);
+
+ return buf;
+}
+Error GLTFDocument::_encode_buffer_glb(Ref<GLTFState> state, const String &p_path) {
+ print_verbose("glTF: Total buffers: " + itos(state->buffers.size()));
+
+ if (!state->buffers.size()) {
+ return OK;
+ }
+ Array buffers;
+ if (state->buffers.size()) {
+ Vector<uint8_t> buffer_data = state->buffers[0];
+ Dictionary gltf_buffer;
+
+ gltf_buffer["byteLength"] = buffer_data.size();
+ buffers.push_back(gltf_buffer);
+ }
+
+ for (GLTFBufferIndex i = 1; i < state->buffers.size() - 1; i++) {
+ Vector<uint8_t> buffer_data = state->buffers[i];
+ Dictionary gltf_buffer;
+ String filename = p_path.get_basename().get_file() + itos(i) + ".bin";
+ String path = p_path.get_base_dir() + "/" + filename;
+ Error err;
+ FileAccessRef f = FileAccess::open(path, FileAccess::WRITE, &err);
+ if (!f) {
+ return err;
+ }
+ if (buffer_data.size() == 0) {
+ return OK;
+ }
+ f->create(FileAccess::ACCESS_RESOURCES);
+ f->store_buffer(buffer_data.ptr(), buffer_data.size());
+ f->close();
+ gltf_buffer["uri"] = filename;
+ gltf_buffer["byteLength"] = buffer_data.size();
+ buffers.push_back(gltf_buffer);
+ }
+ state->json["buffers"] = buffers;
+
+ return OK;
+}
+
+Error GLTFDocument::_encode_buffer_bins(Ref<GLTFState> state, const String &p_path) {
+ print_verbose("glTF: Total buffers: " + itos(state->buffers.size()));
+
+ if (!state->buffers.size()) {
+ return OK;
+ }
+ Array buffers;
+
+ for (GLTFBufferIndex i = 0; i < state->buffers.size(); i++) {
+ Vector<uint8_t> buffer_data = state->buffers[i];
+ Dictionary gltf_buffer;
+ String filename = p_path.get_basename().get_file() + itos(i) + ".bin";
+ String path = p_path.get_base_dir() + "/" + filename;
+ Error err;
+ FileAccessRef f = FileAccess::open(path, FileAccess::WRITE, &err);
+ if (!f) {
+ return err;
+ }
+ if (buffer_data.size() == 0) {
+ return OK;
+ }
+ f->create(FileAccess::ACCESS_RESOURCES);
+ f->store_buffer(buffer_data.ptr(), buffer_data.size());
+ f->close();
+ gltf_buffer["uri"] = filename;
+ gltf_buffer["byteLength"] = buffer_data.size();
+ buffers.push_back(gltf_buffer);
+ }
+ state->json["buffers"] = buffers;
+
+ return OK;
+}
+
+Error GLTFDocument::_parse_buffers(Ref<GLTFState> state, const String &p_base_path) {
+ if (!state->json.has("buffers")) {
+ return OK;
+ }
+
+ const Array &buffers = state->json["buffers"];
+ for (GLTFBufferIndex i = 0; i < buffers.size(); i++) {
+ if (i == 0 && state->glb_data.size()) {
+ state->buffers.push_back(state->glb_data);
+
+ } else {
+ const Dictionary &buffer = buffers[i];
+ if (buffer.has("uri")) {
+ Vector<uint8_t> buffer_data;
+ String uri = buffer["uri"];
+
+ if (uri.begins_with("data:")) { // Embedded data using base64.
+ // Validate data MIME types and throw an error if it's one we don't know/support.
+ if (!uri.begins_with("data:application/octet-stream;base64") &&
+ !uri.begins_with("data:application/gltf-buffer;base64")) {
+ ERR_PRINT("glTF: Got buffer with an unknown URI data type: " + uri);
+ }
+ buffer_data = _parse_base64_uri(uri);
+ } else { // Relative path to an external image file.
+ uri = p_base_path.plus_file(uri).replace("\\", "/"); // Fix for Windows.
+ buffer_data = FileAccess::get_file_as_array(uri);
+ ERR_FAIL_COND_V_MSG(buffer.size() == 0, ERR_PARSE_ERROR, "glTF: Couldn't load binary file as an array: " + uri);
+ }
+
+ ERR_FAIL_COND_V(!buffer.has("byteLength"), ERR_PARSE_ERROR);
+ int byteLength = buffer["byteLength"];
+ ERR_FAIL_COND_V(byteLength < buffer_data.size(), ERR_PARSE_ERROR);
+ state->buffers.push_back(buffer_data);
+ }
+ }
+ }
+
+ print_verbose("glTF: Total buffers: " + itos(state->buffers.size()));
+
+ return OK;
+}
+
+Error GLTFDocument::_encode_buffer_views(Ref<GLTFState> state) {
+ Array buffers;
+ for (GLTFBufferViewIndex i = 0; i < state->buffer_views.size(); i++) {
+ Dictionary d;
+
+ Ref<GLTFBufferView> buffer_view = state->buffer_views[i];
+
+ d["buffer"] = buffer_view->buffer;
+ d["byteLength"] = buffer_view->byte_length;
+
+ d["byteOffset"] = buffer_view->byte_offset;
+
+ if (buffer_view->byte_stride != -1) {
+ d["byteStride"] = buffer_view->byte_stride;
+ }
+
+ // TODO Sparse
+ // d["target"] = buffer_view->indices;
+
+ ERR_FAIL_COND_V(!d.has("buffer"), ERR_INVALID_DATA);
+ ERR_FAIL_COND_V(!d.has("byteLength"), ERR_INVALID_DATA);
+ buffers.push_back(d);
+ }
+ print_verbose("glTF: Total buffer views: " + itos(state->buffer_views.size()));
+ state->json["bufferViews"] = buffers;
+ return OK;
+}
+
+Error GLTFDocument::_parse_buffer_views(Ref<GLTFState> state) {
+ ERR_FAIL_COND_V(!state->json.has("bufferViews"), ERR_FILE_CORRUPT);
+ const Array &buffers = state->json["bufferViews"];
+ for (GLTFBufferViewIndex i = 0; i < buffers.size(); i++) {
+ const Dictionary &d = buffers[i];
+
+ Ref<GLTFBufferView> buffer_view;
+ buffer_view.instance();
+
+ ERR_FAIL_COND_V(!d.has("buffer"), ERR_PARSE_ERROR);
+ buffer_view->buffer = d["buffer"];
+ ERR_FAIL_COND_V(!d.has("byteLength"), ERR_PARSE_ERROR);
+ buffer_view->byte_length = d["byteLength"];
+
+ if (d.has("byteOffset")) {
+ buffer_view->byte_offset = d["byteOffset"];
+ }
+
+ if (d.has("byteStride")) {
+ buffer_view->byte_stride = d["byteStride"];
+ }
+
+ if (d.has("target")) {
+ const int target = d["target"];
+ buffer_view->indices = target == GLTFDocument::ELEMENT_ARRAY_BUFFER;
+ }
+
+ state->buffer_views.push_back(buffer_view);
+ }
+
+ print_verbose("glTF: Total buffer views: " + itos(state->buffer_views.size()));
+
+ return OK;
+}
+
+Error GLTFDocument::_encode_accessors(Ref<GLTFState> state) {
+ Array accessors;
+ for (GLTFAccessorIndex i = 0; i < state->accessors.size(); i++) {
+ Dictionary d;
+
+ Ref<GLTFAccessor> accessor = state->accessors[i];
+ d["componentType"] = accessor->component_type;
+ d["count"] = accessor->count;
+ d["type"] = _get_accessor_type_name(accessor->type);
+ d["byteOffset"] = accessor->byte_offset;
+ d["max"] = accessor->max;
+ d["min"] = accessor->min;
+ d["bufferView"] = accessor->buffer_view; //optional because it may be sparse...
+
+ // Dictionary s;
+ // s["count"] = accessor->sparse_count;
+ // ERR_FAIL_COND_V(!s.has("count"), ERR_PARSE_ERROR);
+
+ // s["indices"] = accessor->sparse_accessors;
+ // ERR_FAIL_COND_V(!s.has("indices"), ERR_PARSE_ERROR);
+
+ // Dictionary si;
+
+ // si["bufferView"] = accessor->sparse_indices_buffer_view;
+
+ // ERR_FAIL_COND_V(!si.has("bufferView"), ERR_PARSE_ERROR);
+ // si["componentType"] = accessor->sparse_indices_component_type;
+
+ // if (si.has("byteOffset")) {
+ // si["byteOffset"] = accessor->sparse_indices_byte_offset;
+ // }
+
+ // ERR_FAIL_COND_V(!si.has("componentType"), ERR_PARSE_ERROR);
+ // s["indices"] = si;
+ // Dictionary sv;
+
+ // sv["bufferView"] = accessor->sparse_values_buffer_view;
+ // if (sv.has("byteOffset")) {
+ // sv["byteOffset"] = accessor->sparse_values_byte_offset;
+ // }
+ // ERR_FAIL_COND_V(!sv.has("bufferView"), ERR_PARSE_ERROR);
+ // s["values"] = sv;
+ // ERR_FAIL_COND_V(!s.has("values"), ERR_PARSE_ERROR);
+ // d["sparse"] = s;
+ accessors.push_back(d);
+ }
+
+ state->json["accessors"] = accessors;
+ ERR_FAIL_COND_V(!state->json.has("accessors"), ERR_FILE_CORRUPT);
+ print_verbose("glTF: Total accessors: " + itos(state->accessors.size()));
+
+ return OK;
+}
+
+String GLTFDocument::_get_accessor_type_name(const GLTFDocument::GLTFType p_type) {
+ if (p_type == GLTFDocument::TYPE_SCALAR) {
+ return "SCALAR";
+ }
+ if (p_type == GLTFDocument::TYPE_VEC2) {
+ return "VEC2";
+ }
+ if (p_type == GLTFDocument::TYPE_VEC3) {
+ return "VEC3";
+ }
+ if (p_type == GLTFDocument::TYPE_VEC4) {
+ return "VEC4";
+ }
+
+ if (p_type == GLTFDocument::TYPE_MAT2) {
+ return "MAT2";
+ }
+ if (p_type == GLTFDocument::TYPE_MAT3) {
+ return "MAT3";
+ }
+ if (p_type == GLTFDocument::TYPE_MAT4) {
+ return "MAT4";
+ }
+ ERR_FAIL_V("SCALAR");
+}
+
+GLTFDocument::GLTFType GLTFDocument::_get_type_from_str(const String &p_string) {
+ if (p_string == "SCALAR")
+ return GLTFDocument::TYPE_SCALAR;
+
+ if (p_string == "VEC2")
+ return GLTFDocument::TYPE_VEC2;
+ if (p_string == "VEC3")
+ return GLTFDocument::TYPE_VEC3;
+ if (p_string == "VEC4")
+ return GLTFDocument::TYPE_VEC4;
+
+ if (p_string == "MAT2")
+ return GLTFDocument::TYPE_MAT2;
+ if (p_string == "MAT3")
+ return GLTFDocument::TYPE_MAT3;
+ if (p_string == "MAT4")
+ return GLTFDocument::TYPE_MAT4;
+
+ ERR_FAIL_V(GLTFDocument::TYPE_SCALAR);
+}
+
+Error GLTFDocument::_parse_accessors(Ref<GLTFState> state) {
+ ERR_FAIL_COND_V(!state->json.has("accessors"), ERR_FILE_CORRUPT);
+ const Array &accessors = state->json["accessors"];
+ for (GLTFAccessorIndex i = 0; i < accessors.size(); i++) {
+ const Dictionary &d = accessors[i];
+
+ Ref<GLTFAccessor> accessor;
+ accessor.instance();
+
+ ERR_FAIL_COND_V(!d.has("componentType"), ERR_PARSE_ERROR);
+ accessor->component_type = d["componentType"];
+ ERR_FAIL_COND_V(!d.has("count"), ERR_PARSE_ERROR);
+ accessor->count = d["count"];
+ ERR_FAIL_COND_V(!d.has("type"), ERR_PARSE_ERROR);
+ accessor->type = _get_type_from_str(d["type"]);
+
+ if (d.has("bufferView")) {
+ accessor->buffer_view = d["bufferView"]; //optional because it may be sparse...
+ }
+
+ if (d.has("byteOffset")) {
+ accessor->byte_offset = d["byteOffset"];
+ }
+
+ if (d.has("max")) {
+ accessor->max = d["max"];
+ }
+
+ if (d.has("min")) {
+ accessor->min = d["min"];
+ }
+
+ if (d.has("sparse")) {
+ //eeh..
+
+ const Dictionary &s = d["sparse"];
+
+ ERR_FAIL_COND_V(!s.has("count"), ERR_PARSE_ERROR);
+ accessor->sparse_count = s["count"];
+ ERR_FAIL_COND_V(!s.has("indices"), ERR_PARSE_ERROR);
+ const Dictionary &si = s["indices"];
+
+ ERR_FAIL_COND_V(!si.has("bufferView"), ERR_PARSE_ERROR);
+ accessor->sparse_indices_buffer_view = si["bufferView"];
+ ERR_FAIL_COND_V(!si.has("componentType"), ERR_PARSE_ERROR);
+ accessor->sparse_indices_component_type = si["componentType"];
+
+ if (si.has("byteOffset")) {
+ accessor->sparse_indices_byte_offset = si["byteOffset"];
+ }
+
+ ERR_FAIL_COND_V(!s.has("values"), ERR_PARSE_ERROR);
+ const Dictionary &sv = s["values"];
+
+ ERR_FAIL_COND_V(!sv.has("bufferView"), ERR_PARSE_ERROR);
+ accessor->sparse_values_buffer_view = sv["bufferView"];
+ if (sv.has("byteOffset")) {
+ accessor->sparse_values_byte_offset = sv["byteOffset"];
+ }
+ }
+
+ state->accessors.push_back(accessor);
+ }
+
+ print_verbose("glTF: Total accessors: " + itos(state->accessors.size()));
+
+ return OK;
+}
+
+double GLTFDocument::_filter_number(double p_float) {
+ if (Math::is_nan(p_float)) {
+ return 0.0f;
+ }
+ return p_float;
+}
+
+String GLTFDocument::_get_component_type_name(const uint32_t p_component) {
+ switch (p_component) {
+ case GLTFDocument::COMPONENT_TYPE_BYTE:
+ return "Byte";
+ case GLTFDocument::COMPONENT_TYPE_UNSIGNED_BYTE:
+ return "UByte";
+ case GLTFDocument::COMPONENT_TYPE_SHORT:
+ return "Short";
+ case GLTFDocument::COMPONENT_TYPE_UNSIGNED_SHORT:
+ return "UShort";
+ case GLTFDocument::COMPONENT_TYPE_INT:
+ return "Int";
+ case GLTFDocument::COMPONENT_TYPE_FLOAT:
+ return "Float";
+ }
+
+ return "<Error>";
+}
+
+String GLTFDocument::_get_type_name(const GLTFType p_component) {
+ static const char *names[] = {
+ "float",
+ "vec2",
+ "vec3",
+ "vec4",
+ "mat2",
+ "mat3",
+ "mat4"
+ };
+
+ return names[p_component];
+}
+
+Error GLTFDocument::_encode_buffer_view(Ref<GLTFState> state, const double *src, const int count, const GLTFType type, const int component_type, const bool normalized, const int byte_offset, const bool for_vertex, GLTFBufferViewIndex &r_accessor) {
+ const int component_count_for_type[7] = {
+ 1, 2, 3, 4, 4, 9, 16
+ };
+
+ const int component_count = component_count_for_type[type];
+ const int component_size = _get_component_type_size(component_type);
+ ERR_FAIL_COND_V(component_size == 0, FAILED);
+
+ int skip_every = 0;
+ int skip_bytes = 0;
+ //special case of alignments, as described in spec
+ switch (component_type) {
+ case COMPONENT_TYPE_BYTE:
+ case COMPONENT_TYPE_UNSIGNED_BYTE: {
+ if (type == TYPE_MAT2) {
+ skip_every = 2;
+ skip_bytes = 2;
+ }
+ if (type == TYPE_MAT3) {
+ skip_every = 3;
+ skip_bytes = 1;
+ }
+ } break;
+ case COMPONENT_TYPE_SHORT:
+ case COMPONENT_TYPE_UNSIGNED_SHORT: {
+ if (type == TYPE_MAT3) {
+ skip_every = 6;
+ skip_bytes = 4;
+ }
+ } break;
+ default: {
+ }
+ }
+
+ Ref<GLTFBufferView> bv;
+ bv.instance();
+ const uint32_t offset = bv->byte_offset = byte_offset;
+ Vector<uint8_t> &gltf_buffer = state->buffers.write[0];
+
+ int stride = _get_component_type_size(component_type);
+ if (for_vertex && stride % 4) {
+ stride += 4 - (stride % 4); //according to spec must be multiple of 4
+ }
+ //use to debug
+ print_verbose("glTF: encoding type " + _get_type_name(type) + " component type: " + _get_component_type_name(component_type) + " stride: " + itos(stride) + " amount " + itos(count));
+
+ print_verbose("glTF: encoding accessor offset " + itos(byte_offset) + " view offset: " + itos(bv->byte_offset) + " total buffer len: " + itos(gltf_buffer.size()) + " view len " + itos(bv->byte_length));
+
+ const int buffer_end = (stride * (count - 1)) + _get_component_type_size(component_type);
+ // TODO define bv->byte_stride
+ bv->byte_offset = gltf_buffer.size();
+
+ switch (component_type) {
+ case COMPONENT_TYPE_BYTE: {
+ Vector<int8_t> buffer;
+ buffer.resize(count * component_count);
+ int32_t dst_i = 0;
+ for (int i = 0; i < count; i++) {
+ for (int j = 0; j < component_count; j++) {
+ if (skip_every && j > 0 && (j % skip_every) == 0) {
+ dst_i += skip_bytes;
+ }
+ double d = *src;
+ if (normalized) {
+ buffer.write[dst_i] = d * 128.0;
+ } else {
+ buffer.write[dst_i] = d;
+ }
+ src++;
+ dst_i++;
+ }
+ }
+ int64_t old_size = gltf_buffer.size();
+ gltf_buffer.resize(old_size + (buffer.size() * sizeof(int8_t)));
+ copymem(gltf_buffer.ptrw() + old_size, buffer.ptrw(), buffer.size() * sizeof(int8_t));
+ bv->byte_length = buffer.size() * sizeof(int8_t);
+ } break;
+ case COMPONENT_TYPE_UNSIGNED_BYTE: {
+ Vector<uint8_t> buffer;
+ buffer.resize(count * component_count);
+ int32_t dst_i = 0;
+ for (int i = 0; i < count; i++) {
+ for (int j = 0; j < component_count; j++) {
+ if (skip_every && j > 0 && (j % skip_every) == 0) {
+ dst_i += skip_bytes;
+ }
+ double d = *src;
+ if (normalized) {
+ buffer.write[dst_i] = d * 255.0;
+ } else {
+ buffer.write[dst_i] = d;
+ }
+ src++;
+ dst_i++;
+ }
+ }
+ gltf_buffer.append_array(buffer);
+ bv->byte_length = buffer.size() * sizeof(uint8_t);
+ } break;
+ case COMPONENT_TYPE_SHORT: {
+ Vector<int16_t> buffer;
+ buffer.resize(count * component_count);
+ int32_t dst_i = 0;
+ for (int i = 0; i < count; i++) {
+ for (int j = 0; j < component_count; j++) {
+ if (skip_every && j > 0 && (j % skip_every) == 0) {
+ dst_i += skip_bytes;
+ }
+ double d = *src;
+ if (normalized) {
+ buffer.write[dst_i] = d * 32768.0;
+ } else {
+ buffer.write[dst_i] = d;
+ }
+ src++;
+ dst_i++;
+ }
+ }
+ int64_t old_size = gltf_buffer.size();
+ gltf_buffer.resize(old_size + (buffer.size() * sizeof(int16_t)));
+ copymem(gltf_buffer.ptrw() + old_size, buffer.ptrw(), buffer.size() * sizeof(int16_t));
+ bv->byte_length = buffer.size() * sizeof(int16_t);
+ } break;
+ case COMPONENT_TYPE_UNSIGNED_SHORT: {
+ Vector<uint16_t> buffer;
+ buffer.resize(count * component_count);
+ int32_t dst_i = 0;
+ for (int i = 0; i < count; i++) {
+ for (int j = 0; j < component_count; j++) {
+ if (skip_every && j > 0 && (j % skip_every) == 0) {
+ dst_i += skip_bytes;
+ }
+ double d = *src;
+ if (normalized) {
+ buffer.write[dst_i] = d * 65535.0;
+ } else {
+ buffer.write[dst_i] = d;
+ }
+ src++;
+ dst_i++;
+ }
+ }
+ int64_t old_size = gltf_buffer.size();
+ gltf_buffer.resize(old_size + (buffer.size() * sizeof(uint16_t)));
+ copymem(gltf_buffer.ptrw() + old_size, buffer.ptrw(), buffer.size() * sizeof(uint16_t));
+ bv->byte_length = buffer.size() * sizeof(uint16_t);
+ } break;
+ case COMPONENT_TYPE_INT: {
+ Vector<int> buffer;
+ buffer.resize(count * component_count);
+ int32_t dst_i = 0;
+ for (int i = 0; i < count; i++) {
+ for (int j = 0; j < component_count; j++) {
+ if (skip_every && j > 0 && (j % skip_every) == 0) {
+ dst_i += skip_bytes;
+ }
+ double d = *src;
+ buffer.write[dst_i] = d;
+ src++;
+ dst_i++;
+ }
+ }
+ int64_t old_size = gltf_buffer.size();
+ gltf_buffer.resize(old_size + (buffer.size() * sizeof(int32_t)));
+ copymem(gltf_buffer.ptrw() + old_size, buffer.ptrw(), buffer.size() * sizeof(int32_t));
+ bv->byte_length = buffer.size() * sizeof(int32_t);
+ } break;
+ case COMPONENT_TYPE_FLOAT: {
+ Vector<float> buffer;
+ buffer.resize(count * component_count);
+ int32_t dst_i = 0;
+ for (int i = 0; i < count; i++) {
+ for (int j = 0; j < component_count; j++) {
+ if (skip_every && j > 0 && (j % skip_every) == 0) {
+ dst_i += skip_bytes;
+ }
+ double d = *src;
+ buffer.write[dst_i] = d;
+ src++;
+ dst_i++;
+ }
+ }
+ int64_t old_size = gltf_buffer.size();
+ gltf_buffer.resize(old_size + (buffer.size() * sizeof(float)));
+ copymem(gltf_buffer.ptrw() + old_size, buffer.ptrw(), buffer.size() * sizeof(float));
+ bv->byte_length = buffer.size() * sizeof(float);
+ } break;
+ }
+ ERR_FAIL_COND_V(buffer_end > bv->byte_length, ERR_INVALID_DATA);
+
+ ERR_FAIL_COND_V((int)(offset + buffer_end) > gltf_buffer.size(), ERR_INVALID_DATA);
+ r_accessor = bv->buffer = state->buffer_views.size();
+ state->buffer_views.push_back(bv);
+ return OK;
+}
+
+Error GLTFDocument::_decode_buffer_view(Ref<GLTFState> state, double *dst, const GLTFBufferViewIndex p_buffer_view, const int skip_every, const int skip_bytes, const int element_size, const int count, const GLTFType type, const int component_count, const int component_type, const int component_size, const bool normalized, const int byte_offset, const bool for_vertex) {
+ const Ref<GLTFBufferView> bv = state->buffer_views[p_buffer_view];
+
+ int stride = element_size;
+ if (bv->byte_stride != -1) {
+ stride = bv->byte_stride;
+ }
+ if (for_vertex && stride % 4) {
+ stride += 4 - (stride % 4); //according to spec must be multiple of 4
+ }
+
+ ERR_FAIL_INDEX_V(bv->buffer, state->buffers.size(), ERR_PARSE_ERROR);
+
+ const uint32_t offset = bv->byte_offset + byte_offset;
+ Vector<uint8_t> buffer = state->buffers[bv->buffer]; //copy on write, so no performance hit
+ const uint8_t *bufptr = buffer.ptr();
+
+ //use to debug
+ print_verbose("glTF: type " + _get_type_name(type) + " component type: " + _get_component_type_name(component_type) + " stride: " + itos(stride) + " amount " + itos(count));
+ print_verbose("glTF: accessor offset " + itos(byte_offset) + " view offset: " + itos(bv->byte_offset) + " total buffer len: " + itos(buffer.size()) + " view len " + itos(bv->byte_length));
+
+ const int buffer_end = (stride * (count - 1)) + element_size;
+ ERR_FAIL_COND_V(buffer_end > bv->byte_length, ERR_PARSE_ERROR);
+
+ ERR_FAIL_COND_V((int)(offset + buffer_end) > buffer.size(), ERR_PARSE_ERROR);
+
+ //fill everything as doubles
+
+ for (int i = 0; i < count; i++) {
+ const uint8_t *src = &bufptr[offset + i * stride];
+
+ for (int j = 0; j < component_count; j++) {
+ if (skip_every && j > 0 && (j % skip_every) == 0) {
+ src += skip_bytes;
+ }
+
+ double d = 0;
+
+ switch (component_type) {
+ case COMPONENT_TYPE_BYTE: {
+ int8_t b = int8_t(*src);
+ if (normalized) {
+ d = (double(b) / 128.0);
+ } else {
+ d = double(b);
+ }
+ } break;
+ case COMPONENT_TYPE_UNSIGNED_BYTE: {
+ uint8_t b = *src;
+ if (normalized) {
+ d = (double(b) / 255.0);
+ } else {
+ d = double(b);
+ }
+ } break;
+ case COMPONENT_TYPE_SHORT: {
+ int16_t s = *(int16_t *)src;
+ if (normalized) {
+ d = (double(s) / 32768.0);
+ } else {
+ d = double(s);
+ }
+ } break;
+ case COMPONENT_TYPE_UNSIGNED_SHORT: {
+ uint16_t s = *(uint16_t *)src;
+ if (normalized) {
+ d = (double(s) / 65535.0);
+ } else {
+ d = double(s);
+ }
+ } break;
+ case COMPONENT_TYPE_INT: {
+ d = *(int *)src;
+ } break;
+ case COMPONENT_TYPE_FLOAT: {
+ d = *(float *)src;
+ } break;
+ }
+
+ *dst++ = d;
+ src += component_size;
+ }
+ }
+
+ return OK;
+}
+
+int GLTFDocument::_get_component_type_size(const int component_type) {
+ switch (component_type) {
+ case COMPONENT_TYPE_BYTE:
+ case COMPONENT_TYPE_UNSIGNED_BYTE:
+ return 1;
+ break;
+ case COMPONENT_TYPE_SHORT:
+ case COMPONENT_TYPE_UNSIGNED_SHORT:
+ return 2;
+ break;
+ case COMPONENT_TYPE_INT:
+ case COMPONENT_TYPE_FLOAT:
+ return 4;
+ break;
+ default: {
+ ERR_FAIL_V(0);
+ }
+ }
+ return 0;
+}
+
+Vector<double> GLTFDocument::_decode_accessor(Ref<GLTFState> state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) {
+ //spec, for reference:
+ //https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#data-alignment
+
+ ERR_FAIL_INDEX_V(p_accessor, state->accessors.size(), Vector<double>());
+
+ const Ref<GLTFAccessor> a = state->accessors[p_accessor];
+
+ const int component_count_for_type[7] = {
+ 1, 2, 3, 4, 4, 9, 16
+ };
+
+ const int component_count = component_count_for_type[a->type];
+ const int component_size = _get_component_type_size(a->component_type);
+ ERR_FAIL_COND_V(component_size == 0, Vector<double>());
+ int element_size = component_count * component_size;
+
+ int skip_every = 0;
+ int skip_bytes = 0;
+ //special case of alignments, as described in spec
+ switch (a->component_type) {
+ case COMPONENT_TYPE_BYTE:
+ case COMPONENT_TYPE_UNSIGNED_BYTE: {
+ if (a->type == TYPE_MAT2) {
+ skip_every = 2;
+ skip_bytes = 2;
+ element_size = 8; //override for this case
+ }
+ if (a->type == TYPE_MAT3) {
+ skip_every = 3;
+ skip_bytes = 1;
+ element_size = 12; //override for this case
+ }
+ } break;
+ case COMPONENT_TYPE_SHORT:
+ case COMPONENT_TYPE_UNSIGNED_SHORT: {
+ if (a->type == TYPE_MAT3) {
+ skip_every = 6;
+ skip_bytes = 4;
+ element_size = 16; //override for this case
+ }
+ } break;
+ default: {
+ }
+ }
+
+ Vector<double> dst_buffer;
+ dst_buffer.resize(component_count * a->count);
+ double *dst = dst_buffer.ptrw();
+
+ if (a->buffer_view >= 0) {
+ ERR_FAIL_INDEX_V(a->buffer_view, state->buffer_views.size(), Vector<double>());
+
+ const Error err = _decode_buffer_view(state, dst, a->buffer_view, skip_every, skip_bytes, element_size, a->count, a->type, component_count, a->component_type, component_size, a->normalized, a->byte_offset, p_for_vertex);
+ if (err != OK)
+ return Vector<double>();
+ } else {
+ //fill with zeros, as bufferview is not defined.
