godot/editor/io_plugins/editor_scene_importer_fbxconv.cpp
Rémi Verschelde b97401f304 Update copyright statements to 2020
And apply clang-format 10 to the codebase.
2020-08-13 22:58:13 +02:00

1060 lines
27 KiB
C++

/*************************************************************************/
/* editor_scene_importer_fbxconv.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_fbxconv.h"
#include "editor/editor_settings.h"
#include "os/file_access.h"
#include "os/os.h"
#include "scene/3d/mesh_instance.h"
#include "scene/animation/animation_player.h"
String EditorSceneImporterFBXConv::_id(const String &p_id) const {
return p_id.replace(":", "_").replace("/", "_");
}
uint32_t EditorSceneImporterFBXConv::get_import_flags() const {
return IMPORT_SCENE | IMPORT_ANIMATION;
}
void EditorSceneImporterFBXConv::get_extensions(List<String> *r_extensions) const {
r_extensions->push_back("fbx");
r_extensions->push_back("g3dj");
}
Color EditorSceneImporterFBXConv::_get_color(const Array &a) {
if (a.size() < 3)
return Color();
Color c;
c.r = a[0];
c.g = a[1];
c.b = a[2];
if (a.size() >= 4)
c.a = a[3];
return c;
}
Transform EditorSceneImporterFBXConv::_get_transform_mixed(const Dictionary &d, const Dictionary &dbase) {
Array translation;
if (d.has("translation"))
translation = d["translation"];
else if (dbase.has("translation"))
translation = dbase["translation"];
Array rotation;
if (d.has("rotation"))
rotation = d["rotation"];
else if (dbase.has("rotation"))
rotation = dbase["rotation"];
Array scale;
if (d.has("scale"))
scale = d["scale"];
else if (dbase.has("scale"))
scale = dbase["scale"];
Transform t;
if (translation.size()) {
Array tr = translation;
if (tr.size() >= 3) {
t.origin.x = tr[0];
t.origin.y = tr[1];
t.origin.z = tr[2];
}
}
if (rotation.size()) {
Array r = rotation;
if (r.size() >= 4) {
Quat q;
q.x = r[0];
q.y = r[1];
q.z = r[2];
q.w = r[3];
t.basis = Matrix3(q);
}
}
if (scale.size()) {
Array sc = scale;
if (sc.size() >= 3) {
Vector3 s;
s.x = sc[0];
s.y = sc[1];
s.z = sc[2];
t.basis.scale(s);
}
}
return t;
}
Transform EditorSceneImporterFBXConv::_get_transform(const Dictionary &d) {
Transform t;
if (d.has("translation")) {
Array tr = d["translation"];
if (tr.size() >= 3) {
t.origin.x = tr[0];
t.origin.y = tr[1];
t.origin.z = tr[2];
}
}
if (d.has("rotation")) {
Array r = d["rotation"];
if (r.size() >= 4) {
Quat q;
q.x = r[0];
q.y = r[1];
q.z = r[2];
q.w = r[3];
t.basis = Matrix3(q);
}
}
if (d.has("scale")) {
Array sc = d["scale"];
if (sc.size() >= 3) {
Vector3 s;
s.x = sc[0];
s.y = sc[1];
s.z = sc[2];
t.basis.scale(s);
}
}
return t;
}
void EditorSceneImporterFBXConv::_detect_bones_in_nodes(State &state, const Array &p_nodes) {
for (int i = 0; i < p_nodes.size(); i++) {
Dictionary d = p_nodes[i];
if (d.has("isBone") && bool(d["isBone"])) {
String bone_name = _id(d["id"]);
print_line("IS BONE: " + bone_name);
if (!state.bones.has(bone_name)) {
state.bones.insert(bone_name, BoneInfo());
}
if (!state.bones[bone_name].has_rest) {
state.bones[bone_name].rest = _get_transform(d).affine_inverse();
}
state.bones[bone_name].node = d;
//state.bones[name].rest=_get_transform(b);
}
if (d.has("parts")) {
Array parts = d["parts"];
for (int j = 0; j < parts.size(); j++) {
Dictionary p = parts[j];
