/*************************************************************************/ /* editor_scene_importer_assimp.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef EDITOR_SCENE_IMPORTER_ASSIMP_H #define EDITOR_SCENE_IMPORTER_ASSIMP_H #ifdef TOOLS_ENABLED #include "core/bind/core_bind.h" #include "core/io/resource_importer.h" #include "core/vector.h" #include "editor/import/resource_importer_scene.h" #include "editor/project_settings_editor.h" #include "scene/3d/mesh_instance.h" #include "scene/3d/skeleton.h" #include "scene/3d/spatial.h" #include "scene/animation/animation_player.h" #include "scene/resources/animation.h" #include "scene/resources/surface_tool.h" #include "assimp/DefaultLogger.hpp" #include "assimp/LogStream.hpp" #include "assimp/Logger.hpp" #include "assimp/matrix4x4.h" #include "assimp/scene.h" #include "assimp/types.h" class AssimpStream : public Assimp::LogStream { public: // Constructor AssimpStream(); // Destructor ~AssimpStream(); // Write something using your own functionality void write(const char *message); }; #define AI_MATKEY_FBX_MAYA_BASE_COLOR_FACTOR "$raw.Maya|baseColor", 0, 0 #define AI_MATKEY_FBX_MAYA_METALNESS_FACTOR "$raw.Maya|metalness", 0, 0 #define AI_MATKEY_FBX_MAYA_DIFFUSE_ROUGHNESS_FACTOR "$raw.Maya|diffuseRoughness", 0, 0 #define AI_MATKEY_FBX_MAYA_METALNESS_TEXTURE "$raw.Maya|metalness|file", aiTextureType_UNKNOWN, 0 #define AI_MATKEY_FBX_MAYA_METALNESS_UV_XFORM "$raw.Maya|metalness|uvtrafo", aiTextureType_UNKNOWN, 0 #define AI_MATKEY_FBX_MAYA_DIFFUSE_ROUGHNESS_TEXTURE "$raw.Maya|diffuseRoughness|file", aiTextureType_UNKNOWN, 0 #define AI_MATKEY_FBX_MAYA_DIFFUSE_ROUGHNESS_UV_XFORM "$raw.Maya|diffuseRoughness|uvtrafo", aiTextureType_UNKNOWN, 0 #define AI_MATKEY_FBX_MAYA_BASE_COLOR_TEXTURE "$raw.Maya|baseColor|file", aiTextureType_UNKNOWN, 0 #define AI_MATKEY_FBX_MAYA_BASE_COLOR_UV_XFORM "$raw.Maya|baseColor|uvtrafo", aiTextureType_UNKNOWN, 0 #define AI_MATKEY_FBX_MAYA_NORMAL_TEXTURE "$raw.Maya|normalCamera|file", aiTextureType_UNKNOWN, 0 #define AI_MATKEY_FBX_MAYA_NORMAL_UV_XFORM "$raw.Maya|normalCamera|uvtrafo", aiTextureType_UNKNOWN, 0 #define AI_MATKEY_FBX_NORMAL_TEXTURE "$raw.Maya|normalCamera|file", aiTextureType_UNKNOWN, 0 #define AI_MATKEY_FBX_NORMAL_UV_XFORM "$raw.Maya|normalCamera|uvtrafo", aiTextureType_UNKNOWN, 0 #define AI_MATKEY_FBX_MAYA_STINGRAY_DISPLACEMENT_SCALING_FACTOR "$raw.Maya|displacementscaling", 0, 0 #define AI_MATKEY_FBX_MAYA_STINGRAY_BASE_COLOR_FACTOR "$raw.Maya|base_color", 0, 0 #define AI_MATKEY_FBX_MAYA_STINGRAY_EMISSIVE_FACTOR "$raw.Maya|emissive", 0, 0 #define AI_MATKEY_FBX_MAYA_STINGRAY_METALLIC_FACTOR "$raw.Maya|metallic", 0, 0 #define AI_MATKEY_FBX_MAYA_STINGRAY_ROUGHNESS_FACTOR "$raw.Maya|roughness", 0, 0 #define AI_MATKEY_FBX_MAYA_STINGRAY_EMISSIVE_INTENSITY_FACTOR "$raw.Maya|emissive_intensity", 0, 0 #define AI_MATKEY_FBX_MAYA_STINGRAY_NORMAL_TEXTURE "$raw.Maya|TEX_normal_map|file", aiTextureType_UNKNOWN, 0 #define