+ for (int i = 0; i < (a->count * component_count); i++) {
+ dst_buffer.write[i] = 0;
+ }
+ }
+
+ if (a->sparse_count > 0) {
+ // I could not find any file using this, so this code is so far untested
+ Vector<double> indices;
+ indices.resize(a->sparse_count);
+ const int indices_component_size = _get_component_type_size(a->sparse_indices_component_type);
+
+ Error err = _decode_buffer_view(state, indices.ptrw(), a->sparse_indices_buffer_view, 0, 0, indices_component_size, a->sparse_count, TYPE_SCALAR, 1, a->sparse_indices_component_type, indices_component_size, false, a->sparse_indices_byte_offset, false);
+ if (err != OK)
+ return Vector<double>();
+
+ Vector<double> data;
+ data.resize(component_count * a->sparse_count);
+ err = _decode_buffer_view(state, data.ptrw(), a->sparse_values_buffer_view, skip_every, skip_bytes, element_size, a->sparse_count, a->type, component_count, a->component_type, component_size, a->normalized, a->sparse_values_byte_offset, p_for_vertex);
+ if (err != OK)
+ return Vector<double>();
+
+ for (int i = 0; i < indices.size(); i++) {
+ const int write_offset = int(indices[i]) * component_count;
+
+ for (int j = 0; j < component_count; j++) {
+ dst[write_offset + j] = data[i * component_count + j];
+ }
+ }
+ }
+
+ return dst_buffer;
+}
+
+GLTFAccessorIndex GLTFDocument::_encode_accessor_as_ints(Ref<GLTFState> state, const Vector<int32_t> p_attribs, const bool p_for_vertex) {
+ if (p_attribs.size() == 0) {
+ return -1;
+ }
+ const int element_count = 1;
+ const int ret_size = p_attribs.size();
+ Vector<double> attribs;
+ attribs.resize(ret_size);
+ Vector<double> type_max;
+ type_max.resize(element_count);
+ Vector<double> type_min;
+ type_min.resize(element_count);
+ for (int i = 0; i < p_attribs.size(); i++) {
+ attribs.write[i] = Math::stepify(p_attribs[i], 1.0);
+ if (i == 0) {
+ for (int32_t type_i = 0; type_i < element_count; type_i++) {
+ type_max.write[type_i] = attribs[(i * element_count) + type_i];
+ type_min.write[type_i] = attribs[(i * element_count) + type_i];
+ }
+ }
+ for (int32_t type_i = 0; type_i < element_count; type_i++) {
+ type_max.write[type_i] = MAX(attribs[(i * element_count) + type_i], type_max[type_i]);
+ type_min.write[type_i] = MIN(attribs[(i * element_count) + type_i], type_min[type_i]);
+ type_max.write[type_i] = _filter_number(type_max.write[type_i]);
+ type_min.write[type_i] = _filter_number(type_min.write[type_i]);
+ }
+ }
+
+ ERR_FAIL_COND_V(attribs.size() == 0, -1);
+
+ Ref<GLTFAccessor> accessor;
+ accessor.instance();
+ GLTFBufferIndex buffer_view_i;
+ int64_t size = state->buffers[0].size();
+ const GLTFDocument::GLTFType type = GLTFDocument::TYPE_SCALAR;
+ const int component_type = GLTFDocument::COMPONENT_TYPE_INT;
+
+ accessor->max = type_max;
+ accessor->min = type_min;
+ accessor->normalized = false;
+ accessor->count = ret_size;
+ accessor->type = type;
+ accessor->component_type = component_type;
+ accessor->byte_offset = 0;
+ Error err = _encode_buffer_view(state, attribs.ptr(), attribs.size(), type, component_type, accessor->normalized, size, p_for_vertex, buffer_view_i);
+ if (err != OK) {
+ return -1;
+ }
+ accessor->buffer_view = buffer_view_i;
+ state->accessors.push_back(accessor);
+ return state->accessors.size() - 1;
+}
+
+Vector<int> GLTFDocument::_decode_accessor_as_ints(Ref<GLTFState> state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) {
+ const Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex);
+ Vector<int> ret;
+
+ if (attribs.size() == 0)
+ return ret;
+
+ const double *attribs_ptr = attribs.ptr();
+ const int ret_size = attribs.size();
+ ret.resize(ret_size);
+ {
+ for (int i = 0; i < ret_size; i++) {
+ ret.write[i] = int(attribs_ptr[i]);
+ }
+ }
+ return ret;
+}
+
+Vector<float> GLTFDocument::_decode_accessor_as_floats(Ref<GLTFState> state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) {
+ const Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex);
+ Vector<float> ret;
+
+ if (attribs.size() == 0)
+ return ret;
+
+ const double *attribs_ptr = attribs.ptr();
+ const int ret_size = attribs.size();
+ ret.resize(ret_size);
+ {
+ for (int i = 0; i < ret_size; i++) {
+ ret.write[i] = float(attribs_ptr[i]);
+ }
+ }
+ return ret;
+}
+
+GLTFAccessorIndex GLTFDocument::_encode_accessor_as_vec2(Ref<GLTFState> state, const Vector<Vector2> p_attribs, const bool p_for_vertex) {
+ if (p_attribs.size() == 0) {
+ return -1;
+ }
+ const int element_count = 2;
+
+ const int ret_size = p_attribs.size() * element_count;
+ Vector<double> attribs;
+ attribs.resize(ret_size);
+ Vector<double> type_max;
+ type_max.resize(element_count);
+ Vector<double> type_min;
+ type_min.resize(element_count);
+
+ for (int i = 0; i < p_attribs.size(); i++) {
+ Vector2 attrib = p_attribs[i];
+ attribs.write[(i * element_count) + 0] = Math::stepify(attrib.x, CMP_NORMALIZE_TOLERANCE);
+ attribs.write[(i * element_count) + 1] = Math::stepify(attrib.y, CMP_NORMALIZE_TOLERANCE);
+ _calc_accessor_min_max(i, element_count, type_max, attribs, type_min);
+ }
+
+ ERR_FAIL_COND_V(attribs.size() % element_count != 0, -1);
+
+ Ref<GLTFAccessor> accessor;
+ accessor.instance();
+ GLTFBufferIndex buffer_view_i;
+ int64_t size = state->buffers[0].size();
+ const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC2;
+ const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
+
+ accessor->max = type_max;
+ accessor->min = type_min;
+ accessor->normalized = false;
+ accessor->count = p_attribs.size();
+ accessor->type = type;
+ accessor->component_type = component_type;
+ accessor->byte_offset = 0;
+ Error err = _encode_buffer_view(state, attribs.ptr(), p_attribs.size(), type, component_type, accessor->normalized, size, p_for_vertex, buffer_view_i);
+ if (err != OK) {
+ return -1;
+ }
+ accessor->buffer_view = buffer_view_i;
+ state->accessors.push_back(accessor);
+ return state->accessors.size() - 1;
+}
+
+GLTFAccessorIndex GLTFDocument::_encode_accessor_as_color(Ref<GLTFState> state, const Vector<Color> p_attribs, const bool p_for_vertex) {
+ if (p_attribs.size() == 0) {
+ return -1;
+ }
+
+ const int ret_size = p_attribs.size() * 4;
+ Vector<double> attribs;
+ attribs.resize(ret_size);
+
+ const int element_count = 4;
+ Vector<double> type_max;
+ type_max.resize(element_count);
+ Vector<double> type_min;
+ type_min.resize(element_count);
+ for (int i = 0; i < p_attribs.size(); i++) {
+ Color attrib = p_attribs[i];
+ attribs.write[(i * element_count) + 0] = Math::stepify(attrib.r, CMP_NORMALIZE_TOLERANCE);
+ attribs.write[(i * element_count) + 1] = Math::stepify(attrib.g, CMP_NORMALIZE_TOLERANCE);
+ attribs.write[(i * element_count) + 2] = Math::stepify(attrib.b, CMP_NORMALIZE_TOLERANCE);
+ attribs.write[(i * element_count) + 3] = Math::stepify(attrib.a, CMP_NORMALIZE_TOLERANCE);
+
+ _calc_accessor_min_max(i, element_count, type_max, attribs, type_min);
+ }
+
+ ERR_FAIL_COND_V(attribs.size() % element_count != 0, -1);
+
+ Ref<GLTFAccessor> accessor;
+ accessor.instance();
+ GLTFBufferIndex buffer_view_i;
+ int64_t size = state->buffers[0].size();
+ const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC4;
+ const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
+
+ accessor->max = type_max;
+ accessor->min = type_min;
+ accessor->normalized = false;
+ accessor->count = p_attribs.size();
+ accessor->type = type;
+ accessor->component_type = component_type;
+ accessor->byte_offset = 0;
+ Error err = _encode_buffer_view(state, attribs.ptr(), p_attribs.size(), type, component_type, accessor->normalized, size, p_for_vertex, buffer_view_i);
+ if (err != OK) {
+ return -1;
+ }
+ accessor->buffer_view = buffer_view_i;
+ state->accessors.push_back(accessor);
+ return state->accessors.size() - 1;
+}
+
+void GLTFDocument::_calc_accessor_min_max(int i, const int element_count, Vector<double> &type_max, Vector<double> attribs, Vector<double> &type_min) {
+ if (i == 0) {
+ for (int32_t type_i = 0; type_i < element_count; type_i++) {
+ type_max.write[type_i] = attribs[(i * element_count) + type_i];
+ type_min.write[type_i] = attribs[(i * element_count) + type_i];
+ }
+ }
+ for (int32_t type_i = 0; type_i < element_count; type_i++) {
+ type_max.write[type_i] = MAX(attribs[(i * element_count) + type_i], type_max[type_i]);
+ type_min.write[type_i] = MIN(attribs[(i * element_count) + type_i], type_min[type_i]);
+ type_max.write[type_i] = _filter_number(type_max.write[type_i]);
+ type_min.write[type_i] = _filter_number(type_min.write[type_i]);
+ }
+}
+
+GLTFAccessorIndex GLTFDocument::_encode_accessor_as_weights(Ref<GLTFState> state, const Vector<Color> p_attribs, const bool p_for_vertex) {
+ if (p_attribs.size() == 0) {
+ return -1;
+ }
+
+ const int ret_size = p_attribs.size() * 4;
+ Vector<double> attribs;
+ attribs.resize(ret_size);
+
+ const int element_count = 4;
+
+ Vector<double> type_max;
+ type_max.resize(element_count);
+ Vector<double> type_min;
+ type_min.resize(element_count);
+ for (int i = 0; i < p_attribs.size(); i++) {
+ Color attrib = p_attribs[i];
+ attribs.write[(i * element_count) + 0] = Math::stepify(attrib.r, CMP_NORMALIZE_TOLERANCE);
+ attribs.write[(i * element_count) + 1] = Math::stepify(attrib.g, CMP_NORMALIZE_TOLERANCE);
+ attribs.write[(i * element_count) + 2] = Math::stepify(attrib.b, CMP_NORMALIZE_TOLERANCE);
+ attribs.write[(i * element_count) + 3] = Math::stepify(attrib.a, CMP_NORMALIZE_TOLERANCE);
+
+ _calc_accessor_min_max(i, element_count, type_max, attribs, type_min);
+ }
+
+ ERR_FAIL_COND_V(attribs.size() % element_count != 0, -1);
+
+ Ref<GLTFAccessor> accessor;
+ accessor.instance();
+ GLTFBufferIndex buffer_view_i;
+ int64_t size = state->buffers[0].size();
+ const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC4;
+ const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
+
+ accessor->max = type_max;
+ accessor->min = type_min;
+ accessor->normalized = false;
+ accessor->count = p_attribs.size();
+ accessor->type = type;
+ accessor->component_type = component_type;
+ accessor->byte_offset = 0;
+ Error err = _encode_buffer_view(state, attribs.ptr(), p_attribs.size(), type, component_type, accessor->normalized, size, p_for_vertex, buffer_view_i);
+ if (err != OK) {
+ return -1;
+ }
+ accessor->buffer_view = buffer_view_i;
+ state->accessors.push_back(accessor);
+ return state->accessors.size() - 1;
+}
+
+GLTFAccessorIndex GLTFDocument::_encode_accessor_as_joints(Ref<GLTFState> state, const Vector<Color> p_attribs, const bool p_for_vertex) {
+ if (p_attribs.size() == 0) {
+ return -1;
+ }
+
+ const int element_count = 4;
+ const int ret_size = p_attribs.size() * element_count;
+ Vector<double> attribs;
+ attribs.resize(ret_size);
+
+ Vector<double> type_max;
+ type_max.resize(element_count);
+ Vector<double> type_min;
+ type_min.resize(element_count);
+ for (int i = 0; i < p_attribs.size(); i++) {
+ Color attrib = p_attribs[i];
+ attribs.write[(i * element_count) + 0] = Math::stepify(attrib.r, CMP_NORMALIZE_TOLERANCE);
+ attribs.write[(i * element_count) + 1] = Math::stepify(attrib.g, CMP_NORMALIZE_TOLERANCE);
+ attribs.write[(i * element_count) + 2] = Math::stepify(attrib.b, CMP_NORMALIZE_TOLERANCE);
+ attribs.write[(i * element_count) + 3] = Math::stepify(attrib.a, CMP_NORMALIZE_TOLERANCE);
+ _calc_accessor_min_max(i, element_count, type_max, attribs, type_min);
+ }
+ ERR_FAIL_COND_V(attribs.size() % element_count != 0, -1);
+
+ Ref<GLTFAccessor> accessor;
+ accessor.instance();
+ GLTFBufferIndex buffer_view_i;
+ int64_t size = state->buffers[0].size();
+ const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC4;
+ const int component_type = GLTFDocument::COMPONENT_TYPE_UNSIGNED_SHORT;
+
+ accessor->max = type_max;
+ accessor->min = type_min;
+ accessor->normalized = false;
+ accessor->count = p_attribs.size();
+ accessor->type = type;
+ accessor->component_type = component_type;
+ accessor->byte_offset = 0;
+ Error err = _encode_buffer_view(state, attribs.ptr(), p_attribs.size(), type, component_type, accessor->normalized, size, p_for_vertex, buffer_view_i);
+ if (err != OK) {
+ return -1;
+ }
+ accessor->buffer_view = buffer_view_i;
+ state->accessors.push_back(accessor);
+ return state->accessors.size() - 1;
+}
+
+GLTFAccessorIndex GLTFDocument::_encode_accessor_as_quats(Ref<GLTFState> state, const Vector<Quat> p_attribs, const bool p_for_vertex) {
+ if (p_attribs.size() == 0) {
+ return -1;
+ }
+ const int element_count = 4;
+
+ const int ret_size = p_attribs.size() * element_count;
+ Vector<double> attribs;
+ attribs.resize(ret_size);
+
+ Vector<double> type_max;
+ type_max.resize(element_count);
+ Vector<double> type_min;
+ type_min.resize(element_count);
+ for (int i = 0; i < p_attribs.size(); i++) {
+ Quat quat = p_attribs[i];
+ attribs.write[(i * element_count) + 0] = Math::stepify(quat.x, CMP_NORMALIZE_TOLERANCE);
+ attribs.write[(i * element_count) + 1] = Math::stepify(quat.y, CMP_NORMALIZE_TOLERANCE);
+ attribs.write[(i * element_count) + 2] = Math::stepify(quat.z, CMP_NORMALIZE_TOLERANCE);
+ attribs.write[(i * element_count) + 3] = Math::stepify(quat.w, CMP_NORMALIZE_TOLERANCE);
+
+ _calc_accessor_min_max(i, element_count, type_max, attribs, type_min);
+ }
+
+ ERR_FAIL_COND_V(attribs.size() % element_count != 0, -1);
+
+ Ref<GLTFAccessor> accessor;
+ accessor.instance();
+ GLTFBufferIndex buffer_view_i;
+ int64_t size = state->buffers[0].size();
+ const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC4;
+ const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
+
+ accessor->max = type_max;
+ accessor->min = type_min;
+ accessor->normalized = false;
+ accessor->count = p_attribs.size();
+ accessor->type = type;
+ accessor->component_type = component_type;
+ accessor->byte_offset = 0;
+ Error err = _encode_buffer_view(state, attribs.ptr(), p_attribs.size(), type, component_type, accessor->normalized, size, p_for_vertex, buffer_view_i);
+ if (err != OK) {
+ return -1;
+ }
+ accessor->buffer_view = buffer_view_i;
+ state->accessors.push_back(accessor);
+ return state->accessors.size() - 1;
+}
+
+Vector<Vector2> GLTFDocument::_decode_accessor_as_vec2(Ref<GLTFState> state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) {
+ const Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex);
+ Vector<Vector2> ret;
+
+ if (attribs.size() == 0)
+ return ret;
+
+ ERR_FAIL_COND_V(attribs.size() % 2 != 0, ret);
+ const double *attribs_ptr = attribs.ptr();
+ const int ret_size = attribs.size() / 2;
+ ret.resize(ret_size);
+ {
+ for (int i = 0; i < ret_size; i++) {
+ ret.write[i] = Vector2(attribs_ptr[i * 2 + 0], attribs_ptr[i * 2 + 1]);
+ }
+ }
+ return ret;
+}
+
+GLTFAccessorIndex GLTFDocument::_encode_accessor_as_floats(Ref<GLTFState> state, const Vector<real_t> p_attribs, const bool p_for_vertex) {
+ if (p_attribs.size() == 0) {
+ return -1;
+ }
+ const int element_count = 1;
+ const int ret_size = p_attribs.size();
+ Vector<double> attribs;
+ attribs.resize(ret_size);
+
+ Vector<double> type_max;
+ type_max.resize(element_count);
+ Vector<double> type_min;
+ type_min.resize(element_count);
+
+ for (int i = 0; i < p_attribs.size(); i++) {
+ attribs.write[i] = Math::stepify(p_attribs[i], CMP_NORMALIZE_TOLERANCE);
+
+ _calc_accessor_min_max(i, element_count, type_max, attribs, type_min);
+ }
+
+ ERR_FAIL_COND_V(!attribs.size(), -1);
+
+ Ref<GLTFAccessor> accessor;
+ accessor.instance();
+ GLTFBufferIndex buffer_view_i;
+ int64_t size = state->buffers[0].size();
+ const GLTFDocument::GLTFType type = GLTFDocument::TYPE_SCALAR;
+ const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
+
+ accessor->max = type_max;
+ accessor->min = type_min;
+ accessor->normalized = false;
+ accessor->count = ret_size;
+ accessor->type = type;
+ accessor->component_type = component_type;
+ accessor->byte_offset = 0;
+ Error err = _encode_buffer_view(state, attribs.ptr(), attribs.size(), type, component_type, accessor->normalized, size, p_for_vertex, buffer_view_i);
+ if (err != OK) {
+ return -1;
+ }
+ accessor->buffer_view = buffer_view_i;
+ state->accessors.push_back(accessor);
+ return state->accessors.size() - 1;
+}
+
+GLTFAccessorIndex GLTFDocument::_encode_accessor_as_vec3(Ref<GLTFState> state, const Vector<Vector3> p_attribs, const bool p_for_vertex) {
+ if (p_attribs.size() == 0) {
+ return -1;
+ }
+ const int element_count = 3;
+ const int ret_size = p_attribs.size() * element_count;
+ Vector<double> attribs;
+ attribs.resize(ret_size);
+
+ Vector<double> type_max;
+ type_max.resize(element_count);
+ Vector<double> type_min;
+ type_min.resize(element_count);
+ for (int i = 0; i < p_attribs.size(); i++) {
+ Vector3 attrib = p_attribs[i];
+ attribs.write[(i * element_count) + 0] = Math::stepify(attrib.x, CMP_NORMALIZE_TOLERANCE);
+ attribs.write[(i * element_count) + 1] = Math::stepify(attrib.y, CMP_NORMALIZE_TOLERANCE);
+ attribs.write[(i * element_count) + 2] = Math::stepify(attrib.z, CMP_NORMALIZE_TOLERANCE);
+
+ _calc_accessor_min_max(i, element_count, type_max, attribs, type_min);
+ }
+ ERR_FAIL_COND_V(attribs.size() % element_count != 0, -1);
+
+ Ref<GLTFAccessor> accessor;
+ accessor.instance();
+ GLTFBufferIndex buffer_view_i;
+ int64_t size = state->buffers[0].size();
+ const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC3;
+ const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
+
+ accessor->max = type_max;
+ accessor->min = type_min;
+ accessor->normalized = false;
+ accessor->count = p_attribs.size();
+ accessor->type = type;
+ accessor->component_type = component_type;
+ accessor->byte_offset = 0;
+ Error err = _encode_buffer_view(state, attribs.ptr(), p_attribs.size(), type, component_type, accessor->normalized, size, p_for_vertex, buffer_view_i);
+ if (err != OK) {
+ return -1;
+ }
+ accessor->buffer_view = buffer_view_i;
+ state->accessors.push_back(accessor);
+ return state->accessors.size() - 1;
+}
+
+GLTFAccessorIndex GLTFDocument::_encode_accessor_as_xform(Ref<GLTFState> state, const Vector<Transform> p_attribs, const bool p_for_vertex) {
+ if (p_attribs.size() == 0) {
+ return -1;
+ }
+ const int element_count = 16;
+ const int ret_size = p_attribs.size() * element_count;
+ Vector<double> attribs;
+ attribs.resize(ret_size);
+
+ Vector<double> type_max;
+ type_max.resize(element_count);
+ Vector<double> type_min;
+ type_min.resize(element_count);
+ for (int i = 0; i < p_attribs.size(); i++) {
+ Transform attrib = p_attribs[i];
+ Basis basis = attrib.get_basis();
+ Vector3 axis_0 = basis.get_axis(Vector3::AXIS_X);
+
+ attribs.write[i * element_count + 0] = Math::stepify(axis_0.x, CMP_NORMALIZE_TOLERANCE);
+ attribs.write[i * element_count + 1] = Math::stepify(axis_0.y, CMP_NORMALIZE_TOLERANCE);
+ attribs.write[i * element_count + 2] = Math::stepify(axis_0.z, CMP_NORMALIZE_TOLERANCE);
+ attribs.write[i * element_count + 3] = 0.0;
+
+ Vector3 axis_1 = basis.get_axis(Vector3::AXIS_Y);
+ attribs.write[i * element_count + 4] = Math::stepify(axis_1.x, CMP_NORMALIZE_TOLERANCE);
+ attribs.write[i * element_count + 5] = Math::stepify(axis_1.y, CMP_NORMALIZE_TOLERANCE);
+ attribs.write[i * element_count + 6] = Math::stepify(axis_1.z, CMP_NORMALIZE_TOLERANCE);
+ attribs.write[i * element_count + 7] = 0.0;
+
+ Vector3 axis_2 = basis.get_axis(Vector3::AXIS_Z);
+ attribs.write[i * element_count + 8] = Math::stepify(axis_2.x, CMP_NORMALIZE_TOLERANCE);
+ attribs.write[i * element_count + 9] = Math::stepify(axis_2.y, CMP_NORMALIZE_TOLERANCE);
+ attribs.write[i * element_count + 10] = Math::stepify(axis_2.z, CMP_NORMALIZE_TOLERANCE);
+ attribs.write[i * element_count + 11] = 0.0;
+
+ Vector3 origin = attrib.get_origin();
+ attribs.write[i * element_count + 12] = Math::stepify(origin.x, CMP_NORMALIZE_TOLERANCE);
+ attribs.write[i * element_count + 13] = Math::stepify(origin.y, CMP_NORMALIZE_TOLERANCE);
+ attribs.write[i * element_count + 14] = Math::stepify(origin.z, CMP_NORMALIZE_TOLERANCE);
+ attribs.write[i * element_count + 15] = 1.0;
+
+ _calc_accessor_min_max(i, element_count, type_max, attribs, type_min);
+ }
+ ERR_FAIL_COND_V(attribs.size() % element_count != 0, -1);
+
+ Ref<GLTFAccessor> accessor;
+ accessor.instance();
+ GLTFBufferIndex buffer_view_i;
+ int64_t size = state->buffers[0].size();
+ const GLTFDocument::GLTFType type = GLTFDocument::TYPE_MAT4;
+ const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
+
+ accessor->max = type_max;
+ accessor->min = type_min;
+ accessor->normalized = false;
+ accessor->count = p_attribs.size();
+ accessor->type = type;
+ accessor->component_type = component_type;
+ accessor->byte_offset = 0;
+ Error err = _encode_buffer_view(state, attribs.ptr(), p_attribs.size(), type, component_type, accessor->normalized, size, p_for_vertex, buffer_view_i);
+ if (err != OK) {
+ return -1;
+ }
+ accessor->buffer_view = buffer_view_i;
+ state->accessors.push_back(accessor);
+ return state->accessors.size() - 1;
+}
+
+Vector<Vector3> GLTFDocument::_decode_accessor_as_vec3(Ref<GLTFState> state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) {
+ const Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex);
+ Vector<Vector3> ret;
+
+ if (attribs.size() == 0)
+ return ret;
+
+ ERR_FAIL_COND_V(attribs.size() % 3 != 0, ret);
+ const double *attribs_ptr = attribs.ptr();
+ const int ret_size = attribs.size() / 3;
+ ret.resize(ret_size);
+ {
+ for (int i = 0; i < ret_size; i++) {
+ ret.write[i] = Vector3(attribs_ptr[i * 3 + 0], attribs_ptr[i * 3 + 1], attribs_ptr[i * 3 + 2]);
+ }
+ }
+ return ret;
+}
+
+Vector<Color> GLTFDocument::_decode_accessor_as_color(Ref<GLTFState> state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) {
+ const Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex);
+ Vector<Color> ret;
+
+ if (attribs.size() == 0)
+ return ret;
+
+ const int type = state->accessors[p_accessor]->type;
+ ERR_FAIL_COND_V(!(type == TYPE_VEC3 || type == TYPE_VEC4), ret);
+ int vec_len = 3;
+ if (type == TYPE_VEC4) {
+ vec_len = 4;
+ }
+
+ ERR_FAIL_COND_V(attribs.size() % vec_len != 0, ret);
+ const double *attribs_ptr = attribs.ptr();
+ const int ret_size = attribs.size() / vec_len;
+ ret.resize(ret_size);
+ {
+ for (int i = 0; i < ret_size; i++) {
+ ret.write[i] = Color(attribs_ptr[i * vec_len + 0], attribs_ptr[i * vec_len + 1], attribs_ptr[i * vec_len + 2], vec_len == 4 ? attribs_ptr[i * 4 + 3] : 1.0);
+ }
+ }
+ return ret;
+}
+Vector<Quat> GLTFDocument::_decode_accessor_as_quat(Ref<GLTFState> state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) {
+ const Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex);
+ Vector<Quat> ret;
+
+ if (attribs.size() == 0)
+ return ret;
+
+ ERR_FAIL_COND_V(attribs.size() % 4 != 0, ret);
+ const double *attribs_ptr = attribs.ptr();
+ const int ret_size = attribs.size() / 4;
+ ret.resize(ret_size);
+ {
+ for (int i = 0; i < ret_size; i++) {
+ ret.write[i] = Quat(attribs_ptr[i * 4 + 0], attribs_ptr[i * 4 + 1], attribs_ptr[i * 4 + 2], attribs_ptr[i * 4 + 3]).normalized();
+ }
+ }
+ return ret;
+}
+Vector<Transform2D> GLTFDocument::_decode_accessor_as_xform2d(Ref<GLTFState> state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) {
+ const Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex);
+ Vector<Transform2D> ret;
+
+ if (attribs.size() == 0)
+ return ret;
+
+ ERR_FAIL_COND_V(attribs.size() % 4 != 0, ret);
+ ret.resize(attribs.size() / 4);
+ for (int i = 0; i < ret.size(); i++) {
+ ret.write[i][0] = Vector2(attribs[i * 4 + 0], attribs[i * 4 + 1]);
+ ret.write[i][1] = Vector2(attribs[i * 4 + 2], attribs[i * 4 + 3]);
+ }
+ return ret;
+}
+
+Vector<Basis> GLTFDocument::_decode_accessor_as_basis(Ref<GLTFState> state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) {
+ const Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex);
+ Vector<Basis> ret;
+
+ if (attribs.size() == 0)
+ return ret;
+
+ ERR_FAIL_COND_V(attribs.size() % 9 != 0, ret);
+ ret.resize(attribs.size() / 9);
+ for (int i = 0; i < ret.size(); i++) {
+ ret.write[i].set_axis(0, Vector3(attribs[i * 9 + 0], attribs[i * 9 + 1], attribs[i * 9 + 2]));
+ ret.write[i].set_axis(1, Vector3(attribs[i * 9 + 3], attribs[i * 9 + 4], attribs[i * 9 + 5]));
+ ret.write[i].set_axis(2, Vector3(attribs[i * 9 + 6], attribs[i * 9 + 7], attribs[i * 9 + 8]));
+ }
+ return ret;
+}
+
+Vector<Transform> GLTFDocument::_decode_accessor_as_xform(Ref<GLTFState> state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) {
+ const Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex);
+ Vector<Transform> ret;
+
+ if (attribs.size() == 0)
+ return ret;
+
+ ERR_FAIL_COND_V(attribs.size() % 16 != 0, ret);
+ ret.resize(attribs.size() / 16);
+ for (int i = 0; i < ret.size(); i++) {
+ ret.write[i].basis.set_axis(0, Vector3(attribs[i * 16 + 0], attribs[i * 16 + 1], attribs[i * 16 + 2]));
+ ret.write[i].basis.set_axis(1, Vector3(attribs[i * 16 + 4], attribs[i * 16 + 5], attribs[i * 16 + 6]));
+ ret.write[i].basis.set_axis(2, Vector3(attribs[i * 16 + 8], attribs[i * 16 + 9], attribs[i * 16 + 10]));
+ ret.write[i].set_origin(Vector3(attribs[i * 16 + 12], attribs[i * 16 + 13], attribs[i * 16 + 14]));
+ }
+ return ret;
+}
+
+Error GLTFDocument::_serialize_meshes(Ref<GLTFState> state) {
+ Array meshes;
+ for (GLTFMeshIndex gltf_mesh_i = 0; gltf_mesh_i < state->meshes.size(); gltf_mesh_i++) {
+ print_verbose("glTF: Serializing mesh: " + itos(gltf_mesh_i));
+ Ref<EditorSceneImporterMesh> import_mesh = state->meshes.write[gltf_mesh_i]->get_mesh();
+ if (import_mesh.is_null()) {
+ continue;
+ }
+ Array primitives;
+ Array targets;
+ Dictionary gltf_mesh;
+ Array target_names;
+ Array weights;
+ for (int surface_i = 0; surface_i < import_mesh->get_surface_count(); surface_i++) {
+ Dictionary primitive;
+ Mesh::PrimitiveType primitive_type = import_mesh->get_surface_primitive_type(surface_i);
+ switch (primitive_type) {
+ case Mesh::PRIMITIVE_POINTS: {
+ primitive["mode"] = 0;
+ break;
+ }
+ case Mesh::PRIMITIVE_LINES: {
+ primitive["mode"] = 1;
+ break;
+ }
+ // case Mesh::PRIMITIVE_LINE_LOOP: {
+ // primitive["mode"] = 2;
+ // break;
+ // }
+ case Mesh::PRIMITIVE_LINE_STRIP: {
+ primitive["mode"] = 3;
+ break;
+ }
+ case Mesh::PRIMITIVE_TRIANGLES: {
+ primitive["mode"] = 4;
+ break;
+ }
+ case Mesh::PRIMITIVE_TRIANGLE_STRIP: {
+ primitive["mode"] = 5;
+ break;
+ }
+ // case Mesh::PRIMITIVE_TRIANGLE_FAN: {
+ // primitive["mode"] = 6;
+ // break;
+ // }
+ default: {
+ ERR_FAIL_V(FAILED);
+ }
+ }
+
+ Array array = import_mesh->get_surface_arrays(surface_i);
+ Dictionary attributes;
+ {
+ Vector<Vector3> a = array[Mesh::ARRAY_VERTEX];
+ ERR_FAIL_COND_V(!a.size(), ERR_INVALID_DATA);
+ attributes["POSITION"] = _encode_accessor_as_vec3(state, a, true);
+ }
+ {
+ Vector<real_t> a = array[Mesh::ARRAY_TANGENT];
+ if (a.size()) {
+ const int ret_size = a.size() / 4;
+ Vector<Color> attribs;
+ attribs.resize(ret_size);
+ for (int i = 0; i < ret_size; i++) {
+ Color out;
+ out.r = a[(i * 4) + 0];
+ out.g = a[(i * 4) + 1];
+ out.b = a[(i * 4) + 2];
+ out.a = a[(i * 4) + 3];
+ attribs.write[i] = out;
+ }
+ attributes["TANGENT"] = _encode_accessor_as_color(state, attribs, true);
+ }
+ }
+ {
+ Vector<Vector3> a = array[Mesh::ARRAY_NORMAL];
+ if (a.size()) {
+ const int ret_size = a.size();
+ Vector<Vector3> attribs;
+ attribs.resize(ret_size);
+ for (int i = 0; i < ret_size; i++) {
+ attribs.write[i] = Vector3(a[i]).normalized();
+ }
+ attributes["NORMAL"] = _encode_accessor_as_vec3(state, attribs, true);
+ }
+ }
+ {
+ Vector<Vector2> a = array[Mesh::ARRAY_TEX_UV];
+ if (a.size()) {
+ attributes["TEXCOORD_0"] = _encode_accessor_as_vec2(state, a, true);
+ }
+ }
+ {
+ Vector<Vector2> a = array[Mesh::ARRAY_TEX_UV2];
+ if (a.size()) {
+ attributes["TEXCOORD_1"] = _encode_accessor_as_vec2(state, a, true);
+ }
+ }
+ {
+ Vector<Color> a = array[Mesh::ARRAY_COLOR];
+ if (a.size()) {
+ attributes["COLOR_0"] = _encode_accessor_as_color(state, a, true);
+ }
+ }
+ Map<int, int> joint_i_to_bone_i;
+ for (GLTFNodeIndex node_i = 0; node_i < state->nodes.size(); node_i++) {
+ GLTFSkinIndex skin_i = -1;
+ if (state->nodes[node_i]->mesh == gltf_mesh_i) {
+ skin_i = state->nodes[node_i]->skin;
+ }
+ if (skin_i != -1) {
+ joint_i_to_bone_i = state->skins[skin_i]->joint_i_to_bone_i;
+ break;
+ }
+ }
+ {
+ Array a = array[Mesh::ARRAY_BONES];
+ if (a.size()) {
+ const int ret_size = a.size() / 4;
+ Vector<Color> attribs;
+ attribs.resize(ret_size);
+ {
+ for (int array_i = 0; array_i < attribs.size(); array_i++) {
+ int32_t joint_0 = a[(array_i * 4) + 0];
+ int32_t joint_1 = a[(array_i * 4) + 1];
+ int32_t joint_2 = a[(array_i * 4) + 2];
+ int32_t joint_3 = a[(array_i * 4) + 3];
+ attribs.write[array_i] = Color(joint_0, joint_1, joint_2, joint_3);
+ }
+ }
+ attributes["JOINTS_0"] = _encode_accessor_as_joints(state, attribs, true);
+ }
+ }
+ {
+ Array a = array[Mesh::ARRAY_WEIGHTS];
+ if (a.size()) {
+ const int ret_size = a.size() / 4;
+ Vector<Color> attribs;
+ attribs.resize(ret_size);
+ for (int i = 0; i < ret_size; i++) {
+ attribs.write[i] = Color(a[(i * 4) + 0], a[(i * 4) + 1], a[(i * 4) + 2], a[(i * 4) + 3]);
+ }
+ attributes["WEIGHTS_0"] = _encode_accessor_as_weights(state, attribs, true);
+ }
+ }
+ {
+ Vector<int32_t> mesh_indices = array[Mesh::ARRAY_INDEX];
+ if (mesh_indices.size()) {
+ if (primitive_type == Mesh::PRIMITIVE_TRIANGLES) {
+ //swap around indices, convert ccw to cw for front face
+ const int is = mesh_indices.size();
+ for (int k = 0; k < is; k += 3) {
+ SWAP(mesh_indices.write[k + 0], mesh_indices.write[k + 2]);
+ }
+ }
+ primitive["indices"] = _encode_accessor_as_ints(state, mesh_indices, true);
+ } else {
+ if (primitive_type == Mesh::PRIMITIVE_TRIANGLES) {
+ //generate indices because they need to be swapped for CW/CCW
+ const Vector<Vector3> &vertices = array[Mesh::ARRAY_VERTEX];
+ Ref<SurfaceTool> st;
+ st.instance();
+ st->create_from_triangle_arrays(array);
+ st->index();
+ Vector<int32_t> generated_indices = st->commit_to_arrays()[Mesh::ARRAY_INDEX];
+ const int vs = vertices.size();
+ generated_indices.resize(vs);
+ {
+ for (int k = 0; k < vs; k += 3) {
+ generated_indices.write[k] = k;
+ generated_indices.write[k + 1] = k + 2;
+ generated_indices.write[k + 2] = k + 1;
+ }
+ }
+ primitive["indices"] = _encode_accessor_as_ints(state, generated_indices, true);
+ }
+ }
+ }
+
+ primitive["attributes"] = attributes;
+
+ //blend shapes
+ print_verbose("glTF: Mesh has targets");
+ if (import_mesh->get_blend_shape_count()) {
+ ArrayMesh::BlendShapeMode shape_mode = import_mesh->get_blend_shape_mode();
+ for (int morph_i = 0; morph_i < import_mesh->get_blend_shape_count(); morph_i++) {
+ Array array_morph = import_mesh->get_surface_blend_shape_arrays(surface_i, morph_i);
+ target_names.push_back(import_mesh->get_blend_shape_name(morph_i));
+ Dictionary t;
+ Vector<Vector3> varr = array_morph[Mesh::ARRAY_VERTEX];
+ Array mesh_arrays = import_mesh->get_surface_arrays(surface_i);
+ if (varr.size()) {
+ Vector<Vector3> src_varr = array[Mesh::ARRAY_VERTEX];
+ if (shape_mode == ArrayMesh::BlendShapeMode::BLEND_SHAPE_MODE_NORMALIZED) {
+ const int max_idx = src_varr.size();
+ for (int blend_i = 0; blend_i < max_idx; blend_i++) {
+ varr.write[blend_i] = Vector3(varr[blend_i]) - src_varr[blend_i];
+ }
+ }
+
+ t["POSITION"] = _encode_accessor_as_vec3(state, varr, true);
+ }
+
+ Vector<Vector3> narr = array_morph[Mesh::ARRAY_NORMAL];
+ if (varr.size()) {
+ t["NORMAL"] = _encode_accessor_as_vec3(state, narr, true);
+ }
+ Vector<real_t> tarr = array_morph[Mesh::ARRAY_TANGENT];
+ if (tarr.size()) {
+ const int ret_size = tarr.size() / 4;
+ Vector<Color> attribs;
+ attribs.resize(ret_size);
+ for (int i = 0; i < ret_size; i++) {
+ Color tangent;
+ tangent.r = tarr[(i * 4) + 0];
+ tangent.r = tarr[(i * 4) + 1];
+ tangent.r = tarr[(i * 4) + 2];
+ tangent.r = tarr[(i * 4) + 3];
+ }
+ t["TANGENT"] = _encode_accessor_as_color(state, attribs, true);
+ }
+ targets.push_back(t);
+ }
+ }
+
+ Ref<BaseMaterial3D> mat = import_mesh->get_surface_material(surface_i);
+ if (mat.is_valid()) {
+ Map<Ref<BaseMaterial3D>, GLTFMaterialIndex>::Element *material_cache_i = state->material_cache.find(mat);
+ if (material_cache_i && material_cache_i->get() != -1) {
+ primitive["material"] = material_cache_i->get();
+ } else {
+ GLTFMaterialIndex mat_i = state->materials.size();
+ state->materials.push_back(mat);
+ primitive["material"] = mat_i;
+ state->material_cache.insert(mat, mat_i);
+ }
+ }
+
+ if (targets.size()) {
+ primitive["targets"] = targets;
+ }
+
+ primitives.push_back(primitive);
+ }
+
+ Dictionary e;
+ e["targetNames"] = target_names;
+
+ for (int j = 0; j < target_names.size(); j++) {
+ real_t weight = 0;
+ if (j < state->meshes.write[gltf_mesh_i]->get_blend_weights().size()) {
+ weight = state->meshes.write[gltf_mesh_i]->get_blend_weights()[j];
+ }
+ weights.push_back(weight);
+ }
+ if (weights.size()) {
+ gltf_mesh["weights"] = weights;
+ }
+
+ ERR_FAIL_COND_V(target_names.size() != weights.size(), FAILED);
+
+ gltf_mesh["extras"] = e;
+
+ gltf_mesh["primitives"] = primitives;
+
+ meshes.push_back(gltf_mesh);
+ }
+
+ state->json["meshes"] = meshes;
+ print_verbose("glTF: Total meshes: " + itos(meshes.size()));
+
+ return OK;
+}
+
+Error GLTFDocument::_parse_meshes(Ref<GLTFState> state) {
+ if (!state->json.has("meshes")) {
+ return OK;
+ }
+
+ Array meshes = state->json["meshes"];
+ for (GLTFMeshIndex i = 0; i < meshes.size(); i++) {
+ print_verbose("glTF: Parsing mesh: " + itos(i));
+ Dictionary d = meshes[i];
+
+ Ref<GLTFMesh> mesh;
+ mesh.instance();
+ bool has_vertex_color = false;
+
+ ERR_FAIL_COND_V(!d.has("primitives"), ERR_PARSE_ERROR);
+
+ Array primitives = d["primitives"];
+ const Dictionary &extras = d.has("extras") ? (Dictionary)d["extras"] : Dictionary();
+ Ref<EditorSceneImporterMesh> import_mesh;
+ import_mesh.instance();
+ for (int j = 0; j < primitives.size(); j++) {
+ Dictionary p = primitives[j];
+
+ Array array;
+ array.resize(Mesh::ARRAY_MAX);
+
+ ERR_FAIL_COND_V(!p.has("attributes"), ERR_PARSE_ERROR);
+
+ Dictionary a = p["attributes"];
+
+ Mesh::PrimitiveType primitive = Mesh::PRIMITIVE_TRIANGLES;
+ if (p.has("mode")) {
+ const int mode = p["mode"];
+ ERR_FAIL_INDEX_V(mode, 7, ERR_FILE_CORRUPT);
+ static const Mesh::PrimitiveType primitives2[7] = {
+ Mesh::PRIMITIVE_POINTS,
+ Mesh::PRIMITIVE_LINES,
+ Mesh::PRIMITIVE_LINES, //loop not supported, should ce converted
+ Mesh::PRIMITIVE_LINES,
+ Mesh::PRIMITIVE_TRIANGLES,
+ Mesh::PRIMITIVE_TRIANGLE_STRIP,
+ Mesh::PRIMITIVE_TRIANGLES, //fan not supported, should be converted
+#ifndef _MSC_VER
+#warning line loop and triangle fan are not supported and need to be converted to lines and triangles
+#endif
+
+ };
+
+ primitive = primitives2[mode];
+ }
+
+ ERR_FAIL_COND_V(!a.has("POSITION"), ERR_PARSE_ERROR);
+ if (a.has("POSITION")) {
+ array[Mesh::ARRAY_VERTEX] = _decode_accessor_as_vec3(state, a["POSITION"], true);
+ }
+ if (a.has("NORMAL")) {
+ array[Mesh::ARRAY_NORMAL] = _decode_accessor_as_vec3(state, a["NORMAL"], true);
+ }
+ if (a.has("TANGENT")) {
+ array[Mesh::ARRAY_TANGENT] = _decode_accessor_as_floats(state, a["TANGENT"], true);
+ }
+ if (a.has("TEXCOORD_0")) {
+ array[Mesh::ARRAY_TEX_UV] = _decode_accessor_as_vec2(state, a["TEXCOORD_0"], true);
+ }
+ if (a.has("TEXCOORD_1")) {
+ array[Mesh::ARRAY_TEX_UV2] = _decode_accessor_as_vec2(state, a["TEXCOORD_1"], true);
+ }
+ if (a.has("COLOR_0")) {
+ array[Mesh::ARRAY_COLOR] = _decode_accessor_as_color(state, a["COLOR_0"], true);
+ has_vertex_color = true;
+ }
+ if (a.has("JOINTS_0")) {
+ array[Mesh::ARRAY_BONES] = _decode_accessor_as_ints(state, a["JOINTS_0"], true);
+ }
+ if (a.has("WEIGHTS_0")) {
+ Vector<float> weights = _decode_accessor_as_floats(state, a["WEIGHTS_0"], true);
+ { //gltf does not seem to normalize the weights for some reason..
+ int wc = weights.size();
+ float *w = weights.ptrw();
+
+ for (int k = 0; k < wc; k += 4) {
+ float total = 0.0;
+ total += w[k + 0];
+ total += w[k + 1];
+ total += w[k + 2];
+ total += w[k + 3];
+ if (total > 0.0) {
+ w[k + 0] /= total;
+ w[k + 1] /= total;
+ w[k + 2] /= total;
+ w[k + 3] /= total;
+ }
+ }
+ }
+ array[Mesh::ARRAY_WEIGHTS] = weights;
+ }
+
+ if (p.has("indices")) {
+ Vector<int> indices = _decode_accessor_as_ints(state, p["indices"], false);
+
+ if (primitive == Mesh::PRIMITIVE_TRIANGLES) {
+ //swap around indices, convert ccw to cw for front face
+
+ const int is = indices.size();
+ int *w = indices.ptrw();
+ for (int k = 0; k < is; k += 3) {
+ SWAP(w[k + 1], w[k + 2]);
+ }
+ }
+ array[Mesh::ARRAY_INDEX] = indices;
+
+ } else if (primitive == Mesh::PRIMITIVE_TRIANGLES) {
+ //generate indices because they need to be swapped for CW/CCW
+ const Vector<Vector3> &vertices = array[Mesh::ARRAY_VERTEX];
+ ERR_FAIL_COND_V(vertices.size() == 0, ERR_PARSE_ERROR);
+ Vector<int> indices;
+ const int vs = vertices.size();
+ indices.resize(vs);
+ {
+ int *w = indices.ptrw();
+ for (int k = 0; k < vs; k += 3) {
+ w[k] = k;
+ w[k + 1] = k + 2;
+ w[k + 2] = k + 1;
+ }
+ }
+ array[Mesh::ARRAY_INDEX] = indices;
+ }
+
+ bool generate_tangents = (primitive == Mesh::PRIMITIVE_TRIANGLES && !a.has("TANGENT") && a.has("TEXCOORD_0") && a.has("NORMAL"));
+
+ if (generate_tangents) {
+ //must generate mikktspace tangents.. ergh..
+ Ref<SurfaceTool> st;
+ st.instance();
+ st->create_from_triangle_arrays(array);
+ st->generate_tangents();
+ array = st->commit_to_arrays();
+ }
+
+ Array morphs;
+ //blend shapes
+ if (p.has("targets")) {
+ print_verbose("glTF: Mesh has targets");
+ const Array &targets = p["targets"];
+
+ //ideally BLEND_SHAPE_MODE_RELATIVE since gltf2 stores in displacement
+ //but it could require a larger refactor?
+ import_mesh->set_blend_shape_mode(Mesh::BLEND_SHAPE_MODE_NORMALIZED);
+
+ if (j == 0) {
+ const Array &target_names = extras.has("targetNames") ? (Array)extras["targetNames"] : Array();
+ for (int k = 0; k < targets.size(); k++) {
+ const String name = k < target_names.size() ? (String)target_names[k] : String("morph_") + itos(k);
+ import_mesh->add_blend_shape(name);
+ }
+ }
+
+ for (int k = 0; k < targets.size(); k++) {
+ const Dictionary &t = targets[k];
+
+ Array array_copy;
+ array_copy.resize(Mesh::ARRAY_MAX);
+
+ for (int l = 0; l < Mesh::ARRAY_MAX; l++) {
+ array_copy[l] = array[l];
+ }
+
+ array_copy[Mesh::ARRAY_INDEX] = Variant();
+
+ if (t.has("POSITION")) {
+ Vector<Vector3> varr = _decode_accessor_as_vec3(state, t["POSITION"], true);
+ const Vector<Vector3> src_varr = array[Mesh::ARRAY_VERTEX];
+ const int size = src_varr.size();
+ ERR_FAIL_COND_V(size == 0, ERR_PARSE_ERROR);
+ {
+ const int max_idx = varr.size();
+ varr.resize(size);
+
+ Vector3 *w_varr = varr.ptrw();
+ const Vector3 *r_varr = varr.ptr();
+ const Vector3 *r_src_varr = src_varr.ptr();
+ for (int l = 0; l < size; l++) {
+ if (l < max_idx) {
+ w_varr[l] = r_varr[l] + r_src_varr[l];
+ } else {
+ w_varr[l] = r_src_varr[l];
+ }
+ }
+ }
+ array_copy[Mesh::ARRAY_VERTEX] = varr;
+ }
+ if (t.has("NORMAL")) {
+ Vector<Vector3> narr = _decode_accessor_as_vec3(state, t["NORMAL"], true);
+ const Vector<Vector3> src_narr = array[Mesh::ARRAY_NORMAL];
+ int size = src_narr.size();
+ ERR_FAIL_COND_V(size == 0, ERR_PARSE_ERROR);
+ {
+ int max_idx = narr.size();
+ narr.resize(size);
+
+ Vector3 *w_narr = narr.ptrw();
+ const Vector3 *r_narr = narr.ptr();
+ const Vector3 *r_src_narr = src_narr.ptr();
+ for (int l = 0; l < size; l++) {
+ if (l < max_idx) {
+ w_narr[l] = r_narr[l] + r_src_narr[l];
+ } else {
+ w_narr[l] = r_src_narr[l];
+ }
+ }
+ }
+ array_copy[Mesh::ARRAY_NORMAL] = narr;
+ }
+ if (t.has("TANGENT")) {
+ const Vector<Vector3> tangents_v3 = _decode_accessor_as_vec3(state, t["TANGENT"], true);
+ const Vector<float> src_tangents = array[Mesh::ARRAY_TANGENT];
+ ERR_FAIL_COND_V(src_tangents.size() == 0, ERR_PARSE_ERROR);
+
+ Vector<float> tangents_v4;
+
+ {
+ int max_idx = tangents_v3.size();
+
+ int size4 = src_tangents.size();
+ tangents_v4.resize(size4);
+ float *w4 = tangents_v4.ptrw();
+
+ const Vector3 *r3 = tangents_v3.ptr();
+ const float *r4 = src_tangents.ptr();
+
+ for (int l = 0; l < size4 / 4; l++) {
+ if (l < max_idx) {
+ w4[l * 4 + 0] = r3[l].x + r4[l * 4 + 0];
+ w4[l * 4 + 1] = r3[l].y + r4[l * 4 + 1];
+ w4[l * 4 + 2] = r3[l].z + r4[l * 4 + 2];
+ } else {
+ w4[l * 4 + 0] = r4[l * 4 + 0];
+ w4[l * 4 + 1] = r4[l * 4 + 1];
+ w4[l * 4 + 2] = r4[l * 4 + 2];
+ }
+ w4[l * 4 + 3] = r4[l * 4 + 3]; //copy flip value
+ }
+ }
+
+ array_copy[Mesh::ARRAY_TANGENT] = tangents_v4;
+ }
+
+ if (generate_tangents) {
+ Ref<SurfaceTool> st;
+ st.instance();
+ st->create_from_triangle_arrays(array_copy);
+ st->deindex();
+ st->generate_tangents();
+ array_copy = st->commit_to_arrays();
+ }
+
+ morphs.push_back(array_copy);
+ }
+ }
+
+ //just add it
+
+ Ref<BaseMaterial3D> mat;
+ if (p.has("material")) {
+ const int material = p["material"];
+ ERR_FAIL_INDEX_V(material, state->materials.size(), ERR_FILE_CORRUPT);
+ Ref<BaseMaterial3D> mat3d = state->materials[material];
+ if (has_vertex_color) {
+ mat3d->set_flag(BaseMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
+ }
+ mat = mat3d;
+
+ } else if (has_vertex_color) {
+ Ref<StandardMaterial3D> mat3d;
+ mat3d.instance();
+ mat3d->set_flag(BaseMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
+ mat = mat3d;
+ }
+
+ import_mesh->add_surface(primitive, array, morphs, Dictionary(), mat);
+ }
+
+ Vector<float> blend_weights;
+ blend_weights.resize(import_mesh->get_blend_shape_count());
+ for (int32_t weight_i = 0; weight_i < blend_weights.size(); weight_i++) {
+ blend_weights.write[weight_i] = 0.0f;
+ }
+
+ if (d.has("weights")) {
+ const Array &weights = d["weights"];
+ for (int j = 0; j < weights.size(); j++) {
+ blend_weights.write[j] = weights[j];
+ }
+ mesh->set_blend_weights(blend_weights);
+ }
+ mesh->set_mesh(import_mesh);
+
+ state->meshes.push_back(mesh);
+ }
+
+ print_verbose("glTF: Total meshes: " + itos(state->meshes.size()));
+
+ return OK;
+}
+
+Error GLTFDocument::_serialize_images(Ref<GLTFState> state, const String &p_path) {
+ Array images;
+ for (int i = 0; i < state->images.size(); i++) {
+ Dictionary d;
+
+ ERR_CONTINUE(state->images[i].is_null());
+
+ Ref<Image> image = state->images[i]->get_data();
+ ERR_CONTINUE(image.is_null());
+
+ if (p_path.to_lower().ends_with("glb")) {
+ GLTFBufferViewIndex bvi;
+
+ Ref<GLTFBufferView> bv;
+ bv.instance();
+
+ const GLTFBufferIndex bi = 0;
+ bv->buffer = bi;
+ bv->byte_offset = state->buffers[bi].size();
+ ERR_FAIL_INDEX_V(bi, state->buffers.size(), ERR_PARAMETER_RANGE_ERROR);
+
+ Vector<uint8_t> buffer;
+ Ref<ImageTexture> img_tex = image;
+ if (img_tex.is_valid()) {
+ image = img_tex->get_data();
+ }
+ Error err = PNGDriverCommon::image_to_png(image, buffer);
+ ERR_FAIL_COND_V_MSG(err, err, "Can't convert image to PNG.");
+
+ bv->byte_length = buffer.size();
+ state->buffers.write[bi].resize(state->buffers[bi].size() + bv->byte_length);
+ copymem(&state->buffers.write[bi].write[bv->byte_offset], buffer.ptr(), buffer.size());
+ ERR_FAIL_COND_V(bv->byte_offset + bv->byte_length > state->buffers[bi].size(), ERR_FILE_CORRUPT);
+
+ state->buffer_views.push_back(bv);
+ bvi = state->buffer_views.size() - 1;
+ d["bufferView"] = bvi;
+ d["mimeType"] = "image/png";
+ } else {
+ String name = state->images[i]->get_name();
+ if (name.empty()) {
+ name = itos(i);
+ }
+ name = _gen_unique_name(state, name);
+ name = name.pad_zeros(3);
+ Ref<_Directory> dir;
+ dir.instance();
+ String texture_dir = "textures";
+ String new_texture_dir = p_path.get_base_dir() + "/" + texture_dir;
+ dir->open(p_path.get_base_dir());
+ if (!dir->dir_exists(new_texture_dir)) {
+ dir->make_dir(new_texture_dir);
+ }
+ name = name + ".png";
+ image->save_png(new_texture_dir.plus_file(name));
+ d["uri"] = texture_dir.plus_file(name);
+ }
+ images.push_back(d);
+ }
+
+ print_verbose("Total images: " + itos(state->images.size()));
+
+ if (!images.size()) {
+ return OK;
+ }
+ state->json["images"] = images;
+
+ return OK;
+}
+
+Error GLTFDocument::_parse_images(Ref<GLTFState> state, const String &p_base_path) {
+ if (!state->json.has("images")) {
+ return OK;
+ }
+
+ // Ref: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#images
+
+ const Array &images = state->json["images"];
+ for (int i = 0; i < images.size(); i++) {
+ const Dictionary &d = images[i];
+
+ // glTF 2.0 supports PNG and JPEG types, which can be specified as (from spec):
+ // "- a URI to an external file in one of the supported images formats, or
+ // - a URI with embedded base64-encoded data, or
+ // - a reference to a bufferView; in that case mimeType must be defined."