if (p.has("bones")) {
Array bones = p["bones"];
//omfg
for (int k = 0; k < bones.size(); k++) {
Dictionary b = bones[k];
if (b.has("node")) {
String name = _id(b["node"]);
if (!state.bones.has(name)) {
state.bones.insert(name, BoneInfo());
}
state.bones[name].rest = _get_transform(b);
state.bones[name].has_rest = true;
}
}
}
}
}
if (d.has("children")) {
_detect_bones_in_nodes(state, d["children"]);
}
}
}
void EditorSceneImporterFBXConv::_parse_skeletons(const String &p_name, State &state, const Array &p_nodes, Skeleton *p_skeleton, int p_parent) {
for (int i = 0; i < p_nodes.size(); i++) {
Dictionary d = p_nodes[i];
int bone_idx = -1;
String id;
Skeleton *skeleton = p_skeleton;
if (d.has("id")) {
id = _id(d["id"]);
if (state.bones.has(id)) {
//BONER
if (!skeleton) {
skeleton = memnew(Skeleton);
state.skeletons[id] = skeleton;
}
bone_idx = skeleton->get_bone_count();
skeleton->add_bone(id);
skeleton->set_bone_parent(bone_idx, p_parent);
skeleton->set_bone_rest(bone_idx, state.bones[id].rest);
state.bones[id].skeleton = skeleton;
}
}
if (d.has("children")) {
_parse_skeletons(id, state, d["children"], skeleton, bone_idx);
}
}
}
void EditorSceneImporterFBXConv::_detect_bones(State &state) {
//This format should mark when a node is a bone,
//which is the only thing that Collada does right.
//think about others implementing a parser.
//Just _one_ string and you avoid loads of lines of code to other people.
for (int i = 0; i < state.animations.size(); i++) {
Dictionary an = state.animations[i];
if (an.has("bones")) {
Array bo = an["bones"];
for (int j = 0; j < bo.size(); j++) {
Dictionary b = bo[j];
if (b.has("boneId")) {
String id = b["boneId"];
if (!state.bones.has(id)) {
state.bones.insert(id, BoneInfo());
}
state.bones[id].has_anim_chan = true; //used in anim
}
}
}
}
_detect_bones_in_nodes(state, state.nodes);
_parse_skeletons("", state, state.nodes, NULL, -1);
print_line("found bones: " + itos(state.bones.size()));
print_line("found skeletons: " + itos(state.skeletons.size()));
}
Error EditorSceneImporterFBXConv::_parse_bones(State &state, const Array &p_bones, Skeleton *p_skeleton) {
return OK;
}
void EditorSceneImporterFBXConv::_add_surface(State &state, Ref<Mesh> &m, const Dictionary &part) {
if (part.has("meshpartid")) {
String id = part["meshpartid"];
ERR_FAIL_COND(!state.surface_cache.has(id));
Ref<Material> mat;
if (part.has("materialid")) {
String matid = part["materialid"];
if (state.material_cache.has(matid)) {
mat = state.material_cache[matid];
}
}
int idx = m->get_surface_count();
Array array = state.surface_cache[id].array;
DVector<float> indices = array[Mesh::ARRAY_BONES];
if (indices.size() && part.has("bones")) {
Map<int, int> index_map;
Array bones = part["bones"];
for (int i = 0; i < bones.size(); i++) {
Dictionary bone = bones[i];
String name = _id(bone["node"]);
if (state.bones.has(name)) {
int idx = state.bones[name].skeleton->find_bone(name);
if (idx == -1)
idx = 0;
index_map[i] = idx;
}
}
int ilen = indices.size();
{
DVector<float>::Write iw = indices.write();
for (int j = 0; j < ilen; j++) {
int b = iw[j];
ERR_CONTINUE(!index_map.has(b));
b = index_map[b];
iw[j] = b;
}
}
array[Mesh::ARRAY_BONES] = indices;
}
m->add_surface(state.surface_cache[id].primitive, array);
