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											2024-02-16 05:25:15 -08:00
										 |  |  | /**************************************************************************/ | 
					
						
							|  |  |  | /*  fbx_document.cpp                                                      */ | 
					
						
							|  |  |  | /**************************************************************************/ | 
					
						
							|  |  |  | /*                         This file is part of:                          */ | 
					
						
							|  |  |  | /*                             GODOT ENGINE                               */ | 
					
						
							|  |  |  | /*                        https://godotengine.org                         */ | 
					
						
							|  |  |  | /**************************************************************************/ | 
					
						
							|  |  |  | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ | 
					
						
							|  |  |  | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */ | 
					
						
							|  |  |  | /*                                                                        */ | 
					
						
							|  |  |  | /* 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_document.h"
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #include "core/config/project_settings.h"
 | 
					
						
							|  |  |  | #include "core/crypto/crypto_core.h"
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							|  |  |  | #include "core/io/config_file.h"
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							|  |  |  | #include "core/io/file_access.h"
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							|  |  |  | #include "core/io/file_access_memory.h"
 | 
					
						
							|  |  |  | #include "core/io/image.h"
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							|  |  |  | #include "core/math/color.h"
 | 
					
						
							|  |  |  | #include "scene/3d/bone_attachment_3d.h"
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							|  |  |  | #include "scene/3d/camera_3d.h"
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							|  |  |  | #include "scene/3d/importer_mesh_instance_3d.h"
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							|  |  |  | #include "scene/3d/light_3d.h"
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							|  |  |  | #include "scene/resources/image_texture.h"
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							|  |  |  | #include "scene/resources/material.h"
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							|  |  |  | #include "scene/resources/portable_compressed_texture.h"
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							|  |  |  | #include "scene/resources/surface_tool.h"
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							|  |  |  | 
 | 
					
						
							|  |  |  | #include "modules/gltf/extensions/gltf_light.h"
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							|  |  |  | #include "modules/gltf/gltf_defines.h"
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							|  |  |  | #include "modules/gltf/skin_tool.h"
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							|  |  |  | #include "modules/gltf/structures/gltf_animation.h"
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							|  |  |  | #include "modules/gltf/structures/gltf_camera.h"
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							|  |  |  | 
 | 
					
						
							|  |  |  | #ifdef TOOLS_ENABLED
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							|  |  |  | #include "editor/editor_file_system.h"
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							|  |  |  | #endif
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							|  |  |  | 
 | 
					
						
							|  |  |  | // FIXME: Hardcoded to avoid editor dependency.
 | 
					
						
							|  |  |  | #define FBX_IMPORT_USE_NAMED_SKIN_BINDS 16
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							|  |  |  | #define FBX_IMPORT_DISCARD_MESHES_AND_MATERIALS 32
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							|  |  |  | #define FBX_IMPORT_FORCE_DISABLE_MESH_COMPRESSION 64
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							|  |  |  | 
 | 
					
						
							|  |  |  | #include <ufbx.h>
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | static size_t _file_access_read_fn(void *user, void *data, size_t size) { | 
					
						
							|  |  |  | 	FileAccess *file = static_cast<FileAccess *>(user); | 
					
						
							|  |  |  | 	return (size_t)file->get_buffer((uint8_t *)data, (uint64_t)size); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | static bool _file_access_skip_fn(void *user, size_t size) { | 
					
						
							|  |  |  | 	FileAccess *file = static_cast<FileAccess *>(user); | 
					
						
							|  |  |  | 	file->seek(file->get_position() + size); | 
					
						
							|  |  |  | 	return true; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | static Vector2 _as_vec2(const ufbx_vec2 &p_vector) { | 
					
						
							|  |  |  | 	return Vector2(real_t(p_vector.x), real_t(p_vector.y)); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | static Color _as_color(const ufbx_vec4 &p_vector) { | 
					
						
							|  |  |  | 	return Color(real_t(p_vector.x), real_t(p_vector.y), real_t(p_vector.z), real_t(p_vector.w)); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | static Quaternion _as_quaternion(const ufbx_quat &p_quat) { | 
					
						
							|  |  |  | 	return Quaternion(real_t(p_quat.x), real_t(p_quat.y), real_t(p_quat.z), real_t(p_quat.w)); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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											2024-04-23 02:56:54 +03:00
										 |  |  | static Transform3D _as_transform(const ufbx_transform &p_xform) { | 
					
						
							|  |  |  | 	Transform3D result; | 
					
						
							|  |  |  | 	result.origin = FBXDocument::_as_vec3(p_xform.translation); | 
					
						
							|  |  |  | 	result.basis.set_quaternion_scale(_as_quaternion(p_xform.rotation), FBXDocument::_as_vec3(p_xform.scale)); | 
					
						
							|  |  |  | 	return result; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | static real_t _relative_error(const Vector3 &p_a, const Vector3 &p_b) { | 
					
						
							|  |  |  | 	return p_a.distance_to(p_b) / MAX(p_a.length(), p_b.length()); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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										 |  |  | static Color _material_color(const ufbx_material_map &p_map) { | 
					
						
							|  |  |  | 	if (p_map.value_components == 1) { | 
					
						
							|  |  |  | 		float r = float(p_map.value_real); | 
					
						
							|  |  |  | 		return Color(r, r, r); | 
					
						
							|  |  |  | 	} else if (p_map.value_components == 3) { | 
					
						
							|  |  |  | 		float r = float(p_map.value_vec3.x); | 
					
						
							|  |  |  | 		float g = float(p_map.value_vec3.y); | 
					
						
							|  |  |  | 		float b = float(p_map.value_vec3.z); | 
					
						
							|  |  |  | 		return Color(r, g, b); | 
					
						
							|  |  |  | 	} else { | 
					
						
							|  |  |  | 		float r = float(p_map.value_vec4.x); | 
					
						
							|  |  |  | 		float g = float(p_map.value_vec4.y); | 
					
						
							|  |  |  | 		float b = float(p_map.value_vec4.z); | 
					
						
							|  |  |  | 		float a = float(p_map.value_vec4.z); | 
					
						
							|  |  |  | 		return Color(r, g, b, a); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | static Color _material_color(const ufbx_material_map &p_map, const ufbx_material_map &p_factor) { | 
					
						
							|  |  |  | 	Color color = _material_color(p_map); | 
					
						
							|  |  |  | 	if (p_factor.has_value) { | 
					
						
							|  |  |  | 		float factor = float(p_factor.value_real); | 
					
						
							|  |  |  | 		color.r *= factor; | 
					
						
							|  |  |  | 		color.g *= factor; | 
					
						
							|  |  |  | 		color.b *= factor; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	return color; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | static const ufbx_texture *_get_file_texture(const ufbx_texture *p_texture) { | 
					
						
							|  |  |  | 	if (!p_texture) { | 
					
						
							|  |  |  | 		return nullptr; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	for (const ufbx_texture *texture : p_texture->file_textures) { | 
					
						
							|  |  |  | 		if (texture->file_index != UFBX_NO_INDEX) { | 
					
						
							|  |  |  | 			return texture; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	return nullptr; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | static Ref<Image> _get_decompressed_image(Ref<Texture2D> texture) { | 
					
						
							|  |  |  | 	if (texture.is_null()) { | 
					
						
							|  |  |  | 		return Ref<Image>(); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	Ref<Image> image = texture->get_image(); | 
					
						
							|  |  |  | 	if (image.is_null()) { | 
					
						
							|  |  |  | 		return Ref<Image>(); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	image = image->duplicate(); | 
					
						
							|  |  |  | 	image->decompress(); | 
					
						
							|  |  |  | 	return image; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | static Vector<Vector2> _decode_vertex_attrib_vec2(const ufbx_vertex_vec2 &p_attrib, const Vector<uint32_t> &p_indices) { | 
					
						
							|  |  |  | 	Vector<Vector2> ret; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	int num_indices = p_indices.size(); | 
					
						
							|  |  |  | 	ret.resize(num_indices); | 
					
						
							|  |  |  | 	for (int i = 0; i < num_indices; i++) { | 
					
						
							|  |  |  | 		ret.write[i] = _as_vec2(p_attrib[p_indices[i]]); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	return ret; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | static Vector<Vector3> _decode_vertex_attrib_vec3(const ufbx_vertex_vec3 &p_attrib, const Vector<uint32_t> &p_indices) { | 
					
						
							|  |  |  | 	Vector<Vector3> ret; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	int num_indices = p_indices.size(); | 
					
						
							|  |  |  | 	ret.resize(num_indices); | 
					
						
							|  |  |  | 	for (int i = 0; i < num_indices; i++) { | 
					
						
							|  |  |  | 		ret.write[i] = FBXDocument::_as_vec3(p_attrib[p_indices[i]]); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	return ret; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | static Vector<float> _decode_vertex_attrib_vec3_as_tangent(const ufbx_vertex_vec3 &p_attrib, const Vector<uint32_t> &p_indices) { | 
					
						
							|  |  |  | 	Vector<float> ret; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	int num_indices = p_indices.size(); | 
					
						
							|  |  |  | 	ret.resize(num_indices * 4); | 
					
						
							|  |  |  | 	for (int i = 0; i < num_indices; i++) { | 
					
						
							|  |  |  | 		Vector3 v = FBXDocument::_as_vec3(p_attrib[p_indices[i]]); | 
					
						
							|  |  |  | 		ret.write[i * 4 + 0] = v.x; | 
					
						
							|  |  |  | 		ret.write[i * 4 + 1] = v.y; | 
					
						
							|  |  |  | 		ret.write[i * 4 + 2] = v.z; | 
					
						
							|  |  |  | 		ret.write[i * 4 + 3] = 1.0f; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	return ret; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | static Vector<Color> _decode_vertex_attrib_color(const ufbx_vertex_vec4 &p_attrib, const Vector<uint32_t> &p_indices) { | 
					
						
							|  |  |  | 	Vector<Color> ret; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	int num_indices = p_indices.size(); | 
					
						
							|  |  |  | 	ret.resize(num_indices); | 
					
						
							|  |  |  | 	for (int i = 0; i < num_indices; i++) { | 
					
						
							|  |  |  | 		ret.write[i] = _as_color(p_attrib[p_indices[i]]); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	return ret; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | static Vector3 _encode_vertex_index(uint32_t p_index) { | 
					
						
							|  |  |  | 	return Vector3(real_t(p_index & 0xffff), real_t(p_index >> 16), 0.0f); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | static uint32_t _decode_vertex_index(const Vector3 &p_vertex) { | 
					
						
							|  |  |  | 	return uint32_t(p_vertex.x) | uint32_t(p_vertex.y) << 16; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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										 |  |  | static ufbx_skin_deformer *_find_skin_deformer(ufbx_skin_cluster *p_cluster) { | 
					