AI_MATKEY_FBX_MAYA_STINGRAY_NORMAL_UV_XFORM "$raw.Maya|TEX_normal_map|uvtrafo", aiTextureType_UNKNOWN, 0 #define AI_MATKEY_FBX_MAYA_STINGRAY_COLOR_TEXTURE "$raw.Maya|TEX_color_map|file", aiTextureType_UNKNOWN, 0 #define AI_MATKEY_FBX_MAYA_STINGRAY_COLOR_UV_XFORM "$raw.Maya|TEX_color_map|uvtrafo", aiTextureType_UNKNOWN, 0 #define AI_MATKEY_FBX_MAYA_STINGRAY_METALLIC_TEXTURE "$raw.Maya|TEX_metallic_map|file", aiTextureType_UNKNOWN, 0 #define AI_MATKEY_FBX_MAYA_STINGRAY_METALLIC_UV_XFORM "$raw.Maya|TEX_metallic_map|uvtrafo", aiTextureType_UNKNOWN, 0 #define AI_MATKEY_FBX_MAYA_STINGRAY_ROUGHNESS_TEXTURE "$raw.Maya|TEX_roughness_map|file", aiTextureType_UNKNOWN, 0 #define AI_MATKEY_FBX_MAYA_STINGRAY_ROUGHNESS_UV_XFORM "$raw.Maya|TEX_roughness_map|uvtrafo", aiTextureType_UNKNOWN, 0 #define AI_MATKEY_FBX_MAYA_STINGRAY_EMISSIVE_TEXTURE "$raw.Maya|TEX_emissive_map|file", aiTextureType_UNKNOWN, 0 #define AI_MATKEY_FBX_MAYA_STINGRAY_EMISSIVE_UV_XFORM "$raw.Maya|TEX_emissive_map|uvtrafo", aiTextureType_UNKNOWN, 0 #define AI_MATKEY_FBX_MAYA_STINGRAY_AO_TEXTURE "$raw.Maya|TEX_ao_map|file", aiTextureType_UNKNOWN, 0 #define AI_MATKEY_FBX_MAYA_STINGRAY_AO_UV_XFORM "$raw.Maya|TEX_ao_map|uvtrafo", aiTextureType_UNKNOWN, 0 class EditorSceneImporterAssimp : public EditorSceneImporter { private: GDCLASS(EditorSceneImporterAssimp, EditorSceneImporter); const String ASSIMP_FBX_KEY = "_$AssimpFbx$"; struct AssetImportAnimation { enum Interpolation { INTERP_LINEAR, INTERP_STEP, INTERP_CATMULLROMSPLINE, INTERP_CUBIC_SPLINE }; }; struct AssetImportFbx { enum ETimeMode { TIME_MODE_DEFAULT = 0, TIME_MODE_120 = 1, TIME_MODE_100 = 2, TIME_MODE_60 = 3, TIME_MODE_50 = 4, TIME_MODE_48 = 5, TIME_MODE_30 = 6, TIME_MODE_30_DROP = 7, TIME_MODE_NTSC_DROP_FRAME = 8, TIME_MODE_NTSC_FULL_FRAME = 9, TIME_MODE_PAL = 10, TIME_MODE_CINEMA = 11, TIME_MODE_1000 = 12, TIME_MODE_CINEMA_ND = 13, TIME_MODE_CUSTOM = 14, TIME_MODE_TIME_MODE_COUNT = 15 }; enum UpAxis { UP_VECTOR_AXIS_X = 1, UP_VECTOR_AXIS_Y = 2, UP_VECTOR_AXIS_Z = 3 }; enum FrontAxis { FRONT_PARITY_EVEN = 1, FRONT_PARITY_ODD = 2, }; enum CoordAxis { COORD_RIGHT = 0, COORD_LEFT = 1 }; }; struct ImportState { String path; const aiScene *assimp_scene; uint32_t max_bone_weights; Spatial *root; Map > mesh_cache; Map > material_cache; Map light_cache; Map camera_cache; Vector skeletons; Map bone_owners; //maps bones to skeleton index owned by Map node_map; Map mesh_skeletons; bool fbx; //for some reason assimp does some things different for FBX AnimationPlayer *animation_player; }; struct BoneInfo { uint32_t bone; float weight; }; struct SkeletonHole { //nodes may be part of the skeleton by used by vertex String name; String parent; Transform pose; const aiNode *node; }; const Transform _assimp_matrix_transform(const aiMatrix4x4 p_matrix); String _assimp_get_string(const aiString &p_string) const; Transform _get_global_assimp_node_transform(const aiNode *p_current_node); void _calc_tangent_from_mesh(const aiMesh *ai_mesh, int i, int tri_index, int index, PoolColorArray::Write &w); void _set_texture_mapping_mode(aiTextureMapMode *map_mode, Ref texture); void _find_texture_path(const String &p_path, String &path, bool &r_found); void _find_texture_path(const String &p_path, _Directory &dir, String &path, bool &found, String extension); Ref _load_texture(ImportState &state, String p_path); Ref _generate_material_from_index(ImportState &state, int p_index, bool p_double_sided); Ref _generate_mesh_from_surface_indices(ImportState &state, const Vector &p_surface_indices, Skeleton *p_skeleton = NULL, bool p_double_sided_material = false); void _generate_node(ImportState &state, const aiNode *p_assimp_node, Node *p_parent); void _generate_bone_groups(ImportState &state, const aiNode *p_assimp_node, Map &ownership, Map &bind_xforms); void _fill_node_relationships(ImportState &state, const aiNode *p_assimp_node, Map &ownership, Map &skeleton_map, int p_skeleton_id, Skeleton *p_skeleton, const String &p_parent_name, int &holecount, const Vector &p_holes, const Map &bind_xforms); void _generate_skeletons(ImportState &state, const aiNode *p_assimp_node, Map &ownership, Map &skeleton_map, const Map &bind_xforms); void _insert_animation_track(ImportState &scene, const aiAnimation *assimp_anim, int p_track, int p_bake_fps, Ref animation, float ticks_per_second, Skeleton *p_skeleton, const NodePath &p_path, const String &p_name); void _import_animation(ImportState &state, int p_animation_index, int p_bake_fps); Spatial *_generate_scene(const String &p_path, const aiScene *scene, const uint32_t p_flags, int p_bake_fps, const int32_t p_max_bone_weights); String _assimp_anim_string_to_string(const aiString &p_string) const; String _assimp_raw_string_to_string(const aiString &p_string) const; float _get_fbx_fps(int32_t time_mode, const aiScene *p_scene); template T _interpolate_track(const Vector &p_times, const Vector &p_values, float p_time, AssetImportAnimation::Interpolation p_interp); void _register_project_setting_import(const String generic, const String import_setting_string, const Vector &exts, List *r_extensions, const bool p_enabled) const; struct ImportFormat { Vector extensions; bool is_default; }; protected: static void _bind_methods(); public: EditorSceneImporterAssimp() { Assimp::DefaultLogger::create("", Assimp::Logger::VERBOSE); unsigned int severity = Assimp::Logger::Info | Assimp::Logger::Err | Assimp::Logger::Warn; Assimp::DefaultLogger::get()->attachStream(new AssimpStream(), severity); } ~EditorSceneImporterAssimp() { Assimp::DefaultLogger::kill(); } virtual void get_extensions(List *r_extensions) const; virtual uint32_t get_import_flags() const; virtual Node *import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps, List *r_missing_deps, Error *r_err = NULL); virtual Ref import_animation(const String &p_path, uint32_t p_flags, int p_bake_fps); }; #endif #endif