+ // Since mimeType is optional for external files and base64 data, we'll have to
+ // fall back on letting Godot parse the data to figure out if it's PNG or JPEG.
+
+ // We'll assume that we use either URI or bufferView, so let's warn the user
+ // if their image somehow uses both. And fail if it has neither.
+ ERR_CONTINUE_MSG(!d.has("uri") && !d.has("bufferView"), "Invalid image definition in glTF file, it should specific an 'uri' or 'bufferView'.");
+ if (d.has("uri") && d.has("bufferView")) {
+ WARN_PRINT("Invalid image definition in glTF file using both 'uri' and 'bufferView'. 'bufferView' will take precedence.");
+ }
+
+ String mimetype;
+ if (d.has("mimeType")) { // Should be "image/png" or "image/jpeg".
+ mimetype = d["mimeType"];
+ }
+
+ Vector<uint8_t> data;
+ const uint8_t *data_ptr = nullptr;
+ int data_size = 0;
+
+ if (d.has("uri")) {
+ // Handles the first two bullet points from the spec (embedded data, or external file).
+ String uri = d["uri"];
+
+ if (uri.begins_with("data:")) { // Embedded data using base64.
+ // Validate data MIME types and throw a warning if it's one we don't know/support.
+ if (!uri.begins_with("data:application/octet-stream;base64") &&
+ !uri.begins_with("data:application/gltf-buffer;base64") &&
+ !uri.begins_with("data:image/png;base64") &&
+ !uri.begins_with("data:image/jpeg;base64")) {
+ WARN_PRINT(vformat("glTF: Image index '%d' uses an unsupported URI data type: %s. Skipping it.", i, uri));
+ state->images.push_back(Ref<Texture2D>()); // Placeholder to keep count.
+ continue;
+ }
+ data = _parse_base64_uri(uri);
+ data_ptr = data.ptr();
+ data_size = data.size();
+ // mimeType is optional, but if we have it defined in the URI, let's use it.
+ if (mimetype.empty()) {
+ if (uri.begins_with("data:image/png;base64")) {
+ mimetype = "image/png";
+ } else if (uri.begins_with("data:image/jpeg;base64")) {
+ mimetype = "image/jpeg";
+ }
+ }
+ } else { // Relative path to an external image file.
+ uri = p_base_path.plus_file(uri).replace("\\", "/"); // Fix for Windows.
+ // The spec says that if mimeType is defined, we should enforce it.
+ // So we should only rely on ResourceLoader::load if mimeType is not defined,
+ // otherwise we should use the same logic as for buffers.
+ if (mimetype == "image/png" || mimetype == "image/jpeg") {
+ // Load data buffer and rely on PNG and JPEG-specific logic below to load the image.
+ // This makes it possible to load a file with a wrong extension but correct MIME type,
+ // e.g. "foo.jpg" containing PNG data and with MIME type "image/png". ResourceLoader would fail.
+ data = FileAccess::get_file_as_array(uri);
+ ERR_FAIL_COND_V_MSG(data.size() == 0, ERR_PARSE_ERROR, "glTF: Couldn't load image file as an array: " + uri);
+ data_ptr = data.ptr();
+ data_size = data.size();
+ } else {
+ // Good old ResourceLoader will rely on file extension.
+ Ref<Texture2D> texture = ResourceLoader::load(uri);
+ state->images.push_back(texture);
+ continue;
+ }
+ }
+ } else if (d.has("bufferView")) {
+ // Handles the third bullet point from the spec (bufferView).
+ ERR_FAIL_COND_V_MSG(mimetype.empty(), ERR_FILE_CORRUPT,
+ vformat("glTF: Image index '%d' specifies 'bufferView' but no 'mimeType', which is invalid.", i));
+
+ const GLTFBufferViewIndex bvi = d["bufferView"];
+
+ ERR_FAIL_INDEX_V(bvi, state->buffer_views.size(), ERR_PARAMETER_RANGE_ERROR);
+
+ Ref<GLTFBufferView> bv = state->buffer_views[bvi];
+
+ const GLTFBufferIndex bi = bv->buffer;
+ ERR_FAIL_INDEX_V(bi, state->buffers.size(), ERR_PARAMETER_RANGE_ERROR);
+
+ ERR_FAIL_COND_V(bv->byte_offset + bv->byte_length > state->buffers[bi].size(), ERR_FILE_CORRUPT);
+
+ data_ptr = &state->buffers[bi][bv->byte_offset];
+ data_size = bv->byte_length;
+ }
+
+ Ref<Image> img;
+
+ if (mimetype == "image/png") { // Load buffer as PNG.
+ ERR_FAIL_COND_V(Image::_png_mem_loader_func == nullptr, ERR_UNAVAILABLE);
+ img = Image::_png_mem_loader_func(data_ptr, data_size);
+ } else if (mimetype == "image/jpeg") { // Loader buffer as JPEG.
+ ERR_FAIL_COND_V(Image::_jpg_mem_loader_func == nullptr, ERR_UNAVAILABLE);
+ img = Image::_jpg_mem_loader_func(data_ptr, data_size);
+ } else {
+ // We can land here if we got an URI with base64-encoded data with application/* MIME type,
+ // and the optional mimeType property was not defined to tell us how to handle this data (or was invalid).
+ // So let's try PNG first, then JPEG.
+ ERR_FAIL_COND_V(Image::_png_mem_loader_func == nullptr, ERR_UNAVAILABLE);
+ img = Image::_png_mem_loader_func(data_ptr, data_size);
+ if (img.is_null()) {
+ ERR_FAIL_COND_V(Image::_jpg_mem_loader_func == nullptr, ERR_UNAVAILABLE);
+ img = Image::_jpg_mem_loader_func(data_ptr, data_size);
+ }
+ }
+
+ ERR_FAIL_COND_V_MSG(img.is_null(), ERR_FILE_CORRUPT,
+ vformat("glTF: Couldn't load image index '%d' with its given mimetype: %s.", i, mimetype));
+
+ Ref<ImageTexture> t;
+ t.instance();
+ t->create_from_image(img);
+
+ state->images.push_back(t);
+ }
+
+ print_verbose("glTF: Total images: " + itos(state->images.size()));
+
+ return OK;
+}
+
+Error GLTFDocument::_serialize_textures(Ref<GLTFState> state) {
+ if (!state->textures.size()) {
+ return OK;
+ }
+
+ Array textures;
+ for (int32_t i = 0; i < state->textures.size(); i++) {
+ Dictionary d;
+ Ref<GLTFTexture> t = state->textures[i];
+ ERR_CONTINUE(t->get_src_image() == -1);
+ d["source"] = t->get_src_image();
+ textures.push_back(d);
+ }
+ state->json["textures"] = textures;
+
+ return OK;
+}
+
+Error GLTFDocument::_parse_textures(Ref<GLTFState> state) {
+ if (!state->json.has("textures"))
+ return OK;
+
+ const Array &textures = state->json["textures"];
+ for (GLTFTextureIndex i = 0; i < textures.size(); i++) {
+ const Dictionary &d = textures[i];
+
+ ERR_FAIL_COND_V(!d.has("source"), ERR_PARSE_ERROR);
+
+ Ref<GLTFTexture> t;
+ t.instance();
+ t->set_src_image(d["source"]);
+ state->textures.push_back(t);
+ }
+
+ return OK;
+}
+
+GLTFTextureIndex GLTFDocument::_set_texture(Ref<GLTFState> state, Ref<Texture2D> p_texture) {
+ ERR_FAIL_COND_V(p_texture.is_null(), -1);
+ Ref<GLTFTexture> gltf_texture;
+ gltf_texture.instance();
+ ERR_FAIL_COND_V(p_texture->get_data().is_null(), -1);
+ GLTFImageIndex gltf_src_image_i = state->images.size();
+ state->images.push_back(p_texture);
+ gltf_texture->set_src_image(gltf_src_image_i);
+ GLTFTextureIndex gltf_texture_i = state->textures.size();
+ state->textures.push_back(gltf_texture);
+ return gltf_texture_i;
+}
+
+Ref<Texture2D> GLTFDocument::_get_texture(Ref<GLTFState> state, const GLTFTextureIndex p_texture) {
+ ERR_FAIL_INDEX_V(p_texture, state->textures.size(), Ref<Texture2D>());
+ const GLTFImageIndex image = state->textures[p_texture]->get_src_image();
+
+ ERR_FAIL_INDEX_V(image, state->images.size(), Ref<Texture2D>());
+
+ return state->images[image];
+}
+
+Error GLTFDocument::_serialize_materials(Ref<GLTFState> state) {
+ Array materials;
+ for (int32_t i = 0; i < state->materials.size(); i++) {
+ Dictionary d;
+
+ Ref<BaseMaterial3D> material = state->materials[i];
+ if (material.is_null()) {
+ materials.push_back(d);
+ continue;
+ }
+ if (!material->get_name().empty()) {
+ d["name"] = _gen_unique_name(state, material->get_name());
+ }
+ {
+ Dictionary mr;
+ {
+ Array arr;
+ const Color c = material->get_albedo().to_linear();
+ arr.push_back(c.r);
+ arr.push_back(c.g);
+ arr.push_back(c.b);
+ arr.push_back(c.a);
+ mr["baseColorFactor"] = arr;
+ }
+ {
+ Dictionary bct;
+ Ref<Texture2D> albedo_texture = material->get_texture(BaseMaterial3D::TEXTURE_ALBEDO);
+ GLTFTextureIndex gltf_texture_index = -1;
+
+ if (albedo_texture.is_valid() && albedo_texture->get_data().is_valid()) {
+ albedo_texture->set_name(material->get_name() + "_albedo");
+ gltf_texture_index = _set_texture(state, albedo_texture);
+ }
+ if (gltf_texture_index != -1) {
+ bct["index"] = gltf_texture_index;
+ bct["extensions"] = _serialize_texture_transform_uv1(material);
+ mr["baseColorTexture"] = bct;
+ }
+ }
+
+ mr["metallicFactor"] = material->get_metallic();
+ mr["roughnessFactor"] = material->get_roughness();
+ bool has_roughness = material->get_texture(BaseMaterial3D::TEXTURE_ROUGHNESS).is_valid() && material->get_texture(BaseMaterial3D::TEXTURE_ROUGHNESS)->get_data().is_valid();
+ bool has_ao = material->get_feature(BaseMaterial3D::FEATURE_AMBIENT_OCCLUSION) && material->get_texture(BaseMaterial3D::TEXTURE_AMBIENT_OCCLUSION).is_valid();
+ bool has_metalness = material->get_texture(BaseMaterial3D::TEXTURE_METALLIC).is_valid() && material->get_texture(BaseMaterial3D::TEXTURE_METALLIC)->get_data().is_valid();
+ if (has_ao || has_roughness || has_metalness) {
+ Dictionary mrt;
+ Ref<Texture2D> roughness_texture = material->get_texture(BaseMaterial3D::TEXTURE_ROUGHNESS);
+ BaseMaterial3D::TextureChannel roughness_channel = material->get_roughness_texture_channel();
+ Ref<Texture2D> metallic_texture = material->get_texture(BaseMaterial3D::TEXTURE_METALLIC);
+ BaseMaterial3D::TextureChannel metalness_channel = material->get_metallic_texture_channel();
+ Ref<Texture2D> ao_texture = material->get_texture(BaseMaterial3D::TEXTURE_AMBIENT_OCCLUSION);
+ BaseMaterial3D::TextureChannel ao_channel = material->get_ao_texture_channel();
+ Ref<ImageTexture> orm_texture;
+ orm_texture.instance();
+ Ref<Image> orm_image;
+ orm_image.instance();
+ int32_t height = 0;
+ int32_t width = 0;
+ Ref<Image> ao_image;
+ if (has_ao) {
+ height = ao_texture->get_height();
+ width = ao_texture->get_width();
+ ao_image = ao_texture->get_data();
+ Ref<ImageTexture> img_tex = ao_image;
+ if (img_tex.is_valid()) {
+ ao_image = img_tex->get_data();
+ }
+ if (ao_image->is_compressed()) {
+ ao_image->decompress();
+ }
+ }
+ Ref<Image> roughness_image;
+ if (has_roughness) {
+ height = roughness_texture->get_height();
+ width = roughness_texture->get_width();
+ roughness_image = roughness_texture->get_data();
+ Ref<ImageTexture> img_tex = roughness_image;
+ if (img_tex.is_valid()) {
+ roughness_image = img_tex->get_data();
+ }
+ if (roughness_image->is_compressed()) {
+ roughness_image->decompress();
+ }
+ }
+ Ref<Image> metallness_image;
+ if (has_metalness) {
+ height = metallic_texture->get_height();
+ width = metallic_texture->get_width();
+ metallness_image = metallic_texture->get_data();
+ Ref<ImageTexture> img_tex = metallness_image;
+ if (img_tex.is_valid()) {
+ metallness_image = img_tex->get_data();
+ }
+ if (metallness_image->is_compressed()) {
+ metallness_image->decompress();
+ }
+ }
+ Ref<Texture2D> albedo_texture = material->get_texture(BaseMaterial3D::TEXTURE_ALBEDO);
+ if (albedo_texture.is_valid() && albedo_texture->get_data().is_valid()) {
+ height = albedo_texture->get_height();
+ width = albedo_texture->get_width();
+ }
+ orm_image->create(width, height, false, Image::FORMAT_RGBA8);
+ if (ao_image.is_valid() && ao_image->get_size() != Vector2(width, height)) {
+ ao_image->resize(width, height, Image::INTERPOLATE_LANCZOS);
+ }
+ if (roughness_image.is_valid() && roughness_image->get_size() != Vector2(width, height)) {
+ roughness_image->resize(width, height, Image::INTERPOLATE_LANCZOS);
+ }
+ if (metallness_image.is_valid() && metallness_image->get_size() != Vector2(width, height)) {
+ metallness_image->resize(width, height, Image::INTERPOLATE_LANCZOS);
+ }
+ for (int32_t h = 0; h < height; h++) {
+ for (int32_t w = 0; w < width; w++) {
+ Color c = Color(1.0f, 1.0f, 1.0f);
+ if (has_ao) {
+ if (BaseMaterial3D::TextureChannel::TEXTURE_CHANNEL_RED == ao_channel) {
+ c.r = ao_image->get_pixel(w, h).r;
+ } else if (BaseMaterial3D::TextureChannel::TEXTURE_CHANNEL_GREEN == ao_channel) {
+ c.r = ao_image->get_pixel(w, h).g;
+ } else if (BaseMaterial3D::TextureChannel::TEXTURE_CHANNEL_BLUE == ao_channel) {
+ c.r = ao_image->get_pixel(w, h).b;
+ } else if (BaseMaterial3D::TextureChannel::TEXTURE_CHANNEL_ALPHA == ao_channel) {
+ c.r = ao_image->get_pixel(w, h).a;
+ }
+ }
+ if (has_roughness) {
+ if (BaseMaterial3D::TextureChannel::TEXTURE_CHANNEL_RED == roughness_channel) {
+ c.g = roughness_image->get_pixel(w, h).r;
+ } else if (BaseMaterial3D::TextureChannel::TEXTURE_CHANNEL_GREEN == roughness_channel) {
+ c.g = roughness_image->get_pixel(w, h).g;
+ } else if (BaseMaterial3D::TextureChannel::TEXTURE_CHANNEL_BLUE == roughness_channel) {
+ c.g = roughness_image->get_pixel(w, h).b;
+ } else if (BaseMaterial3D::TextureChannel::TEXTURE_CHANNEL_ALPHA == roughness_channel) {
+ c.g = roughness_image->get_pixel(w, h).a;
+ }
+ }
+ if (has_metalness) {
+ if (BaseMaterial3D::TextureChannel::TEXTURE_CHANNEL_RED == metalness_channel) {
+ c.b = metallness_image->get_pixel(w, h).r;
+ } else if (BaseMaterial3D::TextureChannel::TEXTURE_CHANNEL_GREEN == metalness_channel) {
+ c.b = metallness_image->get_pixel(w, h).g;
+ } else if (BaseMaterial3D::TextureChannel::TEXTURE_CHANNEL_BLUE == metalness_channel) {
+ c.b = metallness_image->get_pixel(w, h).b;
+ } else if (BaseMaterial3D::TextureChannel::TEXTURE_CHANNEL_ALPHA == metalness_channel) {
+ c.b = metallness_image->get_pixel(w, h).a;
+ }
+ }
+ orm_image->set_pixel(w, h, c);
+ }
+ }
+ orm_image->generate_mipmaps();
+ orm_texture->create_from_image(orm_image);
+ GLTFTextureIndex orm_texture_index = -1;
+ if (has_ao || has_roughness || has_metalness) {
+ orm_texture->set_name(material->get_name() + "_orm");
+ orm_texture_index = _set_texture(state, orm_texture);
+ }
+ if (has_ao) {
+ Dictionary ot;
+ ot["index"] = orm_texture_index;
+ d["occlusionTexture"] = ot;
+ }
+ if (has_roughness || has_metalness) {
+ mrt["index"] = orm_texture_index;
+ mrt["extensions"] = _serialize_texture_transform_uv1(material);
+ mr["metallicRoughnessTexture"] = mrt;
+ }
+ }
+ d["pbrMetallicRoughness"] = mr;
+ }
+
+ if (material->get_feature(BaseMaterial3D::FEATURE_NORMAL_MAPPING)) {
+ Dictionary nt;
+ Ref<ImageTexture> tex;
+ tex.instance();
+ {
+ Ref<Texture2D> normal_texture = material->get_texture(BaseMaterial3D::TEXTURE_NORMAL);
+ // Code for uncompressing RG normal maps
+ Ref<Image> img = normal_texture->get_data();
+ Ref<ImageTexture> img_tex = img;
+ if (img_tex.is_valid()) {
+ img = img_tex->get_data();
+ }
+ img->decompress();
+ img->convert(Image::FORMAT_RGBA8);
+ for (int32_t y = 0; y < img->get_height(); y++) {
+ for (int32_t x = 0; x < img->get_width(); x++) {
+ Color c = img->get_pixel(x, y);
+ Vector2 red_green = Vector2(c.r, c.g);
+ red_green = red_green * Vector2(2.0f, 2.0f) - Vector2(1.0f, 1.0f);
+ float blue = 1.0f - red_green.dot(red_green);
+ blue = MAX(0.0f, blue);
+ c.b = Math::sqrt(blue);
+ img->set_pixel(x, y, c);
+ }
+ }
+ tex->create_from_image(img);
+ }
+ Ref<Texture2D> normal_texture = material->get_texture(BaseMaterial3D::TEXTURE_NORMAL);
+ GLTFTextureIndex gltf_texture_index = -1;
+ if (tex.is_valid() && tex->get_data().is_valid()) {
+ tex->set_name(material->get_name() + "_normal");
+ gltf_texture_index = _set_texture(state, tex);
+ }
+ nt["scale"] = material->get_normal_scale();
+ if (gltf_texture_index != -1) {
+ nt["index"] = gltf_texture_index;
+ d["normalTexture"] = nt;
+ }
+ }
+
+ if (material->get_feature(BaseMaterial3D::FEATURE_EMISSION)) {
+ const Color c = material->get_emission().to_srgb();
+ Array arr;
+ arr.push_back(c.r);
+ arr.push_back(c.g);
+ arr.push_back(c.b);
+ d["emissiveFactor"] = arr;
+ }
+ if (material->get_feature(BaseMaterial3D::FEATURE_EMISSION)) {
+ Dictionary et;
+ Ref<Texture2D> emission_texture = material->get_texture(BaseMaterial3D::TEXTURE_EMISSION);
+ GLTFTextureIndex gltf_texture_index = -1;
+ if (emission_texture.is_valid() && emission_texture->get_data().is_valid()) {
+ emission_texture->set_name(material->get_name() + "_emission");
+ gltf_texture_index = _set_texture(state, emission_texture);
+ }
+
+ if (gltf_texture_index != -1) {
+ et["index"] = gltf_texture_index;
+ d["emissiveTexture"] = et;
+ }
+ }
+ const bool ds = material->get_cull_mode() == BaseMaterial3D::CULL_DISABLED;
+ if (ds) {
+ d["doubleSided"] = ds;
+ }
+ if (material->get_transparency() == BaseMaterial3D::TRANSPARENCY_ALPHA_SCISSOR) {
+ d["alphaMode"] = "MASK";
+ d["alphaCutoff"] = material->get_alpha_scissor_threshold();
+ } else if (material->get_transparency() != BaseMaterial3D::TRANSPARENCY_DISABLED) {
+ d["alphaMode"] = "BLEND";
+ }
+ materials.push_back(d);
+ }
+ state->json["materials"] = materials;
+ print_verbose("Total materials: " + itos(state->materials.size()));
+
+ return OK;
+}
+
+Error GLTFDocument::_parse_materials(Ref<GLTFState> state) {
+ if (!state->json.has("materials"))
+ return OK;
+
+ const Array &materials = state->json["materials"];
+ for (GLTFMaterialIndex i = 0; i < materials.size(); i++) {
+ const Dictionary &d = materials[i];
+
+ Ref<StandardMaterial3D> material;
+ material.instance();
+ if (d.has("name")) {
+ material->set_name(d["name"]);
+ }
+ material->set_flag(BaseMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
+ Dictionary pbr_spec_gloss_extensions;
+ if (d.has("extensions")) {
+ pbr_spec_gloss_extensions = d["extensions"];
+ }
+ if (pbr_spec_gloss_extensions.has("KHR_materials_pbrSpecularGlossiness")) {
+ WARN_PRINT("Material uses a specular and glossiness workflow. Textures will be converted to roughness and metallic workflow, which may not be 100% accurate.");
+ Dictionary sgm = pbr_spec_gloss_extensions["KHR_materials_pbrSpecularGlossiness"];
+
+ Ref<GLTFSpecGloss> spec_gloss;
+ spec_gloss.instance();
+ if (sgm.has("diffuseTexture")) {
+ const Dictionary &diffuse_texture_dict = sgm["diffuseTexture"];
+ if (diffuse_texture_dict.has("index")) {
+ Ref<Texture2D> diffuse_texture = _get_texture(state, diffuse_texture_dict["index"]);
+ if (diffuse_texture.is_valid()) {
+ spec_gloss->diffuse_img = diffuse_texture->get_data();
+ material->set_texture(BaseMaterial3D::TEXTURE_ALBEDO, diffuse_texture);
+ }
+ }
+ }
+ if (sgm.has("diffuseFactor")) {
+ const Array &arr = sgm["diffuseFactor"];
+ ERR_FAIL_COND_V(arr.size() != 4, ERR_PARSE_ERROR);
+ const Color c = Color(arr[0], arr[1], arr[2], arr[3]).to_srgb();
+ spec_gloss->diffuse_factor = c;
+ material->set_albedo(spec_gloss->diffuse_factor);
+ }
+
+ if (sgm.has("specularFactor")) {
+ const Array &arr = sgm["specularFactor"];
+ ERR_FAIL_COND_V(arr.size() != 3, ERR_PARSE_ERROR);
+ spec_gloss->specular_factor = Color(arr[0], arr[1], arr[2]);
+ }
+
+ if (sgm.has("glossinessFactor")) {
+ spec_gloss->gloss_factor = sgm["glossinessFactor"];
+ material->set_roughness(1.0f - CLAMP(spec_gloss->gloss_factor, 0.0f, 1.0f));
+ }
+ if (sgm.has("specularGlossinessTexture")) {
+ const Dictionary &spec_gloss_texture = sgm["specularGlossinessTexture"];
+ if (spec_gloss_texture.has("index")) {
+ const Ref<Texture2D> orig_texture = _get_texture(state, spec_gloss_texture["index"]);
+ if (orig_texture.is_valid()) {
+ spec_gloss->spec_gloss_img = orig_texture->get_data();
+ }
+ }
+ }
+ spec_gloss_to_rough_metal(spec_gloss, material);
+
+ } else if (d.has("pbrMetallicRoughness")) {
+ const Dictionary &mr = d["pbrMetallicRoughness"];
+ if (mr.has("baseColorFactor")) {
+ const Array &arr = mr["baseColorFactor"];
+ ERR_FAIL_COND_V(arr.size() != 4, ERR_PARSE_ERROR);
+ const Color c = Color(arr[0], arr[1], arr[2], arr[3]).to_srgb();
+ material->set_albedo(c);
+ }
+
+ if (mr.has("baseColorTexture")) {
+ const Dictionary &bct = mr["baseColorTexture"];
+ if (bct.has("index")) {
+ material->set_texture(BaseMaterial3D::TEXTURE_ALBEDO, _get_texture(state, bct["index"]));
+ }
+ if (!mr.has("baseColorFactor")) {
+ material->set_albedo(Color(1, 1, 1));
+ }
+ _set_texture_transform_uv1(bct, material);
+ }
+
+ if (mr.has("metallicFactor")) {
+ material->set_metallic(mr["metallicFactor"]);
+ } else {
+ material->set_metallic(1.0);
+ }
+
+ if (mr.has("roughnessFactor")) {
+ material->set_roughness(mr["roughnessFactor"]);
+ } else {
+ material->set_roughness(1.0);
+ }
+
+ if (mr.has("metallicRoughnessTexture")) {
+ const Dictionary &bct = mr["metallicRoughnessTexture"];
+ if (bct.has("index")) {
+ const Ref<Texture2D> t = _get_texture(state, bct["index"]);
+ material->set_texture(BaseMaterial3D::TEXTURE_METALLIC, t);
+ material->set_metallic_texture_channel(BaseMaterial3D::TEXTURE_CHANNEL_BLUE);
+ material->set_texture(BaseMaterial3D::TEXTURE_ROUGHNESS, t);
+ material->set_roughness_texture_channel(BaseMaterial3D::TEXTURE_CHANNEL_GREEN);
+ if (!mr.has("metallicFactor")) {
+ material->set_metallic(1);
+ }
+ if (!mr.has("roughnessFactor")) {
+ material->set_roughness(1);
+ }
+ }
+ }
+ }
+
+ if (d.has("normalTexture")) {
+ const Dictionary &bct = d["normalTexture"];
+ if (bct.has("index")) {
+ material->set_texture(BaseMaterial3D::TEXTURE_NORMAL, _get_texture(state, bct["index"]));
+ material->set_feature(BaseMaterial3D::FEATURE_NORMAL_MAPPING, true);
+ }
+ if (bct.has("scale")) {
+ material->set_normal_scale(bct["scale"]);
+ }
+ }
+ if (d.has("occlusionTexture")) {
+ const Dictionary &bct = d["occlusionTexture"];
+ if (bct.has("index")) {
+ material->set_texture(BaseMaterial3D::TEXTURE_AMBIENT_OCCLUSION, _get_texture(state, bct["index"]));
+ material->set_ao_texture_channel(BaseMaterial3D::TEXTURE_CHANNEL_RED);
+ material->set_feature(BaseMaterial3D::FEATURE_AMBIENT_OCCLUSION, true);
+ }
+ }
+
+ if (d.has("emissiveFactor")) {
+ const Array &arr = d["emissiveFactor"];
+ ERR_FAIL_COND_V(arr.size() != 3, ERR_PARSE_ERROR);
+ const Color c = Color(arr[0], arr[1], arr[2]).to_srgb();
+ material->set_feature(BaseMaterial3D::FEATURE_EMISSION, true);
+
+ material->set_emission(c);
+ }
+
+ if (d.has("emissiveTexture")) {
+ const Dictionary &bct = d["emissiveTexture"];
+ if (bct.has("index")) {
+ material->set_texture(BaseMaterial3D::TEXTURE_EMISSION, _get_texture(state, bct["index"]));
+ material->set_feature(BaseMaterial3D::FEATURE_EMISSION, true);
+ material->set_emission(Color(0, 0, 0));
+ }
+ }
+
+ if (d.has("doubleSided")) {
+ const bool ds = d["doubleSided"];
+ if (ds) {
+ material->set_cull_mode(BaseMaterial3D::CULL_DISABLED);
+ }
+ }
+
+ if (d.has("alphaMode")) {
+ const String &am = d["alphaMode"];
+ if (am == "BLEND") {
+ material->set_transparency(BaseMaterial3D::TRANSPARENCY_ALPHA_DEPTH_PRE_PASS);
+ } else if (am == "MASK") {
+ material->set_transparency(BaseMaterial3D::TRANSPARENCY_ALPHA_SCISSOR);
+ if (d.has("alphaCutoff")) {
+ material->set_alpha_scissor_threshold(d["alphaCutoff"]);
+ } else {
+ material->set_alpha_scissor_threshold(0.5f);
+ }
+ }
+ }
+ state->materials.push_back(material);
+ }
+
+ print_verbose("Total materials: " + itos(state->materials.size()));
+
+ return OK;
+}
+
+void GLTFDocument::_set_texture_transform_uv1(const Dictionary &d, Ref<BaseMaterial3D> material) {
+ if (d.has("extensions")) {
+ const Dictionary &extensions = d["extensions"];
+ if (extensions.has("KHR_texture_transform")) {
+ const Dictionary &texture_transform = extensions["KHR_texture_transform"];
+ const Array &offset_arr = texture_transform["offset"];
+ if (offset_arr.size() == 2) {
+ const Vector3 offset_vector3 = Vector3(offset_arr[0], offset_arr[1], 0.0f);
+ material->set_uv1_offset(offset_vector3);
+ }
+
+ const Array &scale_arr = texture_transform["scale"];
+ if (scale_arr.size() == 2) {
+ const Vector3 scale_vector3 = Vector3(scale_arr[0], scale_arr[1], 1.0f);
+ material->set_uv1_scale(scale_vector3);
+ }
+ }
+ }
+}
+
+void GLTFDocument::spec_gloss_to_rough_metal(Ref<GLTFSpecGloss> r_spec_gloss, Ref<BaseMaterial3D> p_material) {
+ if (r_spec_gloss->spec_gloss_img.is_null()) {
+ return;
+ }
+ if (r_spec_gloss->diffuse_img.is_null()) {
+ return;
+ }
+ Ref<Image> rm_img;
+ rm_img.instance();
+ bool has_roughness = false;
+ bool has_metal = false;
+ p_material->set_roughness(1.0f);
+ p_material->set_metallic(1.0f);
+ rm_img->create(r_spec_gloss->spec_gloss_img->get_width(), r_spec_gloss->spec_gloss_img->get_height(), false, Image::FORMAT_RGBA8);
+ r_spec_gloss->spec_gloss_img->decompress();
+ if (r_spec_gloss->diffuse_img.is_valid()) {
+ r_spec_gloss->diffuse_img->decompress();
+ r_spec_gloss->diffuse_img->resize(r_spec_gloss->spec_gloss_img->get_width(), r_spec_gloss->spec_gloss_img->get_height(), Image::INTERPOLATE_LANCZOS);
+ r_spec_gloss->spec_gloss_img->resize(r_spec_gloss->diffuse_img->get_width(), r_spec_gloss->diffuse_img->get_height(), Image::INTERPOLATE_LANCZOS);
+ }
+ for (int32_t y = 0; y < r_spec_gloss->spec_gloss_img->get_height(); y++) {
+ for (int32_t x = 0; x < r_spec_gloss->spec_gloss_img->get_width(); x++) {
+ const Color specular_pixel = r_spec_gloss->spec_gloss_img->get_pixel(x, y).to_linear();
+ Color specular = Color(specular_pixel.r, specular_pixel.g, specular_pixel.b);
+ specular *= r_spec_gloss->specular_factor;
+ Color diffuse = Color(1.0f, 1.0f, 1.0f);
+ diffuse *= r_spec_gloss->diffuse_img->get_pixel(x, y).to_linear();
+ float metallic = 0.0f;
+ Color base_color;
+ spec_gloss_to_metal_base_color(specular, diffuse, base_color, metallic);
+ Color mr = Color(1.0f, 1.0f, 1.0f);
+ mr.g = specular_pixel.a;
+ mr.b = metallic;
+ if (!Math::is_equal_approx(mr.g, 1.0f)) {
+ has_roughness = true;
+ }
+ if (!Math::is_equal_approx(mr.b, 0.0f)) {
+ has_metal = true;
+ }
+ mr.g *= r_spec_gloss->gloss_factor;
+ mr.g = 1.0f - mr.g;
+ rm_img->set_pixel(x, y, mr);
+ if (r_spec_gloss->diffuse_img.is_valid()) {
+ r_spec_gloss->diffuse_img->set_pixel(x, y, base_color.to_srgb());
+ }
+ }
+ }
+ rm_img->generate_mipmaps();
+ r_spec_gloss->diffuse_img->generate_mipmaps();
+ Ref<ImageTexture> diffuse_image_texture;
+ diffuse_image_texture.instance();
+ diffuse_image_texture->create_from_image(r_spec_gloss->diffuse_img);
+ p_material->set_texture(BaseMaterial3D::TEXTURE_ALBEDO, diffuse_image_texture);
+ Ref<ImageTexture> rm_image_texture;
+ rm_image_texture.instance();
+ rm_image_texture->create_from_image(rm_img);
+ if (has_roughness) {
+ p_material->set_texture(BaseMaterial3D::TEXTURE_ROUGHNESS, rm_image_texture);
+ p_material->set_roughness_texture_channel(BaseMaterial3D::TEXTURE_CHANNEL_GREEN);
+ }
+
+ if (has_metal) {
+ p_material->set_texture(BaseMaterial3D::TEXTURE_METALLIC, rm_image_texture);
+ p_material->set_metallic_texture_channel(BaseMaterial3D::TEXTURE_CHANNEL_BLUE);
+ }
+}
+
+void GLTFDocument::spec_gloss_to_metal_base_color(const Color &p_specular_factor, const Color &p_diffuse, Color &r_base_color, float &r_metallic) {
+ const Color DIELECTRIC_SPECULAR = Color(0.04f, 0.04f, 0.04f);
+ Color specular = Color(p_specular_factor.r, p_specular_factor.g, p_specular_factor.b);
+ const float one_minus_specular_strength = 1.0f - get_max_component(specular);
+ const float dielectric_specular_red = DIELECTRIC_SPECULAR.r;
+ float brightness_diffuse = get_perceived_brightness(p_diffuse);
+ const float brightness_specular = get_perceived_brightness(specular);
+ r_metallic = solve_metallic(dielectric_specular_red, brightness_diffuse, brightness_specular, one_minus_specular_strength);
+ const float one_minus_metallic = 1.0f - r_metallic;
+ const Color base_color_from_diffuse = p_diffuse * (one_minus_specular_strength / (1.0f - dielectric_specular_red) / MAX(one_minus_metallic, CMP_EPSILON));
+ const Color base_color_from_specular = (specular - (DIELECTRIC_SPECULAR * (one_minus_metallic))) * (1.0f / MAX(r_metallic, CMP_EPSILON));
+ r_base_color.r = Math::lerp(base_color_from_diffuse.r, base_color_from_specular.r, r_metallic * r_metallic);
+ r_base_color.g = Math::lerp(base_color_from_diffuse.g, base_color_from_specular.g, r_metallic * r_metallic);
+ r_base_color.b = Math::lerp(base_color_from_diffuse.b, base_color_from_specular.b, r_metallic * r_metallic);
+ r_base_color.a = p_diffuse.a;
+ r_base_color.r = CLAMP(r_base_color.r, 0.0f, 1.0f);
+ r_base_color.g = CLAMP(r_base_color.g, 0.0f, 1.0f);
+ r_base_color.b = CLAMP(r_base_color.b, 0.0f, 1.0f);
+ r_base_color.a = CLAMP(r_base_color.a, 0.0f, 1.0f);
+}
+
+GLTFNodeIndex GLTFDocument::_find_highest_node(Ref<GLTFState> state, const Vector<GLTFNodeIndex> &subset) {
+ int highest = -1;
+ GLTFNodeIndex best_node = -1;
+
+ for (int i = 0; i < subset.size(); ++i) {
+ const GLTFNodeIndex node_i = subset[i];
+ const Ref<GLTFNode> node = state->nodes[node_i];
+
+ if (highest == -1 || node->height < highest) {
+ highest = node->height;
+ best_node = node_i;
+ }
+ }
+
+ return best_node;
+}
+
+bool GLTFDocument::_capture_nodes_in_skin(Ref<GLTFState> state, Ref<GLTFSkin> skin, const GLTFNodeIndex node_index) {
+ bool found_joint = false;
+
+ for (int i = 0; i < state->nodes[node_index]->children.size(); ++i) {
+ found_joint |= _capture_nodes_in_skin(state, skin, state->nodes[node_index]->children[i]);
+ }
+
+ if (found_joint) {
+ // Mark it if we happen to find another skins joint...
+ if (state->nodes[node_index]->joint && skin->joints.find(node_index) < 0) {
+ skin->joints.push_back(node_index);
+ } else if (skin->non_joints.find(node_index) < 0) {
+ skin->non_joints.push_back(node_index);
+ }
+ }
+
+ if (skin->joints.find(node_index) > 0) {
+ return true;
+ }
+
+ return false;
+}
+
+void GLTFDocument::_capture_nodes_for_multirooted_skin(Ref<GLTFState> state, Ref<GLTFSkin> skin) {
+ DisjointSet<GLTFNodeIndex> disjoint_set;
+
+ for (int i = 0; i < skin->joints.size(); ++i) {
+ const GLTFNodeIndex node_index = skin->joints[i];
+ const GLTFNodeIndex parent = state->nodes[node_index]->parent;
+ disjoint_set.insert(node_index);
+
+ if (skin->joints.find(parent) >= 0) {
+ disjoint_set.create_union(parent, node_index);
+ }
+ }
+
+ Vector<GLTFNodeIndex> roots;
+ disjoint_set.get_representatives(roots);
+
+ if (roots.size() <= 1) {
+ return;
+ }
+
+ int maxHeight = -1;
+
+ // Determine the max height rooted tree
+ for (int i = 0; i < roots.size(); ++i) {
+ const GLTFNodeIndex root = roots[i];
+
+ if (maxHeight == -1 || state->nodes[root]->height < maxHeight) {
+ maxHeight = state->nodes[root]->height;
+ }
+ }
+
+ // Go up the tree till all of the multiple roots of the skin are at the same hierarchy level.
+ // This sucks, but 99% of all game engines (not just Godot) would have this same issue.