						
							|  |  |  | 	for (const ufbx_connection &conn : p_cluster->element.connections_src) { | 
					
						
							|  |  |  | 		ufbx_skin_deformer *deformer = ufbx_as_skin_deformer(conn.dst); | 
					
						
							|  |  |  | 		if (deformer) { | 
					
						
							|  |  |  | 			return deformer; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	return nullptr; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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										 |  |  | static String _find_element_name(ufbx_element *p_element) { | 
					
						
							|  |  |  | 	if (p_element->name.length > 0) { | 
					
						
							|  |  |  | 		return FBXDocument::_as_string(p_element->name); | 
					
						
							|  |  |  | 	} else if (p_element->instances.count > 0) { | 
					
						
							|  |  |  | 		return _find_element_name(&p_element->instances[0]->element); | 
					
						
							|  |  |  | 	} else { | 
					
						
							|  |  |  | 		return ""; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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										 |  |  | struct ThreadPoolFBX { | 
					
						
							|  |  |  | 	struct Group { | 
					
						
							|  |  |  | 		ufbx_thread_pool_context ctx = {}; | 
					
						
							|  |  |  | 		WorkerThreadPool::GroupID task_id = {}; | 
					
						
							|  |  |  | 		uint32_t start_index = 0; | 
					
						
							|  |  |  | 	}; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	WorkerThreadPool *pool = nullptr; | 
					
						
							|  |  |  | 	Group groups[UFBX_THREAD_GROUP_COUNT] = {}; | 
					
						
							|  |  |  | }; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | static void _thread_pool_task(void *user, uint32_t index) { | 
					
						
							|  |  |  | 	ThreadPoolFBX::Group *group = (ThreadPoolFBX::Group *)user; | 
					
						
							|  |  |  | 	ufbx_thread_pool_run_task(group->ctx, group->start_index + index); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | static bool _thread_pool_init_fn(void *user, ufbx_thread_pool_context ctx, const ufbx_thread_pool_info *info) { | 
					
						
							|  |  |  | 	ThreadPoolFBX *pool = (ThreadPoolFBX *)user; | 
					
						
							|  |  |  | 	for (ThreadPoolFBX::Group &group : pool->groups) { | 
					
						
							|  |  |  | 		group.ctx = ctx; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	return true; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | static bool _thread_pool_run_fn(void *user, ufbx_thread_pool_context ctx, uint32_t group, uint32_t start_index, uint32_t count) { | 
					
						
							|  |  |  | 	ThreadPoolFBX *pool = (ThreadPoolFBX *)user; | 
					
						
							|  |  |  | 	ThreadPoolFBX::Group &pool_group = pool->groups[group]; | 
					
						
							|  |  |  | 	pool_group.start_index = start_index; | 
					
						
							|  |  |  | 	pool_group.task_id = pool->pool->add_native_group_task(_thread_pool_task, &pool_group, (int)count, -1, true, "ufbx"); | 
					
						
							|  |  |  | 	return true; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | static bool _thread_pool_wait_fn(void *user, ufbx_thread_pool_context ctx, uint32_t group, uint32_t max_index) { | 
					
						
							|  |  |  | 	ThreadPoolFBX *pool = (ThreadPoolFBX *)user; | 
					
						
							|  |  |  | 	pool->pool->wait_for_group_task_completion(pool->groups[group].task_id); | 
					
						
							|  |  |  | 	return true; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | String FBXDocument::_gen_unique_name(HashSet<String> &unique_names, const String &p_name) { | 
					
						
							|  |  |  | 	const String s_name = p_name.validate_node_name(); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	String u_name; | 
					
						
							|  |  |  | 	int index = 1; | 
					
						
							|  |  |  | 	while (true) { | 
					
						
							|  |  |  | 		u_name = s_name; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		if (index > 1) { | 
					
						
							|  |  |  | 			u_name += itos(index); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 		if (!unique_names.has(u_name)) { | 
					
						
							|  |  |  | 			break; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 		index++; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	unique_names.insert(u_name); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	return u_name; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | String FBXDocument::_sanitize_animation_name(const String &p_name) { | 
					
						
							|  |  |  | 	// Animations disallow the normal node invalid characters as well as  "," and "["
 | 
					
						
							|  |  |  | 	// (See animation/animation_player.cpp::add_animation)
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	// TODO: Consider adding invalid_characters or a validate_animation_name to animation_player to mirror Node.
 | 
					
						
							|  |  |  | 	String anim_name = p_name.validate_node_name(); | 
					
						
							|  |  |  | 	anim_name = anim_name.replace(",", ""); | 
					
						
							|  |  |  | 	anim_name = anim_name.replace("[", ""); | 
					
						
							|  |  |  | 	return anim_name; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | String FBXDocument::_gen_unique_animation_name(Ref<FBXState> p_state, const String &p_name) { | 
					
						
							|  |  |  | 	const String s_name = _sanitize_animation_name(p_name); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	String u_name; | 
					
						
							|  |  |  | 	int index = 1; | 
					
						
							|  |  |  | 	while (true) { | 
					
						
							|  |  |  | 		u_name = s_name; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		if (index > 1) { | 
					
						
							|  |  |  | 			u_name += itos(index); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 		if (!p_state->unique_animation_names.has(u_name)) { | 
					
						
							|  |  |  | 			break; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 		index++; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	p_state->unique_animation_names.insert(u_name); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	return u_name; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | Error FBXDocument::_parse_scenes(Ref<FBXState> p_state) { | 
					
						
							|  |  |  | 	p_state->unique_names.insert("Skeleton3D"); // Reserve skeleton name.
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	const ufbx_scene *fbx_scene = p_state->scene.get(); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	// TODO: Multi-document support, would need test files for structure
 | 
					
						
							|  |  |  | 	p_state->scene_name = ""; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	// TODO: Append the root node directly if we use root-based space conversion
 | 
					
						
							|  |  |  | 	for (const ufbx_node *root_node : fbx_scene->root_node->children) { | 
					
						
							|  |  |  | 		p_state->root_nodes.push_back(int(root_node->typed_id)); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	return OK; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | Error FBXDocument::_parse_nodes(Ref<FBXState> p_state) { | 
					
						
							|  |  |  | 	const ufbx_scene *fbx_scene = p_state->scene.get(); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	for (int node_i = 0; node_i < static_cast<int>(fbx_scene->nodes.count); node_i++) { | 
					
						
							|  |  |  | 		const ufbx_node *fbx_node = fbx_scene->nodes[node_i]; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		Ref<GLTFNode> node; | 
					
						
							|  |  |  | 		node.instantiate(); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		node->height = int(fbx_node->node_depth); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		if (fbx_node->name.length > 0) { | 
					
						
							|  |  |  | 			node->set_name(_as_string(fbx_node->name)); | 
					
						
							|  |  |  | 			node->set_original_name(node->get_name()); | 
					
						
							|  |  |  | 		} else if (fbx_node->is_root) { | 
					
						
							| 
									
										
										
										
											2024-04-23 01:43:03 -07:00
										 |  |  | 			node->set_name("RootNode"); | 
					
						
							| 
									
										
										
										
											2024-02-16 05:25:15 -08:00
										 |  |  | 		} | 
					
						
							|  |  |  | 		if (fbx_node->camera) { | 
					
						
							|  |  |  | 			node->camera = fbx_node->camera->typed_id; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 		if (fbx_node->light) { | 
					
						
							|  |  |  | 			node->light = fbx_node->light->typed_id; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 		if (fbx_node->mesh) { | 
					
						
							|  |  |  | 			node->mesh = fbx_node->mesh->typed_id; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		{ | 
					
						
							| 
									
										
										
										
											2024-04-23 02:56:54 +03:00
										 |  |  | 			node->transform = _as_transform(fbx_node->local_transform); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			bool found_rest_xform = false; | 
					
						
							|  |  |  | 			bool bad_rest_xform = false; | 
					
						
							|  |  |  | 			Transform3D candidate_rest_xform; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			if (fbx_node->parent) { | 
					
						
							|  |  |  | 				// Attempt to resolve a rest pose for bones: This uses internal FBX connections to find
 | 
					
						
							|  |  |  | 				// all skin clusters connected to the bone.
 | 
					
						
							|  |  |  | 				for (const ufbx_connection &child_conn : fbx_node->element.connections_src) { | 
					
						
							|  |  |  | 					ufbx_skin_cluster *child_cluster = ufbx_as_skin_cluster(child_conn.dst); | 
					
						
							|  |  |  | 					if (!child_cluster) | 
					
						
							|  |  |  | 						continue; | 
					
						
							|  |  |  | 					ufbx_skin_deformer *child_deformer = _find_skin_deformer(child_cluster); | 
					
						
							|  |  |  | 					if (!child_deformer) | 
					
						
							|  |  |  | 						continue; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					// Found a skin cluster: Now iterate through all the skin clusters of the parent and
 | 
					
						
							|  |  |  | 					// try to find one that used by the same deformer.
 | 
					
						
							|  |  |  | 					for (const ufbx_connection &parent_conn : fbx_node->parent->element.connections_src) { | 
					
						
							|  |  |  | 						ufbx_skin_cluster *parent_cluster = ufbx_as_skin_cluster(parent_conn.dst); | 
					
						
							|  |  |  | 						if (!parent_cluster) | 
					
						
							|  |  |  | 							continue; | 
					
						
							|  |  |  | 						ufbx_skin_deformer *parent_deformer = _find_skin_deformer(parent_cluster); | 
					
						
							|  |  |  | 						if (parent_deformer != child_deformer) | 
					
						
							|  |  |  | 							continue; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 						// Success: Found two skin clusters from the same deformer, now we can resolve the
 | 
					
						
							|  |  |  | 						// local bind pose from the difference between the two world-space bind poses.
 | 
					
						
							|  |  |  | 						ufbx_matrix child_to_world = child_cluster->bind_to_world; | 
					
						
							|  |  |  | 						ufbx_matrix world_to_parent = ufbx_matrix_invert(&parent_cluster->bind_to_world); | 
					
						
							|  |  |  | 						ufbx_matrix child_to_parent = ufbx_matrix_mul(&world_to_parent, &child_to_world); | 
					
						
							|  |  |  | 						Transform3D xform = _as_transform(ufbx_matrix_to_transform(&child_to_parent)); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 						if (!found_rest_xform) { | 
					
						
							|  |  |  | 							// Found the first bind pose for the node, assume that this one is good
 | 
					
						
							|  |  |  | 							found_rest_xform = true; | 
					
						
							|  |  |  | 							candidate_rest_xform = xform; | 
					
						
							|  |  |  | 						} else if (!bad_rest_xform) { | 
					
						
							|  |  |  | 							// Found another: Let's hope it's similar to the previous one, if not warn and
 | 
					
						
							|  |  |  | 							// use the initial pose, which is used by default if rest pose is not found.
 | 
					
						
							|  |  |  | 							real_t error = 0.0f; | 
					
						
							|  |  |  | 							error += _relative_error(candidate_rest_xform.origin, xform.origin); | 
					
						
							|  |  |  | 							for (int i = 0; i < 3; i++) { | 
					
						
							|  |  |  | 								error += _relative_error(candidate_rest_xform.basis.rows[i], xform.basis.rows[i]); | 
					
						
							|  |  |  | 							} | 
					
						
							|  |  |  | 							const real_t max_error = 0.01f; | 
					
						
							|  |  |  | 							if (error >= max_error) { | 
					
						
							|  |  |  | 								WARN_PRINT(vformat("FBX: Node '%s' has multiple bind poses, using initial pose as rest pose.", node->get_name())); | 
					
						
							|  |  |  | 								bad_rest_xform = true; | 
					
						
							|  |  |  | 							} | 
					
						
							|  |  |  | 						} | 
					
						
							|  |  |  | 					} | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			Transform3D godot_rest_xform = node->transform; | 
					
						
							|  |  |  | 			if (found_rest_xform && !bad_rest_xform) { | 
					
						
							|  |  |  | 				godot_rest_xform = candidate_rest_xform; | 
					
						
							| 
									
										
										