m->surface_set_material(idx, mat);
m->surface_set_name(idx, id);
}
}
Error EditorSceneImporterFBXConv::_parse_nodes(State &state, const Array &p_nodes, Node *p_base) {
for (int i = 0; i < p_nodes.size(); i++) {
Dictionary n = p_nodes[i];
Spatial *node = NULL;
bool skip = false;
String id;
if (n.has("id")) {
id = _id(n["id"]);
}
print_line("ID: " + id);
if (state.skeletons.has(id)) {
Skeleton *skeleton = state.skeletons[id];
node = skeleton;
skeleton->localize_rests();
print_line("IS SKELETON! ");
} else if (state.bones.has(id)) {
if (p_base)
node = p_base->cast_to<Spatial>();
if (!state.bones[id].has_anim_chan) {
print_line("no has anim " + id);
}
skip = true;
} else if (n.has("parts")) {
//is a mesh
MeshInstance *mesh = memnew(MeshInstance);
node = mesh;
Array parts = n["parts"];
String long_identifier;
for (int j = 0; j < parts.size(); j++) {
Dictionary part = parts[j];
if (part.has("meshpartid")) {
String partid = part["meshpartid"];
long_identifier += partid;
}
}
Ref<Mesh> m;
if (state.mesh_cache.has(long_identifier)) {
m = state.mesh_cache[long_identifier];
} else {
m = Ref<Mesh>(memnew(Mesh));
//and parts are surfaces
for (int j = 0; j < parts.size(); j++) {
Dictionary part = parts[j];
if (part.has("meshpartid")) {
_add_surface(state, m, part);
}
}
state.mesh_cache[long_identifier] = m;
}
mesh->set_mesh(m);
}
if (!skip) {
if (!node) {
node = memnew(Spatial);
}
node->set_name(id);
node->set_transform(_get_transform(n));
p_base->add_child(node);
node->set_owner(state.scene);
}
if (n.has("children")) {
Error err = _parse_nodes(state, n["children"], node);
if (err)
return err;
}
}
return OK;
}
void EditorSceneImporterFBXConv::_parse_materials(State &state) {
for (int i = 0; i < state.materials.size(); i++) {
Dictionary material = state.materials[i];
ERR_CONTINUE(!material.has("id"));
String id = _id(material["id"]);
Ref<FixedMaterial> mat = memnew(FixedMaterial);
if (material.has("diffuse")) {
mat->set_parameter(FixedMaterial::PARAM_DIFFUSE, _get_color(material["diffuse"]));
}
if (material.has("specular")) {
mat->set_parameter(FixedMaterial::PARAM_SPECULAR, _get_color(material["specular"]));
}
if (material.has("emissive")) {
mat->set_parameter(FixedMaterial::PARAM_EMISSION, _get_color(material["emissive"]));
}
if (material.has("shininess")) {
float exp = material["shininess"];
mat->set_parameter(FixedMaterial::PARAM_SPECULAR_EXP, exp);
}
if (material.has("opacity")) {
Color c = mat->get_parameter(FixedMaterial::PARAM_DIFFUSE);
c.a = material["opacity"];
mat->set_parameter(FixedMaterial::PARAM_DIFFUSE, c);
}
if (material.has("textures")) {
Array textures = material["textures"];
for (int j = 0; j < textures.size(); j++) {
Dictionary texture = textures[j];
Ref<Texture> tex;
if (texture.has("filename")) {
String filename = texture["filename"];
String path = state.base_path + "/" + filename.replace("\\", "/");
if (state.texture_cache.has(path)) {
tex = state.texture_cache[path];
} else {
tex = ResourceLoader::load(path, "ImageTexture");
if (tex.is_null()) {
if (state.missing_deps)
state.missing_deps->push_back(path);
}
state.texture_cache[path] = tex; //add anyway
}
}
if (tex.is_valid() && texture.has("type")) {
String type = texture["type"];
if (type == "DIFFUSE")