+ for (int i = 0; i < roots.size(); ++i) {
+ GLTFNodeIndex current_node = roots[i];
+ while (state->nodes[current_node]->height > maxHeight) {
+ GLTFNodeIndex parent = state->nodes[current_node]->parent;
+
+ if (state->nodes[parent]->joint && skin->joints.find(parent) < 0) {
+ skin->joints.push_back(parent);
+ } else if (skin->non_joints.find(parent) < 0) {
+ skin->non_joints.push_back(parent);
+ }
+
+ current_node = parent;
+ }
+
+ // replace the roots
+ roots.write[i] = current_node;
+ }
+
+ // Climb up the tree until they all have the same parent
+ bool all_same;
+
+ do {
+ all_same = true;
+ const GLTFNodeIndex first_parent = state->nodes[roots[0]]->parent;
+
+ for (int i = 1; i < roots.size(); ++i) {
+ all_same &= (first_parent == state->nodes[roots[i]]->parent);
+ }
+
+ if (!all_same) {
+ for (int i = 0; i < roots.size(); ++i) {
+ const GLTFNodeIndex current_node = roots[i];
+ const GLTFNodeIndex parent = state->nodes[current_node]->parent;
+
+ if (state->nodes[parent]->joint && skin->joints.find(parent) < 0) {
+ skin->joints.push_back(parent);
+ } else if (skin->non_joints.find(parent) < 0) {
+ skin->non_joints.push_back(parent);
+ }
+
+ roots.write[i] = parent;
+ }
+ }
+
+ } while (!all_same);
+}
+
+Error GLTFDocument::_expand_skin(Ref<GLTFState> state, Ref<GLTFSkin> skin) {
+ _capture_nodes_for_multirooted_skin(state, skin);
+
+ // Grab all nodes that lay in between skin joints/nodes
+ DisjointSet<GLTFNodeIndex> disjoint_set;
+
+ Vector<GLTFNodeIndex> all_skin_nodes;
+ all_skin_nodes.append_array(skin->joints);
+ all_skin_nodes.append_array(skin->non_joints);
+
+ for (int i = 0; i < all_skin_nodes.size(); ++i) {
+ const GLTFNodeIndex node_index = all_skin_nodes[i];
+ const GLTFNodeIndex parent = state->nodes[node_index]->parent;
+ disjoint_set.insert(node_index);
+
+ if (all_skin_nodes.find(parent) >= 0) {
+ disjoint_set.create_union(parent, node_index);
+ }
+ }
+
+ Vector<GLTFNodeIndex> out_owners;
+ disjoint_set.get_representatives(out_owners);
+
+ Vector<GLTFNodeIndex> out_roots;
+
+ for (int i = 0; i < out_owners.size(); ++i) {
+ Vector<GLTFNodeIndex> set;
+ disjoint_set.get_members(set, out_owners[i]);
+
+ const GLTFNodeIndex root = _find_highest_node(state, set);
+ ERR_FAIL_COND_V(root < 0, FAILED);
+ out_roots.push_back(root);
+ }
+
+ out_roots.sort();
+
+ for (int i = 0; i < out_roots.size(); ++i) {
+ _capture_nodes_in_skin(state, skin, out_roots[i]);
+ }
+
+ skin->roots = out_roots;
+
+ return OK;
+}
+
+Error GLTFDocument::_verify_skin(Ref<GLTFState> state, Ref<GLTFSkin> skin) {
+ // This may seem duplicated from expand_skins, but this is really a sanity check! (so it kinda is)
+ // In case additional interpolating logic is added to the skins, this will help ensure that you
+ // do not cause it to self implode into a fiery blaze
+
+ // We are going to re-calculate the root nodes and compare them to the ones saved in the skin,
+ // then ensure the multiple trees (if they exist) are on the same sublevel
+
+ // Grab all nodes that lay in between skin joints/nodes
+ DisjointSet<GLTFNodeIndex> disjoint_set;
+
+ Vector<GLTFNodeIndex> all_skin_nodes;
+ all_skin_nodes.append_array(skin->joints);
+ all_skin_nodes.append_array(skin->non_joints);
+
+ for (int i = 0; i < all_skin_nodes.size(); ++i) {
+ const GLTFNodeIndex node_index = all_skin_nodes[i];
+ const GLTFNodeIndex parent = state->nodes[node_index]->parent;
+ disjoint_set.insert(node_index);
+
+ if (all_skin_nodes.find(parent) >= 0) {
+ disjoint_set.create_union(parent, node_index);
+ }
+ }
+
+ Vector<GLTFNodeIndex> out_owners;
+ disjoint_set.get_representatives(out_owners);
+
+ Vector<GLTFNodeIndex> out_roots;
+
+ for (int i = 0; i < out_owners.size(); ++i) {
+ Vector<GLTFNodeIndex> set;
+ disjoint_set.get_members(set, out_owners[i]);
+
+ const GLTFNodeIndex root = _find_highest_node(state, set);
+ ERR_FAIL_COND_V(root < 0, FAILED);
+ out_roots.push_back(root);
+ }
+
+ out_roots.sort();
+
+ ERR_FAIL_COND_V(out_roots.size() == 0, FAILED);
+
+ // Make sure the roots are the exact same (they better be)
+ ERR_FAIL_COND_V(out_roots.size() != skin->roots.size(), FAILED);
+ for (int i = 0; i < out_roots.size(); ++i) {
+ ERR_FAIL_COND_V(out_roots[i] != skin->roots[i], FAILED);
+ }
+
+ // Single rooted skin? Perfectly ok!
+ if (out_roots.size() == 1) {
+ return OK;
+ }
+
+ // Make sure all parents of a multi-rooted skin are the SAME
+ const GLTFNodeIndex parent = state->nodes[out_roots[0]]->parent;
+ for (int i = 1; i < out_roots.size(); ++i) {
+ if (state->nodes[out_roots[i]]->parent != parent) {
+ return FAILED;
+ }
+ }
+
+ return OK;
+}
+
+Error GLTFDocument::_parse_skins(Ref<GLTFState> state) {
+ if (!state->json.has("skins"))
+ return OK;
+
+ const Array &skins = state->json["skins"];
+
+ // Create the base skins, and mark nodes that are joints
+ for (int i = 0; i < skins.size(); i++) {
+ const Dictionary &d = skins[i];
+
+ Ref<GLTFSkin> skin;
+ skin.instance();
+
+ ERR_FAIL_COND_V(!d.has("joints"), ERR_PARSE_ERROR);
+
+ const Array &joints = d["joints"];
+
+ if (d.has("inverseBindMatrices")) {
+ skin->inverse_binds = _decode_accessor_as_xform(state, d["inverseBindMatrices"], false);
+ ERR_FAIL_COND_V(skin->inverse_binds.size() != joints.size(), ERR_PARSE_ERROR);
+ }
+
+ for (int j = 0; j < joints.size(); j++) {
+ const GLTFNodeIndex node = joints[j];
+ ERR_FAIL_INDEX_V(node, state->nodes.size(), ERR_PARSE_ERROR);
+
+ skin->joints.push_back(node);
+ skin->joints_original.push_back(node);
+
+ state->nodes.write[node]->joint = true;
+ }
+
+ if (d.has("name")) {
+ skin->set_name(d["name"]);
+ }
+
+ if (d.has("skeleton")) {
+ skin->skin_root = d["skeleton"];
+ }
+
+ state->skins.push_back(skin);
+ }
+
+ for (GLTFSkinIndex i = 0; i < state->skins.size(); ++i) {
+ Ref<GLTFSkin> skin = state->skins.write[i];
+
+ // Expand the skin to capture all the extra non-joints that lie in between the actual joints,
+ // and expand the hierarchy to ensure multi-rooted trees lie on the same height level
+ ERR_FAIL_COND_V(_expand_skin(state, skin), ERR_PARSE_ERROR);
+ ERR_FAIL_COND_V(_verify_skin(state, skin), ERR_PARSE_ERROR);
+ }
+
+ print_verbose("glTF: Total skins: " + itos(state->skins.size()));
+
+ return OK;
+}
+
+Error GLTFDocument::_determine_skeletons(Ref<GLTFState> state) {
+ // Using a disjoint set, we are going to potentially combine all skins that are actually branches
+ // of a main skeleton, or treat skins defining the same set of nodes as ONE skeleton.
+ // This is another unclear issue caused by the current glTF specification.
+
+ DisjointSet<GLTFNodeIndex> skeleton_sets;
+
+ for (GLTFSkinIndex skin_i = 0; skin_i < state->skins.size(); ++skin_i) {
+ const Ref<GLTFSkin> skin = state->skins[skin_i];
+
+ Vector<GLTFNodeIndex> all_skin_nodes;
+ all_skin_nodes.append_array(skin->joints);
+ all_skin_nodes.append_array(skin->non_joints);
+
+ for (int i = 0; i < all_skin_nodes.size(); ++i) {
+ const GLTFNodeIndex node_index = all_skin_nodes[i];
+ const GLTFNodeIndex parent = state->nodes[node_index]->parent;
+ skeleton_sets.insert(node_index);
+
+ if (all_skin_nodes.find(parent) >= 0) {
+ skeleton_sets.create_union(parent, node_index);
+ }
+ }
+
+ // We are going to connect the separate skin subtrees in each skin together
+ // so that the final roots are entire sets of valid skin trees
+ for (int i = 1; i < skin->roots.size(); ++i) {
+ skeleton_sets.create_union(skin->roots[0], skin->roots[i]);
+ }
+ }
+
+ { // attempt to joint all touching subsets (siblings/parent are part of another skin)
+ Vector<GLTFNodeIndex> groups_representatives;
+ skeleton_sets.get_representatives(groups_representatives);
+
+ Vector<GLTFNodeIndex> highest_group_members;
+ Vector<Vector<GLTFNodeIndex>> groups;
+ for (int i = 0; i < groups_representatives.size(); ++i) {
+ Vector<GLTFNodeIndex> group;
+ skeleton_sets.get_members(group, groups_representatives[i]);
+ highest_group_members.push_back(_find_highest_node(state, group));
+ groups.push_back(group);
+ }
+
+ for (int i = 0; i < highest_group_members.size(); ++i) {
+ const GLTFNodeIndex node_i = highest_group_members[i];
+
+ // Attach any siblings together (this needs to be done n^2/2 times)
+ for (int j = i + 1; j < highest_group_members.size(); ++j) {
+ const GLTFNodeIndex node_j = highest_group_members[j];
+
+ // Even if they are siblings under the root! :)
+ if (state->nodes[node_i]->parent == state->nodes[node_j]->parent) {
+ skeleton_sets.create_union(node_i, node_j);
+ }
+ }
+
+ // Attach any parenting going on together (we need to do this n^2 times)
+ const GLTFNodeIndex node_i_parent = state->nodes[node_i]->parent;
+ if (node_i_parent >= 0) {
+ for (int j = 0; j < groups.size() && i != j; ++j) {
+ const Vector<GLTFNodeIndex> &group = groups[j];
+
+ if (group.find(node_i_parent) >= 0) {
+ const GLTFNodeIndex node_j = highest_group_members[j];
+ skeleton_sets.create_union(node_i, node_j);
+ }
+ }
+ }
+ }
+ }
+
+ // At this point, the skeleton groups should be finalized
+ Vector<GLTFNodeIndex> skeleton_owners;
+ skeleton_sets.get_representatives(skeleton_owners);
+
+ // Mark all the skins actual skeletons, after we have merged them
+ for (GLTFSkeletonIndex skel_i = 0; skel_i < skeleton_owners.size(); ++skel_i) {
+ const GLTFNodeIndex skeleton_owner = skeleton_owners[skel_i];
+ Ref<GLTFSkeleton> skeleton;
+ skeleton.instance();
+
+ Vector<GLTFNodeIndex> skeleton_nodes;
+ skeleton_sets.get_members(skeleton_nodes, skeleton_owner);
+
+ for (GLTFSkinIndex skin_i = 0; skin_i < state->skins.size(); ++skin_i) {
+ Ref<GLTFSkin> skin = state->skins.write[skin_i];
+
+ // If any of the the skeletons nodes exist in a skin, that skin now maps to the skeleton
+ for (int i = 0; i < skeleton_nodes.size(); ++i) {
+ GLTFNodeIndex skel_node_i = skeleton_nodes[i];
+ if (skin->joints.find(skel_node_i) >= 0 || skin->non_joints.find(skel_node_i) >= 0) {
+ skin->skeleton = skel_i;
+ continue;
+ }
+ }
+ }
+
+ Vector<GLTFNodeIndex> non_joints;
+ for (int i = 0; i < skeleton_nodes.size(); ++i) {
+ const GLTFNodeIndex node_i = skeleton_nodes[i];
+
+ if (state->nodes[node_i]->joint) {
+ skeleton->joints.push_back(node_i);
+ } else {
+ non_joints.push_back(node_i);
+ }
+ }
+
+ state->skeletons.push_back(skeleton);
+
+ _reparent_non_joint_skeleton_subtrees(state, state->skeletons.write[skel_i], non_joints);
+ }
+
+ for (GLTFSkeletonIndex skel_i = 0; skel_i < state->skeletons.size(); ++skel_i) {
+ Ref<GLTFSkeleton> skeleton = state->skeletons.write[skel_i];
+
+ for (int i = 0; i < skeleton->joints.size(); ++i) {
+ const GLTFNodeIndex node_i = skeleton->joints[i];
+ Ref<GLTFNode> node = state->nodes[node_i];
+
+ ERR_FAIL_COND_V(!node->joint, ERR_PARSE_ERROR);
+ ERR_FAIL_COND_V(node->skeleton >= 0, ERR_PARSE_ERROR);
+ node->skeleton = skel_i;
+ }
+
+ ERR_FAIL_COND_V(_determine_skeleton_roots(state, skel_i), ERR_PARSE_ERROR);
+ }
+
+ return OK;
+}
+
+Error GLTFDocument::_reparent_non_joint_skeleton_subtrees(Ref<GLTFState> state, Ref<GLTFSkeleton> skeleton, const Vector<GLTFNodeIndex> &non_joints) {
+ DisjointSet<GLTFNodeIndex> subtree_set;
+
+ // Populate the disjoint set with ONLY non joints that are in the skeleton hierarchy (non_joints vector)
+ // This way we can find any joints that lie in between joints, as the current glTF specification
+ // mentions nothing about non-joints being in between joints of the same skin. Hopefully one day we
+ // can remove this code.
+
+ // skinD depicted here explains this issue:
+ // https://github.com/KhronosGroup/glTF-Asset-Generator/blob/master/Output/Positive/Animation_Skin
+
+ for (int i = 0; i < non_joints.size(); ++i) {
+ const GLTFNodeIndex node_i = non_joints[i];
+
+ subtree_set.insert(node_i);
+
+ const GLTFNodeIndex parent_i = state->nodes[node_i]->parent;
+ if (parent_i >= 0 && non_joints.find(parent_i) >= 0 && !state->nodes[parent_i]->joint) {
+ subtree_set.create_union(parent_i, node_i);
+ }
+ }
+
+ // Find all the non joint subtrees and re-parent them to a new "fake" joint
+
+ Vector<GLTFNodeIndex> non_joint_subtree_roots;
+ subtree_set.get_representatives(non_joint_subtree_roots);
+
+ for (int root_i = 0; root_i < non_joint_subtree_roots.size(); ++root_i) {
+ const GLTFNodeIndex subtree_root = non_joint_subtree_roots[root_i];
+
+ Vector<GLTFNodeIndex> subtree_nodes;
+ subtree_set.get_members(subtree_nodes, subtree_root);
+
+ for (int subtree_i = 0; subtree_i < subtree_nodes.size(); ++subtree_i) {
+ ERR_FAIL_COND_V(_reparent_to_fake_joint(state, skeleton, subtree_nodes[subtree_i]), FAILED);
+
+ // We modified the tree, recompute all the heights
+ _compute_node_heights(state);
+ }
+ }
+
+ return OK;
+}
+
+Error GLTFDocument::_reparent_to_fake_joint(Ref<GLTFState> state, Ref<GLTFSkeleton> skeleton, const GLTFNodeIndex node_index) {
+ Ref<GLTFNode> node = state->nodes[node_index];
+
+ // Can we just "steal" this joint if it is just a spatial node?
+ if (node->skin < 0 && node->mesh < 0 && node->camera < 0) {
+ node->joint = true;
+ // Add the joint to the skeletons joints
+ skeleton->joints.push_back(node_index);
+ return OK;
+ }
+
+ GLTFNode *fake_joint = memnew(GLTFNode);
+ const GLTFNodeIndex fake_joint_index = state->nodes.size();
+ state->nodes.push_back(fake_joint);
+
+ // We better not be a joint, or we messed up in our logic
+ if (node->joint)
+ return FAILED;
+
+ fake_joint->translation = node->translation;
+ fake_joint->rotation = node->rotation;
+ fake_joint->scale = node->scale;
+ fake_joint->xform = node->xform;
+ fake_joint->joint = true;
+
+ // We can use the exact same name here, because the joint will be inside a skeleton and not the scene
+ fake_joint->set_name(node->get_name());
+
+ // Clear the nodes transforms, since it will be parented to the fake joint
+ node->translation = Vector3(0, 0, 0);
+ node->rotation = Quat();
+ node->scale = Vector3(1, 1, 1);
+ node->xform = Transform();
+
+ // Transfer the node children to the fake joint
+ for (int child_i = 0; child_i < node->children.size(); ++child_i) {
+ Ref<GLTFNode> child = state->nodes[node->children[child_i]];
+ child->parent = fake_joint_index;
+ }
+
+ fake_joint->children = node->children;
+ node->children.clear();
+
+ // add the fake joint to the parent and remove the original joint
+ if (node->parent >= 0) {
+ Ref<GLTFNode> parent = state->nodes[node->parent];
+ parent->children.erase(node_index);
+ parent->children.push_back(fake_joint_index);
+ fake_joint->parent = node->parent;
+ }
+
+ // Add the node to the fake joint
+ fake_joint->children.push_back(node_index);
+ node->parent = fake_joint_index;
+ node->fake_joint_parent = fake_joint_index;
+
+ // Add the fake joint to the skeletons joints
+ skeleton->joints.push_back(fake_joint_index);
+
+ // Replace skin_skeletons with fake joints if we must.
+ for (GLTFSkinIndex skin_i = 0; skin_i < state->skins.size(); ++skin_i) {
+ Ref<GLTFSkin> skin = state->skins.write[skin_i];
+ if (skin->skin_root == node_index) {
+ skin->skin_root = fake_joint_index;
+ }
+ }
+
+ return OK;
+}
+
+Error GLTFDocument::_determine_skeleton_roots(Ref<GLTFState> state, const GLTFSkeletonIndex skel_i) {
+ DisjointSet<GLTFNodeIndex> disjoint_set;
+
+ for (GLTFNodeIndex i = 0; i < state->nodes.size(); ++i) {
+ const Ref<GLTFNode> node = state->nodes[i];
+
+ if (node->skeleton != skel_i) {
+ continue;
+ }
+
+ disjoint_set.insert(i);
+
+ if (node->parent >= 0 && state->nodes[node->parent]->skeleton == skel_i) {
+ disjoint_set.create_union(node->parent, i);
+ }
+ }
+
+ Ref<GLTFSkeleton> skeleton = state->skeletons.write[skel_i];
+
+ Vector<GLTFNodeIndex> owners;
+ disjoint_set.get_representatives(owners);
+
+ Vector<GLTFNodeIndex> roots;
+
+ for (int i = 0; i < owners.size(); ++i) {
+ Vector<GLTFNodeIndex> set;
+ disjoint_set.get_members(set, owners[i]);
+ const GLTFNodeIndex root = _find_highest_node(state, set);
+ ERR_FAIL_COND_V(root < 0, FAILED);
+ roots.push_back(root);
+ }
+
+ roots.sort();
+
+ skeleton->roots = roots;
+
+ if (roots.size() == 0) {
+ return FAILED;
+ } else if (roots.size() == 1) {
+ return OK;
+ }
+
+ // Check that the subtrees have the same parent root
+ const GLTFNodeIndex parent = state->nodes[roots[0]]->parent;
+ for (int i = 1; i < roots.size(); ++i) {
+ if (state->nodes[roots[i]]->parent != parent) {
+ return FAILED;
+ }
+ }
+
+ return OK;
+}
+
+Error GLTFDocument::_create_skeletons(Ref<GLTFState> state) {
+ for (GLTFSkeletonIndex skel_i = 0; skel_i < state->skeletons.size(); ++skel_i) {
+ Ref<GLTFSkeleton> gltf_skeleton = state->skeletons.write[skel_i];
+
+ Skeleton3D *skeleton = memnew(Skeleton3D);
+ gltf_skeleton->godot_skeleton = skeleton;
+
+ // Make a unique name, no gltf node represents this skeleton
+ skeleton->set_name(_gen_unique_name(state, "Skeleton3D"));
+
+ List<GLTFNodeIndex> bones;
+
+ for (int i = 0; i < gltf_skeleton->roots.size(); ++i) {
+ bones.push_back(gltf_skeleton->roots[i]);
+ }
+
+ // Make the skeleton creation deterministic by going through the roots in
+ // a sorted order, and DEPTH FIRST
+ bones.sort();
+
+ while (!bones.empty()) {
+ const GLTFNodeIndex node_i = bones.front()->get();
+ bones.pop_front();
+
+ Ref<GLTFNode> node = state->nodes[node_i];
+ ERR_FAIL_COND_V(node->skeleton != skel_i, FAILED);
+
+ { // Add all child nodes to the stack (deterministically)
+ Vector<GLTFNodeIndex> child_nodes;
+ for (int i = 0; i < node->children.size(); ++i) {
+ const GLTFNodeIndex child_i = node->children[i];
+ if (state->nodes[child_i]->skeleton == skel_i) {
+ child_nodes.push_back(child_i);
+ }
+ }
+
+ // Depth first insertion
+ child_nodes.sort();
+ for (int i = child_nodes.size() - 1; i >= 0; --i) {
+ bones.push_front(child_nodes[i]);
+ }
+ }
+
+ const int bone_index = skeleton->get_bone_count();
+
+ if (node->get_name().empty()) {
+ node->set_name("bone");
+ }
+
+ node->set_name(_gen_unique_bone_name(state, skel_i, node->get_name()));
+
+ skeleton->add_bone(node->get_name());
+ skeleton->set_bone_rest(bone_index, node->xform);
+
+ if (node->parent >= 0 && state->nodes[node->parent]->skeleton == skel_i) {
+ const int bone_parent = skeleton->find_bone(state->nodes[node->parent]->get_name());
+ ERR_FAIL_COND_V(bone_parent < 0, FAILED);
+ skeleton->set_bone_parent(bone_index, skeleton->find_bone(state->nodes[node->parent]->get_name()));
+ }
+
+ state->scene_nodes.insert(node_i, skeleton);
+ }
+ }
+
+ ERR_FAIL_COND_V(_map_skin_joints_indices_to_skeleton_bone_indices(state), ERR_PARSE_ERROR);
+
+ return OK;
+}
+
+Error GLTFDocument::_map_skin_joints_indices_to_skeleton_bone_indices(Ref<GLTFState> state) {
+ for (GLTFSkinIndex skin_i = 0; skin_i < state->skins.size(); ++skin_i) {
+ Ref<GLTFSkin> skin = state->skins.write[skin_i];
+
+ Ref<GLTFSkeleton> skeleton = state->skeletons[skin->skeleton];
+
+ for (int joint_index = 0; joint_index < skin->joints_original.size(); ++joint_index) {
+ const GLTFNodeIndex node_i = skin->joints_original[joint_index];
+ const Ref<GLTFNode> node = state->nodes[node_i];
+
+ const int bone_index = skeleton->godot_skeleton->find_bone(node->get_name());
+ ERR_FAIL_COND_V(bone_index < 0, FAILED);
+
+ skin->joint_i_to_bone_i.insert(joint_index, bone_index);
+ }
+ }
+
+ return OK;
+}
+
+Error GLTFDocument::_serialize_skins(Ref<GLTFState> state) {
+ _remove_duplicate_skins(state);
+ return OK;
+}
+
+Error GLTFDocument::_create_skins(Ref<GLTFState> state) {
+ for (GLTFSkinIndex skin_i = 0; skin_i < state->skins.size(); ++skin_i) {
+ Ref<GLTFSkin> gltf_skin = state->skins.write[skin_i];
+
+ Ref<Skin> skin;
+ skin.instance();
+
+ // Some skins don't have IBM's! What absolute monsters!
+ const bool has_ibms = !gltf_skin->inverse_binds.empty();
+
+ for (int joint_i = 0; joint_i < gltf_skin->joints_original.size(); ++joint_i) {
+ GLTFNodeIndex node = gltf_skin->joints_original[joint_i];
+ String bone_name = state->nodes[node]->get_name();
+
+ Transform xform;
+ if (has_ibms) {
+ xform = gltf_skin->inverse_binds[joint_i];
+ }
+
+ if (state->use_named_skin_binds) {
+ skin->add_named_bind(bone_name, xform);
+ } else {
+ int32_t bone_i = gltf_skin->joint_i_to_bone_i[joint_i];
+ skin->add_bind(bone_i, xform);
+ }
+ }
+
+ gltf_skin->godot_skin = skin;
+ }
+
+ // Purge the duplicates!
+ _remove_duplicate_skins(state);
+
+ // Create unique names now, after removing duplicates
+ for (GLTFSkinIndex skin_i = 0; skin_i < state->skins.size(); ++skin_i) {
+ Ref<Skin> skin = state->skins.write[skin_i]->godot_skin;
+ if (skin->get_name().empty()) {
+ // Make a unique name, no gltf node represents this skin
+ skin->set_name(_gen_unique_name(state, "Skin"));
+ }
+ }
+
+ return OK;
+}
+
+bool GLTFDocument::_skins_are_same(const Ref<Skin> skin_a, const Ref<Skin> skin_b) {
+ if (skin_a->get_bind_count() != skin_b->get_bind_count()) {
+ return false;
+ }
+
+ for (int i = 0; i < skin_a->get_bind_count(); ++i) {
+ if (skin_a->get_bind_bone(i) != skin_b->get_bind_bone(i)) {
+ return false;
+ }
+
+ Transform a_xform = skin_a->get_bind_pose(i);
+ Transform b_xform = skin_b->get_bind_pose(i);
+
+ if (a_xform != b_xform) {
+ return false;
+ }
+ }
+
+ return true;
+}
+
+void GLTFDocument::_remove_duplicate_skins(Ref<GLTFState> state) {
+ for (int i = 0; i < state->skins.size(); ++i) {
+ for (int j = i + 1; j < state->skins.size(); ++j) {
+ const Ref<Skin> skin_i = state->skins[i]->godot_skin;
+ const Ref<Skin> skin_j = state->skins[j]->godot_skin;
+
+ if (_skins_are_same(skin_i, skin_j)) {
+ // replace it and delete the old
+ state->skins.write[j]->godot_skin = skin_i;
+ }
+ }
+ }
+}
+
+Error GLTFDocument::_serialize_lights(Ref<GLTFState> state) {
+ Array lights;
+ for (GLTFLightIndex i = 0; i < state->lights.size(); i++) {
+ Dictionary d;
+ Ref<GLTFLight> light = state->lights[i];
+ Array color;
+ color.resize(3);
+ color[0] = light->color.r;
+ color[1] = light->color.g;
+ color[2] = light->color.b;
+ d["color"] = color;
+ d["type"] = light->type;
+ if (light->type == "spot") {
+ Dictionary s;
+ float inner_cone_angle = light->inner_cone_angle;
+ s["innerConeAngle"] = inner_cone_angle;
+ float outer_cone_angle = light->outer_cone_angle;
+ s["outerConeAngle"] = outer_cone_angle;
+ d["spot"] = s;
+ }
+ float intensity = light->intensity;
+ d["intensity"] = intensity;
+ float range = light->range;
+ d["range"] = range;
+ lights.push_back(d);
+ }
+
+ if (!state->lights.size()) {
+ return OK;
+ }
+
+ Dictionary extensions;
+ if (state->json.has("extensions")) {
+ extensions = state->json["extensions"];
+ } else {
+ state->json["extensions"] = extensions;
+ }
+ Dictionary lights_punctual;
+ extensions["KHR_lights_punctual"] = lights_punctual;
+ lights_punctual["lights"] = lights;
+
+ print_verbose("glTF: Total lights: " + itos(state->lights.size()));
+
+ return OK;
+}
+
+Error GLTFDocument::_serialize_cameras(Ref<GLTFState> state) {
+ Array cameras;
+ cameras.resize(state->cameras.size());
+ for (GLTFCameraIndex i = 0; i < state->cameras.size(); i++) {
+ Dictionary d;
+
+ Ref<GLTFCamera> camera = state->cameras[i];
+
+ if (camera->get_perspective() == false) {
+ Dictionary og;
+ og["ymag"] = Math::deg2rad(camera->get_fov_size());
+ og["xmag"] = Math::deg2rad(camera->get_fov_size());
+ og["zfar"] = camera->get_zfar();
+ og["znear"] = camera->get_znear();
+ d["orthographic"] = og;
+ d["type"] = "orthographic";
+ } else if (camera->get_perspective()) {
+ Dictionary ppt;
+ // GLTF spec is in radians, Godot's camera is in degrees.
+ ppt["yfov"] = Math::deg2rad(camera->get_fov_size());
+ ppt["zfar"] = camera->get_zfar();
+ ppt["znear"] = camera->get_znear();
+ d["perspective"] = ppt;
+ d["type"] = "perspective";
+ }
+ cameras[i] = d;
+ }
+
+ if (!state->cameras.size()) {
+ return OK;
+ }
+
+ state->json["cameras"] = cameras;
+
+ print_verbose("glTF: Total cameras: " + itos(state->cameras.size()));
+
+ return OK;
+}
+
+Error GLTFDocument::_parse_lights(Ref<GLTFState> state) {
+ if (!state->json.has("extensions")) {
+ return OK;
+ }
+ Dictionary extensions = state->json["extensions"];
+ if (!extensions.has("KHR_lights_punctual")) {
+ return OK;
+ }
+ Dictionary lights_punctual = extensions["KHR_lights_punctual"];
+ if (!lights_punctual.has("lights")) {
+ return OK;
+ }
+
+ const Array &lights = lights_punctual["lights"];
+
+ for (GLTFLightIndex light_i = 0; light_i < lights.size(); light_i++) {
+ const Dictionary &d = lights[light_i];
+
+ Ref<GLTFLight> light;
+ light.instance();
+ ERR_FAIL_COND_V(!d.has("type"), ERR_PARSE_ERROR);
+ const String &type = d["type"];
+ light->type = type;
+
+ if (d.has("color")) {
+ const Array &arr = d["color"];
+ ERR_FAIL_COND_V(arr.size() != 3, ERR_PARSE_ERROR);
+ const Color c = Color(arr[0], arr[1], arr[2]).to_srgb();
+ light->color = c;
+ }
+ if (d.has("intensity")) {
+ light->intensity = d["intensity"];
+ }
+ if (d.has("range")) {
+ light->range = d["range"];
+ }
+ if (type == "spot") {
+ const Dictionary &spot = d["spot"];
+ light->inner_cone_angle = spot["innerConeAngle"];
+ light->outer_cone_angle = spot["outerConeAngle"];
+ ERR_FAIL_COND_V_MSG(light->inner_cone_angle >= light->outer_cone_angle, ERR_PARSE_ERROR, "The inner angle must be smaller than the outer angle.");
+ } else if (type != "point" && type != "directional") {
+ ERR_FAIL_V_MSG(ERR_PARSE_ERROR, "Light type is unknown.");
+ }
+
+ state->lights.push_back(light);
+ }
+
+ print_verbose("glTF: Total lights: " + itos(state->lights.size()));
+
+ return OK;
+}
+
+Error GLTFDocument::_parse_cameras(Ref<GLTFState> state) {
+ if (!state->json.has("cameras"))
+ return OK;
+
+ const Array cameras = state->json["cameras"];
+
+ for (GLTFCameraIndex i = 0; i < cameras.size(); i++) {
+ const Dictionary &d = cameras[i];
+
+ Ref<GLTFCamera> camera;
+ camera.instance();
+ ERR_FAIL_COND_V(!d.has("type"), ERR_PARSE_ERROR);
+ const String &type = d["type"];
+ if (type == "orthographic") {
+ camera->set_perspective(false);
+ if (d.has("orthographic")) {
+ const Dictionary &og = d["orthographic"];
+ // GLTF spec is in radians, Godot's camera is in degrees.
+ camera->set_fov_size(Math::rad2deg(real_t(og["ymag"])));
+ camera->set_zfar(og["zfar"]);
+ camera->set_znear(og["znear"]);
+ } else {
+ camera->set_fov_size(10);
+ }
+ } else if (type == "perspective") {
+ camera->set_perspective(true);
+ if (d.has("perspective")) {
+ const Dictionary &ppt = d["perspective"];
+ // GLTF spec is in radians, Godot's camera is in degrees.
+ camera->set_fov_size(Math::rad2deg(real_t(ppt["yfov"])));
+ camera->set_zfar(ppt["zfar"]);
+ camera->set_znear(ppt["znear"]);
+ } else {
+ camera->set_fov_size(10);
+ }
+ } else {
+ ERR_FAIL_V_MSG(ERR_PARSE_ERROR, "Camera3D should be in 'orthographic' or 'perspective'");
+ }
+
+ state->cameras.push_back(camera);
+ }
+
+ print_verbose("glTF: Total cameras: " + itos(state->cameras.size()));
+
+ return OK;
+}
+
+String GLTFDocument::interpolation_to_string(const GLTFAnimation::Interpolation p_interp) {
+ String interp = "LINEAR";
+ if (p_interp == GLTFAnimation::INTERP_STEP) {
+ interp = "STEP";
+ } else if (p_interp == GLTFAnimation::INTERP_LINEAR) {
+ interp = "LINEAR";
+ } else if (p_interp == GLTFAnimation::INTERP_CATMULLROMSPLINE) {
+ interp = "CATMULLROMSPLINE";
+ } else if (p_interp == GLTFAnimation::INTERP_CUBIC_SPLINE) {
+ interp = "CUBICSPLINE";
+ }
+
+ return interp;
+}
+
+Error GLTFDocument::_serialize_animations(Ref<GLTFState> state) {
+ if (!state->animation_players.size()) {
+ return OK;
+ }
+ for (int32_t player_i = 0; player_i < state->animation_players.size(); player_i++) {
+ List<StringName> animation_names;
+ AnimationPlayer *animation_player = state->animation_players[player_i];
+ animation_player->get_animation_list(&animation_names);
+ if (animation_names.size()) {
+ for (int animation_name_i = 0; animation_name_i < animation_names.size(); animation_name_i++) {
+ _convert_animation(state, animation_player, animation_names[animation_name_i]);
+ }
+ }
+ }
+ Array animations;
+ for (GLTFAnimationIndex animation_i = 0; animation_i < state->animations.size(); animation_i++) {
+ Dictionary d;
+ Ref<GLTFAnimation> gltf_animation = state->animations[animation_i];
+ if (!gltf_animation->get_tracks().size()) {
+ continue;
+ }
+
+ if (!gltf_animation->get_name().empty()) {
+ d["name"] = gltf_animation->get_name();
+ }
+ Array channels;
+ Array samplers;
+
+ for (Map<int, GLTFAnimation::Track>::Element *track_i = gltf_animation->get_tracks().front(); track_i; track_i = track_i->next()) {
+ GLTFAnimation::Track track = track_i->get();
+ if (track.translation_track.times.size()) {
+ Dictionary t;
+ t["sampler"] = samplers.size();
+ Dictionary s;
+
+ s["interpolation"] = interpolation_to_string(track.translation_track.interpolation);
+ Vector<real_t> times = Variant(track.translation_track.times);
+ s["input"] = _encode_accessor_as_floats(state, times, false);
+ Vector<Vector3> values = Variant(track.translation_track.values);
+ s["output"] = _encode_accessor_as_vec3(state, values, false);
+
+ samplers.push_back(s);
+
+ Dictionary target;
+ target["path"] = "translation";
+ target["node"] = track_i->key();
+
+ t["target"] = target;
+ channels.push_back(t);
+ }
+ if (track.rotation_track.times.size()) {
+ Dictionary t;
+ t["sampler"] = samplers.size();
+ Dictionary s;
+
+ s["interpolation"] = interpolation_to_string(track.rotation_track.interpolation);
+ Vector<real_t> times = Variant(track.rotation_track.times);
+ s["input"] = _encode_accessor_as_floats(state, times, false);
+ Vector<Quat> values = track.rotation_track.values;
+ s["output"] = _encode_accessor_as_quats(state, values, false);
+
+ samplers.push_back(s);
+
+ Dictionary target;
+ target["path"] = "rotation";
+ target["node"] = track_i->key();
+
+ t["target"] = target;
+ channels.push_back(t);
+ }
+ if (track.scale_track.times.size()) {
+ Dictionary t;
+ t["sampler"] = samplers.size();
+ Dictionary s;
+
+ s["interpolation"] = interpolation_to_string(track.scale_track.interpolation);
+ Vector<real_t> times = Variant(track.scale_track.times);
+ s["input"] = _encode_accessor_as_floats(state, times, false);
+ Vector<Vector3> values = Variant(track.scale_track.values);
+ s["output"] = _encode_accessor_as_vec3(state, values, false);
+
+ samplers.push_back(s);
+
+ Dictionary target;
+ target["path"] = "scale";
+ target["node"] = track_i->key();
+
+ t["target"] = target;
+ channels.push_back(t);
+ }
+ if (track.weight_tracks.size()) {
+ Dictionary t;
+ t["sampler"] = samplers.size();
+ Dictionary s;
+
+ Vector<real_t> times;
+ Vector<real_t> values;
+
+ for (int32_t times_i = 0; times_i < track.weight_tracks[0].times.size(); times_i++) {
+ real_t time = track.weight_tracks[0].times[times_i];
+ times.push_back(time);
+ }
+
+ values.resize(times.size() * track.weight_tracks.size());
+ // TODO Sort by order in blend shapes
+ for (int k = 0; k < track.weight_tracks.size(); k++) {
+ Vector<float> wdata = track.weight_tracks[k].values;
+ for (int l = 0; l < wdata.size(); l++) {
+ values.write[l * track.weight_tracks.size() + k] = wdata.write[l];
+ }
+ }
+
+ s["interpolation"] = interpolation_to_string(track.weight_tracks[track.weight_tracks.size() - 1].interpolation);
+ s["input"] = _encode_accessor_as_floats(state, times, false);
+ s["output"] = _encode_accessor_as_floats(state, values, false);
+
+ samplers.push_back(s);
+
+ Dictionary target;
+ target["path"] = "weights";
+ target["node"] = track_i->key();
+
+ t["target"] = target;
+ channels.push_back(t);
+ }
+ }
+ if (channels.size() && samplers.size()) {
+ d["channels"] = channels;
+ d["samplers"] = samplers;
+ animations.push_back(d);
+ }
+ }
+
+ state->json["animations"] = animations;
+
+ print_verbose("glTF: Total animations '" + itos(state->animations.size()) + "'.");
+
+ return OK;
+}
+
+Error GLTFDocument::_parse_animations(Ref<GLTFState> state) {
+ if (!state->json.has("animations"))
+ return OK;
+
+ const Array &animations = state->json["animations"];
+
+ for (GLTFAnimationIndex i = 0; i < animations.size(); i++) {
+ const Dictionary &d = animations[i];
+
+ Ref<GLTFAnimation> animation;
+ animation.instance();
+
+ if (!d.has("channels") || !d.has("samplers"))
+ continue;
+
+ Array channels = d["channels"];
+ Array samplers = d["samplers"];
+
+ if (d.has("name")) {
+ const String name = d["name"];
+ if (name.begins_with("loop") || name.ends_with("loop") || name.begins_with("cycle") || name.ends_with("cycle")) {
+ animation->set_loop(true);
+ }
+ animation->set_name(_sanitize_scene_name(name));
+ }
+
+ for (int j = 0; j < channels.size(); j++) {
+ const Dictionary &c = channels[j];
+ if (!c.has("target"))
+ continue;
+
+ const Dictionary &t = c["target"];
+ if (!t.has("node") || !t.has("path")) {
+ continue;
+ }
+
+ ERR_FAIL_COND_V(!c.has("sampler"), ERR_PARSE_ERROR);
+ const int sampler = c["sampler"];
+ ERR_FAIL_INDEX_V(sampler, samplers.size(), ERR_PARSE_ERROR);
+
+ GLTFNodeIndex node = t["node"];
+ String path = t["path"];
+
+ ERR_FAIL_INDEX_V(node, state->nodes.size(), ERR_PARSE_ERROR);
+
+ GLTFAnimation::Track *track = nullptr;
+
+ if (!animation->get_tracks().has(node)) {
+ animation->get_tracks()[node] = GLTFAnimation::Track();
+ }
+
+ track = &animation->get_tracks()[node];
+
+ const Dictionary &s = samplers[sampler];
+
+ ERR_FAIL_COND_V(!s.has("input"), ERR_PARSE_ERROR);
+ ERR_FAIL_COND_V(!s.has("output"), ERR_PARSE_ERROR);
+
+ const int input = s["input"];
+ const int output = s["output"];
+
+ GLTFAnimation::Interpolation interp = GLTFAnimation::INTERP_LINEAR;
+ int output_count = 1;
+ if (s.has("interpolation")) {
+ const String &in = s["interpolation"];
+ if (in == "STEP") {
+ interp = GLTFAnimation::INTERP_STEP;
+ } else if (in == "LINEAR") {
+ interp = GLTFAnimation::INTERP_LINEAR;
+ } else if (in == "CATMULLROMSPLINE") {
+ interp = GLTFAnimation::INTERP_CATMULLROMSPLINE;
+ output_count = 3;
+ } else if (in == "CUBICSPLINE") {
+ interp = GLTFAnimation::INTERP_CUBIC_SPLINE;
+ output_count = 3;
+ }
+ }
+
+ const Vector<float> times = _decode_accessor_as_floats(state, input, false);
+ if (path == "translation") {
+ const Vector<Vector3> translations = _decode_accessor_as_vec3(state, output, false);
+ track->translation_track.interpolation = interp;
+ track->translation_track.times = Variant(times); //convert via variant
+ track->translation_track.values = Variant(translations); //convert via variant
+ } else if (path == "rotation") {
+ const Vector<Quat> rotations = _decode_accessor_as_quat(state, output, false);
+ track->rotation_track.interpolation = interp;
+ track->rotation_track.times = Variant(times); //convert via variant
+ track->rotation_track.values = rotations;
+ } else if (path == "scale") {
+ const Vector<Vector3> scales = _decode_accessor_as_vec3(state, output, false);
+ track->scale_track.interpolation = interp;
+ track->scale_track.times = Variant(times); //convert via variant
+ track->scale_track.values = Variant(scales); //convert via variant
+ } else if (path == "weights") {
+ const Vector<float> weights = _decode_accessor_as_floats(state, output, false);
+
+ ERR_FAIL_INDEX_V(state->nodes[node]->mesh, state->meshes.size(), ERR_PARSE_ERROR);
+ Ref<GLTFMesh> mesh = state->meshes[state->nodes[node]->mesh];
+ ERR_CONTINUE(!mesh->get_blend_weights().size());
+ const int wc = mesh->get_blend_weights().size();
+
+ track->weight_tracks.resize(wc);
+
+ const int expected_value_count = times.size() * output_count * wc;
+ ERR_FAIL_COND_V_MSG(weights.size() != expected_value_count, ERR_PARSE_ERROR, "Invalid weight data, expected " + itos(expected_value_count) + " weight values, got " + itos(weights.size()) + " instead.");
+
+ const int wlen = weights.size() / wc;
+ for (int k = 0; k < wc; k++) { //separate tracks, having them together is not such a good idea
+ GLTFAnimation::Channel<float> cf;
+ cf.interpolation = interp;
+ cf.times = Variant(times);
+ Vector<float> wdata;
+ wdata.resize(wlen);
+ for (int l = 0; l < wlen; l++) {
+ wdata.write[l] = weights[l * wc + k];
+ }
+
+ cf.values = wdata;
+ track->weight_tracks.write[k] = cf;
+ }
+ } else {
+ WARN_PRINT("Invalid path '" + path + "'.");
+ }
+ }
+
+ state->animations.push_back(animation);
+ }
+
+ print_verbose("glTF: Total animations '" + itos(state->animations.size()) + "'.");
+
+ return OK;
+}
+
+void GLTFDocument::_assign_scene_names(Ref<GLTFState> state) {
+ for (int i = 0; i < state->nodes.size(); i++) {
+ Ref<GLTFNode> n = state->nodes[i];
+
+ // Any joints get unique names generated when the skeleton is made, unique to the skeleton
+ if (n->skeleton >= 0)
+ continue;
+
+ if (n->get_name().empty()) {
+ if (n->mesh >= 0) {
+ n->set_name(_gen_unique_name(state, "Mesh"));
+ } else if (n->camera >= 0) {
+ n->set_name(_gen_unique_name(state, "Camera3D"));
+ } else {
+ n->set_name(_gen_unique_name(state, "Node"));
+ }
+ }
+
+ n->set_name(_gen_unique_name(state, n->get_name()));
+ }
+}
+
+BoneAttachment3D *GLTFDocument::_generate_bone_attachment(Ref<GLTFState> state, Skeleton3D *skeleton, const GLTFNodeIndex node_index) {
+ Ref<GLTFNode> gltf_node = state->nodes[node_index];
+ Ref<GLTFNode> bone_node = state->nodes[gltf_node->parent];
+
+ BoneAttachment3D *bone_attachment = memnew(BoneAttachment3D);
+ print_verbose("glTF: Creating bone attachment for: " + gltf_node->get_name());
+
+ ERR_FAIL_COND_V(!bone_node->joint, nullptr);
+
+ bone_attachment->set_bone_name(bone_node->get_name());
+
+ return bone_attachment;
+}
+
+GLTFMeshIndex GLTFDocument::_convert_mesh_instance(Ref<GLTFState> state, MeshInstance3D *p_mesh_instance) {
+ ERR_FAIL_NULL_V(p_mesh_instance, -1);
+ if (p_mesh_instance->get_mesh().is_null()) {
+ return -1;
+ }
+ Ref<EditorSceneImporterMesh> import_mesh;
+ import_mesh.instance();
+ Ref<Mesh> godot_mesh = p_mesh_instance->get_mesh();
+ if (godot_mesh.is_null()) {
+ return -1;
+ }
+ Vector<float> blend_weights;
+ Vector<String> blend_names;
+ int32_t blend_count = godot_mesh->get_blend_shape_count();
+ blend_names.resize(blend_count);
+ blend_weights.resize(blend_count);
+ for (int32_t blend_i = 0; blend_i < godot_mesh->get_blend_shape_count(); blend_i++) {
+ String blend_name = godot_mesh->get_blend_shape_name(blend_i);
+ blend_names.write[blend_i] = blend_name;
+ import_mesh->add_blend_shape(blend_name);
+ }
+ for (int32_t surface_i = 0; surface_i < godot_mesh->get_surface_count(); surface_i++) {
+ Mesh::PrimitiveType primitive_type = godot_mesh->surface_get_primitive_type(surface_i);
+ Array arrays = godot_mesh->surface_get_arrays(surface_i);
+ Array blend_shape_arrays = godot_mesh->surface_get_blend_shape_arrays(surface_i);
+ Ref<Material> mat = godot_mesh->surface_get_material(surface_i);
+ Ref<ArrayMesh> godot_array_mesh = godot_mesh;
+ String surface_name;
+ if (godot_array_mesh.is_valid()) {
+ surface_name = godot_array_mesh->surface_get_name(surface_i);
+ }
+ if (p_mesh_instance->get_surface_material(surface_i).is_valid()) {
+ mat = p_mesh_instance->get_surface_material(surface_i);
+ }
+ if (p_mesh_instance->get_material_override().is_valid()) {
+ mat = p_mesh_instance->get_material_override();
+ }
+ import_mesh->add_surface(primitive_type, arrays, blend_shape_arrays, Dictionary(), mat, surface_name);
+ }
+ for (int32_t blend_i = 0; blend_i < blend_count; blend_i++) {
+ blend_weights.write[blend_i] = 0.0f;
+ }
+ Ref<GLTFMesh> gltf_mesh;
+ gltf_mesh.instance();
+ gltf_mesh->set_mesh(import_mesh);
+ gltf_mesh->set_blend_weights(blend_weights);
+ GLTFMeshIndex mesh_i = state->meshes.size();
+ state->meshes.push_back(gltf_mesh);
+ return mesh_i;
+}
+
+EditorSceneImporterMeshNode3D *GLTFDocument::_generate_mesh_instance(Ref<GLTFState> state, Node *scene_parent, const GLTFNodeIndex node_index) {
+ Ref<GLTFNode> gltf_node = state->nodes[node_index];
+
+ ERR_FAIL_INDEX_V(gltf_node->mesh, state->meshes.size(), nullptr);
+
+ EditorSceneImporterMeshNode3D *mi = memnew(EditorSceneImporterMeshNode3D);
+ print_verbose("glTF: Creating mesh for: " + gltf_node->get_name());
+
+ Ref<GLTFMesh> mesh = state->meshes.write[gltf_node->mesh];
+ if (mesh.is_null()) {
+ return mi;
+ }
+ Ref<EditorSceneImporterMesh> import_mesh = mesh->get_mesh();
+ if (import_mesh.is_null()) {
+ return mi;
+ }
+ mi->set_mesh(import_mesh);
+ for (int i = 0; i < mesh->get_blend_weights().size(); i++) {
+ mi->set("blend_shapes/" + mesh->get_mesh()->get_blend_shape_name(i), mesh->get_blend_weights()[i]);
+ }
+ return mi;
+}
+
+Light3D *GLTFDocument::_generate_light(Ref<GLTFState> state, Node *scene_parent, const GLTFNodeIndex node_index) {
+ Ref<GLTFNode> gltf_node = state->nodes[node_index];
+
+ ERR_FAIL_INDEX_V(gltf_node->light, state->lights.size(), nullptr);
+
+ print_verbose("glTF: Creating light for: " + gltf_node->get_name());
+
+ Ref<GLTFLight> l = state->lights[gltf_node->light];
+
+ float intensity = l->intensity;
+ if (intensity > 10) {
+ // GLTF spec has the default around 1, but Blender defaults lights to 100.