										
											2024-02-16 05:25:15 -08:00
										 |  |  | 			} | 
					
						
							| 
									
										
										
										
											2024-04-23 02:56:54 +03:00
										 |  |  | 			node->set_additional_data("GODOT_rest_transform", godot_rest_xform); | 
					
						
							| 
									
										
										
										
											2024-02-16 05:25:15 -08:00
										 |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		for (const ufbx_node *child : fbx_node->children) { | 
					
						
							|  |  |  | 			node->children.push_back(child->typed_id); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		p_state->nodes.push_back(node); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	// build the hierarchy
 | 
					
						
							|  |  |  | 	for (GLTFNodeIndex node_i = 0; node_i < p_state->nodes.size(); node_i++) { | 
					
						
							|  |  |  | 		for (int j = 0; j < p_state->nodes[node_i]->children.size(); j++) { | 
					
						
							|  |  |  | 			GLTFNodeIndex child_i = p_state->nodes[node_i]->children[j]; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			ERR_FAIL_INDEX_V(child_i, p_state->nodes.size(), ERR_FILE_CORRUPT); | 
					
						
							|  |  |  | 			ERR_CONTINUE(p_state->nodes[child_i]->parent != -1); //node already has a parent, wtf.
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			p_state->nodes.write[child_i]->parent = node_i; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	return OK; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | Error FBXDocument::_parse_meshes(Ref<FBXState> p_state) { | 
					
						
							|  |  |  | 	ufbx_scene *fbx_scene = p_state->scene.get(); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	LocalVector<int> nodes_by_mesh_id; | 
					
						
							|  |  |  | 	nodes_by_mesh_id.reserve(fbx_scene->meshes.count); | 
					
						
							|  |  |  | 	for (size_t i = 0; i < fbx_scene->meshes.count; i++) { | 
					
						
							|  |  |  | 		nodes_by_mesh_id.push_back(-1); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	for (int i = 0; i < p_state->nodes.size(); i++) { | 
					
						
							|  |  |  | 		const Ref<GLTFNode> &node = p_state->nodes[i]; | 
					
						
							|  |  |  | 		if (node->mesh >= 0 && (unsigned)node->mesh < nodes_by_mesh_id.size()) { | 
					
						
							|  |  |  | 			nodes_by_mesh_id[node->mesh] = i; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	for (const ufbx_mesh *fbx_mesh : fbx_scene->meshes) { | 
					
						
							|  |  |  | 		print_verbose("FBX: Parsing mesh: " + itos(int64_t(fbx_mesh->typed_id))); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		static const Mesh::PrimitiveType primitive_types[] = { | 
					
						
							|  |  |  | 			Mesh::PRIMITIVE_TRIANGLES, | 
					
						
							|  |  |  | 			Mesh::PRIMITIVE_POINTS, | 
					
						
							|  |  |  | 			Mesh::PRIMITIVE_LINES, | 
					
						
							|  |  |  | 		}; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		Ref<ImporterMesh> import_mesh; | 
					
						
							|  |  |  | 		import_mesh.instantiate(); | 
					
						
							|  |  |  | 		String mesh_name = "mesh"; | 
					
						
							|  |  |  | 		String original_name; | 
					
						
							|  |  |  | 		if (fbx_mesh->name.length > 0) { | 
					
						
							|  |  |  | 			mesh_name = _as_string(fbx_mesh->name); | 
					
						
							|  |  |  | 			original_name = mesh_name; | 
					
						
							|  |  |  | 		} else if (fbx_mesh->typed_id < (unsigned)p_state->nodes.size() && nodes_by_mesh_id[fbx_mesh->typed_id] != -1) { | 
					
						
							|  |  |  | 			const Ref<GLTFNode> &node = p_state->nodes[nodes_by_mesh_id[fbx_mesh->typed_id]]; | 
					
						
							|  |  |  | 			original_name = node->get_original_name(); | 
					
						
							|  |  |  | 			mesh_name = node->get_name(); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 		import_mesh->set_name(_gen_unique_name(p_state->unique_mesh_names, mesh_name)); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		bool use_blend_shapes = false; | 
					
						
							|  |  |  | 		if (fbx_mesh->blend_deformers.count > 0) { | 
					
						
							|  |  |  | 			use_blend_shapes = true; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		Vector<float> blend_weights; | 
					
						
							|  |  |  | 		Vector<int> blend_channels; | 
					
						
							|  |  |  | 		if (use_blend_shapes) { | 
					
						
							|  |  |  | 			print_verbose("FBX: Mesh has targets"); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			import_mesh->set_blend_shape_mode(Mesh::BLEND_SHAPE_MODE_NORMALIZED); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			for (const ufbx_blend_deformer *fbx_deformer : fbx_mesh->blend_deformers) { | 
					
						
							|  |  |  | 				for (const ufbx_blend_channel *fbx_channel : fbx_deformer->channels) { | 
					
						
							|  |  |  | 					if (fbx_channel->keyframes.count == 0) { | 
					
						
							|  |  |  | 						continue; | 
					
						
							|  |  |  | 					} | 
					
						
							|  |  |  | 					String bs_name; | 
					
						
							|  |  |  | 					if (fbx_channel->name.length > 0) { | 
					
						
							|  |  |  | 						bs_name = _as_string(fbx_channel->name); | 
					
						
							|  |  |  | 					} else { | 
					
						
							|  |  |  | 						bs_name = String("morph_") + itos(blend_channels.size()); | 
					
						
							|  |  |  | 					} | 
					
						
							|  |  |  | 					import_mesh->add_blend_shape(bs_name); | 
					
						
							|  |  |  | 					blend_weights.push_back(float(fbx_channel->weight)); | 
					
						
							|  |  |  | 					blend_channels.push_back(float(fbx_channel->typed_id)); | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		for (const ufbx_mesh_part &fbx_mesh_part : fbx_mesh->material_parts) { | 
					
						
							|  |  |  | 			for (Mesh::PrimitiveType primitive : primitive_types) { | 
					
						
							|  |  |  | 				uint32_t num_indices = 0; | 
					
						
							|  |  |  | 				switch (primitive) { | 
					
						
							|  |  |  | 					case Mesh::PRIMITIVE_POINTS: | 
					
						
							|  |  |  | 						num_indices = fbx_mesh_part.num_point_faces * 1; | 
					
						
							|  |  |  | 						break; | 
					
						
							|  |  |  | 					case Mesh::PRIMITIVE_LINES: | 
					
						
							|  |  |  | 						num_indices = fbx_mesh_part.num_line_faces * 2; | 
					
						
							|  |  |  | 						break; | 
					
						
							|  |  |  | 					case Mesh::PRIMITIVE_TRIANGLES: | 
					
						
							|  |  |  | 						num_indices = fbx_mesh_part.num_triangles * 3; | 
					
						
							|  |  |  | 						break; | 
					
						
							|  |  |  | 					case Mesh::PRIMITIVE_TRIANGLE_STRIP: | 
					
						
							|  |  |  | 						// FIXME 2021-09-15 fire
 | 
					
						
							|  |  |  | 						break; | 
					
						
							|  |  |  | 					case Mesh::PRIMITIVE_LINE_STRIP: | 
					
						
							|  |  |  | 						// FIXME 2021-09-15 fire
 | 
					
						
							|  |  |  | 						break; | 
					
						
							|  |  |  | 					default: | 
					
						
							|  |  |  | 						// FIXME 2021-09-15 fire
 | 
					
						
							|  |  |  | 						break; | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 				if (num_indices == 0) { | 
					
						
							|  |  |  | 					continue; | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				Vector<uint32_t> indices; | 
					
						
							|  |  |  | 				indices.resize(num_indices); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				uint32_t offset = 0; | 
					
						
							|  |  |  | 				for (uint32_t face_index : fbx_mesh_part.face_indices) { | 
					
						
							|  |  |  | 					ufbx_face face = fbx_mesh->faces[face_index]; | 
					
						
							|  |  |  | 					switch (primitive) { | 
					
						
							|  |  |  | 						case Mesh::PRIMITIVE_POINTS: { | 
					
						
							|  |  |  | 							if (face.num_indices == 1) { | 
					
						
							|  |  |  | 								indices.write[offset] = face.index_begin; | 
					
						
							|  |  |  | 								offset += 1; | 
					
						
							|  |  |  | 							} | 
					
						
							|  |  |  | 						} break; | 
					
						
							|  |  |  | 						case Mesh::PRIMITIVE_LINES: | 
					
						
							|  |  |  | 							if (face.num_indices == 2) { | 
					
						
							|  |  |  | 								indices.write[offset] = face.index_begin; | 
					
						
							|  |  |  | 								indices.write[offset + 1] = face.index_begin + 1; | 
					
						
							|  |  |  | 								offset += 2; | 
					
						
							|  |  |  | 							} | 
					
						
							|  |  |  | 							break; | 
					
						
							|  |  |  | 						case Mesh::PRIMITIVE_TRIANGLES: | 
					
						
							|  |  |  | 							if (face.num_indices >= 3) { | 
					
						
							|  |  |  | 								uint32_t *dst = indices.ptrw() + offset; | 
					
						
							|  |  |  | 								size_t space = indices.size() - offset; | 
					
						
							|  |  |  | 								uint32_t num_triangles = ufbx_triangulate_face(dst, space, fbx_mesh, face); | 
					