mat->set_texture(FixedMaterial::PARAM_DIFFUSE, tex);
else if (type == "SPECULAR")
mat->set_texture(FixedMaterial::PARAM_SPECULAR, tex);
else if (type == "SHININESS")
mat->set_texture(FixedMaterial::PARAM_SPECULAR_EXP, tex);
else if (type == "NORMAL")
mat->set_texture(FixedMaterial::PARAM_NORMAL, tex);
else if (type == "EMISSIVE")
mat->set_texture(FixedMaterial::PARAM_EMISSION, tex);
}
}
}
state.material_cache[id] = mat;
}
}
void EditorSceneImporterFBXConv::_parse_surfaces(State &state) {
for (int i = 0; i < state.meshes.size(); i++) {
Dictionary mesh = state.meshes[i];
ERR_CONTINUE(!mesh.has("attributes"));
ERR_CONTINUE(!mesh.has("vertices"));
ERR_CONTINUE(!mesh.has("parts"));
print_line("MESH #" + itos(i));
Array attrlist = mesh["attributes"];
Array vertices = mesh["vertices"];
bool exists[Mesh::ARRAY_MAX];
int ofs[Mesh::ARRAY_MAX];
int weight_max = 0;
int binormal_ofs = -1;
int weight_ofs[4];
for (int j = 0; j < Mesh::ARRAY_MAX; j++) {
exists[j] = false;
ofs[j] = 0;
}
exists[Mesh::ARRAY_INDEX] = true;
float stride = 0;
for (int j = 0; j < attrlist.size(); j++) {
String attr = attrlist[j];
if (attr == "POSITION") {
exists[Mesh::ARRAY_VERTEX] = true;
ofs[Mesh::ARRAY_VERTEX] = stride;
stride += 3;
} else if (attr == "NORMAL") {
exists[Mesh::ARRAY_NORMAL] = true;
ofs[Mesh::ARRAY_NORMAL] = stride;
stride += 3;
} else if (attr == "COLOR") {
exists[Mesh::ARRAY_COLOR] = true;
ofs[Mesh::ARRAY_COLOR] = stride;
stride += 4;
} else if (attr == "COLORPACKED") {
stride += 1; //ignore
} else if (attr == "TANGENT") {
exists[Mesh::ARRAY_TANGENT] = true;
ofs[Mesh::ARRAY_TANGENT] = stride;
stride += 3;
} else if (attr == "BINORMAL") {
binormal_ofs = stride;
stride += 3;
} else if (attr == "TEXCOORD0") {
exists[Mesh::ARRAY_TEX_UV] = true;
ofs[Mesh::ARRAY_TEX_UV] = stride;
stride += 2;
} else if (attr == "TEXCOORD1") {
exists[Mesh::ARRAY_TEX_UV2] = true;
ofs[Mesh::ARRAY_TEX_UV2] = stride;
stride += 2;
} else if (attr.begins_with("TEXCOORD")) {
stride += 2;
} else if (attr.begins_with("BLENDWEIGHT")) {
int idx = attr.replace("BLENDWEIGHT", "").to_int();
if (idx == 0) {
exists[Mesh::ARRAY_BONES] = true;
ofs[Mesh::ARRAY_BONES] = stride;
exists[Mesh::ARRAY_WEIGHTS] = true;
ofs[Mesh::ARRAY_WEIGHTS] = stride + 1;
}
if (idx < 4) {
weight_ofs[idx] = stride;
weight_max = MAX(weight_max, idx + 1);
}
stride += 2;
}
print_line("ATTR " + attr + " OFS: " + itos(stride));
}
Array parts = mesh["parts"];
for (int j = 0; j < parts.size(); j++) {
Dictionary part = parts[j];
ERR_CONTINUE(!part.has("indices"));
ERR_CONTINUE(!part.has("id"));
print_line("PART: " + String(part["id"]));
Array indices = part["indices"];
Map<int, int> iarray;
Map<int, int> array;
for (int k = 0; k < indices.size(); k++) {
int idx = indices[k];
if (!iarray.has(idx)) {
int map_to = array.size();
iarray[idx] = map_to;
array[map_to] = idx;
}
}
print_line("indices total " + itos(indices.size()) + " vertices used: " + itos(array.size()));
Array arrays;
arrays.resize(Mesh::ARRAY_MAX);
for (int k = 0; k < Mesh::ARRAY_MAX; k++) {
if (!exists[k])
continue;
print_line("exists: " + itos(k));
int lofs = ofs[k];
switch (k) {
case Mesh::ARRAY_VERTEX:
case Mesh::ARRAY_NORMAL: {
DVector<Vector3> vtx;
vtx.resize(array.size());
{
int len = array.size();