+ // The only sane way to handle this is to check where it came from and
+ // handle it accordingly. If it's over 10, it probably came from Blender.
+ intensity /= 100;
+ }
+
+ if (l->type == "directional") {
+ DirectionalLight3D *light = memnew(DirectionalLight3D);
+ light->set_param(Light3D::PARAM_ENERGY, intensity);
+ light->set_color(l->color);
+ return light;
+ }
+
+ const float range = CLAMP(l->range, 0, 4096);
+ // Doubling the range will double the effective brightness, so we need double attenuation (half brightness).
+ // We want to have double intensity give double brightness, so we need half the attenuation.
+ const float attenuation = range / intensity;
+ if (l->type == "point") {
+ OmniLight3D *light = memnew(OmniLight3D);
+ light->set_param(OmniLight3D::PARAM_ATTENUATION, attenuation);
+ light->set_param(OmniLight3D::PARAM_RANGE, range);
+ light->set_color(l->color);
+ return light;
+ }
+ if (l->type == "spot") {
+ SpotLight3D *light = memnew(SpotLight3D);
+ light->set_param(SpotLight3D::PARAM_ATTENUATION, attenuation);
+ light->set_param(SpotLight3D::PARAM_RANGE, range);
+ light->set_param(SpotLight3D::PARAM_SPOT_ANGLE, Math::rad2deg(l->outer_cone_angle));
+ light->set_color(l->color);
+
+ // Line of best fit derived from guessing, see https://www.desmos.com/calculator/biiflubp8b
+ // The points in desmos are not exact, except for (1, infinity).
+ float angle_ratio = l->inner_cone_angle / l->outer_cone_angle;
+ float angle_attenuation = 0.2 / (1 - angle_ratio) - 0.1;
+ light->set_param(SpotLight3D::PARAM_SPOT_ATTENUATION, angle_attenuation);
+ return light;
+ }
+ return nullptr;
+}
+
+Camera3D *GLTFDocument::_generate_camera(Ref<GLTFState> state, Node *scene_parent, const GLTFNodeIndex node_index) {
+ Ref<GLTFNode> gltf_node = state->nodes[node_index];
+
+ ERR_FAIL_INDEX_V(gltf_node->camera, state->cameras.size(), nullptr);
+
+ Camera3D *camera = memnew(Camera3D);
+ print_verbose("glTF: Creating camera for: " + gltf_node->get_name());
+
+ Ref<GLTFCamera> c = state->cameras[gltf_node->camera];
+ if (c->get_perspective()) {
+ camera->set_perspective(c->get_fov_size(), c->get_znear(), c->get_zfar());
+ } else {
+ camera->set_orthogonal(c->get_fov_size(), c->get_znear(), c->get_zfar());
+ }
+
+ return camera;
+}
+
+GLTFCameraIndex GLTFDocument::_convert_camera(Ref<GLTFState> state, Camera3D *p_camera) {
+ print_verbose("glTF: Converting camera: " + p_camera->get_name());
+
+ Ref<GLTFCamera> c;
+ c.instance();
+
+ if (p_camera->get_projection() == Camera3D::Projection::PROJECTION_PERSPECTIVE) {
+ c->set_perspective(true);
+ c->set_fov_size(p_camera->get_fov());
+ c->set_zfar(p_camera->get_zfar());
+ c->set_znear(p_camera->get_znear());
+ } else {
+ c->set_fov_size(p_camera->get_fov());
+ c->set_zfar(p_camera->get_zfar());
+ c->set_znear(p_camera->get_znear());
+ }
+ GLTFCameraIndex camera_index = state->cameras.size();
+ state->cameras.push_back(c);
+ return camera_index;
+}
+
+GLTFLightIndex GLTFDocument::_convert_light(Ref<GLTFState> state, Light3D *p_light) {
+ print_verbose("glTF: Converting light: " + p_light->get_name());
+
+ Ref<GLTFLight> l;
+ l.instance();
+ l->color = p_light->get_color();
+ if (cast_to<DirectionalLight3D>(p_light)) {
+ l->type = "directional";
+ DirectionalLight3D *light = cast_to<DirectionalLight3D>(p_light);
+ l->intensity = light->get_param(DirectionalLight3D::PARAM_ENERGY);
+ l->range = FLT_MAX; // Range for directional lights is infinite in Godot.
+ } else if (cast_to<OmniLight3D>(p_light)) {
+ l->type = "point";
+ OmniLight3D *light = cast_to<OmniLight3D>(p_light);
+ l->range = light->get_param(OmniLight3D::PARAM_RANGE);
+ float attenuation = p_light->get_param(OmniLight3D::PARAM_ATTENUATION);
+ l->intensity = l->range / attenuation;
+ } else if (cast_to<SpotLight3D>(p_light)) {
+ l->type = "spot";
+ SpotLight3D *light = cast_to<SpotLight3D>(p_light);
+ l->range = light->get_param(SpotLight3D::PARAM_RANGE);
+ float attenuation = light->get_param(SpotLight3D::PARAM_ATTENUATION);
+ l->intensity = l->range / attenuation;
+ l->outer_cone_angle = Math::deg2rad(light->get_param(SpotLight3D::PARAM_SPOT_ANGLE));
+
+ // This equation is the inverse of the import equation (which has a desmos link).
+ float angle_ratio = 1 - (0.2 / (0.1 + light->get_param(SpotLight3D::PARAM_SPOT_ATTENUATION)));
+ angle_ratio = MAX(0, angle_ratio);
+ l->inner_cone_angle = l->outer_cone_angle * angle_ratio;
+ }
+
+ GLTFLightIndex light_index = state->lights.size();
+ state->lights.push_back(l);
+ return light_index;
+}
+
+GLTFSkeletonIndex GLTFDocument::_convert_skeleton(Ref<GLTFState> state, Skeleton3D *p_skeleton) {
+ print_verbose("glTF: Converting skeleton: " + p_skeleton->get_name());
+ Ref<GLTFSkeleton> gltf_skeleton;
+ gltf_skeleton.instance();
+ gltf_skeleton->set_name(_gen_unique_name(state, p_skeleton->get_name()));
+ gltf_skeleton->godot_skeleton = p_skeleton;
+ GLTFSkeletonIndex skeleton_i = state->skeletons.size();
+ state->skeletons.push_back(gltf_skeleton);
+ return skeleton_i;
+}
+
+void GLTFDocument::_convert_spatial(Ref<GLTFState> state, Node3D *p_spatial, Ref<GLTFNode> p_node) {
+ Transform xform = p_spatial->get_transform();
+ p_node->scale = xform.basis.get_scale();
+ p_node->rotation = xform.basis.get_rotation_quat();
+ p_node->translation = xform.origin;
+}
+
+Node3D *GLTFDocument::_generate_spatial(Ref<GLTFState> state, Node *scene_parent, const GLTFNodeIndex node_index) {
+ Ref<GLTFNode> gltf_node = state->nodes[node_index];
+
+ Node3D *spatial = memnew(Node3D);
+ print_verbose("glTF: Converting spatial: " + gltf_node->get_name());
+
+ return spatial;
+}
+void GLTFDocument::_convert_scene_node(Ref<GLTFState> state, Node *p_current, Node *p_root, const GLTFNodeIndex p_gltf_parent, const GLTFNodeIndex p_gltf_root) {
+ bool retflag = true;
+ Node3D *spatial = cast_to<Node3D>(p_current);
+ _check_visibility(p_current, retflag);
+ if (retflag) {
+ return;
+ }
+ Ref<GLTFNode> gltf_node;
+ gltf_node.instance();
+ gltf_node->set_name(_gen_unique_name(state, p_current->get_name()));
+ if (cast_to<Node3D>(p_current)) {
+ _convert_spatial(state, spatial, gltf_node);
+ }
+ if (cast_to<MeshInstance3D>(p_current)) {
+ _convert_mesh_to_gltf(p_current, state, spatial, gltf_node);
+ } else if (cast_to<BoneAttachment3D>(p_current)) {
+ _convert_bone_attachment_to_gltf(p_current, state, gltf_node, retflag);
+ // TODO 2020-12-21 iFire Handle the case of objects under the bone attachment.
+ return;
+ } else if (cast_to<Skeleton3D>(p_current)) {
+ _convert_skeleton_to_gltf(p_current, state, p_gltf_parent, p_gltf_root, gltf_node, p_root);
+ // We ignore the Godot Engine node that is the skeleton.
+ return;
+ } else if (cast_to<MultiMeshInstance3D>(p_current)) {
+ _convert_mult_mesh_instance_to_gltf(p_current, p_gltf_parent, p_gltf_root, gltf_node, state, p_root);
+ } else if (cast_to<CSGShape3D>(p_current)) {
+ if (p_current->get_parent() && cast_to<CSGShape3D>(p_current)->is_root_shape()) {
+ _convert_csg_shape_to_gltf(p_current, p_gltf_parent, gltf_node, state);
+ }
+ } else if (cast_to<GridMap>(p_current)) {
+ _convert_grid_map_to_gltf(p_current, p_gltf_parent, p_gltf_root, gltf_node, state, p_root);
+ } else if (cast_to<Camera3D>(p_current)) {
+ Camera3D *camera = Object::cast_to<Camera3D>(p_current);
+ _convert_camera_to_gltf(camera, state, spatial, gltf_node);
+ } else if (cast_to<Light3D>(p_current)) {
+ Light3D *light = Object::cast_to<Light3D>(p_current);
+ _convert_light_to_gltf(light, state, spatial, gltf_node);
+ } else if (cast_to<AnimationPlayer>(p_current)) {
+ AnimationPlayer *animation_player = Object::cast_to<AnimationPlayer>(p_current);
+ _convert_animation_player_to_gltf(animation_player, state, p_gltf_parent, p_gltf_root, gltf_node, p_current, p_root);
+ }
+ GLTFNodeIndex current_node_i = state->nodes.size();
+ GLTFNodeIndex gltf_root = p_gltf_root;
+ if (gltf_root == -1) {
+ gltf_root = current_node_i;
+ Array scenes;
+ scenes.push_back(gltf_root);
+ state->json["scene"] = scenes;
+ }
+ _create_gltf_node(state, p_current, current_node_i, p_gltf_parent, gltf_root, gltf_node);
+ for (int node_i = 0; node_i < p_current->get_child_count(); node_i++) {
+ _convert_scene_node(state, p_current->get_child(node_i), p_root, current_node_i, gltf_root);
+ }
+}
+
+void GLTFDocument::_convert_csg_shape_to_gltf(Node *p_current, GLTFNodeIndex p_gltf_parent, Ref<GLTFNode> gltf_node, Ref<GLTFState> state) {
+ CSGShape3D *csg = Object::cast_to<CSGShape3D>(p_current);
+ csg->call("_update_shape");
+ Array meshes = csg->get_meshes();
+ if (meshes.size() != 2) {
+ return;
+ }
+ Ref<Material> mat;
+ if (csg->get_material_override().is_valid()) {
+ mat = csg->get_material_override();
+ }
+ Ref<GLTFMesh> gltf_mesh;
+ gltf_mesh.instance();
+ Ref<EditorSceneImporterMesh> import_mesh;
+ import_mesh.instance();
+ Ref<ArrayMesh> array_mesh = csg->get_meshes()[1];
+ for (int32_t surface_i = 0; surface_i < array_mesh->get_surface_count(); surface_i++) {
+ import_mesh->add_surface(Mesh::PrimitiveType::PRIMITIVE_TRIANGLES, array_mesh->surface_get_arrays(surface_i), Array(), Dictionary(), mat, array_mesh->surface_get_name(surface_i));
+ }
+ gltf_mesh->set_mesh(import_mesh);
+ GLTFMeshIndex mesh_i = state->meshes.size();
+ state->meshes.push_back(gltf_mesh);
+ gltf_node->mesh = mesh_i;
+ gltf_node->xform = csg->get_meshes()[0];
+ gltf_node->set_name(_gen_unique_name(state, csg->get_name()));
+}
+
+void GLTFDocument::_create_gltf_node(Ref<GLTFState> state, Node *p_scene_parent, GLTFNodeIndex current_node_i,
+ GLTFNodeIndex p_parent_node_index, GLTFNodeIndex p_root_gltf_node, Ref<GLTFNode> gltf_node) {
+ state->scene_nodes.insert(current_node_i, p_scene_parent);
+ state->nodes.push_back(gltf_node);
+ if (current_node_i == p_parent_node_index) {
+ return;
+ }
+ if (p_parent_node_index == -1) {
+ return;
+ }
+ state->nodes.write[p_parent_node_index]->children.push_back(current_node_i);
+}
+
+void GLTFDocument::_convert_animation_player_to_gltf(AnimationPlayer *animation_player, Ref<GLTFState> state, const GLTFNodeIndex &p_gltf_current, const GLTFNodeIndex &p_gltf_root_index, Ref<GLTFNode> p_gltf_node, Node *p_scene_parent, Node *p_root) {
+ ERR_FAIL_COND(!animation_player);
+ state->animation_players.push_back(animation_player);
+ print_verbose(String("glTF: Converting animation player: ") + animation_player->get_name());
+}
+
+void GLTFDocument::_check_visibility(Node *p_node, bool &retflag) {
+ retflag = true;
+ Node3D *spatial = Object::cast_to<Node3D>(p_node);
+ Node2D *node_2d = Object::cast_to<Node2D>(p_node);
+ if (node_2d && !node_2d->is_visible()) {
+ return;
+ }
+ if (spatial && !spatial->is_visible()) {
+ return;
+ }
+ retflag = false;
+}
+
+void GLTFDocument::_convert_camera_to_gltf(Camera3D *camera, Ref<GLTFState> state, Node3D *spatial, Ref<GLTFNode> gltf_node) {
+ ERR_FAIL_COND(!camera);
+ GLTFCameraIndex camera_index = _convert_camera(state, camera);
+ if (camera_index != -1) {
+ gltf_node->camera = camera_index;
+ }
+}
+
+void GLTFDocument::_convert_light_to_gltf(Light3D *light, Ref<GLTFState> state, Node3D *spatial, Ref<GLTFNode> gltf_node) {
+ ERR_FAIL_COND(!light);
+ GLTFLightIndex light_index = _convert_light(state, light);
+ if (light_index != -1) {
+ gltf_node->light = light_index;
+ }
+}
+
+void GLTFDocument::_convert_grid_map_to_gltf(Node *p_scene_parent, const GLTFNodeIndex &p_parent_node_index, const GLTFNodeIndex &p_root_node_index, Ref<GLTFNode> gltf_node, Ref<GLTFState> state, Node *p_root_node) {
+ GridMap *grid_map = Object::cast_to<GridMap>(p_scene_parent);
+ ERR_FAIL_COND(!grid_map);
+ Array cells = grid_map->get_used_cells();
+ for (int32_t k = 0; k < cells.size(); k++) {
+ GLTFNode *new_gltf_node = memnew(GLTFNode);
+ gltf_node->children.push_back(state->nodes.size());
+ state->nodes.push_back(new_gltf_node);
+ Vector3 cell_location = cells[k];
+ int32_t cell = grid_map->get_cell_item(
+ Vector3(cell_location.x, cell_location.y, cell_location.z));
+ EditorSceneImporterMeshNode3D *import_mesh_node = memnew(EditorSceneImporterMeshNode3D);
+ import_mesh_node->set_mesh(grid_map->get_mesh_library()->get_item_mesh(cell));
+ Transform cell_xform;
+ cell_xform.basis.set_orthogonal_index(
+ grid_map->get_cell_item_orientation(
+ Vector3(cell_location.x, cell_location.y, cell_location.z)));
+ cell_xform.basis.scale(Vector3(grid_map->get_cell_scale(),
+ grid_map->get_cell_scale(),
+ grid_map->get_cell_scale()));
+ cell_xform.set_origin(grid_map->map_to_world(
+ Vector3(cell_location.x, cell_location.y, cell_location.z)));
+ Ref<GLTFMesh> gltf_mesh;
+ gltf_mesh.instance();
+ gltf_mesh = import_mesh_node;
+ new_gltf_node->mesh = state->meshes.size();
+ state->meshes.push_back(gltf_mesh);
+ new_gltf_node->xform = cell_xform * grid_map->get_transform();
+ new_gltf_node->set_name(_gen_unique_name(state, grid_map->get_mesh_library()->get_item_name(cell)));
+ }
+}
+
+void GLTFDocument::_convert_mult_mesh_instance_to_gltf(Node *p_scene_parent, const GLTFNodeIndex &p_parent_node_index, const GLTFNodeIndex &p_root_node_index, Ref<GLTFNode> gltf_node, Ref<GLTFState> state, Node *p_root_node) {
+ MultiMeshInstance3D *multi_mesh_instance = Object::cast_to<MultiMeshInstance3D>(p_scene_parent);
+ ERR_FAIL_COND(!multi_mesh_instance);
+ Ref<MultiMesh> multi_mesh = multi_mesh_instance->get_multimesh();
+ if (multi_mesh.is_valid()) {
+ for (int32_t instance_i = 0; instance_i < multi_mesh->get_instance_count();
+ instance_i++) {
+ GLTFNode *new_gltf_node = memnew(GLTFNode);
+ Transform transform;
+ if (multi_mesh->get_transform_format() == MultiMesh::TRANSFORM_2D) {
+ Transform2D xform_2d = multi_mesh->get_instance_transform_2d(instance_i);
+ transform.origin =
+ Vector3(xform_2d.get_origin().x, 0, xform_2d.get_origin().y);
+ real_t rotation = xform_2d.get_rotation();
+ Quat quat;
+ quat.set_axis_angle(Vector3(0, 1, 0), rotation);
+ Size2 scale = xform_2d.get_scale();
+ transform.basis.set_quat_scale(quat,
+ Vector3(scale.x, 0, scale.y));
+ transform =
+ multi_mesh_instance->get_transform() * transform;
+ } else if (multi_mesh->get_transform_format() == MultiMesh::TRANSFORM_3D) {
+ transform = multi_mesh_instance->get_transform() *
+ multi_mesh->get_instance_transform(instance_i);
+ }
+ Ref<ArrayMesh> mm = multi_mesh->get_mesh();
+ if (mm.is_valid()) {
+ Ref<EditorSceneImporterMesh> mesh;
+ mesh.instance();
+ for (int32_t surface_i = 0; surface_i < mm->get_surface_count(); surface_i++) {
+ Array surface = mm->surface_get_arrays(surface_i);
+ mesh->add_surface(mm->surface_get_primitive_type(surface_i), surface, Array(), Dictionary(),
+ mm->surface_get_material(surface_i), mm->get_name());
+ }
+ Ref<GLTFMesh> gltf_mesh;
+ gltf_mesh.instance();
+ gltf_mesh->set_name(multi_mesh->get_name());
+ gltf_mesh->set_mesh(mesh);
+ new_gltf_node->mesh = state->meshes.size();
+ state->meshes.push_back(gltf_mesh);
+ }
+ new_gltf_node->xform = transform;
+ new_gltf_node->set_name(_gen_unique_name(state, multi_mesh_instance->get_name()));
+ gltf_node->children.push_back(state->nodes.size());
+ state->nodes.push_back(new_gltf_node);
+ }
+ }
+}
+
+void GLTFDocument::_convert_skeleton_to_gltf(Node *p_scene_parent, Ref<GLTFState> state, const GLTFNodeIndex &p_parent_node_index, const GLTFNodeIndex &p_root_node_index, Ref<GLTFNode> gltf_node, Node *p_root_node) {
+ Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_scene_parent);
+ if (skeleton) {
+ // Remove placeholder skeleton3d node by not creating the gltf node
+ // Skins are per mesh
+ for (int node_i = 0; node_i < skeleton->get_child_count(); node_i++) {
+ _convert_scene_node(state, skeleton->get_child(node_i), p_root_node, p_parent_node_index, p_root_node_index);
+ }
+ }
+}
+
+void GLTFDocument::_convert_bone_attachment_to_gltf(Node *p_scene_parent, Ref<GLTFState> state, Ref<GLTFNode> gltf_node, bool &retflag) {
+ retflag = true;
+ BoneAttachment3D *bone_attachment = Object::cast_to<BoneAttachment3D>(p_scene_parent);
+ if (bone_attachment) {
+ Node *node = bone_attachment->get_parent();
+ while (node) {
+ Skeleton3D *bone_attachment_skeleton = Object::cast_to<Skeleton3D>(node);
+ if (bone_attachment_skeleton) {
+ for (GLTFSkeletonIndex skeleton_i = 0; skeleton_i < state->skeletons.size(); skeleton_i++) {
+ if (state->skeletons[skeleton_i]->godot_skeleton != bone_attachment_skeleton) {
+ continue;
+ }
+ state->skeletons.write[skeleton_i]->bone_attachments.push_back(bone_attachment);
+ break;
+ }
+ break;
+ }
+ node = node->get_parent();
+ }
+ gltf_node.unref();
+ return;
+ }
+ retflag = false;
+}
+
+void GLTFDocument::_convert_mesh_to_gltf(Node *p_scene_parent, Ref<GLTFState> state, Node3D *spatial, Ref<GLTFNode> gltf_node) {
+ MeshInstance3D *mi = Object::cast_to<MeshInstance3D>(p_scene_parent);
+ if (mi) {
+ GLTFMeshIndex gltf_mesh_index = _convert_mesh_instance(state, mi);
+ if (gltf_mesh_index != -1) {
+ gltf_node->mesh = gltf_mesh_index;
+ }
+ }
+}
+
+void GLTFDocument::_generate_scene_node(Ref<GLTFState> state, Node *scene_parent, Node3D *scene_root, const GLTFNodeIndex node_index) {
+ Ref<GLTFNode> gltf_node = state->nodes[node_index];
+
+ Node3D *current_node = nullptr;
+
+ // Is our parent a skeleton
+ Skeleton3D *active_skeleton = Object::cast_to<Skeleton3D>(scene_parent);
+
+ if (gltf_node->skeleton >= 0) {
+ Skeleton3D *skeleton = state->skeletons[gltf_node->skeleton]->godot_skeleton;
+
+ if (active_skeleton != skeleton) {
+ ERR_FAIL_COND_MSG(active_skeleton != nullptr, "glTF: Generating scene detected direct parented Skeletons");
+
+ // Add it to the scene if it has not already been added
+ if (skeleton->get_parent() == nullptr) {
+ scene_parent->add_child(skeleton);
+ skeleton->set_owner(scene_root);
+ }
+ }
+
+ active_skeleton = skeleton;
+ current_node = skeleton;
+ }
+
+ // If we have an active skeleton, and the node is node skinned, we need to create a bone attachment
+ if (current_node == nullptr && active_skeleton != nullptr && gltf_node->skin < 0) {
+ BoneAttachment3D *bone_attachment = _generate_bone_attachment(state, active_skeleton, node_index);
+
+ scene_parent->add_child(bone_attachment);
+ bone_attachment->set_owner(scene_root);
+
+ // There is no gltf_node that represent this, so just directly create a unique name
+ bone_attachment->set_name(_gen_unique_name(state, "BoneAttachment3D"));
+
+ // We change the scene_parent to our bone attachment now. We do not set current_node because we want to make the node
+ // and attach it to the bone_attachment
+ scene_parent = bone_attachment;
+ }
+
+ // We still have not managed to make a node
+ if (current_node == nullptr) {
+ if (gltf_node->mesh >= 0) {
+ current_node = _generate_mesh_instance(state, scene_parent, node_index);
+ } else if (gltf_node->camera >= 0) {
+ current_node = _generate_camera(state, scene_parent, node_index);
+ } else if (gltf_node->light >= 0) {
+ current_node = _generate_light(state, scene_parent, node_index);
+ }
+
+ if (!current_node) {
+ current_node = _generate_spatial(state, scene_parent, node_index);
+ }
+
+ scene_parent->add_child(current_node);
+ if (current_node != scene_root) {
+ current_node->set_owner(scene_root);
+ }
+ current_node->set_transform(gltf_node->xform);
+ current_node->set_name(gltf_node->get_name());
+ }
+
+ state->scene_nodes.insert(node_index, current_node);
+
+ for (int i = 0; i < gltf_node->children.size(); ++i) {
+ _generate_scene_node(state, current_node, scene_root, gltf_node->children[i]);
+ }
+}
+
+template <class T>
+struct EditorSceneImporterGLTFInterpolate {
+ T lerp(const T &a, const T &b, float c) const {
+ return a + (b - a) * c;
+ }
+
+ T catmull_rom(const T &p0, const T &p1, const T &p2, const T &p3, float t) {
+ const float t2 = t * t;
+ const float t3 = t2 * t;
+
+ return 0.5f * ((2.0f * p1) + (-p0 + p2) * t + (2.0f * p0 - 5.0f * p1 + 4.0f * p2 - p3) * t2 + (-p0 + 3.0f * p1 - 3.0f * p2 + p3) * t3);
+ }
+
+ T bezier(T start, T control_1, T control_2, T end, float t) {
+ /* Formula from Wikipedia article on Bezier curves. */
+ const real_t omt = (1.0 - t);
+ const real_t omt2 = omt * omt;
+ const real_t omt3 = omt2 * omt;
+ const real_t t2 = t * t;
+ const real_t t3 = t2 * t;
+
+ return start * omt3 + control_1 * omt2 * t * 3.0 + control_2 * omt * t2 * 3.0 + end * t3;
+ }
+};
+
+// thank you for existing, partial specialization
+template <>
+struct EditorSceneImporterGLTFInterpolate<Quat> {
+ Quat lerp(const Quat &a, const Quat &b, const float c) const {
+ ERR_FAIL_COND_V_MSG(!a.is_normalized(), Quat(), "The quaternion \"a\" must be normalized.");
+ ERR_FAIL_COND_V_MSG(!b.is_normalized(), Quat(), "The quaternion \"b\" must be normalized.");
+
+ return a.slerp(b, c).normalized();
+ }
+
+ Quat catmull_rom(const Quat &p0, const Quat &p1, const Quat &p2, const Quat &p3, const float c) {
+ ERR_FAIL_COND_V_MSG(!p1.is_normalized(), Quat(), "The quaternion \"p1\" must be normalized.");
+ ERR_FAIL_COND_V_MSG(!p2.is_normalized(), Quat(), "The quaternion \"p2\" must be normalized.");
+
+ return p1.slerp(p2, c).normalized();
+ }
+
+ Quat bezier(const Quat start, const Quat control_1, const Quat control_2, const Quat end, const float t) {
+ ERR_FAIL_COND_V_MSG(!start.is_normalized(), Quat(), "The start quaternion must be normalized.");
+ ERR_FAIL_COND_V_MSG(!end.is_normalized(), Quat(), "The end quaternion must be normalized.");
+
+ return start.slerp(end, t).normalized();
+ }
+};
+
+template <class T>
+T GLTFDocument::_interpolate_track(const Vector<float> &p_times, const Vector<T> &p_values, const float p_time, const GLTFAnimation::Interpolation p_interp) {
+ //could use binary search, worth it?
+ int idx = -1;
+ for (int i = 0; i < p_times.size(); i++) {
+ if (p_times[i] > p_time)
+ break;
+ idx++;
+ }
+
+ EditorSceneImporterGLTFInterpolate<T> interp;
+
+ switch (p_interp) {
+ case GLTFAnimation::INTERP_LINEAR: {
+ if (idx == -1) {
+ return p_values[0];
+ } else if (idx >= p_times.size() - 1) {
+ return p_values[p_times.size() - 1];
+ }
+
+ const float c = (p_time - p_times[idx]) / (p_times[idx + 1] - p_times[idx]);
+
+ return interp.lerp(p_values[idx], p_values[idx + 1], c);
+ } break;
+ case GLTFAnimation::INTERP_STEP: {
+ if (idx == -1) {
+ return p_values[0];
+ } else if (idx >= p_times.size() - 1) {
+ return p_values[p_times.size() - 1];
+ }
+
+ return p_values[idx];
+ } break;
+ case GLTFAnimation::INTERP_CATMULLROMSPLINE: {
+ if (idx == -1) {
+ return p_values[1];
+ } else if (idx >= p_times.size() - 1) {
+ return p_values[1 + p_times.size() - 1];
+ }
+
+ const float c = (p_time - p_times[idx]) / (p_times[idx + 1] - p_times[idx]);
+
+ return interp.catmull_rom(p_values[idx - 1], p_values[idx], p_values[idx + 1], p_values[idx + 3], c);
+ } break;
+ case GLTFAnimation::INTERP_CUBIC_SPLINE: {
+ if (idx == -1) {
+ return p_values[1];
+ } else if (idx >= p_times.size() - 1) {
+ return p_values[(p_times.size() - 1) * 3 + 1];
+ }
+
+ const float c = (p_time - p_times[idx]) / (p_times[idx + 1] - p_times[idx]);
+
+ const T from = p_values[idx * 3 + 1];
+ const T c1 = from + p_values[idx * 3 + 2];
+ const T to = p_values[idx * 3 + 4];
+ const T c2 = to + p_values[idx * 3 + 3];
+
+ return interp.bezier(from, c1, c2, to, c);
+ } break;
+ }
+
+ ERR_FAIL_V(p_values[0]);
+}
+
+void GLTFDocument::_import_animation(Ref<GLTFState> state, AnimationPlayer *ap, const GLTFAnimationIndex index, const int bake_fps) {
+ Ref<GLTFAnimation> anim = state->animations[index];
+
+ String name = anim->get_name();
+ if (name.empty()) {
+ // No node represent these, and they are not in the hierarchy, so just make a unique name
+ name = _gen_unique_name(state, "Animation");
+ }
+
+ Ref<Animation> animation;
+ animation.instance();
+ animation->set_name(name);
+
+ if (anim->get_loop()) {
+ animation->set_loop(true);
+ }
+
+ float length = 0;
+
+ for (Map<int, GLTFAnimation::Track>::Element *track_i = anim->get_tracks().front(); track_i; track_i = track_i->next()) {
+ const GLTFAnimation::Track &track = track_i->get();
+ //need to find the path
+ NodePath node_path;
+
+ GLTFNodeIndex node_index = track_i->key();
+ if (state->nodes[node_index]->fake_joint_parent >= 0) {
+ // Should be same as parent
+ node_index = state->nodes[node_index]->fake_joint_parent;
+ }
+
+ const Ref<GLTFNode> gltf_node = state->nodes[track_i->key()];
+
+ if (gltf_node->skeleton >= 0) {
+ const Skeleton3D *sk = Object::cast_to<Skeleton3D>(state->scene_nodes.find(node_index)->get());
+ ERR_FAIL_COND(sk == nullptr);
+
+ const String path = ap->get_parent()->get_path_to(sk);
+ const String bone = gltf_node->get_name();
+ node_path = path + ":" + bone;
+ } else {
+ Node *root = ap->get_parent();
+ Node *godot_node = state->scene_nodes.find(node_index)->get();
+ node_path = root->get_path_to(godot_node);
+ }
+
+ for (int i = 0; i < track.rotation_track.times.size(); i++) {
+ length = MAX(length, track.rotation_track.times[i]);
+ }
+ for (int i = 0; i < track.translation_track.times.size(); i++) {
+ length = MAX(length, track.translation_track.times[i]);
+ }
+ for (int i = 0; i < track.scale_track.times.size(); i++) {
+ length = MAX(length, track.scale_track.times[i]);
+ }
+
+ for (int i = 0; i < track.weight_tracks.size(); i++) {
+ for (int j = 0; j < track.weight_tracks[i].times.size(); j++) {
+ length = MAX(length, track.weight_tracks[i].times[j]);
+ }
+ }
+
+ if (track.rotation_track.values.size() || track.translation_track.values.size() || track.scale_track.values.size()) {
+ //make transform track
+ int track_idx = animation->get_track_count();
+ animation->add_track(Animation::TYPE_TRANSFORM);
+ animation->track_set_path(track_idx, node_path);
+ //first determine animation length
+
+ const float increment = 1.0 / float(bake_fps);
+ float time = 0.0;
+
+ Vector3 base_pos;
+ Quat base_rot;
+ Vector3 base_scale = Vector3(1, 1, 1);
+
+ if (!track.rotation_track.values.size()) {
+ base_rot = state->nodes[track_i->key()]->rotation.normalized();
+ }
+
+ if (!track.translation_track.values.size()) {
+ base_pos = state->nodes[track_i->key()]->translation;
+ }
+
+ if (!track.scale_track.values.size()) {
+ base_scale = state->nodes[track_i->key()]->scale;
+ }
+
+ bool last = false;
+ while (true) {
+ Vector3 pos = base_pos;
+ Quat rot = base_rot;
+ Vector3 scale = base_scale;
+
+ if (track.translation_track.times.size()) {
+ pos = _interpolate_track<Vector3>(track.translation_track.times, track.translation_track.values, time, track.translation_track.interpolation);
+ }
+
+ if (track.rotation_track.times.size()) {
+ rot = _interpolate_track<Quat>(track.rotation_track.times, track.rotation_track.values, time, track.rotation_track.interpolation);
+ }
+
+ if (track.scale_track.times.size()) {
+ scale = _interpolate_track<Vector3>(track.scale_track.times, track.scale_track.values, time, track.scale_track.interpolation);
+ }
+
+ if (gltf_node->skeleton >= 0) {
+ Transform xform;
+ xform.basis.set_quat_scale(rot, scale);
+ xform.origin = pos;
+
+ const Skeleton3D *skeleton = state->skeletons[gltf_node->skeleton]->godot_skeleton;
+ const int bone_idx = skeleton->find_bone(gltf_node->get_name());
+ xform = skeleton->get_bone_rest(bone_idx).affine_inverse() * xform;
+
+ rot = xform.basis.get_rotation_quat();
+ rot.normalize();
+ scale = xform.basis.get_scale();
+ pos = xform.origin;
+ }
+
+ animation->transform_track_insert_key(track_idx, time, pos, rot, scale);
+
+ if (last) {
+ break;
+ }
+ time += increment;
+ if (time >= length) {
+ last = true;
+ time = length;
+ }
+ }
+ }
+
+ for (int i = 0; i < track.weight_tracks.size(); i++) {
+ ERR_CONTINUE(gltf_node->mesh < 0 || gltf_node->mesh >= state->meshes.size());
+ Ref<GLTFMesh> mesh = state->meshes[gltf_node->mesh];
+ ERR_CONTINUE(mesh.is_null());
+ ERR_CONTINUE(mesh->get_mesh().is_null());
+ ERR_CONTINUE(mesh->get_mesh()->get_mesh().is_null());
+ const String prop = "blend_shapes/" + mesh->get_mesh()->get_blend_shape_name(i);
+
+ const String blend_path = String(node_path) + ":" + prop;
+
+ const int track_idx = animation->get_track_count();
+ animation->add_track(Animation::TYPE_VALUE);
+ animation->track_set_path(track_idx, blend_path);
+
+ // Only LINEAR and STEP (NEAREST) can be supported out of the box by Godot's Animation,
+ // the other modes have to be baked.