						
							|  |  |  | 								offset += num_triangles * 3; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 								// Godot uses clockwise winding order!
 | 
					
						
							|  |  |  | 								for (uint32_t i = 0; i < num_triangles; i++) { | 
					
						
							|  |  |  | 									SWAP(dst[i * 3 + 0], dst[i * 3 + 2]); | 
					
						
							|  |  |  | 								} | 
					
						
							|  |  |  | 							} | 
					
						
							|  |  |  | 							break; | 
					
						
							|  |  |  | 						case Mesh::PRIMITIVE_TRIANGLE_STRIP: | 
					
						
							|  |  |  | 							// FIXME 2021-09-15 fire
 | 
					
						
							|  |  |  | 							break; | 
					
						
							|  |  |  | 						case Mesh::PRIMITIVE_LINE_STRIP: | 
					
						
							|  |  |  | 							// FIXME 2021-09-15 fire
 | 
					
						
							|  |  |  | 							break; | 
					
						
							|  |  |  | 						default: | 
					
						
							|  |  |  | 							// FIXME 2021-09-15 fire
 | 
					
						
							|  |  |  | 							break; | 
					
						
							|  |  |  | 					} | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 				ERR_CONTINUE((uint64_t)offset != (uint64_t)indices.size()); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				int32_t vertex_num = indices.size(); | 
					
						
							|  |  |  | 				bool has_vertex_color = false; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				uint32_t flags = 0; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				Array array; | 
					
						
							|  |  |  | 				array.resize(Mesh::ARRAY_MAX); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				// HACK: If we have blend shapes we cannot merge vertices at identical positions
 | 
					
						
							|  |  |  | 				// if they have different indices in the file. To avoid this encode the vertex index
 | 
					
						
							|  |  |  | 				// into the vertex position for the time being.
 | 
					
						
							|  |  |  | 				// Ideally this would be an extra channel in the vertex but as the vertex format is
 | 
					
						
							|  |  |  | 				// fixed and we already use user data for extra UV channels this'll do.
 | 
					
						
							|  |  |  | 				if (use_blend_shapes) { | 
					
						
							|  |  |  | 					Vector<Vector3> vertex_indices; | 
					
						
							|  |  |  | 					int num_blend_shape_indices = indices.size(); | 
					
						
							|  |  |  | 					vertex_indices.resize(num_blend_shape_indices); | 
					
						
							|  |  |  | 					for (int i = 0; i < num_blend_shape_indices; i++) { | 
					
						
							|  |  |  | 						vertex_indices.write[i] = _encode_vertex_index(fbx_mesh->vertex_indices[indices[i]]); | 
					
						
							|  |  |  | 					} | 
					
						
							|  |  |  | 					array[Mesh::ARRAY_VERTEX] = vertex_indices; | 
					
						
							|  |  |  | 				} else { | 
					
						
							|  |  |  | 					array[Mesh::ARRAY_VERTEX] = _decode_vertex_attrib_vec3(fbx_mesh->vertex_position, indices); | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				// Normals always exist as they're generated if missing,
 | 
					
						
							|  |  |  | 				// see `ufbx_load_opts.generate_missing_normals`.
 | 
					
						
							|  |  |  | 				Vector<Vector3> normals = _decode_vertex_attrib_vec3(fbx_mesh->vertex_normal, indices); | 
					
						
							|  |  |  | 				array[Mesh::ARRAY_NORMAL] = normals; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				if (fbx_mesh->vertex_tangent.exists) { | 
					
						
							|  |  |  | 					Vector<float> tangents = _decode_vertex_attrib_vec3_as_tangent(fbx_mesh->vertex_tangent, indices); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					// Patch bitangent sign if available
 | 
					
						
							|  |  |  | 					if (fbx_mesh->vertex_bitangent.exists) { | 
					
						
							|  |  |  | 						for (int i = 0; i < vertex_num; i++) { | 
					
						
							|  |  |  | 							Vector3 tangent = Vector3(tangents[i * 4], tangents[i * 4 + 1], tangents[i * 4 + 2]); | 
					
						
							|  |  |  | 							Vector3 bitangent = _as_vec3(fbx_mesh->vertex_bitangent[indices[i]]); | 
					
						
							|  |  |  | 							Vector3 generated_bitangent = normals[i].cross(tangent); | 
					
						
							|  |  |  | 							if (generated_bitangent.dot(bitangent) < 0.0f) { | 
					
						
							|  |  |  | 								tangents.write[i * 4 + 3] = -1.0f; | 
					
						
							|  |  |  | 							} | 
					
						
							|  |  |  | 						} | 
					
						
							|  |  |  | 					} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					array[Mesh::ARRAY_TANGENT] = tangents; | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				if (fbx_mesh->vertex_uv.exists) { | 
					
						
							|  |  |  | 					PackedVector2Array uv_array = _decode_vertex_attrib_vec2(fbx_mesh->vertex_uv, indices); | 
					
						
							|  |  |  | 					_process_uv_set(uv_array); | 
					
						
							|  |  |  | 					array[Mesh::ARRAY_TEX_UV] = uv_array; | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				if (fbx_mesh->uv_sets.count >= 2 && fbx_mesh->uv_sets[1].vertex_uv.exists) { | 
					
						
							|  |  |  | 					PackedVector2Array uv2_array = _decode_vertex_attrib_vec2(fbx_mesh->uv_sets[1].vertex_uv, indices); | 
					
						
							|  |  |  | 					_process_uv_set(uv2_array); | 
					
						
							|  |  |  | 					array[Mesh::ARRAY_TEX_UV2] = uv2_array; | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				for (int uv_i = 2; uv_i < 8; uv_i += 2) { | 
					
						
							|  |  |  | 					Vector<float> cur_custom; | 
					
						
							|  |  |  | 					Vector<Vector2> texcoord_first; | 
					
						
							|  |  |  | 					Vector<Vector2> texcoord_second; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					int texcoord_i = uv_i; | 
					
						
							|  |  |  | 					int texcoord_next = texcoord_i + 1; | 
					
						
							|  |  |  | 					int num_channels = 0; | 
					
						
							|  |  |  | 					if (texcoord_i < static_cast<int>(fbx_mesh->uv_sets.count) && fbx_mesh->uv_sets[texcoord_i].vertex_uv.exists) { | 
					
						
							|  |  |  | 						texcoord_first = _decode_vertex_attrib_vec2(fbx_mesh->uv_sets[texcoord_i].vertex_uv, indices); | 
					
						
							|  |  |  | 						_process_uv_set(texcoord_first); | 
					
						
							|  |  |  | 						num_channels = 2; | 
					
						
							|  |  |  | 					} | 
					
						
							|  |  |  | 					if (texcoord_next < static_cast<int>(fbx_mesh->uv_sets.count) && fbx_mesh->uv_sets[texcoord_next].vertex_uv.exists) { | 
					
						
							|  |  |  | 						texcoord_second = _decode_vertex_attrib_vec2(fbx_mesh->uv_sets[texcoord_next].vertex_uv, indices); | 
					
						
							|  |  |  | 						_process_uv_set(texcoord_second); | 
					
						
							|  |  |  | 						num_channels = 4; | 
					
						
							|  |  |  | 					} | 
					
						
							|  |  |  | 					if (!num_channels) { | 
					
						
							|  |  |  | 						break; | 
					
						
							|  |  |  | 					} | 
					
						
							|  |  |  | 					cur_custom.resize(vertex_num * num_channels); | 
					
						
							|  |  |  | 					for (int32_t uv_first_i = 0; uv_first_i < texcoord_first.size() && uv_first_i < vertex_num; uv_first_i++) { | 
					
						
							|  |  |  | 						int index = uv_first_i * num_channels; | 
					
						
							|  |  |  | 						cur_custom.write[index] = texcoord_first[uv_first_i].x; | 
					
						
							|  |  |  | 						cur_custom.write[index + 1] = texcoord_first[uv_first_i].y; | 
					
						
							|  |  |  | 					} | 
					
						
							|  |  |  | 					if (num_channels == 4) { | 
					
						
							|  |  |  | 						for (int32_t uv_second_i = 0; uv_second_i < texcoord_second.size() && uv_second_i < vertex_num; uv_second_i++) { | 
					
						
							|  |  |  | 							int index = uv_second_i * num_channels; | 
					
						
							|  |  |  | 							cur_custom.write[index + 2] = texcoord_second[uv_second_i].x; | 
					
						
							|  |  |  | 							cur_custom.write[index + 3] = texcoord_second[uv_second_i].y; | 
					
						
							|  |  |  | 						} | 
					
						
							|  |  |  | 						_zero_unused_elements(cur_custom, texcoord_second.size(), vertex_num, num_channels); | 
					
						
							|  |  |  | 					} else if (num_channels == 2) { | 
					
						
							|  |  |  | 						_zero_unused_elements(cur_custom, texcoord_first.size(), vertex_num, num_channels); | 
					
						
							|  |  |  | 					} | 
					
						
							|  |  |  | 					if (!cur_custom.is_empty()) { | 
					
						
							|  |  |  | 						array[Mesh::ARRAY_CUSTOM0 + ((uv_i - 2) / 2)] = cur_custom; // Map uv2-uv7 to custom0-custom2
 | 
					
						
							|  |  |  | 						int custom_shift = Mesh::ARRAY_FORMAT_CUSTOM0_SHIFT + ((uv_i - 2) / 2) * Mesh::ARRAY_FORMAT_CUSTOM_BITS; | 
					
						
							|  |  |  | 						flags |= (num_channels == 2 ? Mesh::ARRAY_CUSTOM_RG_FLOAT : Mesh::ARRAY_CUSTOM_RGBA_FLOAT) << custom_shift; | 
					
						
							|  |  |  | 					} | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				if (fbx_mesh->vertex_color.exists) { | 
					
						
							|  |  |  | 					array[Mesh::ARRAY_COLOR] = _decode_vertex_attrib_color(fbx_mesh->vertex_color, indices); | 
					
						
							|  |  |  | 					has_vertex_color = true; | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				int32_t num_skin_weights = 0; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				// Find the first imported skin deformer
 | 
					
						
							|  |  |  | 				for (ufbx_skin_deformer *fbx_skin : fbx_mesh->skin_deformers) { | 
					
						
							| 
									
										
										
										
											2024-05-03 20:46:26 +03:00
										 |  |  | 					GLTFSkinIndex skin_i = p_state->original_skin_indices[fbx_skin->typed_id]; | 
					
						
							| 
									
										
										