DVector<Vector3>::Write w = vtx.write();
for (int l = 0; l < len; l++) {
int pos = array[l];
w[l].x = vertices[pos * stride + lofs + 0];
w[l].y = vertices[pos * stride + lofs + 1];
w[l].z = vertices[pos * stride + lofs + 2];
}
}
arrays[k] = vtx;
} break;
case Mesh::ARRAY_TANGENT: {
if (binormal_ofs < 0)
break;
DVector<float> tangents;
tangents.resize(array.size() * 4);
{
int len = array.size();
DVector<float>::Write w = tangents.write();
for (int l = 0; l < len; l++) {
int pos = array[l];
Vector3 n;
n.x = vertices[pos * stride + ofs[Mesh::ARRAY_NORMAL] + 0];
n.y = vertices[pos * stride + ofs[Mesh::ARRAY_NORMAL] + 1];
n.z = vertices[pos * stride + ofs[Mesh::ARRAY_NORMAL] + 2];
Vector3 t;
t.x = vertices[pos * stride + lofs + 0];
t.y = vertices[pos * stride + lofs + 1];
t.z = vertices[pos * stride + lofs + 2];
Vector3 bi;
bi.x = vertices[pos * stride + binormal_ofs + 0];
bi.y = vertices[pos * stride + binormal_ofs + 1];
bi.z = vertices[pos * stride + binormal_ofs + 2];
float d = bi.dot(n.cross(t));
w[l * 4 + 0] = t.x;
w[l * 4 + 1] = t.y;
w[l * 4 + 2] = t.z;
w[l * 4 + 3] = d;
}
}
arrays[k] = tangents;
} break;
case Mesh::ARRAY_COLOR: {
DVector<Color> cols;
cols.resize(array.size());
{
int len = array.size();
DVector<Color>::Write w = cols.write();
for (int l = 0; l < len; l++) {
int pos = array[l];
w[l].r = vertices[pos * stride + lofs + 0];
w[l].g = vertices[pos * stride + lofs + 1];
w[l].b = vertices[pos * stride + lofs + 2];
w[l].a = vertices[pos * stride + lofs + 3];
}
}
arrays[k] = cols;
} break;
case Mesh::ARRAY_TEX_UV:
case Mesh::ARRAY_TEX_UV2: {
DVector<Vector2> uvs;
uvs.resize(array.size());
{
int len = array.size();
DVector<Vector2>::Write w = uvs.write();
for (int l = 0; l < len; l++) {
int pos = array[l];
w[l].x = vertices[pos * stride + lofs + 0];
w[l].y = vertices[pos * stride + lofs + 1];
w[l].y = 1.0 - w[l].y;
}
}
arrays[k] = uvs;
} break;
case Mesh::ARRAY_BONES:
case Mesh::ARRAY_WEIGHTS: {
DVector<float> arr;
arr.resize(array.size() * 4);
int po = k == Mesh::ARRAY_WEIGHTS ? 1 : 0;
lofs = ofs[Mesh::ARRAY_BONES];
{
int len = array.size();
DVector<float>::Write w = arr.write();
for (int l = 0; l < len; l++) {
int pos = array[l];
for (int m = 0; m < 4; m++) {
float val = 0;
if (m <= weight_max)
val = vertices[pos * stride + lofs + m * 2 + po];
w[l * 4 + m] = val;
}
}
}
arrays[k] = arr;
} break;
case Mesh::ARRAY_INDEX: {
DVector<int> arr;
arr.resize(indices.size());
{
int len = indices.size();
DVector<int>::Write w = arr.write();
for (int l = 0; l < len; l++) {
w[l] = iarray[indices[l]];
}
}
arrays[k] = arr;
} break;
}
}
Mesh::PrimitiveType pt = Mesh::PRIMITIVE_TRIANGLES;
if (part.has("type")) {
String type = part["type"];
if (type == "LINES")
pt = Mesh::PRIMITIVE_LINES;
else if (type == "POINTS")
pt = Mesh::PRIMITIVE_POINTS;
else if (type == "TRIANGLE_STRIP")
pt = Mesh::PRIMITIVE_TRIANGLE_STRIP;
else if (type == "LINE_STRIP")
pt = Mesh::PRIMITIVE_LINE_STRIP;
}
if (pt == Mesh::PRIMITIVE_TRIANGLES) {
DVector<int> ia = arrays[Mesh::ARRAY_INDEX];
int len = ia.size();
{
DVector<int>::Write w = ia.write();
for (int l = 0; l < len; l += 3) {
SWAP(w[l + 1], w[l + 2]);
}
}
arrays[Mesh::ARRAY_INDEX] = ia;
}
SurfaceInfo si;
si.array = arrays;
si.primitive = pt;