+ GLTFAnimation::Interpolation gltf_interp = track.weight_tracks[i].interpolation;
+ if (gltf_interp == GLTFAnimation::INTERP_LINEAR || gltf_interp == GLTFAnimation::INTERP_STEP) {
+ animation->track_set_interpolation_type(track_idx, gltf_interp == GLTFAnimation::INTERP_STEP ? Animation::INTERPOLATION_NEAREST : Animation::INTERPOLATION_LINEAR);
+ for (int j = 0; j < track.weight_tracks[i].times.size(); j++) {
+ const float t = track.weight_tracks[i].times[j];
+ const float attribs = track.weight_tracks[i].values[j];
+ animation->track_insert_key(track_idx, t, attribs);
+ }
+ } else {
+ // CATMULLROMSPLINE or CUBIC_SPLINE have to be baked, apologies.
+ const float increment = 1.0 / float(bake_fps);
+ float time = 0.0;
+ bool last = false;
+ while (true) {
+ _interpolate_track<float>(track.weight_tracks[i].times, track.weight_tracks[i].values, time, gltf_interp);
+ if (last) {
+ break;
+ }
+ time += increment;
+ if (time >= length) {
+ last = true;
+ time = length;
+ }
+ }
+ }
+ }
+ }
+
+ animation->set_length(length);
+
+ ap->add_animation(name, animation);
+}
+
+void GLTFDocument::_convert_mesh_instances(Ref<GLTFState> state) {
+ for (GLTFNodeIndex mi_node_i = 0; mi_node_i < state->nodes.size(); ++mi_node_i) {
+ Ref<GLTFNode> node = state->nodes[mi_node_i];
+
+ if (node->mesh < 0) {
+ continue;
+ }
+ Array json_skins;
+ if (state->json.has("skins")) {
+ json_skins = state->json["skins"];
+ }
+ Map<GLTFNodeIndex, Node *>::Element *mi_element = state->scene_nodes.find(mi_node_i);
+ if (!mi_element) {
+ continue;
+ }
+ MeshInstance3D *mi = Object::cast_to<MeshInstance3D>(mi_element->get());
+ ERR_CONTINUE(!mi);
+ Transform mi_xform = mi->get_transform();
+ node->scale = mi_xform.basis.get_scale();
+ node->rotation = mi_xform.basis.get_rotation_quat();
+ node->translation = mi_xform.origin;
+
+ Dictionary json_skin;
+ Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(mi->get_node(mi->get_skeleton_path()));
+ if (!skeleton) {
+ continue;
+ }
+ if (!skeleton->get_bone_count()) {
+ continue;
+ }
+ Ref<Skin> skin = mi->get_skin();
+ if (skin.is_null()) {
+ skin = skeleton->register_skin(nullptr)->get_skin();
+ }
+ Ref<GLTFSkin> gltf_skin;
+ gltf_skin.instance();
+ Array json_joints;
+ GLTFSkeletonIndex skeleton_gltf_i = -1;
+
+ NodePath skeleton_path = mi->get_skeleton_path();
+ bool is_unique = true;
+ for (int32_t skin_i = 0; skin_i < state->skins.size(); skin_i++) {
+ Ref<GLTFSkin> prev_gltf_skin = state->skins.write[skin_i];
+ if (gltf_skin.is_null()) {
+ continue;
+ }
+ GLTFSkeletonIndex prev_skeleton = prev_gltf_skin->get_skeleton();
+ if (prev_skeleton == -1 || prev_skeleton >= state->skeletons.size()) {
+ continue;
+ }
+ if (prev_gltf_skin->get_godot_skin() == skin && state->skeletons[prev_skeleton]->godot_skeleton == skeleton) {
+ node->skin = skin_i;
+ node->skeleton = prev_skeleton;
+ is_unique = false;
+ break;
+ }
+ }
+ if (!is_unique) {
+ continue;
+ }
+ GLTFSkeletonIndex skeleton_i = _convert_skeleton(state, skeleton);
+ skeleton_gltf_i = skeleton_i;
+ ERR_CONTINUE(skeleton_gltf_i == -1);
+ gltf_skin->skeleton = skeleton_gltf_i;
+ Ref<GLTFSkeleton> gltf_skeleton = state->skeletons.write[skeleton_gltf_i];
+ for (int32_t bind_i = 0; bind_i < skin->get_bind_count(); bind_i++) {
+ String godot_bone_name = skin->get_bind_name(bind_i);
+ if (godot_bone_name.empty()) {
+ int32_t bone = skin->get_bind_bone(bind_i);
+ godot_bone_name = skeleton->get_bone_name(bone);
+ }
+ if (skeleton->find_bone(godot_bone_name) == -1) {
+ godot_bone_name = skeleton->get_bone_name(0);
+ }
+ BoneId bone_index = skeleton->find_bone(godot_bone_name);
+ ERR_CONTINUE(bone_index == -1);
+ Ref<GLTFNode> joint_node;
+ joint_node.instance();
+ String gltf_bone_name = _gen_unique_bone_name(state, skeleton_gltf_i, godot_bone_name);
+ joint_node->set_name(gltf_bone_name);
+
+ Transform bone_rest_xform = skeleton->get_bone_rest(bone_index);
+ joint_node->scale = bone_rest_xform.basis.get_scale();
+ joint_node->rotation = bone_rest_xform.basis.get_rotation_quat();
+ joint_node->translation = bone_rest_xform.origin;
+ joint_node->joint = true;
+
+ int32_t joint_node_i = state->nodes.size();
+ state->nodes.push_back(joint_node);
+ gltf_skeleton->godot_bone_node.insert(bone_index, joint_node_i);
+ int32_t joint_index = gltf_skin->joints.size();
+ gltf_skin->joint_i_to_bone_i.insert(joint_index, bone_index);
+ gltf_skin->joints.push_back(joint_node_i);
+ gltf_skin->joints_original.push_back(joint_node_i);
+ gltf_skin->inverse_binds.push_back(skin->get_bind_pose(bind_i));
+ json_joints.push_back(joint_node_i);
+ for (Map<GLTFNodeIndex, Node *>::Element *skin_scene_node_i = state->scene_nodes.front(); skin_scene_node_i; skin_scene_node_i = skin_scene_node_i->next()) {
+ if (skin_scene_node_i->get() == skeleton) {
+ gltf_skin->skin_root = skin_scene_node_i->key();
+ json_skin["skeleton"] = skin_scene_node_i->key();
+ }
+ }
+ gltf_skin->godot_skin = skin;
+ gltf_skin->set_name(_gen_unique_name(state, skin->get_name()));
+ }
+ for (int32_t bind_i = 0; bind_i < skin->get_bind_count(); bind_i++) {
+ String bone_name = skeleton->get_bone_name(bind_i);
+ String godot_bone_name = skin->get_bind_name(bind_i);
+ int32_t bone = -1;
+ if (skin->get_bind_bone(bind_i) != -1) {
+ bone = skin->get_bind_bone(bind_i);
+ godot_bone_name = skeleton->get_bone_name(bone);
+ }
+ bone = skeleton->find_bone(godot_bone_name);
+ if (bone == -1) {
+ continue;
+ }
+ BoneId bone_parent = skeleton->get_bone_parent(bone);
+ GLTFNodeIndex joint_node_i = gltf_skeleton->godot_bone_node[bone];
+ ERR_CONTINUE(joint_node_i >= state->nodes.size());
+ if (bone_parent != -1) {
+ GLTFNodeIndex parent_joint_gltf_node = gltf_skin->joints[bone_parent];
+ Ref<GLTFNode> parent_joint_node = state->nodes.write[parent_joint_gltf_node];
+ parent_joint_node->children.push_back(joint_node_i);
+ } else {
+ Node *node_parent = skeleton->get_parent();
+ ERR_CONTINUE(!node_parent);
+ for (Map<GLTFNodeIndex, Node *>::Element *E = state->scene_nodes.front(); E; E = E->next()) {
+ if (E->get() == node_parent) {
+ GLTFNodeIndex gltf_node_i = E->key();
+ Ref<GLTFNode> gltf_node = state->nodes.write[gltf_node_i];
+ gltf_node->children.push_back(joint_node_i);
+ break;
+ }
+ }
+ }
+ }
+ _expand_skin(state, gltf_skin);
+ node->skin = state->skins.size();
+ state->skins.push_back(gltf_skin);
+
+ json_skin["inverseBindMatrices"] = _encode_accessor_as_xform(state, gltf_skin->inverse_binds, false);
+ json_skin["joints"] = json_joints;
+ json_skin["name"] = gltf_skin->get_name();
+ json_skins.push_back(json_skin);
+ state->json["skins"] = json_skins;
+ }
+}
+
+float GLTFDocument::solve_metallic(float p_dielectric_specular, float diffuse, float specular, float p_one_minus_specular_strength) {
+ if (specular <= p_dielectric_specular) {
+ return 0.0f;
+ }
+
+ const float a = p_dielectric_specular;
+ const float b = diffuse * p_one_minus_specular_strength / (1.0f - p_dielectric_specular) + specular - 2.0f * p_dielectric_specular;
+ const float c = p_dielectric_specular - specular;
+ const float D = b * b - 4.0f * a * c;
+ return CLAMP((-b + Math::sqrt(D)) / (2.0f * a), 0.0f, 1.0f);
+}
+
+float GLTFDocument::get_perceived_brightness(const Color p_color) {
+ const Color coeff = Color(R_BRIGHTNESS_COEFF, G_BRIGHTNESS_COEFF, B_BRIGHTNESS_COEFF);
+ const Color value = coeff * (p_color * p_color);
+
+ const float r = value.r;
+ const float g = value.g;
+ const float b = value.b;
+
+ return Math::sqrt(r + g + b);
+}
+
+float GLTFDocument::get_max_component(const Color &p_color) {
+ const float r = p_color.r;
+ const float g = p_color.g;
+ const float b = p_color.b;
+
+ return MAX(MAX(r, g), b);
+}
+
+void GLTFDocument::_process_mesh_instances(Ref<GLTFState> state, Node *scene_root) {
+ for (GLTFNodeIndex node_i = 0; node_i < state->nodes.size(); ++node_i) {
+ Ref<GLTFNode> node = state->nodes[node_i];
+
+ if (node->skin >= 0 && node->mesh >= 0) {
+ const GLTFSkinIndex skin_i = node->skin;
+
+ Map<GLTFNodeIndex, Node *>::Element *mi_element = state->scene_nodes.find(node_i);
+ EditorSceneImporterMeshNode3D *mi = Object::cast_to<EditorSceneImporterMeshNode3D>(mi_element->get());
+ ERR_FAIL_COND(mi == nullptr);
+
+ const GLTFSkeletonIndex skel_i = state->skins.write[node->skin]->skeleton;
+ Ref<GLTFSkeleton> gltf_skeleton = state->skeletons.write[skel_i];
+ Skeleton3D *skeleton = gltf_skeleton->godot_skeleton;
+ ERR_FAIL_COND(skeleton == nullptr);
+
+ mi->get_parent()->remove_child(mi);
+ skeleton->add_child(mi);
+ mi->set_owner(skeleton->get_owner());
+
+ mi->set_skin(state->skins.write[skin_i]->godot_skin);
+ mi->set_skeleton_path(mi->get_path_to(skeleton));
+ mi->set_transform(Transform());
+ }
+ }
+}
+
+GLTFAnimation::Track GLTFDocument::_convert_animation_track(Ref<GLTFState> state, GLTFAnimation::Track p_track, Ref<Animation> p_animation, Transform p_bone_rest, int32_t p_track_i, GLTFNodeIndex p_node_i) {
+ Animation::InterpolationType interpolation = p_animation->track_get_interpolation_type(p_track_i);
+
+ GLTFAnimation::Interpolation gltf_interpolation = GLTFAnimation::INTERP_LINEAR;
+ if (interpolation == Animation::InterpolationType::INTERPOLATION_LINEAR) {
+ gltf_interpolation = GLTFAnimation::INTERP_LINEAR;
+ } else if (interpolation == Animation::InterpolationType::INTERPOLATION_NEAREST) {
+ gltf_interpolation = GLTFAnimation::INTERP_STEP;
+ } else if (interpolation == Animation::InterpolationType::INTERPOLATION_CUBIC) {
+ gltf_interpolation = GLTFAnimation::INTERP_CUBIC_SPLINE;
+ }
+ Animation::TrackType track_type = p_animation->track_get_type(p_track_i);
+ int32_t key_count = p_animation->track_get_key_count(p_track_i);
+ Vector<float> times;
+ times.resize(key_count);
+ String path = p_animation->track_get_path(p_track_i);
+ for (int32_t key_i = 0; key_i < key_count; key_i++) {
+ times.write[key_i] = p_animation->track_get_key_time(p_track_i, key_i);
+ }
+ const float BAKE_FPS = 30.0f;
+ if (track_type == Animation::TYPE_TRANSFORM) {
+ p_track.translation_track.times = times;
+ p_track.translation_track.interpolation = gltf_interpolation;
+ p_track.rotation_track.times = times;
+ p_track.rotation_track.interpolation = gltf_interpolation;
+ p_track.scale_track.times = times;
+ p_track.scale_track.interpolation = gltf_interpolation;
+
+ p_track.scale_track.values.resize(key_count);
+ p_track.scale_track.interpolation = gltf_interpolation;
+ p_track.translation_track.values.resize(key_count);
+ p_track.translation_track.interpolation = gltf_interpolation;
+ p_track.rotation_track.values.resize(key_count);
+ p_track.rotation_track.interpolation = gltf_interpolation;
+ for (int32_t key_i = 0; key_i < key_count; key_i++) {
+ Vector3 translation;
+ Quat rotation;
+ Vector3 scale;
+ Error err = p_animation->transform_track_get_key(p_track_i, key_i, &translation, &rotation, &scale);
+ ERR_CONTINUE(err != OK);
+ Transform xform;
+ xform.basis.set_quat_scale(rotation, scale);
+ xform.origin = translation;
+ xform = p_bone_rest * xform;
+ p_track.translation_track.values.write[key_i] = xform.get_origin();
+ p_track.rotation_track.values.write[key_i] = xform.basis.get_rotation_quat();
+ p_track.scale_track.values.write[key_i] = xform.basis.get_scale();
+ }
+ } else if (path.find(":transform") != -1) {
+ p_track.translation_track.times = times;
+ p_track.translation_track.interpolation = gltf_interpolation;
+ p_track.rotation_track.times = times;
+ p_track.rotation_track.interpolation = gltf_interpolation;
+ p_track.scale_track.times = times;
+ p_track.scale_track.interpolation = gltf_interpolation;
+
+ p_track.scale_track.values.resize(key_count);
+ p_track.scale_track.interpolation = gltf_interpolation;
+ p_track.translation_track.values.resize(key_count);
+ p_track.translation_track.interpolation = gltf_interpolation;
+ p_track.rotation_track.values.resize(key_count);
+ p_track.rotation_track.interpolation = gltf_interpolation;
+ for (int32_t key_i = 0; key_i < key_count; key_i++) {
+ Transform xform = p_animation->track_get_key_value(p_track_i, key_i);
+ p_track.translation_track.values.write[key_i] = xform.get_origin();
+ p_track.rotation_track.values.write[key_i] = xform.basis.get_rotation_quat();
+ p_track.scale_track.values.write[key_i] = xform.basis.get_scale();
+ }
+ } else if (track_type == Animation::TYPE_VALUE) {
+ if (path.find("/rotation_quat") != -1) {
+ p_track.rotation_track.times = times;
+ p_track.rotation_track.interpolation = gltf_interpolation;
+
+ p_track.rotation_track.values.resize(key_count);
+ p_track.rotation_track.interpolation = gltf_interpolation;
+
+ for (int32_t key_i = 0; key_i < key_count; key_i++) {
+ Quat rotation_track = p_animation->track_get_key_value(p_track_i, key_i);
+ p_track.rotation_track.values.write[key_i] = rotation_track;
+ }
+ } else if (path.find(":translation") != -1) {
+ p_track.translation_track.times = times;
+ p_track.translation_track.interpolation = gltf_interpolation;
+
+ p_track.translation_track.values.resize(key_count);
+ p_track.translation_track.interpolation = gltf_interpolation;
+
+ for (int32_t key_i = 0; key_i < key_count; key_i++) {
+ Vector3 translation = p_animation->track_get_key_value(p_track_i, key_i);
+ p_track.translation_track.values.write[key_i] = translation;
+ }
+ } else if (path.find(":rotation_degrees") != -1) {
+ p_track.rotation_track.times = times;
+ p_track.rotation_track.interpolation = gltf_interpolation;
+
+ p_track.rotation_track.values.resize(key_count);
+ p_track.rotation_track.interpolation = gltf_interpolation;
+
+ for (int32_t key_i = 0; key_i < key_count; key_i++) {
+ Quat rotation;
+ Vector3 rotation_degrees = p_animation->track_get_key_value(p_track_i, key_i);
+ Vector3 rotation_radian;
+ rotation_radian.x = Math::deg2rad(rotation_degrees.x);
+ rotation_radian.y = Math::deg2rad(rotation_degrees.y);
+ rotation_radian.z = Math::deg2rad(rotation_degrees.z);
+ rotation.set_euler(rotation_radian);
+ p_track.rotation_track.values.write[key_i] = rotation;
+ }
+ } else if (path.find(":scale") != -1) {
+ p_track.scale_track.times = times;
+ p_track.scale_track.interpolation = gltf_interpolation;
+
+ p_track.scale_track.values.resize(key_count);
+ p_track.scale_track.interpolation = gltf_interpolation;
+
+ for (int32_t key_i = 0; key_i < key_count; key_i++) {
+ Vector3 scale_track = p_animation->track_get_key_value(p_track_i, key_i);
+ p_track.scale_track.values.write[key_i] = scale_track;
+ }
+ }
+ } else if (track_type == Animation::TYPE_BEZIER) {
+ if (path.find("/scale") != -1) {
+ const int32_t keys = p_animation->track_get_key_time(p_track_i, key_count - 1) * BAKE_FPS;
+ if (!p_track.scale_track.times.size()) {
+ Vector<float> new_times;
+ new_times.resize(keys);
+ for (int32_t key_i = 0; key_i < keys; key_i++) {
+ new_times.write[key_i] = key_i / BAKE_FPS;
+ }
+ p_track.scale_track.times = new_times;
+ p_track.scale_track.interpolation = gltf_interpolation;
+
+ p_track.scale_track.values.resize(keys);
+
+ for (int32_t key_i = 0; key_i < keys; key_i++) {
+ p_track.scale_track.values.write[key_i] = Vector3(1.0f, 1.0f, 1.0f);
+ }
+ p_track.scale_track.interpolation = gltf_interpolation;
+ }
+
+ for (int32_t key_i = 0; key_i < keys; key_i++) {
+ Vector3 bezier_track = p_track.scale_track.values[key_i];
+ if (path.find("/scale:x") != -1) {
+ bezier_track.x = p_animation->bezier_track_interpolate(p_track_i, key_i / BAKE_FPS);
+ bezier_track.x = p_bone_rest.affine_inverse().basis.get_scale().x * bezier_track.x;
+ } else if (path.find("/scale:y") != -1) {
+ bezier_track.y = p_animation->bezier_track_interpolate(p_track_i, key_i / BAKE_FPS);
+ bezier_track.y = p_bone_rest.affine_inverse().basis.get_scale().y * bezier_track.y;
+ } else if (path.find("/scale:z") != -1) {
+ bezier_track.z = p_animation->bezier_track_interpolate(p_track_i, key_i / BAKE_FPS);
+ bezier_track.z = p_bone_rest.affine_inverse().basis.get_scale().z * bezier_track.z;
+ }
+ p_track.scale_track.values.write[key_i] = bezier_track;
+ }
+ } else if (path.find("/translation") != -1) {
+ const int32_t keys = p_animation->track_get_key_time(p_track_i, key_count - 1) * BAKE_FPS;
+ if (!p_track.translation_track.times.size()) {
+ Vector<float> new_times;
+ new_times.resize(keys);
+ for (int32_t key_i = 0; key_i < keys; key_i++) {
+ new_times.write[key_i] = key_i / BAKE_FPS;
+ }
+ p_track.translation_track.times = new_times;
+ p_track.translation_track.interpolation = gltf_interpolation;
+
+ p_track.translation_track.values.resize(keys);
+ p_track.translation_track.interpolation = gltf_interpolation;
+ }
+
+ for (int32_t key_i = 0; key_i < keys; key_i++) {
+ Vector3 bezier_track = p_track.translation_track.values[key_i];
+ if (path.find("/translation:x") != -1) {
+ bezier_track.x = p_animation->bezier_track_interpolate(p_track_i, key_i / BAKE_FPS);
+ bezier_track.x = p_bone_rest.affine_inverse().origin.x * bezier_track.x;
+ } else if (path.find("/translation:y") != -1) {
+ bezier_track.y = p_animation->bezier_track_interpolate(p_track_i, key_i / BAKE_FPS);
+ bezier_track.y = p_bone_rest.affine_inverse().origin.y * bezier_track.y;
+ } else if (path.find("/translation:z") != -1) {
+ bezier_track.z = p_animation->bezier_track_interpolate(p_track_i, key_i / BAKE_FPS);
+ bezier_track.z = p_bone_rest.affine_inverse().origin.z * bezier_track.z;
+ }
+ p_track.translation_track.values.write[key_i] = bezier_track;
+ }
+ }
+ }
+
+ return p_track;
+}
+
+void GLTFDocument::_convert_animation(Ref<GLTFState> state, AnimationPlayer *ap, String p_animation_track_name) {
+ Ref<Animation> animation = ap->get_animation(p_animation_track_name);
+ Ref<GLTFAnimation> gltf_animation;
+ gltf_animation.instance();
+ gltf_animation->set_name(_gen_unique_name(state, p_animation_track_name));
+
+ for (int32_t track_i = 0; track_i < animation->get_track_count(); track_i++) {
+ if (!animation->track_is_enabled(track_i)) {
+ continue;
+ }
+ String orig_track_path = animation->track_get_path(track_i);
+ if (String(orig_track_path).find(":translation") != -1) {
+ const Vector<String> node_suffix = String(orig_track_path).split(":translation");
+ const NodePath path = node_suffix[0];
+ const Node *node = ap->get_parent()->get_node_or_null(path);
+ for (Map<GLTFNodeIndex, Node *>::Element *translation_scene_node_i = state->scene_nodes.front(); translation_scene_node_i; translation_scene_node_i = translation_scene_node_i->next()) {
+ if (translation_scene_node_i->get() == node) {
+ GLTFNodeIndex node_index = translation_scene_node_i->key();
+ Map<int, GLTFAnimation::Track>::Element *translation_track_i = gltf_animation->get_tracks().find(node_index);
+ GLTFAnimation::Track track;
+ if (translation_track_i) {
+ track = translation_track_i->get();
+ }
+ track = _convert_animation_track(state, track, animation, Transform(), track_i, node_index);
+ gltf_animation->get_tracks().insert(node_index, track);
+ }
+ }
+ } else if (String(orig_track_path).find(":rotation_degrees") != -1) {
+ const Vector<String> node_suffix = String(orig_track_path).split(":rotation_degrees");
+ const NodePath path = node_suffix[0];
+ const Node *node = ap->get_parent()->get_node_or_null(path);
+ for (Map<GLTFNodeIndex, Node *>::Element *rotation_degree_scene_node_i = state->scene_nodes.front(); rotation_degree_scene_node_i; rotation_degree_scene_node_i = rotation_degree_scene_node_i->next()) {
+ if (rotation_degree_scene_node_i->get() == node) {
+ GLTFNodeIndex node_index = rotation_degree_scene_node_i->key();
+ Map<int, GLTFAnimation::Track>::Element *rotation_degree_track_i = gltf_animation->get_tracks().find(node_index);
+ GLTFAnimation::Track track;
+ if (rotation_degree_track_i) {
+ track = rotation_degree_track_i->get();
+ }
+ track = _convert_animation_track(state, track, animation, Transform(), track_i, node_index);
+ gltf_animation->get_tracks().insert(node_index, track);
+ }
+ }
+ } else if (String(orig_track_path).find(":scale") != -1) {
+ const Vector<String> node_suffix = String(orig_track_path).split(":scale");
+ const NodePath path = node_suffix[0];
+ const Node *node = ap->get_parent()->get_node_or_null(path);
+ for (Map<GLTFNodeIndex, Node *>::Element *scale_scene_node_i = state->scene_nodes.front(); scale_scene_node_i; scale_scene_node_i = scale_scene_node_i->next()) {
+ if (scale_scene_node_i->get() == node) {
+ GLTFNodeIndex node_index = scale_scene_node_i->key();
+ Map<int, GLTFAnimation::Track>::Element *scale_track_i = gltf_animation->get_tracks().find(node_index);
+ GLTFAnimation::Track track;
+ if (scale_track_i) {
+ track = scale_track_i->get();
+ }
+ track = _convert_animation_track(state, track, animation, Transform(), track_i, node_index);
+ gltf_animation->get_tracks().insert(node_index, track);
+ }
+ }
+ } else if (String(orig_track_path).find(":transform") != -1) {
+ const Vector<String> node_suffix = String(orig_track_path).split(":transform");
+ const NodePath path = node_suffix[0];
+ const Node *node = ap->get_parent()->get_node_or_null(path);
+ for (Map<GLTFNodeIndex, Node *>::Element *transform_track_i = state->scene_nodes.front(); transform_track_i; transform_track_i = transform_track_i->next()) {
+ if (transform_track_i->get() == node) {
+ GLTFAnimation::Track track;
+ track = _convert_animation_track(state, track, animation, Transform(), track_i, transform_track_i->key());
+ gltf_animation->get_tracks().insert(transform_track_i->key(), track);
+ }
+ }
+ } else if (String(orig_track_path).find(":blend_shapes/") != -1) {
+ const Vector<String> node_suffix = String(orig_track_path).split(":blend_shapes/");
+ const NodePath path = node_suffix[0];
+ const String suffix = node_suffix[1];
+ const Node *node = ap->get_parent()->get_node_or_null(path);
+ for (Map<GLTFNodeIndex, Node *>::Element *transform_track_i = state->scene_nodes.front(); transform_track_i; transform_track_i = transform_track_i->next()) {
+ if (transform_track_i->get() == node) {
+ const MeshInstance3D *mi = Object::cast_to<MeshInstance3D>(node);
+ if (!mi) {
+ continue;
+ }
+ Ref<ArrayMesh> array_mesh = mi->get_mesh();
+ if (array_mesh.is_null()) {
+ continue;
+ }
+ if (node_suffix.size() != 2) {
+ continue;
+ }
+ GLTFNodeIndex mesh_index = -1;
+ for (GLTFNodeIndex node_i = 0; node_i < state->scene_nodes.size(); node_i++) {
+ if (state->scene_nodes[node_i] == node) {
+ mesh_index = node_i;
+ break;
+ }
+ }
+ ERR_CONTINUE(mesh_index == -1);
+ Ref<Mesh> mesh = mi->get_mesh();
+ ERR_CONTINUE(mesh.is_null());
+ for (int32_t shape_i = 0; shape_i < mesh->get_blend_shape_count(); shape_i++) {
+ if (mesh->get_blend_shape_name(shape_i) != suffix) {
+ continue;
+ }
+ GLTFAnimation::Track track;
+ Map<int, GLTFAnimation::Track>::Element *blend_shape_track_i = gltf_animation->get_tracks().find(mesh_index);
+ if (blend_shape_track_i) {
+ track = blend_shape_track_i->get();
+ }
+ Animation::InterpolationType interpolation = animation->track_get_interpolation_type(track_i);
+
+ GLTFAnimation::Interpolation gltf_interpolation = GLTFAnimation::INTERP_LINEAR;
+ if (interpolation == Animation::InterpolationType::INTERPOLATION_LINEAR) {
+ gltf_interpolation = GLTFAnimation::INTERP_LINEAR;
+ } else if (interpolation == Animation::InterpolationType::INTERPOLATION_NEAREST) {
+ gltf_interpolation = GLTFAnimation::INTERP_STEP;
+ } else if (interpolation == Animation::InterpolationType::INTERPOLATION_CUBIC) {
+ gltf_interpolation = GLTFAnimation::INTERP_CUBIC_SPLINE;
+ }
+ Animation::TrackType track_type = animation->track_get_type(track_i);
+ if (track_type == Animation::TYPE_VALUE) {
+ int32_t key_count = animation->track_get_key_count(track_i);
+ GLTFAnimation::Channel<float> weight;
+ weight.interpolation = gltf_interpolation;
+ weight.times.resize(key_count);
+ for (int32_t time_i = 0; time_i < key_count; time_i++) {
+ weight.times.write[time_i] = animation->track_get_key_time(track_i, time_i);
+ }
+ weight.values.resize(key_count);
+ for (int32_t value_i = 0; value_i < key_count; value_i++) {
+ weight.values.write[value_i] = animation->track_get_key_value(track_i, value_i);
+ }
+ track.weight_tracks.push_back(weight);
+ }
+ gltf_animation->get_tracks()[mesh_index] = track;
+ }
+ }
+ }
+
+ } else if (String(orig_track_path).find(":") != -1) {
+ //Process skeleton
+ const Vector<String> node_suffix = String(orig_track_path).split(":");
+ const String node = node_suffix[0];
+ const NodePath node_path = node;
+ const String suffix = node_suffix[1];
+ Node *godot_node = ap->get_parent()->get_node_or_null(node_path);
+ Skeleton3D *skeleton = nullptr;
+ GLTFSkeletonIndex skeleton_gltf_i = -1;
+ for (GLTFSkeletonIndex skeleton_i = 0; skeleton_i < state->skeletons.size(); skeleton_i++) {
+ if (state->skeletons[skeleton_i]->godot_skeleton == cast_to<Skeleton3D>(godot_node)) {
+ skeleton = state->skeletons[skeleton_i]->godot_skeleton;
+ skeleton_gltf_i = skeleton_i;
+ ERR_CONTINUE(!skeleton);
+ Ref<GLTFSkeleton> skeleton_gltf = state->skeletons[skeleton_gltf_i];
+ int32_t bone = skeleton->find_bone(suffix);
+ ERR_CONTINUE(bone == -1);
+ Transform xform = skeleton->get_bone_rest(bone);
+ if (!skeleton_gltf->godot_bone_node.has(bone)) {
+ continue;
+ }
+ GLTFNodeIndex node_i = skeleton_gltf->godot_bone_node[bone];
+ Map<int, GLTFAnimation::Track>::Element *property_track_i = gltf_animation->get_tracks().find(node_i);
+ GLTFAnimation::Track track;
+ if (property_track_i) {
+ track = property_track_i->get();
+ }
+ track = _convert_animation_track(state, track, animation, xform, track_i, node_i);
+ gltf_animation->get_tracks()[node_i] = track;
+ }
+ }
+ } else if (String(orig_track_path).find(":") == -1) {
+ const Node *node = ap->get_parent()->get_node_or_null(orig_track_path);
+ for (Map<GLTFNodeIndex, Node *>::Element *scene_node_i = state->scene_nodes.front(); scene_node_i; scene_node_i = scene_node_i->next()) {
+ if (scene_node_i->get() == node) {
+ GLTFNodeIndex node_index = scene_node_i->key();
+ Map<int, GLTFAnimation::Track>::Element *node_track_i = gltf_animation->get_tracks().find(node_index);
+ GLTFAnimation::Track track;
+ if (node_track_i) {
+ track = node_track_i->get();
+ }
+ track = _convert_animation_track(state, track, animation, Transform(), track_i, node_index);
+ gltf_animation->get_tracks().insert(node_index, track);
+ break;
+ }
+ }
+ }
+ }
+ if (gltf_animation->get_tracks().size()) {
+ state->animations.push_back(gltf_animation);
+ }
+}
+
+Error GLTFDocument::parse(Ref<GLTFState> state, String p_path, bool p_read_binary) {
+ Error err;
+ FileAccessRef f = FileAccess::open(p_path, FileAccess::READ, &err);
+ if (!f) {
+ return err;
+ }
+ uint32_t magic = f->get_32();
+ if (magic == 0x46546C67) {
+ //binary file
+ //text file
+ err = _parse_glb(p_path, state);
+ if (err)
+ return FAILED;
+ } else {
+ //text file
+ err = _parse_json(p_path, state);
+ if (err)
+ return FAILED;
+ }
+ f->close();
+
+ ERR_FAIL_COND_V(!state->json.has("asset"), Error::FAILED);
+
+ Dictionary asset = state->json["asset"];
+
+ ERR_FAIL_COND_V(!asset.has("version"), Error::FAILED);
+
+ String version = asset["version"];
+
+ state->major_version = version.get_slice(".", 0).to_int();
+ state->minor_version = version.get_slice(".", 1).to_int();
+
+ /* STEP 0 PARSE SCENE */
+ err = _parse_scenes(state);
+ if (err != OK)
+ return Error::FAILED;
+
+ /* STEP 1 PARSE NODES */
+ err = _parse_nodes(state);
+ if (err != OK)
+ return Error::FAILED;
+
+ /* STEP 2 PARSE BUFFERS */
+ err = _parse_buffers(state, p_path.get_base_dir());
+ if (err != OK)
+ return Error::FAILED;
+
+ /* STEP 3 PARSE BUFFER VIEWS */
+ err = _parse_buffer_views(state);
+ if (err != OK)
+ return Error::FAILED;
+
+ /* STEP 4 PARSE ACCESSORS */
+ err = _parse_accessors(state);
+ if (err != OK)
+ return Error::FAILED;
+
+ /* STEP 5 PARSE IMAGES */
+ err = _parse_images(state, p_path.get_base_dir());
+ if (err != OK)
+ return Error::FAILED;
+
+ /* STEP 6 PARSE TEXTURES */
+ err = _parse_textures(state);
+ if (err != OK)
+ return Error::FAILED;
+
+ /* STEP 7 PARSE TEXTURES */
+ err = _parse_materials(state);
+ if (err != OK)
+ return Error::FAILED;
+
+ /* STEP 9 PARSE SKINS */
+ err = _parse_skins(state);
+ if (err != OK)
+ return Error::FAILED;
+
+ /* STEP 10 DETERMINE SKELETONS */
+ err = _determine_skeletons(state);
+ if (err != OK)
+ return Error::FAILED;
+
+ /* STEP 11 CREATE SKELETONS */
+ err = _create_skeletons(state);
+ if (err != OK)
+ return Error::FAILED;
+
+ /* STEP 12 CREATE SKINS */
+ err = _create_skins(state);
+ if (err != OK)
+ return Error::FAILED;
+
+ /* STEP 13 PARSE MESHES (we have enough info now) */
+ err = _parse_meshes(state);
+ if (err != OK)
+ return Error::FAILED;
+
+ /* STEP 14 PARSE LIGHTS */
+ err = _parse_lights(state);
+ if (err != OK) {
+ return Error::FAILED;
+ }
+
+ /* STEP 15 PARSE CAMERAS */
+ err = _parse_cameras(state);
+ if (err != OK)
+ return Error::FAILED;
+
+ /* STEP 16 PARSE ANIMATIONS */
+ err = _parse_animations(state);
+ if (err != OK)
+ return Error::FAILED;
+
+ /* STEP 17 ASSIGN SCENE NAMES */
+ _assign_scene_names(state);
+
+ return OK;
+}
+
+Dictionary GLTFDocument::_serialize_texture_transform_uv2(Ref<BaseMaterial3D> p_material) {
+ Dictionary extension;
+ Ref<BaseMaterial3D> mat = p_material;
+ if (mat.is_valid()) {
+ Dictionary texture_transform;
+ Array offset;
+ offset.resize(2);
+ offset[0] = mat->get_uv2_offset().x;
+ offset[1] = mat->get_uv2_offset().y;
+ texture_transform["offset"] = offset;
+ Array scale;
+ scale.resize(2);
+ scale[0] = mat->get_uv2_scale().x;
+ scale[1] = mat->get_uv2_scale().y;
+ texture_transform["scale"] = scale;
+ // Godot doesn't support texture rotation
+ extension["KHR_texture_transform"] = texture_transform;
+ }
+ return extension;
+}
+
+Dictionary GLTFDocument::_serialize_texture_transform_uv1(Ref<BaseMaterial3D> p_material) {
+ Dictionary extension;
+ if (p_material.is_valid()) {
+ Dictionary texture_transform;
+ Array offset;
+ offset.resize(2);
+ offset[0] = p_material->get_uv1_offset().x;
+ offset[1] = p_material->get_uv1_offset().y;
+ texture_transform["offset"] = offset;
+ Array scale;
+ scale.resize(2);
+ scale[0] = p_material->get_uv1_scale().x;
+ scale[1] = p_material->get_uv1_scale().y;
+ texture_transform["scale"] = scale;
+ // Godot doesn't support texture rotation
+ extension["KHR_texture_transform"] = texture_transform;
+ }
+ return extension;
+}
+
+Error GLTFDocument::_serialize_version(Ref<GLTFState> state) {
+ const String version = "2.0";
+ state->major_version = version.get_slice(".", 0).to_int();
+ state->minor_version = version.get_slice(".", 1).to_int();
+ Dictionary asset;
+ asset["version"] = version;
+
+ String hash = VERSION_HASH;
+ asset["generator"] = String(VERSION_FULL_NAME) + String("@") + (hash.length() == 0 ? String("unknown") : hash);
+ state->json["asset"] = asset;
+ ERR_FAIL_COND_V(!asset.has("version"), Error::FAILED);
+ ERR_FAIL_COND_V(!state->json.has("asset"), Error::FAILED);
+ return OK;
+}
+
+Error GLTFDocument::_serialize_file(Ref<GLTFState> state, const String p_path) {
+ Error err = FAILED;
+ if (p_path.to_lower().ends_with("glb")) {
+ err = _encode_buffer_glb(state, p_path);
+ ERR_FAIL_COND_V(err != OK, err);
+ FileAccessRef f = FileAccess::open(p_path, FileAccess::WRITE, &err);
+ ERR_FAIL_COND_V(!f, FAILED);
+
+ String json = JSON::print(state->json);
+
+ const uint32_t magic = 0x46546C67; // GLTF
+ const int32_t header_size = 12;
+ const int32_t chunk_header_size = 8;
+
+ for (int32_t pad_i = 0; pad_i < (chunk_header_size + json.utf8().length()) % 4; pad_i++) {
+ json += " ";
+ }
+ CharString cs = json.utf8();
+ const uint32_t text_chunk_length = cs.length();
+
+ const uint32_t text_chunk_type = 0x4E4F534A; //JSON
+ int32_t binary_data_length = 0;
+ if (state->buffers.size()) {
+ binary_data_length = state->buffers[0].size();
+ }
+ const int32_t binary_chunk_length = binary_data_length;
+ const int32_t binary_chunk_type = 0x004E4942; //BIN
+
+ f->create(FileAccess::ACCESS_RESOURCES);
+ f->store_32(magic);
+ f->store_32(state->major_version); // version
+ f->store_32(header_size + chunk_header_size + text_chunk_length + chunk_header_size + binary_data_length); // length
+ f->store_32(text_chunk_length);
+ f->store_32(text_chunk_type);
+ f->store_buffer((uint8_t *)&cs[0], cs.length());
+ if (binary_chunk_length) {
+ f->store_32(binary_chunk_length);
+ f->store_32(binary_chunk_type);
+ f->store_buffer(state->buffers[0].ptr(), binary_data_length);
+ }
+
+ f->close();
+ } else {
+ err = _encode_buffer_bins(state, p_path);
+ ERR_FAIL_COND_V(err != OK, err);
+ FileAccessRef f = FileAccess::open(p_path, FileAccess::WRITE, &err);
+ ERR_FAIL_COND_V(!f, FAILED);
+
+ f->create(FileAccess::ACCESS_RESOURCES);
+ String json = JSON::print(state->json);
+ f->store_string(json);
+ f->close();
+ }
+ return err;
+}
diff --git a/modules/gltf/gltf_document.h b/modules/gltf/gltf_document.h
new file mode 100644
index 0000000000..0f4772cd26
--- /dev/null
+++ b/modules/gltf/gltf_document.h
@@ -0,0 +1,427 @@
+/*************************************************************************/
+/* gltf_document.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 GLTF_DOCUMENT_H
+#define GLTF_DOCUMENT_H
+
+#include "editor/import/resource_importer_scene.h"
+#include "editor/import/scene_importer_mesh_node_3d.h"
+#include "gltf_animation.h"
+#include "scene/2d/node_2d.h"
+#include "scene/3d/bone_attachment_3d.h"
+#include "scene/3d/light_3d.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/material.h"
+#include "scene/resources/texture.h"
+
+class GLTFState;
+class GLTFSkin;
+class GLTFNode;
+class GLTFSpecGloss;
+class GLTFSkeleton;
+
+using GLTFAccessorIndex = int;
+using GLTFAnimationIndex = int;
+using GLTFBufferIndex = int;
+using GLTFBufferViewIndex = int;
+using GLTFCameraIndex = int;
+using GLTFImageIndex = int;
+using GLTFMaterialIndex = int;
+using GLTFMeshIndex = int;
+using GLTFLightIndex = int;
+using GLTFNodeIndex = int;
+using GLTFSkeletonIndex = int;
+using GLTFSkinIndex = int;
+using GLTFTextureIndex = int;
+
+class GLTFDocument : public Resource {
+ GDCLASS(GLTFDocument, Resource);
+ friend class GLTFState;
+ friend class GLTFSkin;
+ friend class GLTFSkeleton;
+
+public:
+ enum GLTFType {
+ TYPE_SCALAR,
+ TYPE_VEC2,
+ TYPE_VEC3,
+ TYPE_VEC4,
+ TYPE_MAT2,
+ TYPE_MAT3,
+ TYPE_MAT4,
+ };
+
+ enum {
+ ARRAY_BUFFER = 34962,
+ ELEMENT_ARRAY_BUFFER = 34963,
+
+ TYPE_BYTE = 5120,
+ TYPE_UNSIGNED_BYTE = 5121,
+ TYPE_SHORT = 5122,
+ TYPE_UNSIGNED_SHORT = 5123,
+ TYPE_UNSIGNED_INT = 5125,
+ TYPE_FLOAT = 5126,
+
+ COMPONENT_TYPE_BYTE = 5120,
+ COMPONENT_TYPE_UNSIGNED_BYTE = 5121,
+ COMPONENT_TYPE_SHORT = 5122,
+ COMPONENT_TYPE_UNSIGNED_SHORT = 5123,
+ COMPONENT_TYPE_INT = 5125,
+ COMPONENT_TYPE_FLOAT = 5126,
+ };
+
+private:
+ template <class T>
+ static Array to_array(const Vector<T> &p_inp) {
+ Array ret;
+ for (int i = 0; i < p_inp.size(); i++) {
+ ret.push_back(p_inp[i]);
+ }
+ return ret;
+ }
+
+ template <class T>
+ static Array to_array(const Set<T> &p_inp) {
+ Array ret;
+ typename Set<T>::Element *elem = p_inp.front();
+ while (elem) {
+ ret.push_back(elem->get());
+ elem = elem->next();
+ }
+ return ret;
+ }
+
+ template <class T>
+ static void set_from_array(Vector<T> &r_out, const Array &p_inp) {
+ r_out.clear();
+ for (int i = 0; i < p_inp.size(); i++) {
+ r_out.push_back(p_inp[i]);
+ }
+ }
+
+ template <class T>
+ static void set_from_array(Set<T> &r_out, const Array &p_inp) {
+ r_out.clear();
+ for (int i = 0; i < p_inp.size(); i++) {
+ r_out.insert(p_inp[i]);
+ }
+ }
+ template <class K, class V>
+ static Dictionary to_dict(const Map<K, V> &p_inp) {
+ Dictionary ret;
+ for (typename Map<K, V>::Element *E = p_inp.front(); E; E = E->next()) {
+ ret[E->key()] = E->value();
+ }
+ return ret;
+ }
+
+ template <class K, class V>
+ static void set_from_dict(Map<K, V> &r_out, const Dictionary &p_inp) {
+ r_out.clear();
+ Array keys = p_inp.keys();
+ for (int i = 0; i < keys.size(); i++) {
+ r_out[keys[i]] = p_inp[keys[i]];
+ }
+ }
+ double _filter_number(double p_float);
+ String _get_component_type_name(const uint32_t p_component);
+ int _get_component_type_size(const int component_type);
+ Error _parse_scenes(Ref<GLTFState> state);
+ Error _parse_nodes(Ref<GLTFState> state);
+ String _get_type_name(const GLTFType p_component);
+ String _get_accessor_type_name(const GLTFDocument::GLTFType p_type);
+ String _sanitize_scene_name(const String &name);
+ String _gen_unique_name(Ref<GLTFState> state, const String &p_name);
+ String _sanitize_bone_name(const String &name);
+ String _gen_unique_bone_name(Ref<GLTFState> state,
+ const GLTFSkeletonIndex skel_i,
+ const String &p_name);
+ GLTFTextureIndex _set_texture(Ref<GLTFState> state, Ref<Texture2D> p_texture);
+ Ref<Texture2D> _get_texture(Ref<GLTFState> state,
+ const GLTFTextureIndex p_texture);
+ Error _parse_json(const String &p_path, Ref<GLTFState> state);
+ Error _parse_glb(const String &p_path, Ref<GLTFState> state);
+ void _compute_node_heights(Ref<GLTFState> state);
+ Error _parse_buffers(Ref<GLTFState> state, const String &p_base_path);
+ Error _parse_buffer_views(Ref<GLTFState> state);
+ GLTFType _get_type_from_str(const String &p_string);
+ Error _parse_accessors(Ref<GLTFState> state);
+ Error _decode_buffer_view(Ref<GLTFState> state, double *dst,
+ const GLTFBufferViewIndex p_buffer_view,
+ const int skip_every, const int skip_bytes,
+ const int element_size, const int count,
+ const GLTFType type, const int component_count,
+ const int component_type, const int component_size,
+ const bool normalized, const int byte_offset,
+ const bool for_vertex);
+ Vector<double> _decode_accessor(Ref<GLTFState> state,
+ const GLTFAccessorIndex p_accessor,
+ const bool p_for_vertex);
+ Vector<float> _decode_accessor_as_floats(Ref<GLTFState> state,
+ const GLTFAccessorIndex p_accessor,
+ const bool p_for_vertex);
+ Vector<int> _decode_accessor_as_ints(Ref<GLTFState> state,
+ const GLTFAccessorIndex p_accessor,
+ const bool p_for_vertex);
+ Vector<Vector2> _decode_accessor_as_vec2(Ref<GLTFState> state,
+ const GLTFAccessorIndex p_accessor,
+ const bool p_for_vertex);
+ Vector<Vector3> _decode_accessor_as_vec3(Ref<GLTFState> state,
+ const GLTFAccessorIndex p_accessor,
+ const bool p_for_vertex);
+ Vector<Color> _decode_accessor_as_color(Ref<GLTFState> state,