										
											2024-02-16 05:25:15 -08:00
										 |  |  | 					if (skin_i < 0) { | 
					
						
							|  |  |  | 						continue; | 
					
						
							|  |  |  | 					} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					// Tag all nodes to use the skin
 | 
					
						
							|  |  |  | 					for (const ufbx_node *node : fbx_mesh->instances) { | 
					
						
							|  |  |  | 						p_state->nodes[node->typed_id]->skin = skin_i; | 
					
						
							|  |  |  | 					} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					num_skin_weights = fbx_skin->max_weights_per_vertex > 4 ? 8 : 4; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					Vector<int32_t> bones; | 
					
						
							|  |  |  | 					Vector<float> weights; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					bones.resize(vertex_num * num_skin_weights); | 
					
						
							|  |  |  | 					weights.resize(vertex_num * num_skin_weights); | 
					
						
							|  |  |  | 					for (int32_t vertex_i = 0; vertex_i < vertex_num; vertex_i++) { | 
					
						
							|  |  |  | 						uint32_t fbx_vertex_index = fbx_mesh->vertex_indices[indices[vertex_i]]; | 
					
						
							|  |  |  | 						ufbx_skin_vertex skin_vertex = fbx_skin->vertices[fbx_vertex_index]; | 
					
						
							|  |  |  | 						float total_weight = 0.0f; | 
					
						
							|  |  |  | 						int32_t num_weights = MIN(int32_t(skin_vertex.num_weights), num_skin_weights); | 
					
						
							|  |  |  | 						for (int32_t i = 0; i < num_weights; i++) { | 
					
						
							|  |  |  | 							ufbx_skin_weight skin_weight = fbx_skin->weights[skin_vertex.weight_begin + i]; | 
					
						
							|  |  |  | 							int index = vertex_i * num_skin_weights + i; | 
					
						
							|  |  |  | 							float weight = float(skin_weight.weight); | 
					
						
							|  |  |  | 							bones.write[index] = int(skin_weight.cluster_index); | 
					
						
							|  |  |  | 							weights.write[index] = weight; | 
					
						
							|  |  |  | 							total_weight += weight; | 
					
						
							|  |  |  | 						} | 
					
						
							|  |  |  | 						if (total_weight > 0.0f) { | 
					
						
							|  |  |  | 							for (int32_t i = 0; i < num_weights; i++) { | 
					
						
							|  |  |  | 								int index = vertex_i * num_skin_weights + i; | 
					
						
							|  |  |  | 								weights.write[index] /= total_weight; | 
					
						
							|  |  |  | 							} | 
					
						
							|  |  |  | 						} | 
					
						
							|  |  |  | 						// Pad the rest with empty weights
 | 
					
						
							|  |  |  | 						for (int32_t i = num_weights; i < num_skin_weights; i++) { | 
					
						
							|  |  |  | 							int index = vertex_i * num_skin_weights + i; | 
					
						
							|  |  |  | 							bones.write[index] = 0; // TODO: What should this be padded with?
 | 
					
						
							|  |  |  | 							weights.write[index] = 0.0f; | 
					
						
							|  |  |  | 						} | 
					
						
							|  |  |  | 					} | 
					
						
							|  |  |  | 					array[Mesh::ARRAY_BONES] = bones; | 
					
						
							|  |  |  | 					array[Mesh::ARRAY_WEIGHTS] = weights; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					if (num_skin_weights == 8) { | 
					
						
							|  |  |  | 						flags |= Mesh::ARRAY_FLAG_USE_8_BONE_WEIGHTS; | 
					
						
							|  |  |  | 					} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					// Only use the first found skin
 | 
					
						
							|  |  |  | 					break; | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				bool generate_tangents = (primitive == Mesh::PRIMITIVE_TRIANGLES && !array[Mesh::ARRAY_TANGENT] && array[Mesh::ARRAY_TEX_UV] && array[Mesh::ARRAY_NORMAL]); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				Ref<SurfaceTool> mesh_surface_tool; | 
					
						
							|  |  |  | 				mesh_surface_tool.instantiate(); | 
					
						
							|  |  |  | 				mesh_surface_tool->create_from_triangle_arrays(array); | 
					
						
							|  |  |  | 				mesh_surface_tool->set_skin_weight_count(num_skin_weights == 8 ? SurfaceTool::SKIN_8_WEIGHTS : SurfaceTool::SKIN_4_WEIGHTS); | 
					
						
							|  |  |  | 				mesh_surface_tool->index(); | 
					
						
							|  |  |  | 				if (generate_tangents) { | 
					
						
							|  |  |  | 					//must generate mikktspace tangents.. ergh..
 | 
					
						
							|  |  |  | 					mesh_surface_tool->generate_tangents(); | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 				array = mesh_surface_tool->commit_to_arrays(); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				Array morphs; | 
					
						
							|  |  |  | 				//blend shapes
 | 
					
						
							|  |  |  | 				if (use_blend_shapes) { | 
					
						
							|  |  |  | 					print_verbose("FBX: Mesh has targets"); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					import_mesh->set_blend_shape_mode(Mesh::BLEND_SHAPE_MODE_NORMALIZED); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					for (const ufbx_blend_deformer *fbx_deformer : fbx_mesh->blend_deformers) { | 
					
						
							|  |  |  | 						for (const ufbx_blend_channel *fbx_channel : fbx_deformer->channels) { | 
					
						
							|  |  |  | 							if (fbx_channel->keyframes.count == 0) { | 
					
						
							|  |  |  | 								continue; | 
					
						
							|  |  |  | 							} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 							// Use the last shape keyframe by default
 | 
					
						
							|  |  |  | 							ufbx_blend_shape *fbx_shape = fbx_channel->keyframes[fbx_channel->keyframes.count - 1].shape; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 							Array array_copy; | 
					
						
							|  |  |  | 							array_copy.resize(Mesh::ARRAY_MAX); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 							for (int l = 0; l < Mesh::ARRAY_MAX; l++) { | 
					
						
							|  |  |  | 								array_copy[l] = array[l]; | 
					
						
							|  |  |  | 							} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 							Vector<Vector3> varr; | 
					
						
							|  |  |  | 							Vector<Vector3> narr; | 
					
						
							|  |  |  | 							const Vector<Vector3> src_varr = array[Mesh::ARRAY_VERTEX]; | 
					
						
							|  |  |  | 							const Vector<Vector3> src_narr = array[Mesh::ARRAY_NORMAL]; | 
					
						
							|  |  |  | 							const int size = src_varr.size(); | 
					
						
							|  |  |  | 							ERR_FAIL_COND_V(size == 0, ERR_PARSE_ERROR); | 
					
						
							|  |  |  | 							{ | 
					
						
							|  |  |  | 								varr.resize(size); | 
					
						
							|  |  |  | 								narr.resize(size); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 								Vector3 *w_varr = varr.ptrw(); | 
					
						
							|  |  |  | 								Vector3 *w_narr = narr.ptrw(); | 
					
						
							|  |  |  | 								const Vector3 *r_varr = src_varr.ptr(); | 
					
						
							|  |  |  | 								const Vector3 *r_narr = src_narr.ptr(); | 
					
						
							|  |  |  | 								for (int l = 0; l < size; l++) { | 
					
						
							|  |  |  | 									uint32_t vertex_index = _decode_vertex_index(r_varr[l]); | 
					
						
							|  |  |  | 									uint32_t offset_index = ufbx_get_blend_shape_offset_index(fbx_shape, vertex_index); | 
					
						
							|  |  |  | 									Vector3 position = _as_vec3(fbx_mesh->vertices[vertex_index]); | 
					
						
							|  |  |  | 									Vector3 normal = r_narr[l]; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 									if (offset_index != UFBX_NO_INDEX && offset_index < fbx_shape->position_offsets.count) { | 
					
						
							|  |  |  | 										Vector3 blend_shape_position_offset = _as_vec3(fbx_shape->position_offsets[offset_index]); | 
					
						
							|  |  |  | 										w_varr[l] = position + blend_shape_position_offset; | 
					
						
							|  |  |  | 									} else { | 
					
						
							|  |  |  | 										w_varr[l] = position; | 
					
						
							|  |  |  | 									} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 									if (offset_index != UFBX_NO_INDEX && offset_index < fbx_shape->normal_offsets.count) { | 
					
						
							|  |  |  | 										w_narr[l] = (normal.normalized() + _as_vec3(fbx_shape->normal_offsets[offset_index])).normalized(); | 
					
						
							|  |  |  | 									} else { | 
					
						
							|  |  |  | 										w_narr[l] = normal; | 
					
						
							|  |  |  | 									} | 
					
						
							|  |  |  | 								} | 
					
						
							|  |  |  | 							} | 
					
						
							|  |  |  | 							array_copy[Mesh::ARRAY_VERTEX] = varr; | 
					
						
							|  |  |  | 							array_copy[Mesh::ARRAY_NORMAL] = narr; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 							Ref<SurfaceTool> blend_surface_tool; | 
					
						
							|  |  |  | 							blend_surface_tool.instantiate(); | 
					
						
							|  |  |  | 							blend_surface_tool->create_from_triangle_arrays(array_copy); | 
					
						
							|  |  |  | 							blend_surface_tool->set_skin_weight_count(num_skin_weights == 8 ? SurfaceTool::SKIN_8_WEIGHTS : SurfaceTool::SKIN_4_WEIGHTS); | 
					
						
							|  |  |  | 							if (generate_tangents) { | 
					
						
							|  |  |  | 								//must generate mikktspace tangents.. ergh..
 | 
					
						
							|  |  |  | 								blend_surface_tool->generate_tangents(); | 
					
						
							|  |  |  | 							} | 
					
						
							|  |  |  | 							array_copy = blend_surface_tool->commit_to_arrays(); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 							// Enforce blend shape mask array format
 | 
					
						
							|  |  |  | 							for (int l = 0; l < Mesh::ARRAY_MAX; l++) { | 
					
						
							|  |  |  | 								if (!(Mesh::ARRAY_FORMAT_BLEND_SHAPE_MASK & (static_cast<int64_t>(1) << l))) { | 
					
						
							|  |  |  | 									array_copy[l] = Variant(); | 
					
						
							|  |  |  | 								} | 
					
						
							|  |  |  | 							} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 							morphs.push_back(array_copy); | 
					
						
							|  |  |  | 						} | 
					
						
							|  |  |  | 					} | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				// Decode the original vertex positions now that we're done processing blend shapes.
 | 
					
						
							|  |  |  | 				if (use_blend_shapes) { | 
					
						
							|  |  |  | 					Vector<Vector3> varr = array[Mesh::ARRAY_VERTEX]; | 
					
						
							|  |  |  | 					Vector3 *w_varr = varr.ptrw(); | 
					
						
							|  |  |  | 					const int size = varr.size(); | 
					
						
							|  |  |  | 					for (int i = 0; i < size; i++) { | 
					
						
							|  |  |  | 						uint32_t vertex_index = _decode_vertex_index(w_varr[i]); | 
					
						
							|  |  |  | 						w_varr[i] = _as_vec3(fbx_mesh->vertices[vertex_index]); | 
					
						
							|  |  |  | 					} | 
					
						
							|  |  |  | 					array[Mesh::ARRAY_VERTEX] = varr; | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				Ref<Material> mat; | 
					
