godot/modules/fbx/editor_scene_importer_fbx.h
reduz b3bf90b3ce Add scene Post-Import Plugin support.
* New plugin system to control the whole import workflow
* Can add options and run code at every import step (general, per node, mesh, animation, material etc.)

This constitutes a first version of these plugins. The ability to interact with the import preview dialog will likely be added later on.
2021-10-15 09:12:04 -03:00

135 lines
6.1 KiB
C++

/*************************************************************************/
/* editor_scene_importer_fbx.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef 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/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"
#include "scene/3d/node_3d.h"
#include "scene/3d/skeleton_3d.h"
#include "scene/animation/animation_player.h"
#include "scene/resources/animation.h"
#include "scene/resources/surface_tool.h"
#include "fbx_parser/FBXDocument.h"
#include "fbx_parser/FBXImportSettings.h"
#include "fbx_parser/FBXMeshGeometry.h"
#include "fbx_parser/FBXUtil.h"
#define CONVERT_FBX_TIME(time) static_cast<double>(time) / 46186158000LL
class EditorSceneFormatImporterFBX : public EditorSceneFormatImporter {
private:
GDCLASS(EditorSceneFormatImporterFBX, EditorSceneFormatImporter);
struct AssetImportAnimation {
enum Interpolation {
INTERP_LINEAR,
INTERP_STEP,
INTERP_CATMULLROMSPLINE,
INTERP_CUBIC_SPLINE
};
};
// ------------------------------------------------------------------------------------------------
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);
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,
bool p_is_blender_fbx);
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;
public:
EditorSceneFormatImporterFBX() {}
~EditorSceneFormatImporterFBX() {}
virtual void get_extensions(List<String> *r_extensions) const override;
virtual uint32_t get_import_flags() const override;
virtual Node3D *import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps, List<String> *r_missing_deps, Error *r_err = nullptr) override;
};
#endif // TOOLS_ENABLED
#endif // EDITOR_SCENE_IMPORTER_FBX_H