state.surface_cache[_id(part["id"])] = si;
}
}
}
Error EditorSceneImporterFBXConv::_parse_animations(State &state) {
AnimationPlayer *ap = memnew(AnimationPlayer);
state.scene->add_child(ap);
ap->set_owner(state.scene);
for (int i = 0; i < state.animations.size(); i++) {
Dictionary anim = state.animations[i];
ERR_CONTINUE(!anim.has("id"));
Ref<Animation> an = memnew(Animation);
an->set_name(_id(anim["id"]));
if (anim.has("bones")) {
Array bone_tracks = anim["bones"];
for (int j = 0; j < bone_tracks.size(); j++) {
Dictionary bone_track = bone_tracks[j];
String bone = bone_track["boneId"];
if (!bone_track.has("keyframes"))
continue;
if (!state.bones.has(bone))
continue;
Skeleton *sk = state.bones[bone].skeleton;
if (!sk)
continue;
int bone_idx = sk->find_bone(bone);
if (bone_idx == -1)
continue;
String path = state.scene->get_path_to(sk);
path += ":" + bone;
an->add_track(Animation::TYPE_TRANSFORM);
int tidx = an->get_track_count() - 1;
an->track_set_path(tidx, path);
Dictionary parent_xform_dict;
Dictionary xform_dict;
if (state.bones.has(bone)) {
xform_dict = state.bones[bone].node;
}
Array parent_keyframes;
if (sk->get_bone_parent(bone_idx) != -1) {
String parent_name = sk->get_bone_name(sk->get_bone_parent(bone_idx));
if (state.bones.has(parent_name)) {
parent_xform_dict = state.bones[parent_name].node;
}
print_line("parent for " + bone + "? " + parent_name + " XFD: " + String(Variant(parent_xform_dict)));
for (int k = 0; k < bone_tracks.size(); k++) {
Dictionary d = bone_tracks[k];
if (d["boneId"] == parent_name) {
parent_keyframes = d["keyframes"];
print_line("found keyframes");
break;
}
}
}
print_line("BONE XFD " + String(Variant(xform_dict)));
Array keyframes = bone_track["keyframes"];
for (int k = 0; k < keyframes.size(); k++) {
Dictionary key = keyframes[k];
Transform xform = _get_transform_mixed(key, xform_dict);
float time = key["keytime"];
time = time / 1000.0;
#if 0
if (parent_keyframes.size()) {
//localize
print_line(itos(k)+" localizate for: "+bone);
float prev_kt=-1;
float kt;
int idx=0;
for(int l=0;l<parent_keyframes.size();l++) {
Dictionary d=parent_keyframes[l];
kt=d["keytime"];
kt=kt/1000.0;
if (kt>time)
break;
prev_kt=kt;
idx++;
}
Transform t;
if (idx==0) {
t=_get_transform_mixed(parent_keyframes[0],parent_xform_dict);
} else if (idx==parent_keyframes.size()){
t=_get_transform_mixed(parent_keyframes[idx-1],parent_xform_dict);
} else {
t=_get_transform_mixed(parent_keyframes[idx-1],parent_xform_dict);
float d = (time-prev_kt)/(kt-prev_kt);
if (d>0) {
Transform t2=_get_transform_mixed(parent_keyframes[idx],parent_xform_dict);
t=t.interpolate_with(t2,d);
} else {
print_line("exact: "+rtos(kt));
}
}
xform = t.affine_inverse() * xform; //localize
} else if (!parent_xform_dict.empty()) {
Transform t = _get_transform(parent_xform_dict);
xform = t.affine_inverse() * xform; //localize
}
#endif
xform = sk->get_bone_rest(bone_idx).affine_inverse() * xform;
Quat q = xform.basis;
q.normalize();
Vector3 s = xform.basis.get_scale();
Vector3 l = xform.origin;
an->transform_track_insert_key(tidx, time, l, q, s);
}
}
}
ap->add_animation(_id(anim["id"]), an);
}
return OK;
}
Error EditorSceneImporterFBXConv::_parse_json(State &state, const String &p_path) {
//not the happiest....