+ const GLTFAccessorIndex p_accessor,
+ const bool p_for_vertex);
+ Vector<Quat> _decode_accessor_as_quat(Ref<GLTFState> state,
+ const GLTFAccessorIndex p_accessor,
+ const bool p_for_vertex);
+ Vector<Transform2D> _decode_accessor_as_xform2d(Ref<GLTFState> state,
+ const GLTFAccessorIndex p_accessor,
+ const bool p_for_vertex);
+ Vector<Basis> _decode_accessor_as_basis(Ref<GLTFState> state,
+ const GLTFAccessorIndex p_accessor,
+ const bool p_for_vertex);
+ Vector<Transform> _decode_accessor_as_xform(Ref<GLTFState> state,
+ const GLTFAccessorIndex p_accessor,
+ const bool p_for_vertex);
+ Error _parse_meshes(Ref<GLTFState> state);
+ Error _serialize_textures(Ref<GLTFState> state);
+ Error _serialize_images(Ref<GLTFState> state, const String &p_path);
+ Error _serialize_lights(Ref<GLTFState> state);
+ Error _parse_images(Ref<GLTFState> state, const String &p_base_path);
+ Error _parse_textures(Ref<GLTFState> state);
+ Error _parse_materials(Ref<GLTFState> state);
+ void _set_texture_transform_uv1(const Dictionary &d, Ref<BaseMaterial3D> material);
+ void spec_gloss_to_rough_metal(Ref<GLTFSpecGloss> r_spec_gloss,
+ Ref<BaseMaterial3D> p_material);
+ static void spec_gloss_to_metal_base_color(const Color &p_specular_factor,
+ const Color &p_diffuse,
+ Color &r_base_color,
+ float &r_metallic);
+ GLTFNodeIndex _find_highest_node(Ref<GLTFState> state,
+ const Vector<GLTFNodeIndex> &subset);
+ bool _capture_nodes_in_skin(Ref<GLTFState> state, Ref<GLTFSkin> skin,
+ const GLTFNodeIndex node_index);
+ void _capture_nodes_for_multirooted_skin(Ref<GLTFState> state, Ref<GLTFSkin> skin);
+ Error _expand_skin(Ref<GLTFState> state, Ref<GLTFSkin> skin);
+ Error _verify_skin(Ref<GLTFState> state, Ref<GLTFSkin> skin);
+ Error _parse_skins(Ref<GLTFState> state);
+ Error _determine_skeletons(Ref<GLTFState> state);
+ Error _reparent_non_joint_skeleton_subtrees(
+ Ref<GLTFState> state, Ref<GLTFSkeleton> skeleton,
+ const Vector<GLTFNodeIndex> &non_joints);
+ Error _reparent_to_fake_joint(Ref<GLTFState> state, Ref<GLTFSkeleton> skeleton,
+ const GLTFNodeIndex node_index);
+ Error _determine_skeleton_roots(Ref<GLTFState> state,
+ const GLTFSkeletonIndex skel_i);
+ Error _create_skeletons(Ref<GLTFState> state);
+ Error _map_skin_joints_indices_to_skeleton_bone_indices(Ref<GLTFState> state);
+ Error _serialize_skins(Ref<GLTFState> state);
+ Error _create_skins(Ref<GLTFState> state);
+ bool _skins_are_same(const Ref<Skin> skin_a, const Ref<Skin> skin_b);
+ void _remove_duplicate_skins(Ref<GLTFState> state);
+ Error _serialize_cameras(Ref<GLTFState> state);
+ Error _parse_cameras(Ref<GLTFState> state);
+ Error _parse_lights(Ref<GLTFState> state);
+ Error _parse_animations(Ref<GLTFState> state);
+ Error _serialize_animations(Ref<GLTFState> state);
+ BoneAttachment3D *_generate_bone_attachment(Ref<GLTFState> state,
+ Skeleton3D *skeleton,
+ const GLTFNodeIndex node_index);
+ EditorSceneImporterMeshNode3D *_generate_mesh_instance(Ref<GLTFState> state, Node *scene_parent, const GLTFNodeIndex node_index);
+ Camera3D *_generate_camera(Ref<GLTFState> state, Node *scene_parent,
+ const GLTFNodeIndex node_index);
+ Light3D *_generate_light(Ref<GLTFState> state, Node *scene_parent, const GLTFNodeIndex node_index);
+ Node3D *_generate_spatial(Ref<GLTFState> state, Node *scene_parent,
+ const GLTFNodeIndex node_index);
+ void _assign_scene_names(Ref<GLTFState> state);
+ template <class T>
+ T _interpolate_track(const Vector<float> &p_times, const Vector<T> &p_values,
+ const float p_time,
+ const GLTFAnimation::Interpolation p_interp);
+ GLTFAccessorIndex _encode_accessor_as_quats(Ref<GLTFState> state,
+ const Vector<Quat> p_attribs,
+ const bool p_for_vertex);
+ GLTFAccessorIndex _encode_accessor_as_weights(Ref<GLTFState> state,
+ const Vector<Color> p_attribs,
+ const bool p_for_vertex);
+ GLTFAccessorIndex _encode_accessor_as_joints(Ref<GLTFState> state,
+ const Vector<Color> p_attribs,
+ const bool p_for_vertex);
+ GLTFAccessorIndex _encode_accessor_as_floats(Ref<GLTFState> state,
+ const Vector<real_t> p_attribs,
+ const bool p_for_vertex);
+ GLTFAccessorIndex _encode_accessor_as_vec2(Ref<GLTFState> state,
+ const Vector<Vector2> p_attribs,
+ const bool p_for_vertex);
+
+ void _calc_accessor_vec2_min_max(int i, const int element_count, Vector<double> &type_max, Vector2 attribs, Vector<double> &type_min) {
+ if (i == 0) {
+ for (int32_t type_i = 0; type_i < element_count; type_i++) {
+ type_max.write[type_i] = attribs[(i * element_count) + type_i];
+ type_min.write[type_i] = attribs[(i * element_count) + type_i];
+ }
+ }
+ for (int32_t type_i = 0; type_i < element_count; type_i++) {
+ type_max.write[type_i] = MAX(attribs[(i * element_count) + type_i], type_max[type_i]);
+ type_min.write[type_i] = MIN(attribs[(i * element_count) + type_i], type_min[type_i]);
+ type_max.write[type_i] = _filter_number(type_max.write[type_i]);
+ type_min.write[type_i] = _filter_number(type_min.write[type_i]);
+ }
+ }
+
+ GLTFAccessorIndex _encode_accessor_as_vec3(Ref<GLTFState> state,
+ const Vector<Vector3> p_attribs,
+ const bool p_for_vertex);
+ GLTFAccessorIndex _encode_accessor_as_color(Ref<GLTFState> state,
+ const Vector<Color> p_attribs,
+ const bool p_for_vertex);
+
+ void _calc_accessor_min_max(int p_i, const int p_element_count, Vector<double> &p_type_max, Vector<double> p_attribs, Vector<double> &p_type_min);
+
+ GLTFAccessorIndex _encode_accessor_as_ints(Ref<GLTFState> state,
+ const Vector<int32_t> p_attribs,
+ const bool p_for_vertex);
+ GLTFAccessorIndex _encode_accessor_as_xform(Ref<GLTFState> state,
+ const Vector<Transform> p_attribs,
+ const bool p_for_vertex);
+ Error _encode_buffer_view(Ref<GLTFState> state, const double *src,
+ const int count, const GLTFType type,
+ const int component_type, const bool normalized,
+ const int byte_offset, const bool for_vertex,
+ GLTFBufferViewIndex &r_accessor);
+ Error _encode_accessors(Ref<GLTFState> state);
+ Error _encode_buffer_views(Ref<GLTFState> state);
+ Error _serialize_materials(Ref<GLTFState> state);
+ Error _serialize_meshes(Ref<GLTFState> state);
+ Error _serialize_nodes(Ref<GLTFState> state);
+ Error _serialize_scenes(Ref<GLTFState> state);
+ String interpolation_to_string(const GLTFAnimation::Interpolation p_interp);
+ GLTFAnimation::Track _convert_animation_track(Ref<GLTFState> state,
+ GLTFAnimation::Track p_track,
+ Ref<Animation> p_animation, Transform p_bone_rest,
+ int32_t p_track_i,
+ GLTFNodeIndex p_node_i);
+ Error _encode_buffer_bins(Ref<GLTFState> state, const String &p_path);
+ Error _encode_buffer_glb(Ref<GLTFState> state, const String &p_path);
+ Error _serialize_bone_attachment(Ref<GLTFState> state);
+ Dictionary _serialize_texture_transform_uv1(Ref<BaseMaterial3D> p_material);
+ Dictionary _serialize_texture_transform_uv2(Ref<BaseMaterial3D> p_material);
+ Error _serialize_version(Ref<GLTFState> state);
+ Error _serialize_file(Ref<GLTFState> state, const String p_path);
+ Error _serialize_extensions(Ref<GLTFState> state) const;
+
+public:
+ // http://www.itu.int/rec/R-REC-BT.601
+ // http://www.itu.int/dms_pubrec/itu-r/rec/bt/R-REC-BT.601-7-201103-I!!PDF-E.pdf
+ static constexpr float R_BRIGHTNESS_COEFF = 0.299f;
+ static constexpr float G_BRIGHTNESS_COEFF = 0.587f;
+ static constexpr float B_BRIGHTNESS_COEFF = 0.114f;
+
+private:
+ // https://github.com/microsoft/glTF-SDK/blob/master/GLTFSDK/Source/PBRUtils.cpp#L9
+ // https://bghgary.github.io/glTF/convert-between-workflows-bjs/js/babylon.pbrUtilities.js
+ static float solve_metallic(float p_dielectric_specular, float diffuse,
+ float specular,
+ float p_one_minus_specular_strength);
+ static float get_perceived_brightness(const Color p_color);
+ static float get_max_component(const Color &p_color);
+
+public:
+ void _process_mesh_instances(Ref<GLTFState> state, Node *scene_root);
+ void _generate_scene_node(Ref<GLTFState> state, Node *scene_parent,
+ Node3D *scene_root,
+ const GLTFNodeIndex node_index);
+ void _import_animation(Ref<GLTFState> state, AnimationPlayer *ap,
+ const GLTFAnimationIndex index, const int bake_fps);
+ GLTFMeshIndex _convert_mesh_instance(Ref<GLTFState> state,
+ MeshInstance3D *p_mesh_instance);
+ void _convert_mesh_instances(Ref<GLTFState> state);
+ GLTFCameraIndex _convert_camera(Ref<GLTFState> state, Camera3D *p_camera);
+ void _convert_light_to_gltf(Light3D *light, Ref<GLTFState> state, Node3D *spatial, Ref<GLTFNode> gltf_node);
+ GLTFLightIndex _convert_light(Ref<GLTFState> state, Light3D *p_light);
+ GLTFSkeletonIndex _convert_skeleton(Ref<GLTFState> state, Skeleton3D *p_skeleton);
+ void _convert_spatial(Ref<GLTFState> state, Node3D *p_spatial, Ref<GLTFNode> p_node);
+ void _convert_scene_node(Ref<GLTFState> state, Node *p_current, Node *p_root,
+ const GLTFNodeIndex p_gltf_current,
+ const GLTFNodeIndex p_gltf_root);
+
+ void _convert_csg_shape_to_gltf(Node *p_current, GLTFNodeIndex p_gltf_parent, Ref<GLTFNode> gltf_node, Ref<GLTFState> state);
+
+ void _create_gltf_node(Ref<GLTFState> state,
+ Node *p_scene_parent,
+ GLTFNodeIndex current_node_i,
+ GLTFNodeIndex p_parent_node_index,
+ GLTFNodeIndex p_root_gltf_node,
+ Ref<GLTFNode> gltf_node);
+ void _convert_animation_player_to_gltf(
+ AnimationPlayer *animation_player, Ref<GLTFState> state,
+ const GLTFNodeIndex &p_gltf_current,
+ const GLTFNodeIndex &p_gltf_root_index,
+ Ref<GLTFNode> p_gltf_node, Node *p_scene_parent,
+ Node *p_root);
+ void _check_visibility(Node *p_node, bool &retflag);
+ void _convert_camera_to_gltf(Camera3D *camera, Ref<GLTFState> state,
+ Node3D *spatial,
+ Ref<GLTFNode> gltf_node);
+ void _convert_grid_map_to_gltf(
+ Node *p_scene_parent,
+ const GLTFNodeIndex &p_parent_node_index,
+ const GLTFNodeIndex &p_root_node_index,
+ Ref<GLTFNode> gltf_node, Ref<GLTFState> state,
+ Node *p_root_node);
+ void _convert_mult_mesh_instance_to_gltf(
+ Node *p_scene_parent,
+ const GLTFNodeIndex &p_parent_node_index,
+ const GLTFNodeIndex &p_root_node_index,
+ Ref<GLTFNode> gltf_node, Ref<GLTFState> state,
+ Node *p_root_node);
+ void _convert_skeleton_to_gltf(
+ Node *p_scene_parent, Ref<GLTFState> state,
+ const GLTFNodeIndex &p_parent_node_index,
+ const GLTFNodeIndex &p_root_node_index,
+ Ref<GLTFNode> gltf_node, Node *p_root_node);
+ void _convert_bone_attachment_to_gltf(Node *p_scene_parent,
+ Ref<GLTFState> state,
+ Ref<GLTFNode> gltf_node,
+ bool &retflag);
+ void _convert_mesh_to_gltf(Node *p_scene_parent,
+ Ref<GLTFState> state, Node3D *spatial,
+ Ref<GLTFNode> gltf_node);
+ void _convert_animation(Ref<GLTFState> state, AnimationPlayer *ap,
+ String p_animation_track_name);
+ Error serialize(Ref<GLTFState> state, Node *p_root, const String &p_path);
+ Error parse(Ref<GLTFState> state, String p_paths, bool p_read_binary = false);
+};
+
+#endif // GLTF_DOCUMENT_H
diff --git a/modules/gltf/gltf_light.cpp b/modules/gltf/gltf_light.cpp
new file mode 100644
index 0000000000..da0e504474
--- /dev/null
+++ b/modules/gltf/gltf_light.cpp
@@ -0,0 +1,101 @@
+/*************************************************************************/
+/* gltf_light.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 "gltf_light.h"
+
+void GLTFLight::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("get_color"), &GLTFLight::get_color);
+ ClassDB::bind_method(D_METHOD("set_color", "color"), &GLTFLight::set_color);
+ ClassDB::bind_method(D_METHOD("get_intensity"), &GLTFLight::get_intensity);
+ ClassDB::bind_method(D_METHOD("set_intensity", "intensity"), &GLTFLight::set_intensity);
+ ClassDB::bind_method(D_METHOD("get_type"), &GLTFLight::get_type);
+ ClassDB::bind_method(D_METHOD("set_type", "type"), &GLTFLight::set_type);
+ ClassDB::bind_method(D_METHOD("get_range"), &GLTFLight::get_range);
+ ClassDB::bind_method(D_METHOD("set_range", "range"), &GLTFLight::set_range);
+ ClassDB::bind_method(D_METHOD("get_inner_cone_angle"), &GLTFLight::get_inner_cone_angle);
+ ClassDB::bind_method(D_METHOD("set_inner_cone_angle", "inner_cone_angle"), &GLTFLight::set_inner_cone_angle);
+ ClassDB::bind_method(D_METHOD("get_outer_cone_angle"), &GLTFLight::get_outer_cone_angle);
+ ClassDB::bind_method(D_METHOD("set_outer_cone_angle", "outer_cone_angle"), &GLTFLight::set_outer_cone_angle);
+
+ ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color"); // Color
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "intensity"), "set_intensity", "get_intensity"); // float
+ ADD_PROPERTY(PropertyInfo(Variant::STRING, "type"), "set_type", "get_type"); // String
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "range"), "set_range", "get_range"); // float
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "inner_cone_angle"), "set_inner_cone_angle", "get_inner_cone_angle"); // float
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "outer_cone_angle"), "set_outer_cone_angle", "get_outer_cone_angle"); // float
+}
+
+Color GLTFLight::get_color() {
+ return color;
+}
+
+void GLTFLight::set_color(Color p_color) {
+ color = p_color;
+}
+
+float GLTFLight::get_intensity() {
+ return intensity;
+}
+
+void GLTFLight::set_intensity(float p_intensity) {
+ intensity = p_intensity;
+}
+
+String GLTFLight::get_type() {
+ return type;
+}
+
+void GLTFLight::set_type(String p_type) {
+ type = p_type;
+}
+
+float GLTFLight::get_range() {
+ return range;
+}
+
+void GLTFLight::set_range(float p_range) {
+ range = p_range;
+}
+
+float GLTFLight::get_inner_cone_angle() {
+ return inner_cone_angle;
+}
+
+void GLTFLight::set_inner_cone_angle(float p_inner_cone_angle) {
+ inner_cone_angle = p_inner_cone_angle;
+}
+
+float GLTFLight::get_outer_cone_angle() {
+ return outer_cone_angle;
+}
+
+void GLTFLight::set_outer_cone_angle(float p_outer_cone_angle) {
+ outer_cone_angle = p_outer_cone_angle;
+}
diff --git a/modules/gltf/gltf_light.h b/modules/gltf/gltf_light.h
new file mode 100644
index 0000000000..966ef5dd44
--- /dev/null
+++ b/modules/gltf/gltf_light.h
@@ -0,0 +1,72 @@
+/*************************************************************************/
+/* gltf_light.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 GLTF_LIGHT_H
+#define GLTF_LIGHT_H
+
+#include "core/config/engine.h"
+#include "core/io/resource.h"
+
+class GLTFLight : public Resource {
+ GDCLASS(GLTFLight, Resource)
+ friend class GLTFDocument;
+
+protected:
+ static void _bind_methods();
+
+private:
+ Color color;
+ float intensity = 0.0f;
+ String type;
+ float range = 0.0f;
+ float inner_cone_angle = 0.0f;
+ float outer_cone_angle = 0.0f;
+
+public:
+ Color get_color();
+ void set_color(Color p_color);
+
+ float get_intensity();
+ void set_intensity(float p_intensity);
+
+ String get_type();
+ void set_type(String p_type);
+
+ float get_range();
+ void set_range(float p_range);
+
+ float get_inner_cone_angle();
+ void set_inner_cone_angle(float p_inner_cone_angle);
+
+ float get_outer_cone_angle();
+ void set_outer_cone_angle(float p_outer_cone_angle);
+};
+
+#endif // GLTF_LIGHT_H
diff --git a/modules/gltf/gltf_mesh.cpp b/modules/gltf/gltf_mesh.cpp
new file mode 100644
index 0000000000..09995faab3
--- /dev/null
+++ b/modules/gltf/gltf_mesh.cpp
@@ -0,0 +1,58 @@
+/*************************************************************************/
+/* gltf_mesh.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 "gltf_mesh.h"
+#include "editor/import/scene_importer_mesh.h"
+
+void GLTFMesh::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("get_mesh"), &GLTFMesh::get_mesh);
+ ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &GLTFMesh::set_mesh);
+ ClassDB::bind_method(D_METHOD("get_blend_weights"), &GLTFMesh::get_blend_weights);
+ ClassDB::bind_method(D_METHOD("set_blend_weights", "blend_weights"), &GLTFMesh::set_blend_weights);
+
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh"), "set_mesh", "get_mesh");
+ ADD_PROPERTY(PropertyInfo(Variant::PACKED_FLOAT32_ARRAY, "blend_weights"), "set_blend_weights", "get_blend_weights"); // Vector<float>
+}
+
+Ref<EditorSceneImporterMesh> GLTFMesh::get_mesh() {
+ return mesh;
+}
+
+void GLTFMesh::set_mesh(Ref<EditorSceneImporterMesh> p_mesh) {
+ mesh = p_mesh;
+}
+
+Vector<float> GLTFMesh::get_blend_weights() {
+ return blend_weights;
+}
+
+void GLTFMesh::set_blend_weights(Vector<float> p_blend_weights) {
+ blend_weights = p_blend_weights;
+}
diff --git a/modules/gltf/gltf_mesh.h b/modules/gltf/gltf_mesh.h
new file mode 100644
index 0000000000..5fb3069ad2
--- /dev/null
+++ b/modules/gltf/gltf_mesh.h
@@ -0,0 +1,55 @@
+/*************************************************************************/
+/* gltf_mesh.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 GLTF_MESH_H
+#define GLTF_MESH_H
+
+#include "core/io/resource.h"
+#include "editor/import/resource_importer_scene.h"
+#include "editor/import/scene_importer_mesh.h"
+#include "scene/resources/mesh.h"
+
+class GLTFMesh : public Resource {
+ GDCLASS(GLTFMesh, Resource);
+
+private:
+ Ref<EditorSceneImporterMesh> mesh;
+ Vector<float> blend_weights;
+
+protected:
+ static void _bind_methods();
+
+public:
+ Ref<EditorSceneImporterMesh> get_mesh();
+ void set_mesh(Ref<EditorSceneImporterMesh> p_mesh);
+ Vector<float> get_blend_weights();
+ void set_blend_weights(Vector<float> p_blend_weights);
+};
+#endif // GLTF_MESH_H
diff --git a/modules/gltf/gltf_node.cpp b/modules/gltf/gltf_node.cpp
new file mode 100644
index 0000000000..2fbd3f85d4
--- /dev/null
+++ b/modules/gltf/gltf_node.cpp
@@ -0,0 +1,189 @@
+/*************************************************************************/
+/* gltf_node.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 "gltf_node.h"
+
+void GLTFNode::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("get_parent"), &GLTFNode::get_parent);
+ ClassDB::bind_method(D_METHOD("set_parent", "parent"), &GLTFNode::set_parent);
+ ClassDB::bind_method(D_METHOD("get_height"), &GLTFNode::get_height);
+ ClassDB::bind_method(D_METHOD("set_height", "height"), &GLTFNode::set_height);
+ ClassDB::bind_method(D_METHOD("get_xform"), &GLTFNode::get_xform);
+ ClassDB::bind_method(D_METHOD("set_xform", "xform"), &GLTFNode::set_xform);
+ ClassDB::bind_method(D_METHOD("get_mesh"), &GLTFNode::get_mesh);
+ ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &GLTFNode::set_mesh);
+ ClassDB::bind_method(D_METHOD("get_camera"), &GLTFNode::get_camera);
+ ClassDB::bind_method(D_METHOD("set_camera", "camera"), &GLTFNode::set_camera);
+ ClassDB::bind_method(D_METHOD("get_skin"), &GLTFNode::get_skin);
+ ClassDB::bind_method(D_METHOD("set_skin", "skin"), &GLTFNode::set_skin);
+ ClassDB::bind_method(D_METHOD("get_skeleton"), &GLTFNode::get_skeleton);
+ ClassDB::bind_method(D_METHOD("set_skeleton", "skeleton"), &GLTFNode::set_skeleton);
+ ClassDB::bind_method(D_METHOD("get_joint"), &GLTFNode::get_joint);
+ ClassDB::bind_method(D_METHOD("set_joint", "joint"), &GLTFNode::set_joint);
+ ClassDB::bind_method(D_METHOD("get_translation"), &GLTFNode::get_translation);
+ ClassDB::bind_method(D_METHOD("set_translation", "translation"), &GLTFNode::set_translation);
+ ClassDB::bind_method(D_METHOD("get_rotation"), &GLTFNode::get_rotation);
+ ClassDB::bind_method(D_METHOD("set_rotation", "rotation"), &GLTFNode::set_rotation);
+ ClassDB::bind_method(D_METHOD("get_scale"), &GLTFNode::get_scale);
+ ClassDB::bind_method(D_METHOD("set_scale", "scale"), &GLTFNode::set_scale);
+ ClassDB::bind_method(D_METHOD("get_children"), &GLTFNode::get_children);
+ ClassDB::bind_method(D_METHOD("set_children", "children"), &GLTFNode::set_children);
+ ClassDB::bind_method(D_METHOD("get_fake_joint_parent"), &GLTFNode::get_fake_joint_parent);
+ ClassDB::bind_method(D_METHOD("set_fake_joint_parent", "fake_joint_parent"), &GLTFNode::set_fake_joint_parent);
+ ClassDB::bind_method(D_METHOD("get_light"), &GLTFNode::get_light);
+ ClassDB::bind_method(D_METHOD("set_light", "light"), &GLTFNode::set_light);
+
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "parent"), "set_parent", "get_parent"); // GLTFNodeIndex
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "height"), "set_height", "get_height"); // int
+ ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "xform"), "set_xform", "get_xform"); // Transform
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "mesh"), "set_mesh", "get_mesh"); // GLTFMeshIndex
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "camera"), "set_camera", "get_camera"); // GLTFCameraIndex
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "skin"), "set_skin", "get_skin"); // GLTFSkinIndex
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "skeleton"), "set_skeleton", "get_skeleton"); // GLTFSkeletonIndex
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "joint"), "set_joint", "get_joint"); // bool
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "translation"), "set_translation", "get_translation"); // Vector3
+ ADD_PROPERTY(PropertyInfo(Variant::QUAT, "rotation"), "set_rotation", "get_rotation"); // Quat
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "scale"), "set_scale", "get_scale"); // Vector3
+ ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "children"), "set_children", "get_children"); // Vector<int>
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "fake_joint_parent"), "set_fake_joint_parent", "get_fake_joint_parent"); // GLTFNodeIndex
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "light"), "set_light", "get_light"); // GLTFLightIndex
+}
+
+GLTFNodeIndex GLTFNode::get_parent() {
+ return parent;
+}
+
+void GLTFNode::set_parent(GLTFNodeIndex p_parent) {
+ parent = p_parent;
+}
+
+int GLTFNode::get_height() {
+ return height;
+}
+
+void GLTFNode::set_height(int p_height) {
+ height = p_height;
+}
+
+Transform GLTFNode::get_xform() {
+ return xform;
+}
+
+void GLTFNode::set_xform(Transform p_xform) {
+ xform = p_xform;
+}
+
+GLTFMeshIndex GLTFNode::get_mesh() {
+ return mesh;
+}
+
+void GLTFNode::set_mesh(GLTFMeshIndex p_mesh) {
+ mesh = p_mesh;
+}
+
+GLTFCameraIndex GLTFNode::get_camera() {
+ return camera;
+}
+
+void GLTFNode::set_camera(GLTFCameraIndex p_camera) {
+ camera = p_camera;
+}
+
+GLTFSkinIndex GLTFNode::get_skin() {
+ return skin;
+}
+
+void GLTFNode::set_skin(GLTFSkinIndex p_skin) {
+ skin = p_skin;
+}
+
+GLTFSkeletonIndex GLTFNode::get_skeleton() {
+ return skeleton;
+}
+
+void GLTFNode::set_skeleton(GLTFSkeletonIndex p_skeleton) {
+ skeleton = p_skeleton;
+}
+
+bool GLTFNode::get_joint() {
+ return joint;
+}
+
+void GLTFNode::set_joint(bool p_joint) {
+ joint = p_joint;
+}
+
+Vector3 GLTFNode::get_translation() {
+ return translation;
+}
+
+void GLTFNode::set_translation(Vector3 p_translation) {
+ translation = p_translation;
+}
+
+Quat GLTFNode::get_rotation() {
+ return rotation;
+}
+
+void GLTFNode::set_rotation(Quat p_rotation) {
+ rotation = p_rotation;
+}
+
+Vector3 GLTFNode::get_scale() {
+ return scale;
+}
+
+void GLTFNode::set_scale(Vector3 p_scale) {
+ scale = p_scale;
+}
+
+Vector<int> GLTFNode::get_children() {
+ return children;
+}
+
+void GLTFNode::set_children(Vector<int> p_children) {
+ children = p_children;
+}
+
+GLTFNodeIndex GLTFNode::get_fake_joint_parent() {
+ return fake_joint_parent;
+}
+
+void GLTFNode::set_fake_joint_parent(GLTFNodeIndex p_fake_joint_parent) {
+ fake_joint_parent = p_fake_joint_parent;
+}
+
+GLTFLightIndex GLTFNode::get_light() {
+ return light;
+}
+
+void GLTFNode::set_light(GLTFLightIndex p_light) {
+ light = p_light;
+}
diff --git a/modules/gltf/gltf_node.h b/modules/gltf/gltf_node.h
new file mode 100644
index 0000000000..b96e700ec2
--- /dev/null
+++ b/modules/gltf/gltf_node.h
@@ -0,0 +1,105 @@
+/*************************************************************************/
+/* gltf_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 GLTF_NODE_H
+#define GLTF_NODE_H
+
+#include "core/io/resource.h"
+#include "gltf_document.h"
+
+class GLTFNode : public Resource {
+ GDCLASS(GLTFNode, Resource);
+ friend class GLTFDocument;
+ friend class PackedSceneGLTF;
+
+private:
+ // matrices need to be transformed to this
+ GLTFNodeIndex parent = -1;
+ int height = -1;
+ Transform xform;
+ GLTFMeshIndex mesh = -1;
+ GLTFCameraIndex camera = -1;
+ GLTFSkinIndex skin = -1;
+ GLTFSkeletonIndex skeleton = -1;
+ bool joint = false;
+ Vector3 translation;
+ Quat rotation;
+ Vector3 scale = Vector3(1, 1, 1);
+ Vector<int> children;
+ GLTFNodeIndex fake_joint_parent = -1;
+ GLTFLightIndex light = -1;
+
+protected:
+ static void _bind_methods();
+
+public:
+ GLTFNodeIndex get_parent();
+ void set_parent(GLTFNodeIndex p_parent);
+
+ int get_height();
+ void set_height(int p_height);
+
+ Transform get_xform();
+ void set_xform(Transform p_xform);
+
+ GLTFMeshIndex get_mesh();
+ void set_mesh(GLTFMeshIndex p_mesh);
+
+ GLTFCameraIndex get_camera();
+ void set_camera(GLTFCameraIndex p_camera);
+
+ GLTFSkinIndex get_skin();
+ void set_skin(GLTFSkinIndex p_skin);
+
+ GLTFSkeletonIndex get_skeleton();
+ void set_skeleton(GLTFSkeletonIndex p_skeleton);
+
+ bool get_joint();
+ void set_joint(bool p_joint);
+
+ Vector3 get_translation();
+ void set_translation(Vector3 p_translation);
+
+ Quat get_rotation();
+ void set_rotation(Quat p_rotation);
+
+ Vector3 get_scale();
+ void set_scale(Vector3 p_scale);
+
+ Vector<int> get_children();
+ void set_children(Vector<int> p_children);
+
+ GLTFNodeIndex get_fake_joint_parent();
+ void set_fake_joint_parent(GLTFNodeIndex p_fake_joint_parent);
+
+ GLTFLightIndex get_light();
+ void set_light(GLTFLightIndex p_light);
+};
+#endif // GLTF_NODE_H
diff --git a/modules/gltf/gltf_skeleton.cpp b/modules/gltf/gltf_skeleton.cpp
new file mode 100644
index 0000000000..35671335d3
--- /dev/null
+++ b/modules/gltf/gltf_skeleton.cpp
@@ -0,0 +1,95 @@
+/*************************************************************************/
+/* gltf_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 "gltf_skeleton.h"
+
+void GLTFSkeleton::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("get_joints"), &GLTFSkeleton::get_joints);
+ ClassDB::bind_method(D_METHOD("set_joints", "joints"), &GLTFSkeleton::set_joints);
+ ClassDB::bind_method(D_METHOD("get_roots"), &GLTFSkeleton::get_roots);
+ ClassDB::bind_method(D_METHOD("set_roots", "roots"), &GLTFSkeleton::set_roots);
+ ClassDB::bind_method(D_METHOD("get_godot_skeleton"), &GLTFSkeleton::get_godot_skeleton);
+ ClassDB::bind_method(D_METHOD("get_unique_names"), &GLTFSkeleton::get_unique_names);
+ ClassDB::bind_method(D_METHOD("set_unique_names", "unique_names"), &GLTFSkeleton::set_unique_names);
+ ClassDB::bind_method(D_METHOD("get_godot_bone_node"), &GLTFSkeleton::get_godot_bone_node);
+ ClassDB::bind_method(D_METHOD("set_godot_bone_node", "godot_bone_node"), &GLTFSkeleton::set_godot_bone_node);
+ ClassDB::bind_method(D_METHOD("get_bone_attachment_count"), &GLTFSkeleton::get_bone_attachment_count);
+ ClassDB::bind_method(D_METHOD("get_bone_attachment"), &GLTFSkeleton::get_bone_attachment);
+
+ ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "joints"), "set_joints", "get_joints"); // Vector<GLTFNodeIndex>
+ ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "roots"), "set_roots", "get_roots"); // Vector<GLTFNodeIndex>
+ ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "unique_names", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_unique_names", "get_unique_names"); // Set<String>
+ ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "godot_bone_node", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_godot_bone_node", "get_godot_bone_node"); // Map<int32_t,
+}
+
+Vector<GLTFNodeIndex> GLTFSkeleton::get_joints() {
+ return joints;
+}
+
+void GLTFSkeleton::set_joints(Vector<GLTFNodeIndex> p_joints) {
+ joints = p_joints;
+}
+
+Vector<GLTFNodeIndex> GLTFSkeleton::get_roots() {
+ return roots;
+}
+
+void GLTFSkeleton::set_roots(Vector<GLTFNodeIndex> p_roots) {
+ roots = p_roots;
+}
+
+Skeleton3D *GLTFSkeleton::get_godot_skeleton() {
+ return godot_skeleton;
+}
+
+Array GLTFSkeleton::get_unique_names() {
+ return GLTFDocument::to_array(unique_names);
+}
+
+void GLTFSkeleton::set_unique_names(Array p_unique_names) {
+ GLTFDocument::set_from_array(unique_names, p_unique_names);
+}
+
+Dictionary GLTFSkeleton::get_godot_bone_node() {
+ return GLTFDocument::to_dict(godot_bone_node);
+}
+
+void GLTFSkeleton::set_godot_bone_node(Dictionary p_indict) {
+ GLTFDocument::set_from_dict(godot_bone_node, p_indict);
+}
+
+BoneAttachment3D *GLTFSkeleton::get_bone_attachment(int idx) {
+ ERR_FAIL_INDEX_V(idx, bone_attachments.size(), nullptr);
+ return bone_attachments[idx];
+}
+
+int32_t GLTFSkeleton::get_bone_attachment_count() {
+ return bone_attachments.size();
+}
diff --git a/modules/gltf/gltf_skeleton.h b/modules/gltf/gltf_skeleton.h
new file mode 100644
index 0000000000..6263fa3c5d
--- /dev/null
+++ b/modules/gltf/gltf_skeleton.h
@@ -0,0 +1,101 @@
+/*************************************************************************/
+/* gltf_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 GLTF_SKELETON_H
+#define GLTF_SKELETON_H
+
+#include "core/io/resource.h"
+#include "gltf_document.h"
+
+class GLTFSkeleton : public Resource {
+ GDCLASS(GLTFSkeleton, Resource);
+ friend class GLTFDocument;
+
+private:
+ // The *synthesized* skeletons joints
+ Vector<GLTFNodeIndex> joints;
+
+ // The roots of the skeleton. If there are multiple, each root must have the
+ // same parent (ie roots are siblings)
+ Vector<GLTFNodeIndex> roots;
+
+ // The created Skeleton3D for the scene
+ Skeleton3D *godot_skeleton = nullptr;
+
+ // Set of unique bone names for the skeleton
+ Set<String> unique_names;
+
+ Map<int32_t, GLTFNodeIndex> godot_bone_node;
+
+ Vector<BoneAttachment3D *> bone_attachments;
+
+protected:
+ static void _bind_methods();
+
+public:
+ Vector<GLTFNodeIndex> get_joints();
+ void set_joints(Vector<GLTFNodeIndex> p_joints);
+
+ Vector<GLTFNodeIndex> get_roots();
+ void set_roots(Vector<GLTFNodeIndex> p_roots);
+
+ Skeleton3D *get_godot_skeleton();
+
+ // Skeleton *get_godot_skeleton() {
+ // return this->godot_skeleton;
+ // }
+ // void set_godot_skeleton(Skeleton p_*godot_skeleton) {
+ // this->godot_skeleton = p_godot_skeleton;
+ // }
+
+ Array get_unique_names();
+ void set_unique_names(Array p_unique_names);
+
+ //Map<int32_t, GLTFNodeIndex> get_godot_bone_node() {
+ // return this->godot_bone_node;
+ //}
+ //void set_godot_bone_node(Map<int32_t, GLTFNodeIndex> p_godot_bone_node) {
+ // this->godot_bone_node = p_godot_bone_node;
+ //}
+ Dictionary get_godot_bone_node();
+ void set_godot_bone_node(Dictionary p_indict);
+
+ //Dictionary get_godot_bone_node() {
+ // return VariantConversion::to_dict(this->godot_bone_node);
+ //}
+ //void set_godot_bone_node(Dictionary p_indict) {
+ // VariantConversion::set_from_dict(this->godot_bone_node, p_indict);
+ //}
+
+ BoneAttachment3D *get_bone_attachment(int idx);
+
+ int32_t get_bone_attachment_count();
+};
+#endif // GLTF_SKELETON_H
diff --git a/modules/gltf/gltf_skin.cpp b/modules/gltf/gltf_skin.cpp
new file mode 100644
index 0000000000..1b94b9d106
--- /dev/null
+++ b/modules/gltf/gltf_skin.cpp
@@ -0,0 +1,155 @@
+/*************************************************************************/
+/* gltf_skin.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 "gltf_skin.h"
+
+void GLTFSkin::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("get_skin_root"), &GLTFSkin::get_skin_root);
+ ClassDB::bind_method(D_METHOD("set_skin_root", "skin_root"), &GLTFSkin::set_skin_root);
+ ClassDB::bind_method(D_METHOD("get_joints_original"), &GLTFSkin::get_joints_original);
+ ClassDB::bind_method(D_METHOD("set_joints_original", "joints_original"), &GLTFSkin::set_joints_original);
+ ClassDB::bind_method(D_METHOD("get_inverse_binds"), &GLTFSkin::get_inverse_binds);
+ ClassDB::bind_method(D_METHOD("set_inverse_binds", "inverse_binds"), &GLTFSkin::set_inverse_binds);
+ ClassDB::bind_method(D_METHOD("get_joints"), &GLTFSkin::get_joints);
+ ClassDB::bind_method(D_METHOD("set_joints", "joints"), &GLTFSkin::set_joints);
+ ClassDB::bind_method(D_METHOD("get_non_joints"), &GLTFSkin::get_non_joints);
+ ClassDB::bind_method(D_METHOD("set_non_joints", "non_joints"), &GLTFSkin::set_non_joints);
+ ClassDB::bind_method(D_METHOD("get_roots"), &GLTFSkin::get_roots);
+ ClassDB::bind_method(D_METHOD("set_roots", "roots"), &GLTFSkin::set_roots);
+ ClassDB::bind_method(D_METHOD("get_skeleton"), &GLTFSkin::get_skeleton);
+ ClassDB::bind_method(D_METHOD("set_skeleton", "skeleton"), &GLTFSkin::set_skeleton);
+ ClassDB::bind_method(D_METHOD("get_joint_i_to_bone_i"), &GLTFSkin::get_joint_i_to_bone_i);
+ ClassDB::bind_method(D_METHOD("set_joint_i_to_bone_i", "joint_i_to_bone_i"), &GLTFSkin::set_joint_i_to_bone_i);
+ ClassDB::bind_method(D_METHOD("get_joint_i_to_name"), &GLTFSkin::get_joint_i_to_name);
+ ClassDB::bind_method(D_METHOD("set_joint_i_to_name", "joint_i_to_name"), &GLTFSkin::set_joint_i_to_name);
+ ClassDB::bind_method(D_METHOD("get_godot_skin"), &GLTFSkin::get_godot_skin);
+ ClassDB::bind_method(D_METHOD("set_godot_skin", "godot_skin"), &GLTFSkin::set_godot_skin);
+
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "skin_root"), "set_skin_root", "get_skin_root"); // GLTFNodeIndex
+ ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "joints_original"), "set_joints_original", "get_joints_original"); // Vector<GLTFNodeIndex>
+ ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "inverse_binds", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL), "set_inverse_binds", "get_inverse_binds"); // Vector<Transform>
+ ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "joints"), "set_joints", "get_joints"); // Vector<GLTFNodeIndex>
+ ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "non_joints"), "set_non_joints", "get_non_joints"); // Vector<GLTFNodeIndex>
+ ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "roots"), "set_roots", "get_roots"); // Vector<GLTFNodeIndex>
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "skeleton"), "set_skeleton", "get_skeleton"); // int
+ ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "joint_i_to_bone_i", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL), "set_joint_i_to_bone_i", "get_joint_i_to_bone_i"); // Map<int,
+ ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "joint_i_to_name", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL), "set_joint_i_to_name", "get_joint_i_to_name"); // Map<int,
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "godot_skin"), "set_godot_skin", "get_godot_skin"); // Ref<Skin>
+}
+
+GLTFNodeIndex GLTFSkin::get_skin_root() {
+ return skin_root;
+}
+
+void GLTFSkin::set_skin_root(GLTFNodeIndex p_skin_root) {
+ skin_root = p_skin_root;
+}
+
+Vector<GLTFNodeIndex> GLTFSkin::get_joints_original() {
+ return joints_original;
+}
+
+void GLTFSkin::set_joints_original(Vector<GLTFNodeIndex> p_joints_original) {
+ joints_original = p_joints_original;
+}
+
+Array GLTFSkin::get_inverse_binds() {
+ return GLTFDocument::to_array(inverse_binds);
+}
+
+void GLTFSkin::set_inverse_binds(Array p_inverse_binds) {
+ GLTFDocument::set_from_array(inverse_binds, p_inverse_binds);
+}
+
+Vector<GLTFNodeIndex> GLTFSkin::get_joints() {
+ return joints;
+}
+
+void GLTFSkin::set_joints(Vector<GLTFNodeIndex> p_joints) {
+ joints = p_joints;
+}
+
+Vector<GLTFNodeIndex> GLTFSkin::get_non_joints() {
+ return non_joints;
+}
+
+void GLTFSkin::set_non_joints(Vector<GLTFNodeIndex> p_non_joints) {
+ non_joints = p_non_joints;
+}
+
+Vector<GLTFNodeIndex> GLTFSkin::get_roots() {
+ return roots;
+}
+
+void GLTFSkin::set_roots(Vector<GLTFNodeIndex> p_roots) {
+ roots = p_roots;
+}
+
+int GLTFSkin::get_skeleton() {
+ return skeleton;
+}
+
+void GLTFSkin::set_skeleton(int p_skeleton) {
+ skeleton = p_skeleton;
+}
+
+Dictionary GLTFSkin::get_joint_i_to_bone_i() {
+ return GLTFDocument::to_dict(joint_i_to_bone_i);
+}
+
+void GLTFSkin::set_joint_i_to_bone_i(Dictionary p_joint_i_to_bone_i) {
+ GLTFDocument::set_from_dict(joint_i_to_bone_i, p_joint_i_to_bone_i);
+}
+
+Dictionary GLTFSkin::get_joint_i_to_name() {
+ Dictionary ret;
+ Map<int, StringName>::Element *elem = joint_i_to_name.front();
+ while (elem) {
+ ret[elem->key()] = String(elem->value());
+ elem = elem->next();
+ }
+ return ret;
+}
+
+void GLTFSkin::set_joint_i_to_name(Dictionary p_joint_i_to_name) {
+ joint_i_to_name = Map<int, StringName>();
+ Array keys = p_joint_i_to_name.keys();
+ for (int i = 0; i < keys.size(); i++) {
+ joint_i_to_name[keys[i]] = joint_i_to_name[keys[i]];
+ }
+}
+
+Ref<Skin> GLTFSkin::get_godot_skin() {
+ return godot_skin;
+}
+
+void GLTFSkin::set_godot_skin(Ref<Skin> p_godot_skin) {
+ godot_skin = p_godot_skin;
+}
diff --git a/modules/gltf/gltf_skin.h b/modules/gltf/gltf_skin.h
new file mode 100644
index 0000000000..09e1a37a55
--- /dev/null
+++ b/modules/gltf/gltf_skin.h
@@ -0,0 +1,109 @@
+/*************************************************************************/
+/* gltf_skin.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 GLTF_SKIN_H
+#define GLTF_SKIN_H
+
+#include "core/io/resource.h"
+#include "gltf_document.h"
+
+class GLTFSkin : public Resource {
+ GDCLASS(GLTFSkin, Resource);
+ friend class GLTFDocument;
+
+private:
+ // The "skeleton" property defined in the gltf spec. -1 = Scene Root
+ GLTFNodeIndex skin_root = -1;
+
+ Vector<GLTFNodeIndex> joints_original;
+ Vector<Transform> inverse_binds;
+
+ // Note: joints + non_joints should form a complete subtree, or subtrees
+ // with a common parent
+
+ // All nodes that are skins that are caught in-between the original joints
+ // (inclusive of joints_original)
+ Vector<GLTFNodeIndex> joints;
+
+ // All Nodes that are caught in-between skin joint nodes, and are not
+ // defined as joints by any skin
+ Vector<GLTFNodeIndex> non_joints;
+
+ // The roots of the skin. In the case of multiple roots, their parent *must*
+ // be the same (the roots must be siblings)
+ Vector<GLTFNodeIndex> roots;
+
+ // The GLTF Skeleton this Skin points to (after we determine skeletons)
+ GLTFSkeletonIndex skeleton = -1;
+
+ // A mapping from the joint indices (in the order of joints_original) to the
+ // Godot Skeleton's bone_indices
+ Map<int, int> joint_i_to_bone_i;
+ Map<int, StringName> joint_i_to_name;
+
+ // The Actual Skin that will be created as a mapping between the IBM's of
+ // this skin to the generated skeleton for the mesh instances.