						
							|  |  |  | 				String mat_name; | 
					
						
							|  |  |  | 				if (!p_state->discard_meshes_and_materials) { | 
					
						
							|  |  |  | 					ufbx_material *fbx_material = nullptr; | 
					
						
							|  |  |  | 					if (fbx_mesh_part.index < fbx_mesh->materials.count) { | 
					
						
							|  |  |  | 						fbx_material = fbx_mesh->materials[fbx_mesh_part.index]; | 
					
						
							|  |  |  | 					} | 
					
						
							|  |  |  | 					if (fbx_material) { | 
					
						
							|  |  |  | 						const int material = int(fbx_material->typed_id); | 
					
						
							|  |  |  | 						ERR_FAIL_INDEX_V(material, p_state->materials.size(), ERR_FILE_CORRUPT); | 
					
						
							|  |  |  | 						Ref<Material> mat3d = p_state->materials[material]; | 
					
						
							|  |  |  | 						ERR_FAIL_NULL_V(mat3d, ERR_FILE_CORRUPT); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 						Ref<BaseMaterial3D> base_material = mat3d; | 
					
						
							|  |  |  | 						if (has_vertex_color && base_material.is_valid()) { | 
					
						
							|  |  |  | 							base_material->set_flag(BaseMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true); | 
					
						
							|  |  |  | 						} | 
					
						
							|  |  |  | 						mat = mat3d; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					} else { | 
					
						
							|  |  |  | 						Ref<StandardMaterial3D> mat3d; | 
					
						
							|  |  |  | 						mat3d.instantiate(); | 
					
						
							|  |  |  | 						if (has_vertex_color) { | 
					
						
							|  |  |  | 							mat3d->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true); | 
					
						
							|  |  |  | 						} | 
					
						
							|  |  |  | 						mat = mat3d; | 
					
						
							|  |  |  | 					} | 
					
						
							|  |  |  | 					ERR_FAIL_NULL_V(mat, ERR_FILE_CORRUPT); | 
					
						
							|  |  |  | 					mat_name = mat->get_name(); | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 				import_mesh->add_surface(primitive, array, morphs, | 
					
						
							|  |  |  | 						Dictionary(), mat, mat_name, flags); | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		Ref<GLTFMesh> mesh; | 
					
						
							|  |  |  | 		mesh.instantiate(); | 
					
						
							|  |  |  | 		Dictionary additional_data; | 
					
						
							|  |  |  | 		additional_data["blend_channels"] = blend_channels; | 
					
						
							|  |  |  | 		mesh->set_additional_data("GODOT_mesh_blend_channels", additional_data); | 
					
						
							|  |  |  | 		mesh->set_blend_weights(blend_weights); | 
					
						
							|  |  |  | 		mesh->set_mesh(import_mesh); | 
					
						
							|  |  |  | 		mesh->set_name(import_mesh->get_name()); | 
					
						
							|  |  |  | 		mesh->set_original_name(original_name); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		p_state->meshes.push_back(mesh); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	print_verbose("FBX: Total meshes: " + itos(p_state->meshes.size())); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	return OK; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | Ref<Image> FBXDocument::_parse_image_bytes_into_image(Ref<FBXState> p_state, const Vector<uint8_t> &p_bytes, const String &p_filename, int p_index) { | 
					
						
							|  |  |  | 	Ref<Image> r_image; | 
					
						
							|  |  |  | 	r_image.instantiate(); | 
					
						
							|  |  |  | 	// Try to import first based on filename.
 | 
					
						
							|  |  |  | 	String filename_lower = p_filename.to_lower(); | 
					
						
							|  |  |  | 	if (filename_lower.ends_with(".png")) { | 
					
						
							|  |  |  | 		r_image->load_png_from_buffer(p_bytes); | 
					
						
							|  |  |  | 	} else if (filename_lower.ends_with(".jpg")) { | 
					
						
							|  |  |  | 		r_image->load_jpg_from_buffer(p_bytes); | 
					
						
							|  |  |  | 	} else if (filename_lower.ends_with(".tga")) { | 
					
						
							|  |  |  | 		r_image->load_tga_from_buffer(p_bytes); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	// If we didn't pass the above tests, try loading as each option.
 | 
					
						
							|  |  |  | 	if (r_image->is_empty()) { // Try PNG first.
 | 
					
						
							|  |  |  | 		r_image->load_png_from_buffer(p_bytes); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	if (r_image->is_empty()) { // And then JPEG.
 | 
					
						
							|  |  |  | 		r_image->load_jpg_from_buffer(p_bytes); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	if (r_image->is_empty()) { // And then TGA.
 | 
					
						
							|  |  |  | 		r_image->load_jpg_from_buffer(p_bytes); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	// If it still can't be loaded, give up and insert an empty image as placeholder.
 | 
					
						
							|  |  |  | 	if (r_image->is_empty()) { | 
					
						
							|  |  |  | 		ERR_PRINT(vformat("FBX: Couldn't load image index '%d'", p_index)); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	return r_image; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | GLTFImageIndex FBXDocument::_parse_image_save_image(Ref<FBXState> p_state, const Vector<uint8_t> &p_bytes, const String &p_file_extension, int p_index, Ref<Image> p_image) { | 
					
						
							|  |  |  | 	FBXState::GLTFHandleBinary handling = FBXState::GLTFHandleBinary(p_state->handle_binary_image); | 
					
						
							|  |  |  | 	if (p_image->is_empty() || handling == FBXState::GLTFHandleBinary::HANDLE_BINARY_DISCARD_TEXTURES) { | 
					
						
							|  |  |  | 		if (p_index < 0) { | 
					
						
							|  |  |  | 			return -1; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 		p_state->images.push_back(Ref<Texture2D>()); | 
					
						
							|  |  |  | 		p_state->source_images.push_back(Ref<Image>()); | 
					
						
							|  |  |  | 		return p_state->images.size() - 1; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | #ifdef TOOLS_ENABLED
 | 
					
						
							|  |  |  | 	if (Engine::get_singleton()->is_editor_hint() && handling == FBXState::GLTFHandleBinary::HANDLE_BINARY_EXTRACT_TEXTURES) { | 
					
						
							|  |  |  | 		if (p_state->base_path.is_empty()) { | 
					
						
							|  |  |  | 			if (p_index < 0) { | 
					
						
							|  |  |  | 				return -1; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 			p_state->images.push_back(Ref<Texture2D>()); | 
					
						
							|  |  |  | 			p_state->source_images.push_back(Ref<Image>()); | 
					
						
							|  |  |  | 		} else if (p_image->get_name().is_empty()) { | 
					
						
							|  |  |  | 			if (p_index < 0) { | 
					
						
							|  |  |  | 				return -1; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 			WARN_PRINT(vformat("FBX: Image index '%d' couldn't be named. Skipping it.", p_index)); | 
					
						
							|  |  |  | 			p_state->images.push_back(Ref<Texture2D>()); | 
					
						
							|  |  |  | 			p_state->source_images.push_back(Ref<Image>()); | 
					
						
							|  |  |  | 		} else { | 
					
						
							|  |  |  | 			bool must_import = true; | 
					
						
							|  |  |  | 			Vector<uint8_t> img_data = p_image->get_data(); | 
					
						
							|  |  |  | 			Dictionary generator_parameters; | 
					
						
							|  |  |  | 			String file_path = p_state->get_base_path().path_join(p_state->filename.get_basename() + "_" + p_image->get_name()); | 
					
						
							|  |  |  | 			file_path += p_file_extension.is_empty() ? ".png" : p_file_extension; | 
					
						
							|  |  |  | 			if (FileAccess::exists(file_path + ".import")) { | 
					
						
							|  |  |  | 				Ref<ConfigFile> config; | 
					
						
							|  |  |  | 				config.instantiate(); | 
					
						
							|  |  |  | 				config->load(file_path + ".import"); | 
					
						
							|  |  |  | 				if (config->has_section_key("remap", "generator_parameters")) { | 
					
						
							|  |  |  | 					generator_parameters = (Dictionary)config->get_value("remap", "generator_parameters"); | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 				if (!generator_parameters.has("md5")) { | 
					
						
							|  |  |  | 					must_import = false; // Didn't come from a gltf document; don't overwrite.
 | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 			if (must_import) { | 
					
						
							|  |  |  | 				String existing_md5 = generator_parameters["md5"]; | 
					
						
							|  |  |  | 				unsigned char md5_hash[16]; | 
					
						
							|  |  |  | 				CryptoCore::md5(img_data.ptr(), img_data.size(), md5_hash); | 
					
						
							|  |  |  | 				String new_md5 = String::hex_encode_buffer(md5_hash, 16); | 
					
						
							|  |  |  | 				generator_parameters["md5"] = new_md5; | 
					
						
							|  |  |  | 				if (new_md5 == existing_md5) { | 
					
						
							|  |  |  | 					must_import = false; | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 			if (must_import) { | 
					
						
							|  |  |  | 				Error err = OK; | 
					
						
							|  |  |  | 				if (p_file_extension.is_empty()) { | 
					
						
							|  |  |  | 					// If a file extension was not specified, save the image data to a PNG file.
 | 
					
						
							|  |  |  | 					err = p_image->save_png(file_path); | 
					
						
							|  |  |  | 					ERR_FAIL_COND_V(err != OK, -1); | 
					
						
							|  |  |  | 				} else { | 
					
						
							|  |  |  | 					// If a file extension was specified, save the original bytes to a file with that extension.
 | 
					
						
							|  |  |  | 					Ref<FileAccess> file = FileAccess::open(file_path, FileAccess::WRITE, &err); | 
					
						
							|  |  |  | 					ERR_FAIL_COND_V(err != OK, -1); | 
					
						
							|  |  |  | 					file->store_buffer(p_bytes); | 
					
						
							|  |  |  | 					file->close(); | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 				// ResourceLoader::import will crash if not is_editor_hint(), so this case is protected above and will fall through to uncompressed.
 | 
					
						
							|  |  |  | 				HashMap<StringName, Variant> custom_options; | 
					
						
							|  |  |  | 				custom_options[SNAME("mipmaps/generate")] = true; | 
					
						
							|  |  |  | 				// Will only use project settings defaults if custom_importer is empty.
 | 
					