Vector<uint8_t> data = FileAccess::get_file_as_array(p_path);
ERR_FAIL_COND_V(!data.size(), ERR_FILE_CANT_OPEN);
String str;
bool utferr = str.parse_utf8((const char *)data.ptr(), data.size());
ERR_FAIL_COND_V(utferr, ERR_PARSE_ERROR);
Dictionary dict;
Error err = dict.parse_json(str);
str = String(); //free mem immediately
ERR_FAIL_COND_V(err, err);
if (dict.has("meshes"))
state.meshes = dict["meshes"];
if (dict.has("materials"))
state.materials = dict["materials"];
if (dict.has("nodes"))
state.nodes = dict["nodes"];
if (dict.has("animations"))
state.animations = dict["animations"];
state.scene = memnew(Spatial);
_detect_bones(state);
_parse_surfaces(state);
_parse_materials(state);
err = _parse_nodes(state, state.nodes, state.scene);
if (err)
return err;
if (state.import_animations) {
err = _parse_animations(state);
if (err)
return err;
}
print_line("JSON PARSED O-K!");
return OK;
}
Error EditorSceneImporterFBXConv::_parse_fbx(State &state, const String &p_path) {
state.base_path = p_path.get_base_dir();
if (p_path.to_lower().ends_with("g3dj")) {
return _parse_json(state, p_path.basename() + ".g3dj");
}
String tool = EDITOR_DEF("fbxconv/path", "");
ERR_FAIL_COND_V(!FileAccess::exists(tool), ERR_UNCONFIGURED);
String wine = EDITOR_DEF("fbxconv/use_wine", "");
List<String> args;
String path = p_path;
if (wine != "") {
List<String> wpargs;
wpargs.push_back("-w");
wpargs.push_back(p_path);
String pipe; //winepath to convert to windows path
int wpres;
Error wperr = OS::get_singleton()->execute(wine + "path", wpargs, true, NULL, &pipe, &wpres);
ERR_FAIL_COND_V(wperr != OK, ERR_CANT_CREATE);
ERR_FAIL_COND_V(wpres != 0, ERR_CANT_CREATE);
path = pipe.strip_edges();
args.push_back(tool);
tool = wine;
}
args.push_back("-o");
args.push_back("G3DJ");
args.push_back(path);
int res;
Error err = OS::get_singleton()->execute(tool, args, true, NULL, NULL, &res);
ERR_FAIL_COND_V(err != OK, ERR_CANT_CREATE);
ERR_FAIL_COND_V(res != 0, ERR_CANT_CREATE);
return _parse_json(state, p_path.basename() + ".g3dj");
}
Node *EditorSceneImporterFBXConv::import_scene(const String &p_path, uint32_t p_flags, List<String> *r_missing_deps, Error *r_err) {
State state;
state.scene = NULL;
state.missing_deps = r_missing_deps;
state.import_animations = p_flags & IMPORT_ANIMATION;
Error err = _parse_fbx(state, p_path);
if (err != OK) {
if (r_err)
*r_err = err;
return NULL;
}
return state.scene;
}
Ref<Animation> EditorSceneImporterFBXConv::import_animation(const String &p_path, uint32_t p_flags) {
return Ref<Animation>();
}
EditorSceneImporterFBXConv::EditorSceneImporterFBXConv() {
EDITOR_DEF("fbxconv/path", "");
#ifndef WINDOWS_ENABLED
EDITOR_DEF("fbxconv/use_wine", "");
EditorSettings::get_singleton()->add_property_hint(PropertyInfo(Variant::STRING, "fbxconv/use_wine", PROPERTY_HINT_GLOBAL_FILE));
EditorSettings::get_singleton()->add_property_hint(PropertyInfo(Variant::STRING, "fbxconv/path", PROPERTY_HINT_GLOBAL_FILE));
#else
EditorSettings::get_singleton()->add_property_hint(PropertyInfo(Variant::STRING, "fbxconv/path", PROPERTY_HINT_GLOBAL_FILE, "exe"));
#endif
}