+ Ref<Skin> godot_skin;
+
+protected:
+ static void _bind_methods();
+
+public:
+ GLTFNodeIndex get_skin_root();
+ void set_skin_root(GLTFNodeIndex p_skin_root);
+
+ Vector<GLTFNodeIndex> get_joints_original();
+ void set_joints_original(Vector<GLTFNodeIndex> p_joints_original);
+
+ Array get_inverse_binds();
+ void set_inverse_binds(Array p_inverse_binds);
+
+ Vector<GLTFNodeIndex> get_joints();
+ void set_joints(Vector<GLTFNodeIndex> p_joints);
+
+ Vector<GLTFNodeIndex> get_non_joints();
+ void set_non_joints(Vector<GLTFNodeIndex> p_non_joints);
+
+ Vector<GLTFNodeIndex> get_roots();
+ void set_roots(Vector<GLTFNodeIndex> p_roots);
+
+ int get_skeleton();
+ void set_skeleton(int p_skeleton);
+
+ Dictionary get_joint_i_to_bone_i();
+ void set_joint_i_to_bone_i(Dictionary p_joint_i_to_bone_i);
+
+ Dictionary get_joint_i_to_name();
+ void set_joint_i_to_name(Dictionary p_joint_i_to_name);
+
+ Ref<Skin> get_godot_skin();
+ void set_godot_skin(Ref<Skin> p_godot_skin);
+};
+#endif // GLTF_SKIN_H
diff --git a/modules/gltf/gltf_spec_gloss.cpp b/modules/gltf/gltf_spec_gloss.cpp
new file mode 100644
index 0000000000..7f27805d62
--- /dev/null
+++ b/modules/gltf/gltf_spec_gloss.cpp
@@ -0,0 +1,90 @@
+/*************************************************************************/
+/* gltf_spec_gloss.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 "gltf_spec_gloss.h"
+
+void GLTFSpecGloss::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("get_diffuse_img"), &GLTFSpecGloss::get_diffuse_img);
+ ClassDB::bind_method(D_METHOD("set_diffuse_img", "diffuse_img"), &GLTFSpecGloss::set_diffuse_img);
+ ClassDB::bind_method(D_METHOD("get_diffuse_factor"), &GLTFSpecGloss::get_diffuse_factor);
+ ClassDB::bind_method(D_METHOD("set_diffuse_factor", "diffuse_factor"), &GLTFSpecGloss::set_diffuse_factor);
+ ClassDB::bind_method(D_METHOD("get_gloss_factor"), &GLTFSpecGloss::get_gloss_factor);
+ ClassDB::bind_method(D_METHOD("set_gloss_factor", "gloss_factor"), &GLTFSpecGloss::set_gloss_factor);
+ ClassDB::bind_method(D_METHOD("get_specular_factor"), &GLTFSpecGloss::get_specular_factor);
+ ClassDB::bind_method(D_METHOD("set_specular_factor", "specular_factor"), &GLTFSpecGloss::set_specular_factor);
+ ClassDB::bind_method(D_METHOD("get_spec_gloss_img"), &GLTFSpecGloss::get_spec_gloss_img);
+ ClassDB::bind_method(D_METHOD("set_spec_gloss_img", "spec_gloss_img"), &GLTFSpecGloss::set_spec_gloss_img);
+
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "diffuse_img"), "set_diffuse_img", "get_diffuse_img"); // Ref<Image>
+ ADD_PROPERTY(PropertyInfo(Variant::COLOR, "diffuse_factor"), "set_diffuse_factor", "get_diffuse_factor"); // Color
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "gloss_factor"), "set_gloss_factor", "get_gloss_factor"); // float
+ ADD_PROPERTY(PropertyInfo(Variant::COLOR, "specular_factor"), "set_specular_factor", "get_specular_factor"); // Color
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "spec_gloss_img"), "set_spec_gloss_img", "get_spec_gloss_img"); // Ref<Image>
+}
+
+Ref<Image> GLTFSpecGloss::get_diffuse_img() {
+ return diffuse_img;
+}
+
+void GLTFSpecGloss::set_diffuse_img(Ref<Image> p_diffuse_img) {
+ diffuse_img = p_diffuse_img;
+}
+
+Color GLTFSpecGloss::get_diffuse_factor() {
+ return diffuse_factor;
+}
+
+void GLTFSpecGloss::set_diffuse_factor(Color p_diffuse_factor) {
+ diffuse_factor = p_diffuse_factor;
+}
+
+float GLTFSpecGloss::get_gloss_factor() {
+ return gloss_factor;
+}
+
+void GLTFSpecGloss::set_gloss_factor(float p_gloss_factor) {
+ gloss_factor = p_gloss_factor;
+}
+
+Color GLTFSpecGloss::get_specular_factor() {
+ return specular_factor;
+}
+
+void GLTFSpecGloss::set_specular_factor(Color p_specular_factor) {
+ specular_factor = p_specular_factor;
+}
+
+Ref<Image> GLTFSpecGloss::get_spec_gloss_img() {
+ return spec_gloss_img;
+}
+
+void GLTFSpecGloss::set_spec_gloss_img(Ref<Image> p_spec_gloss_img) {
+ spec_gloss_img = p_spec_gloss_img;
+}
diff --git a/modules/gltf/gltf_spec_gloss.h b/modules/gltf/gltf_spec_gloss.h
new file mode 100644
index 0000000000..e06c6c14f3
--- /dev/null
+++ b/modules/gltf/gltf_spec_gloss.h
@@ -0,0 +1,67 @@
+/*************************************************************************/
+/* gltf_spec_gloss.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 GLTF_SPEC_GLOSS_H
+#define GLTF_SPEC_GLOSS_H
+
+#include "core/io/image.h"
+#include "core/io/resource.h"
+
+class GLTFSpecGloss : public Resource {
+ GDCLASS(GLTFSpecGloss, Resource);
+ friend class GLTFDocument;
+
+private:
+ Ref<Image> diffuse_img = nullptr;
+ Color diffuse_factor = Color(1.0f, 1.0f, 1.0f);
+ float gloss_factor = 1.0f;
+ Color specular_factor = Color(1.0f, 1.0f, 1.0f);
+ Ref<Image> spec_gloss_img = nullptr;
+
+protected:
+ static void _bind_methods();
+
+public:
+ Ref<Image> get_diffuse_img();
+ void set_diffuse_img(Ref<Image> p_diffuse_img);
+
+ Color get_diffuse_factor();
+ void set_diffuse_factor(Color p_diffuse_factor);
+
+ float get_gloss_factor();
+ void set_gloss_factor(float p_gloss_factor);
+
+ Color get_specular_factor();
+ void set_specular_factor(Color p_specular_factor);
+
+ Ref<Image> get_spec_gloss_img();
+ void set_spec_gloss_img(Ref<Image> p_spec_gloss_img);
+};
+#endif // GLTF_SPEC_GLOSS_H
diff --git a/modules/gltf/gltf_state.cpp b/modules/gltf/gltf_state.cpp
new file mode 100644
index 0000000000..403ae26bd3
--- /dev/null
+++ b/modules/gltf/gltf_state.cpp
@@ -0,0 +1,296 @@
+/*************************************************************************/
+/* gltf_state.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 "gltf_state.h"
+
+void GLTFState::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("get_json"), &GLTFState::get_json);
+ ClassDB::bind_method(D_METHOD("set_json", "json"), &GLTFState::set_json);
+ ClassDB::bind_method(D_METHOD("get_major_version"), &GLTFState::get_major_version);
+ ClassDB::bind_method(D_METHOD("set_major_version", "major_version"), &GLTFState::set_major_version);
+ ClassDB::bind_method(D_METHOD("get_minor_version"), &GLTFState::get_minor_version);
+ ClassDB::bind_method(D_METHOD("set_minor_version", "minor_version"), &GLTFState::set_minor_version);
+ ClassDB::bind_method(D_METHOD("get_glb_data"), &GLTFState::get_glb_data);
+ ClassDB::bind_method(D_METHOD("set_glb_data", "glb_data"), &GLTFState::set_glb_data);
+ ClassDB::bind_method(D_METHOD("get_use_named_skin_binds"), &GLTFState::get_use_named_skin_binds);
+ ClassDB::bind_method(D_METHOD("set_use_named_skin_binds", "use_named_skin_binds"), &GLTFState::set_use_named_skin_binds);
+ ClassDB::bind_method(D_METHOD("get_nodes"), &GLTFState::get_nodes);
+ ClassDB::bind_method(D_METHOD("set_nodes", "nodes"), &GLTFState::set_nodes);
+ ClassDB::bind_method(D_METHOD("get_buffers"), &GLTFState::get_buffers);
+ ClassDB::bind_method(D_METHOD("set_buffers", "buffers"), &GLTFState::set_buffers);
+ ClassDB::bind_method(D_METHOD("get_buffer_views"), &GLTFState::get_buffer_views);
+ ClassDB::bind_method(D_METHOD("set_buffer_views", "buffer_views"), &GLTFState::set_buffer_views);
+ ClassDB::bind_method(D_METHOD("get_accessors"), &GLTFState::get_accessors);
+ ClassDB::bind_method(D_METHOD("set_accessors", "accessors"), &GLTFState::set_accessors);
+ ClassDB::bind_method(D_METHOD("get_meshes"), &GLTFState::get_meshes);
+ ClassDB::bind_method(D_METHOD("set_meshes", "meshes"), &GLTFState::set_meshes);
+ ClassDB::bind_method(D_METHOD("get_animation_players_count"), &GLTFState::get_animation_players_count);
+ ClassDB::bind_method(D_METHOD("get_animation_player"), &GLTFState::get_animation_player);
+ ClassDB::bind_method(D_METHOD("get_materials"), &GLTFState::get_materials);
+ ClassDB::bind_method(D_METHOD("set_materials", "materials"), &GLTFState::set_materials);
+ ClassDB::bind_method(D_METHOD("get_scene_name"), &GLTFState::get_scene_name);
+ ClassDB::bind_method(D_METHOD("set_scene_name", "scene_name"), &GLTFState::set_scene_name);
+ ClassDB::bind_method(D_METHOD("get_root_nodes"), &GLTFState::get_root_nodes);
+ ClassDB::bind_method(D_METHOD("set_root_nodes", "root_nodes"), &GLTFState::set_root_nodes);
+ ClassDB::bind_method(D_METHOD("get_textures"), &GLTFState::get_textures);
+ ClassDB::bind_method(D_METHOD("set_textures", "textures"), &GLTFState::set_textures);
+ ClassDB::bind_method(D_METHOD("get_images"), &GLTFState::get_images);
+ ClassDB::bind_method(D_METHOD("set_images", "images"), &GLTFState::set_images);
+ ClassDB::bind_method(D_METHOD("get_skins"), &GLTFState::get_skins);
+ ClassDB::bind_method(D_METHOD("set_skins", "skins"), &GLTFState::set_skins);
+ ClassDB::bind_method(D_METHOD("get_cameras"), &GLTFState::get_cameras);
+ ClassDB::bind_method(D_METHOD("set_cameras", "cameras"), &GLTFState::set_cameras);
+ ClassDB::bind_method(D_METHOD("get_lights"), &GLTFState::get_lights);
+ ClassDB::bind_method(D_METHOD("set_lights", "lights"), &GLTFState::set_lights);
+ ClassDB::bind_method(D_METHOD("get_unique_names"), &GLTFState::get_unique_names);
+ ClassDB::bind_method(D_METHOD("set_unique_names", "unique_names"), &GLTFState::set_unique_names);
+ ClassDB::bind_method(D_METHOD("get_skeletons"), &GLTFState::get_skeletons);
+ ClassDB::bind_method(D_METHOD("set_skeletons", "skeletons"), &GLTFState::set_skeletons);
+ ClassDB::bind_method(D_METHOD("get_skeleton_to_node"), &GLTFState::get_skeleton_to_node);
+ ClassDB::bind_method(D_METHOD("set_skeleton_to_node", "skeleton_to_node"), &GLTFState::set_skeleton_to_node);
+ ClassDB::bind_method(D_METHOD("get_animations"), &GLTFState::get_animations);
+ ClassDB::bind_method(D_METHOD("set_animations", "animations"), &GLTFState::set_animations);
+ ClassDB::bind_method(D_METHOD("get_scene_node"), &GLTFState::get_scene_node);
+
+ ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "json"), "set_json", "get_json"); // Dictionary
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "major_version"), "set_major_version", "get_major_version"); // int
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "minor_version"), "set_minor_version", "get_minor_version"); // int
+ ADD_PROPERTY(PropertyInfo(Variant::PACKED_BYTE_ARRAY, "glb_data"), "set_glb_data", "get_glb_data"); // Vector<uint8_t>
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_named_skin_binds"), "set_use_named_skin_binds", "get_use_named_skin_binds"); // bool
+ ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "nodes", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_nodes", "get_nodes"); // Vector<Ref<GLTFNode>>
+ ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "buffers"), "set_buffers", "get_buffers"); // Vector<Vector<uint8_t>
+ ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "buffer_views", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_buffer_views", "get_buffer_views"); // Vector<Ref<GLTFBufferView>>
+ ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "accessors", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_accessors", "get_accessors"); // Vector<Ref<GLTFAccessor>>
+ ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "meshes", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_meshes", "get_meshes"); // Vector<Ref<GLTFMesh>>
+ ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "materials", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_materials", "get_materials"); // Vector<Ref<Material>
+ ADD_PROPERTY(PropertyInfo(Variant::STRING, "scene_name"), "set_scene_name", "get_scene_name"); // String
+ ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "root_nodes"), "set_root_nodes", "get_root_nodes"); // Vector<int>
+ ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "textures", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_textures", "get_textures"); // Vector<Ref<GLTFTexture>>
+ ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "images", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_images", "get_images"); // Vector<Ref<Texture>
+ ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "skins", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_skins", "get_skins"); // Vector<Ref<GLTFSkin>>
+ ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "cameras", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_cameras", "get_cameras"); // Vector<Ref<GLTFCamera>>
+ ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "lights", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_lights", "get_lights"); // Vector<Ref<GLTFLight>>
+ ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "unique_names", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_unique_names", "get_unique_names"); // Set<String>
+ ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "skeletons", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_skeletons", "get_skeletons"); // Vector<Ref<GLTFSkeleton>>
+ ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "skeleton_to_node", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_skeleton_to_node", "get_skeleton_to_node"); // Map<GLTFSkeletonIndex,
+ ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "animations", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_animations", "get_animations"); // Vector<Ref<GLTFAnimation>>
+}
+
+Dictionary GLTFState::get_json() {
+ return json;
+}
+
+void GLTFState::set_json(Dictionary p_json) {
+ json = p_json;
+}
+
+int GLTFState::get_major_version() {
+ return major_version;
+}
+
+void GLTFState::set_major_version(int p_major_version) {
+ major_version = p_major_version;
+}
+
+int GLTFState::get_minor_version() {
+ return minor_version;
+}
+
+void GLTFState::set_minor_version(int p_minor_version) {
+ minor_version = p_minor_version;
+}
+
+Vector<uint8_t> GLTFState::get_glb_data() {
+ return glb_data;
+}
+
+void GLTFState::set_glb_data(Vector<uint8_t> p_glb_data) {
+ glb_data = p_glb_data;
+}
+
+bool GLTFState::get_use_named_skin_binds() {
+ return use_named_skin_binds;
+}
+
+void GLTFState::set_use_named_skin_binds(bool p_use_named_skin_binds) {
+ use_named_skin_binds = p_use_named_skin_binds;
+}
+
+Array GLTFState::get_nodes() {
+ return GLTFDocument::to_array(nodes);
+}
+
+void GLTFState::set_nodes(Array p_nodes) {
+ GLTFDocument::set_from_array(nodes, p_nodes);
+}
+
+Array GLTFState::get_buffers() {
+ return GLTFDocument::to_array(buffers);
+}
+
+void GLTFState::set_buffers(Array p_buffers) {
+ GLTFDocument::set_from_array(buffers, p_buffers);
+}
+
+Array GLTFState::get_buffer_views() {
+ return GLTFDocument::to_array(buffer_views);
+}
+
+void GLTFState::set_buffer_views(Array p_buffer_views) {
+ GLTFDocument::set_from_array(buffer_views, p_buffer_views);
+}
+
+Array GLTFState::get_accessors() {
+ return GLTFDocument::to_array(accessors);
+}
+
+void GLTFState::set_accessors(Array p_accessors) {
+ GLTFDocument::set_from_array(accessors, p_accessors);
+}
+
+Array GLTFState::get_meshes() {
+ return GLTFDocument::to_array(meshes);
+}
+
+void GLTFState::set_meshes(Array p_meshes) {
+ GLTFDocument::set_from_array(meshes, p_meshes);
+}
+
+Array GLTFState::get_materials() {
+ return GLTFDocument::to_array(materials);
+}
+
+void GLTFState::set_materials(Array p_materials) {
+ GLTFDocument::set_from_array(materials, p_materials);
+}
+
+String GLTFState::get_scene_name() {
+ return scene_name;
+}
+
+void GLTFState::set_scene_name(String p_scene_name) {
+ scene_name = p_scene_name;
+}
+
+Array GLTFState::get_root_nodes() {
+ return GLTFDocument::to_array(root_nodes);
+}
+
+void GLTFState::set_root_nodes(Array p_root_nodes) {
+ GLTFDocument::set_from_array(root_nodes, p_root_nodes);
+}
+
+Array GLTFState::get_textures() {
+ return GLTFDocument::to_array(textures);
+}
+
+void GLTFState::set_textures(Array p_textures) {
+ GLTFDocument::set_from_array(textures, p_textures);
+}
+
+Array GLTFState::get_images() {
+ return GLTFDocument::to_array(images);
+}
+
+void GLTFState::set_images(Array p_images) {
+ GLTFDocument::set_from_array(images, p_images);
+}
+
+Array GLTFState::get_skins() {
+ return GLTFDocument::to_array(skins);
+}
+
+void GLTFState::set_skins(Array p_skins) {
+ GLTFDocument::set_from_array(skins, p_skins);
+}
+
+Array GLTFState::get_cameras() {
+ return GLTFDocument::to_array(cameras);
+}
+
+void GLTFState::set_cameras(Array p_cameras) {
+ GLTFDocument::set_from_array(cameras, p_cameras);
+}
+
+Array GLTFState::get_lights() {
+ return GLTFDocument::to_array(lights);
+}
+
+void GLTFState::set_lights(Array p_lights) {
+ GLTFDocument::set_from_array(lights, p_lights);
+}
+
+Array GLTFState::get_unique_names() {
+ return GLTFDocument::to_array(unique_names);
+}
+
+void GLTFState::set_unique_names(Array p_unique_names) {
+ GLTFDocument::set_from_array(unique_names, p_unique_names);
+}
+
+Array GLTFState::get_skeletons() {
+ return GLTFDocument::to_array(skeletons);
+}
+
+void GLTFState::set_skeletons(Array p_skeletons) {
+ GLTFDocument::set_from_array(skeletons, p_skeletons);
+}
+
+Dictionary GLTFState::get_skeleton_to_node() {
+ return GLTFDocument::to_dict(skeleton_to_node);
+}
+
+void GLTFState::set_skeleton_to_node(Dictionary p_skeleton_to_node) {
+ GLTFDocument::set_from_dict(skeleton_to_node, p_skeleton_to_node);
+}
+
+Array GLTFState::get_animations() {
+ return GLTFDocument::to_array(animations);
+}
+
+void GLTFState::set_animations(Array p_animations) {
+ GLTFDocument::set_from_array(animations, p_animations);
+}
+
+Node *GLTFState::get_scene_node(GLTFNodeIndex idx) {
+ if (!scene_nodes.has(idx)) {
+ return nullptr;
+ }
+ return scene_nodes[idx];
+}
+
+int GLTFState::get_animation_players_count(int idx) {
+ return animation_players.size();
+}
+
+AnimationPlayer *GLTFState::get_animation_player(int idx) {
+ ERR_FAIL_INDEX_V(idx, animation_players.size(), nullptr);
+ return animation_players[idx];
+}
diff --git a/modules/gltf/gltf_state.h b/modules/gltf/gltf_state.h
new file mode 100644
index 0000000000..f21472ad1b
--- /dev/null
+++ b/modules/gltf/gltf_state.h
@@ -0,0 +1,180 @@
+/*************************************************************************/
+/* gltf_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 GLTF_STATE_H
+#define GLTF_STATE_H
+
+#include "core/io/resource.h"
+#include "core/templates/vector.h"
+#include "editor_scene_importer_gltf.h"
+#include "gltf_accessor.h"
+#include "gltf_animation.h"
+#include "gltf_buffer_view.h"
+#include "gltf_camera.h"
+#include "gltf_document.h"
+#include "gltf_light.h"
+#include "gltf_mesh.h"
+#include "gltf_node.h"
+#include "gltf_skeleton.h"
+#include "gltf_skin.h"
+#include "gltf_texture.h"
+#include "scene/animation/animation_player.h"
+#include "scene/resources/texture.h"
+
+class GLTFState : public Resource {
+ GDCLASS(GLTFState, Resource);
+ friend class GLTFDocument;
+ friend class PackedSceneGLTF;
+
+ Dictionary json;
+ int major_version = 0;
+ int minor_version = 0;
+ Vector<uint8_t> glb_data;
+
+ bool use_named_skin_binds = false;
+
+ Vector<Ref<GLTFNode>> nodes;
+ Vector<Vector<uint8_t>> buffers;
+ Vector<Ref<GLTFBufferView>> buffer_views;
+ Vector<Ref<GLTFAccessor>> accessors;
+
+ Vector<Ref<GLTFMesh>> meshes; // meshes are loaded directly, no reason not to.
+
+ Vector<AnimationPlayer *> animation_players;
+ Map<Ref<BaseMaterial3D>, GLTFMaterialIndex> material_cache;
+ Vector<Ref<BaseMaterial3D>> materials;
+
+ String scene_name;
+ Vector<int> root_nodes;
+ Vector<Ref<GLTFTexture>> textures;
+ Vector<Ref<Texture2D>> images;
+
+ Vector<Ref<GLTFSkin>> skins;
+ Vector<Ref<GLTFCamera>> cameras;
+ Vector<Ref<GLTFLight>> lights;
+ Set<String> unique_names;
+
+ Vector<Ref<GLTFSkeleton>> skeletons;
+ Map<GLTFSkeletonIndex, GLTFNodeIndex> skeleton_to_node;
+ Vector<Ref<GLTFAnimation>> animations;
+ Map<GLTFNodeIndex, Node *> scene_nodes;
+
+protected:
+ static void _bind_methods();
+
+public:
+ Dictionary get_json();
+ void set_json(Dictionary p_json);
+
+ int get_major_version();
+ void set_major_version(int p_major_version);
+
+ int get_minor_version();
+ void set_minor_version(int p_minor_version);
+
+ Vector<uint8_t> get_glb_data();
+ void set_glb_data(Vector<uint8_t> p_glb_data);
+
+ bool get_use_named_skin_binds();
+ void set_use_named_skin_binds(bool p_use_named_skin_binds);
+
+ Array get_nodes();
+ void set_nodes(Array p_nodes);
+
+ Array get_buffers();
+ void set_buffers(Array p_buffers);
+
+ Array get_buffer_views();
+ void set_buffer_views(Array p_buffer_views);
+
+ Array get_accessors();
+ void set_accessors(Array p_accessors);
+
+ Array get_meshes();
+ void set_meshes(Array p_meshes);
+
+ Array get_materials();
+ void set_materials(Array p_materials);
+
+ String get_scene_name();
+ void set_scene_name(String p_scene_name);
+
+ Array get_root_nodes();
+ void set_root_nodes(Array p_root_nodes);
+
+ Array get_textures();
+ void set_textures(Array p_textures);
+
+ Array get_images();
+ void set_images(Array p_images);
+
+ Array get_skins();
+ void set_skins(Array p_skins);
+
+ Array get_cameras();
+ void set_cameras(Array p_cameras);
+
+ Array get_lights();
+ void set_lights(Array p_lights);
+
+ Array get_unique_names();
+ void set_unique_names(Array p_unique_names);
+
+ Array get_skeletons();
+ void set_skeletons(Array p_skeletons);
+
+ Dictionary get_skeleton_to_node();
+ void set_skeleton_to_node(Dictionary p_skeleton_to_node);
+
+ Array get_animations();
+ void set_animations(Array p_animations);
+
+ Node *get_scene_node(GLTFNodeIndex idx);
+
+ int get_animation_players_count(int idx);
+
+ AnimationPlayer *get_animation_player(int idx);
+
+ //void set_scene_nodes(Map<GLTFNodeIndex, Node *> p_scene_nodes) {
+ // this->scene_nodes = p_scene_nodes;
+ //}
+
+ //void set_animation_players(Vector<AnimationPlayer *> p_animation_players) {
+ // this->animation_players = p_animation_players;
+ //}
+
+ //Map<Ref<Material>, GLTFMaterialIndex> get_material_cache() {
+ // return this->material_cache;
+ //}
+ //void set_material_cache(Map<Ref<Material>, GLTFMaterialIndex> p_material_cache) {
+ // this->material_cache = p_material_cache;
+ //}
+};
+#endif // GLTF_STATE_H
diff --git a/modules/gltf/gltf_texture.cpp b/modules/gltf/gltf_texture.cpp
new file mode 100644
index 0000000000..55434a5047
--- /dev/null
+++ b/modules/gltf/gltf_texture.cpp
@@ -0,0 +1,46 @@
+/*************************************************************************/
+/* gltf_texture.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 "gltf_texture.h"
+
+void GLTFTexture::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("get_src_image"), &GLTFTexture::get_src_image);
+ ClassDB::bind_method(D_METHOD("set_src_image", "src_image"), &GLTFTexture::set_src_image);
+
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "src_image"), "set_src_image", "get_src_image"); // int
+}
+
+GLTFImageIndex GLTFTexture::get_src_image() const {
+ return src_image;
+}
+
+void GLTFTexture::set_src_image(GLTFImageIndex val) {
+ src_image = val;
+}
diff --git a/modules/gltf/gltf_texture.h b/modules/gltf/gltf_texture.h
new file mode 100644
index 0000000000..5e0c9c307b
--- /dev/null
+++ b/modules/gltf/gltf_texture.h
@@ -0,0 +1,51 @@
+/*************************************************************************/
+/* gltf_texture.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 GLTF_TEXTURE_H
+#define GLTF_TEXTURE_H
+
+#include "core/io/resource.h"
+#include "gltf_document.h"
+
+class GLTFTexture : public Resource {
+ GDCLASS(GLTFTexture, Resource);
+
+private:
+ GLTFImageIndex src_image;
+
+protected:
+ static void _bind_methods();
+
+public:
+ GLTFImageIndex get_src_image() const;
+ void set_src_image(GLTFImageIndex val);
+};
+
+#endif // GLTF_TEXTURE_H
diff --git a/modules/gltf/register_types.cpp b/modules/gltf/register_types.cpp
new file mode 100644
index 0000000000..bd5775af34
--- /dev/null
+++ b/modules/gltf/register_types.cpp
@@ -0,0 +1,88 @@
+/*************************************************************************/
+/* register_types.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 "register_types.h"
+
+#include "editor/editor_node.h"
+#include "editor_scene_exporter_gltf_plugin.h"
+#include "editor_scene_importer_gltf.h"
+#include "gltf_accessor.h"
+#include "gltf_animation.h"
+#include "gltf_buffer_view.h"
+#include "gltf_camera.h"
+#include "gltf_document.h"
+#include "gltf_light.h"
+#include "gltf_mesh.h"
+#include "gltf_node.h"
+#include "gltf_skeleton.h"
+#include "gltf_skin.h"
+#include "gltf_spec_gloss.h"
+#include "gltf_state.h"
+#include "gltf_texture.h"
+
+#ifndef _3D_DISABLED
+#ifdef TOOLS_ENABLED
+static void _editor_init() {
+ Ref<EditorSceneImporterGLTF> import_gltf;
+ import_gltf.instance();
+ ResourceImporterScene::get_singleton()->add_importer(import_gltf);
+}
+#endif
+#endif
+
+void register_gltf_types() {
+#ifndef _3D_DISABLED
+#ifdef TOOLS_ENABLED
+ ClassDB::register_class<EditorSceneImporterGLTF>();
+ ClassDB::APIType prev_api = ClassDB::get_current_api();
+ ClassDB::set_current_api(ClassDB::API_EDITOR);
+ EditorPlugins::add_by_type<SceneExporterGLTFPlugin>();
+ ClassDB::set_current_api(prev_api);
+ EditorNode::add_init_callback(_editor_init);
+#endif
+ ClassDB::register_class<GLTFSpecGloss>();
+ ClassDB::register_class<GLTFNode>();
+ ClassDB::register_class<GLTFAnimation>();
+ ClassDB::register_class<GLTFBufferView>();
+ ClassDB::register_class<GLTFAccessor>();
+ ClassDB::register_class<GLTFTexture>();
+ ClassDB::register_class<GLTFSkeleton>();
+ ClassDB::register_class<GLTFSkin>();
+ ClassDB::register_class<GLTFMesh>();
+ ClassDB::register_class<GLTFCamera>();
+ ClassDB::register_class<GLTFLight>();
+ ClassDB::register_class<GLTFState>();
+ ClassDB::register_class<GLTFDocument>();
+ ClassDB::register_class<PackedSceneGLTF>();
+#endif
+}
+
+void unregister_gltf_types() {
+}
diff --git a/modules/gltf/register_types.h b/modules/gltf/register_types.h
new file mode 100644
index 0000000000..ffbc586ade
--- /dev/null
+++ b/modules/gltf/register_types.h
@@ -0,0 +1,32 @@
+/*************************************************************************/
+/* register_types.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. */
+/*************************************************************************/
+
+void register_gltf_types();
+void unregister_gltf_types();
diff --git a/modules/text_server_adv/dynamic_font_adv.cpp b/modules/text_server_adv/dynamic_font_adv.cpp
index 08c4ad2727..99d78a5299 100644
--- a/modules/text_server_adv/dynamic_font_adv.cpp
+++ b/modules/text_server_adv/dynamic_font_adv.cpp
@@ -432,8 +432,8 @@ DynamicFontDataAdvanced::Character DynamicFontDataAdvanced::bitmap_to_character(
}
Character chr;
- chr.align = Vector2(xofs, -yofs) * p_data->scale_color_font / oversampling;
- chr.advance = advance * p_data->scale_color_font / oversampling;
+ chr.align = (Vector2(xofs, -yofs) * p_data->scale_color_font / oversampling).round();
+ chr.advance = (advance * p_data->scale_color_font / oversampling).round();
chr.texture_idx = tex_pos.index;
chr.found = true;
diff --git a/modules/text_server_fb/dynamic_font_fb.cpp b/modules/text_server_fb/dynamic_font_fb.cpp
index 6731870e8f..ca9e5b580b 100644
--- a/modules/text_server_fb/dynamic_font_fb.cpp
+++ b/modules/text_server_fb/dynamic_font_fb.cpp
@@ -317,8 +317,8 @@ DynamicFontDataFallback::Character DynamicFontDataFallback::bitmap_to_character(
}
Character chr;
- chr.align = Vector2(xofs, -yofs) * p_data->scale_color_font / oversampling;
- chr.advance = advance * p_data->scale_color_font / oversampling;
+ chr.align = (Vector2(xofs, -yofs) * p_data->scale_color_font / oversampling).round();
+ chr.advance = (advance * p_data->scale_color_font / oversampling).round();
chr.texture_idx = tex_pos.index;
chr.found = true;