						
							|  |  |  | 				EditorFileSystem::get_singleton()->update_file(file_path); | 
					
						
							|  |  |  | 				EditorFileSystem::get_singleton()->reimport_append(file_path, custom_options, String(), generator_parameters); | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 			Ref<Texture2D> saved_image = ResourceLoader::load(_get_texture_path(p_state->get_base_path(), file_path), "Texture2D"); | 
					
						
							|  |  |  | 			if (saved_image.is_valid()) { | 
					
						
							|  |  |  | 				p_state->images.push_back(saved_image); | 
					
						
							|  |  |  | 				p_state->source_images.push_back(saved_image->get_image()); | 
					
						
							|  |  |  | 			} else if (p_index < 0) { | 
					
						
							|  |  |  | 				return -1; | 
					
						
							|  |  |  | 			} else { | 
					
						
							|  |  |  | 				WARN_PRINT(vformat("FBX: Image index '%d' couldn't be loaded with the name: %s. Skipping it.", p_index, p_image->get_name())); | 
					
						
							|  |  |  | 				// Placeholder to keep count.
 | 
					
						
							|  |  |  | 				p_state->images.push_back(Ref<Texture2D>()); | 
					
						
							|  |  |  | 				p_state->source_images.push_back(Ref<Image>()); | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 		return p_state->images.size() - 1; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | #endif // TOOLS_ENABLED
 | 
					
						
							|  |  |  | 	if (handling == FBXState::HANDLE_BINARY_EMBED_AS_BASISU) { | 
					
						
							|  |  |  | 		Ref<PortableCompressedTexture2D> tex; | 
					
						
							|  |  |  | 		tex.instantiate(); | 
					
						
							|  |  |  | 		tex->set_name(p_image->get_name()); | 
					
						
							|  |  |  | 		tex->set_keep_compressed_buffer(true); | 
					
						
							|  |  |  | 		tex->create_from_image(p_image, PortableCompressedTexture2D::COMPRESSION_MODE_BASIS_UNIVERSAL); | 
					
						
							|  |  |  | 		p_state->images.push_back(tex); | 
					
						
							|  |  |  | 		p_state->source_images.push_back(p_image); | 
					
						
							|  |  |  | 		return p_state->images.size() - 1; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	// This handles the case of HANDLE_BINARY_EMBED_AS_UNCOMPRESSED, and it also serves
 | 
					
						
							|  |  |  | 	// as a fallback for HANDLE_BINARY_EXTRACT_TEXTURES when this is not the editor.
 | 
					
						
							|  |  |  | 	Ref<ImageTexture> tex; | 
					
						
							|  |  |  | 	tex.instantiate(); | 
					
						
							|  |  |  | 	tex->set_name(p_image->get_name()); | 
					
						
							|  |  |  | 	tex->set_image(p_image); | 
					
						
							|  |  |  | 	p_state->images.push_back(tex); | 
					
						
							|  |  |  | 	p_state->source_images.push_back(p_image); | 
					
						
							|  |  |  | 	return p_state->images.size() - 1; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | Error FBXDocument::_parse_images(Ref<FBXState> p_state, const String &p_base_path) { | 
					
						
							|  |  |  | 	ERR_FAIL_NULL_V(p_state, ERR_INVALID_PARAMETER); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	const ufbx_scene *fbx_scene = p_state->scene.get(); | 
					
						
							|  |  |  | 	for (int texture_i = 0; texture_i < static_cast<int>(fbx_scene->texture_files.count); texture_i++) { | 
					
						
							|  |  |  | 		const ufbx_texture_file &fbx_texture_file = fbx_scene->texture_files[texture_i]; | 
					
						
							|  |  |  | 		String path = _as_string(fbx_texture_file.filename); | 
					
						
							| 
									
										
										
										
											2024-04-13 20:28:12 +03:00
										 |  |  | 		// Use only filename for absolute paths to avoid portability issues.
 | 
					
						
							|  |  |  | 		if (path.is_absolute_path()) { | 
					
						
							| 
									
										
										
										
											2024-02-16 05:25:15 -08:00
										 |  |  | 			path = path.get_file(); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 		if (!p_base_path.is_empty()) { | 
					
						
							|  |  |  | 			path = p_base_path.path_join(path); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 		path = path.simplify_path(); | 
					
						
							|  |  |  | 		Vector<uint8_t> data; | 
					
						
							|  |  |  | 		if (fbx_texture_file.content.size > 0 && fbx_texture_file.content.size <= INT_MAX) { | 
					
						
							|  |  |  | 			data.resize(int(fbx_texture_file.content.size)); | 
					
						
							|  |  |  | 			memcpy(data.ptrw(), fbx_texture_file.content.data, fbx_texture_file.content.size); | 
					
						
							|  |  |  | 		} else { | 
					
						
							|  |  |  | 			String base_dir = p_state->get_base_path(); | 
					
						
							|  |  |  | 			Ref<Texture2D> texture = ResourceLoader::load(_get_texture_path(base_dir, path), "Texture2D"); | 
					
						
							|  |  |  | 			if (texture.is_valid()) { | 
					
						
							|  |  |  | 				p_state->images.push_back(texture); | 
					
						
							|  |  |  | 				p_state->source_images.push_back(texture->get_image()); | 
					
						
							|  |  |  | 				continue; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 			// Fallback to loading as byte array.
 | 
					
						
							|  |  |  | 			data = FileAccess::get_file_as_bytes(path); | 
					
						
							|  |  |  | 			if (data.size() == 0) { | 
					
						
							|  |  |  | 				WARN_PRINT(vformat("FBX: Image index '%d' couldn't be loaded from path: %s because there was no data to load. Skipping it.", texture_i, path)); | 
					
						
							|  |  |  | 				p_state->images.push_back(Ref<Texture2D>()); // Placeholder to keep count.
 | 
					
						
							|  |  |  | 				p_state->source_images.push_back(Ref<Image>()); | 
					
						
							|  |  |  | 				continue; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		// Parse the image data from bytes into an Image resource and save if needed.
 | 
					
						
							|  |  |  | 		String file_extension; | 
					
						
							|  |  |  | 		Ref<Image> img = _parse_image_bytes_into_image(p_state, data, path, texture_i); | 
					
						
							|  |  |  | 		img->set_name(itos(texture_i)); | 
					
						
							|  |  |  | 		_parse_image_save_image(p_state, data, file_extension, texture_i, img); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	// Create a texture for each file texture.
 | 
					
						
							|  |  |  | 	for (int texture_file_i = 0; texture_file_i < static_cast<int>(fbx_scene->texture_files.count); texture_file_i++) { | 
					
						
							|  |  |  | 		Ref<GLTFTexture> texture; | 
					
						
							|  |  |  | 		texture.instantiate(); | 
					
						
							|  |  |  | 		texture->set_src_image(GLTFImageIndex(texture_file_i)); | 
					
						
							|  |  |  | 		p_state->textures.push_back(texture); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	print_verbose("FBX: Total images: " + itos(p_state->images.size())); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	return OK; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | Ref<Texture2D> FBXDocument::_get_texture(Ref<FBXState> p_state, const GLTFTextureIndex p_texture, int p_texture_types) { | 
					
						
							|  |  |  | 	ERR_FAIL_INDEX_V(p_texture, p_state->textures.size(), Ref<Texture2D>()); | 
					
						
							|  |  |  | 	const GLTFImageIndex image = p_state->textures[p_texture]->get_src_image(); | 
					
						
							|  |  |  | 	ERR_FAIL_INDEX_V(image, p_state->images.size(), Ref<Texture2D>()); | 
					
						
							|  |  |  | 	if (FBXState::GLTFHandleBinary(p_state->handle_binary_image) == FBXState::HANDLE_BINARY_EMBED_AS_BASISU) { | 
					
						
							|  |  |  | 		ERR_FAIL_INDEX_V(image, p_state->source_images.size(), Ref<Texture2D>()); | 
					
						
							|  |  |  | 		Ref<PortableCompressedTexture2D> portable_texture; | 
					
						
							|  |  |  | 		portable_texture.instantiate(); | 
					
						
							|  |  |  | 		portable_texture->set_keep_compressed_buffer(true); | 
					
						
							|  |  |  | 		Ref<Image> new_img = p_state->source_images[image]->duplicate(); | 
					
						
							|  |  |  | 		ERR_FAIL_COND_V(new_img.is_null(), Ref<Texture2D>()); | 
					
						
							|  |  |  | 		new_img->generate_mipmaps(); | 
					
						
							|  |  |  | 		if (p_texture_types) { | 
					
						
							|  |  |  | 			portable_texture->create_from_image(new_img, PortableCompressedTexture2D::COMPRESSION_MODE_BASIS_UNIVERSAL, true); | 
					
						
							|  |  |  | 		} else { | 
					
						
							|  |  |  | 			portable_texture->create_from_image(new_img, PortableCompressedTexture2D::COMPRESSION_MODE_BASIS_UNIVERSAL, false); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 		p_state->images.write[image] = portable_texture; | 
					
						
							|  |  |  | 		p_state->source_images.write[image] = new_img; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	return p_state->images[image]; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | Error FBXDocument::_parse_materials(Ref<FBXState> p_state) { | 
					
						
							|  |  |  | 	const ufbx_scene *fbx_scene = p_state->scene.get(); | 
					
						
							|  |  |  | 	for (GLTFMaterialIndex material_i = 0; material_i < static_cast<GLTFMaterialIndex>(fbx_scene->materials.count); material_i++) { | 
					
						
							|  |  |  | 		const ufbx_material *fbx_material = fbx_scene->materials[material_i]; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		Ref<StandardMaterial3D> material; | 
					
						
							|  |  |  | 		material.instantiate(); | 
					
						
							|  |  |  | 		if (fbx_material->name.length > 0) { | 
					
						
							|  |  |  | 			material->set_name(_as_string(fbx_material->name)); | 
					
						
							|  |  |  | 		} else { | 
					
						
							|  |  |  | 			material->set_name(vformat("material_%s", itos(material_i))); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 		material->set_flag(BaseMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true); | 
					
						
							|  |  |  | 		Dictionary material_extensions; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		if (fbx_material->pbr.base_color.has_value) { | 
					
						
							|  |  |  | 			Color albedo = _material_color(fbx_material->pbr.base_color, fbx_material->pbr.base_factor); | 
					
						
							| 
									
										
										
										
											2024-04-12 03:52:46 +03:00
										 |  |  | 			material->set_albedo(albedo.linear_to_srgb()); | 
					
						
							| 
									
										
										
										
											2024-02-16 05:25:15 -08:00
										 |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		if (fbx_material->features.double_sided.enabled) { | 
					
						
							|  |  |  | 			material->set_cull_mode(BaseMaterial3D::CULL_DISABLED); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		const ufbx_texture *base_texture = _get_file_texture(fbx_material->pbr.base_color.texture); | 
					
						
							|  |  |  | 		if (base_texture) { | 
					
						
							|  |  |  | 			bool wrap = base_texture->wrap_u == UFBX_WRAP_REPEAT && base_texture->wrap_v == UFBX_WRAP_REPEAT; | 
					
						
							|  |  |  | 			material->set_flag(BaseMaterial3D::FLAG_USE_TEXTURE_REPEAT, wrap); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			Ref<Texture2D> albedo_texture = _get_texture(p_state, GLTFTextureIndex(base_texture->file_index), TEXTURE_TYPE_GENERIC); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			// Search for transparency map.
 | 
					
						
							|  |  |  | 			Ref<Texture2D> transparency_texture; | 
					
						
							|  |  |  | 			const ufbx_texture *transparency_sources[] = { | 
					
						
							|  |  |  | 				fbx_material->pbr.opacity.texture, | 
					
						
							|  |  |  | 				fbx_material->fbx.transparency_color.texture, | 
					
						
							|  |  |  | 			}; | 
					
						
							|  |  |  | 			for (const ufbx_texture *transparency_source : transparency_sources) { | 
					
						
							|  |  |  | 				const ufbx_texture *fbx_transparency_texture = _get_file_texture(transparency_source); | 
					
						
							|  |  |  | 				if (fbx_transparency_texture) { | 
					
						
							|  |  |  | 					transparency_texture = _get_texture(p_state, GLTFTextureIndex(fbx_transparency_texture->file_index), TEXTURE_TYPE_GENERIC); | 
					
						
							|  |  |  | 					if (transparency_texture.is_valid()) { | 
					
						
							|  |  |  | 						break; | 
					
						
							|  |  |  | 					} | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			// Multiply the albedo alpha with the transparency texture if necessary.
 | 
					
						
							|  |  |  | 			if (albedo_texture.is_valid() && transparency_texture.is_valid() && albedo_texture != transparency_texture) { | 
					
						
							|  |  |  | 				Pair<uint64_t, uint64_t> key = { albedo_texture->get_rid().get_id(), transparency_texture->get_rid().get_id() }; | 
					
						
							|  |  |  | 				GLTFTextureIndex *texture_index_ptr = p_state->albedo_transparency_textures.getptr(key); | 
					
						
							|  |  |  | 				if (texture_index_ptr != nullptr) { | 
					
						
							|  |  |  | 					if (*texture_index_ptr >= 0) { | 
					
						
							|  |  |  | 						albedo_texture = _get_texture(p_state, *texture_index_ptr, TEXTURE_TYPE_GENERIC); | 
					
						
							|  |  |  | 					} | 
					
						
							|  |  |  | 				} else { | 
					
						
							|  |  |  | 					Ref<Image> albedo_image = _get_decompressed_image(albedo_texture); | 
					
						
							|  |  |  | 					Ref<Image> transparency_image = _get_decompressed_image(transparency_texture); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					if (albedo_image.is_valid() && transparency_image.is_valid()) { | 
					
						
							|  |  |  | 						albedo_image->convert(Image::Format::FORMAT_RGBA8); | 
					
						
							|  |  |  | 						transparency_image->resize(albedo_texture->get_width(), albedo_texture->get_height(), Image::INTERPOLATE_LANCZOS); | 
					
						
							|  |  |  | 						for (int y = 0; y < albedo_image->get_height(); y++) { | 
					
						
							|  |  |  | 							for (int x = 0; x < albedo_image->get_width(); x++) { | 
					
						
							|  |  |  | 								Color albedo_pixel = albedo_image->get_pixel(x, y); | 
					
						
							|  |  |  | 								Color transparency_pixel = transparency_image->get_pixel(x, y); | 
					
						
							|  |  |  | 								albedo_pixel.a *= transparency_pixel.r; | 
					
						
							|  |  |  | 								albedo_image->set_pixel(x, y, albedo_pixel); | 
					
						
							|  |  |  | 							} | 
					
						
							|  |  |  | 						} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 						albedo_image->clear_mipmaps(); | 
					
						
							|  |  |  | 						albedo_image->generate_mipmaps(); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 						albedo_image->set_name(vformat("alpha_%d", p_state->albedo_transparency_textures.size())); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 						GLTFImageIndex new_image = _parse_image_save_image(p_state, PackedByteArray(), "", -1, albedo_image); | 
					
						
							|  |  |  | 						if (new_image >= 0) { | 
					
						
							|  |  |  | 							Ref<GLTFTexture> new_texture; | 
					
						
							|  |  |  | 							new_texture.instantiate(); | 
					
						
							|  |  |  | 							new_texture->set_src_image(GLTFImageIndex(new_image)); | 
					
						
							|  |  |  | 							p_state->textures.push_back(new_texture); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 							GLTFTextureIndex texture_index = p_state->textures.size() - 1; | 
					
						
							|  |  |  | 							p_state->albedo_transparency_textures[key] = texture_index; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 							albedo_texture = _get_texture(p_state, texture_index, TEXTURE_TYPE_GENERIC); | 
					
						
							|  |  |  | 						} else { | 
					
						
							|  |  |  | 							WARN_PRINT(vformat("FBX: Could not save modified albedo texture from RID (%d, %d).", key.first, key.second)); | 
					
						
							|  |  |  | 							p_state->albedo_transparency_textures[key] = -1; | 
					
						
							|  |  |  | 						} | 
					
						
							|  |  |  | 					} | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			Image::AlphaMode alpha_mode; | 
					
						
							|  |  |  | 			if (albedo_texture.is_valid()) { | 
					
						
							|  |  |  | 				Image::AlphaMode *alpha_mode_ptr = p_state->alpha_mode_cache.getptr(albedo_texture->get_rid().get_id()); | 
					
						
							|  |  |  | 				if (alpha_mode_ptr != nullptr) { | 
					
						
							|  |  |  | 					alpha_mode = *alpha_mode_ptr; | 
					
						
							|  |  |  | 				} else { | 
					
						
							|  |  |  | 					Ref<Image> albedo_image = _get_decompressed_image(albedo_texture); | 
					
						
							|  |  |  | 					alpha_mode = albedo_image->detect_alpha(); | 
					
						
							|  |  |  | 					p_state->alpha_mode_cache[albedo_texture->get_rid().get_id()] = alpha_mode; | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				if (alpha_mode == Image::ALPHA_BLEND) { | 
					
						
							|  |  |  | 					material->set_transparency(BaseMaterial3D::TRANSPARENCY_ALPHA_DEPTH_PRE_PASS); | 
					
						
							|  |  |  | 				} else if (alpha_mode == Image::ALPHA_BIT) { | 
					
						
							|  |  |  | 					material->set_transparency(BaseMaterial3D::TRANSPARENCY_ALPHA_SCISSOR); | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 				material->set_texture(BaseMaterial3D::TEXTURE_ALBEDO, albedo_texture); | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			// Combined textures and factors are very unreliable in FBX
 | 
					
						
							| 
									
										
										
										
											2024-04-13 03:12:03 +03:00
										 |  |  | 			Color albedo_factor = Color(1, 1, 1); | 
					
						
							|  |  |  | 			if (fbx_material->pbr.base_factor.has_value) { | 
					
						
							|  |  |  | 				albedo_factor *= (float)fbx_material->pbr.base_factor.value_real; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 			material->set_albedo(albedo_factor.linear_to_srgb()); | 
					
						
							| 
									
										
										
										
											2024-02-16 05:25:15 -08:00
										 |  |  | 
 | 
					
						
							|  |  |  | 			// TODO: Does not support rotation, could be inverted?
 | 
					
						
							|  |  |  | 			material->set_uv1_offset(_as_vec3(base_texture->uv_transform.translation)); | 
					
						
							|  |  |  | 			Vector3 scale = _as_vec3(base_texture->uv_transform.scale); | 
					
						
							|  |  |  | 			material->set_uv1_scale(scale); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		if (fbx_material->features.pbr.enabled) { | 
					
						
							|  |  |  | 			if (fbx_material->pbr.metalness.has_value) { | 
					
						
							|  |  |  | 				material->set_metallic(float(fbx_material->pbr.metalness.value_real)); | 
					
						
							|  |  |  | 			} else { | 
					
						
							|  |  |  | 				material->set_metallic(1.0); | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			if (fbx_material->pbr.roughness.has_value) { | 
					
						
							|  |  |  | 				material->set_roughness(float(fbx_material->pbr.roughness.value_real)); | 
					
						
							|  |  |  | 			} else { | 
					
						
							|  |  |  | 				material->set_roughness(1.0); | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			const ufbx_texture *metalness_texture = _get_file_texture(fbx_material->pbr.metalness.texture); | 
					
						
							|  |  |  | 			if (metalness_texture) { | 
					
						
							|  |  |  | 				material->set_texture(BaseMaterial3D::TEXTURE_METALLIC, _get_texture(p_state, GLTFTextureIndex(metalness_texture->file_index), TEXTURE_TYPE_GENERIC)); | 
					
						
							|  |  |  | 				material->set_metallic_texture_channel(BaseMaterial3D::TEXTURE_CHANNEL_RED); | 
					
						
							|  |  |  | 				material->set_metallic(1.0); | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			const ufbx_texture *roughness_texture = _get_file_texture(fbx_material->pbr.roughness.texture); | 
					
						
							|  |  |  | 			if (roughness_texture) { | 
					
						
							|  |  |  | 				material->set_texture(BaseMaterial3D::TEXTURE_ROUGHNESS, _get_texture(p_state, GLTFTextureIndex(roughness_texture->file_index), TEXTURE_TYPE_GENERIC)); | 
					
						
							|  |  |  | 				material->set_roughness_texture_channel(BaseMaterial3D::TEXTURE_CHANNEL_RED); | 
					
						
							|  |  |  | 				material->set_roughness(1.0); | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		const ufbx_texture *normal_texture = _get_file_texture(fbx_material->pbr.normal_map.texture); | 
					
						
							|  |  |  | 		if (normal_texture) { | 
					
						
							|  |  |  | 			material->set_texture(BaseMaterial3D::TEXTURE_NORMAL, _get_texture(p_state, GLTFTextureIndex(normal_texture->file_index), TEXTURE_TYPE_NORMAL)); | 
					
						
							|  |  |  | 			material->set_feature(BaseMaterial3D::FEATURE_NORMAL_MAPPING, true); | 
					
						
							|  |  |  | 			if (fbx_material->pbr.normal_map.has_value) { | 
					
						
							|  |  |  | 				material->set_normal_scale(fbx_material->pbr.normal_map.value_real); | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		const ufbx_texture *occlusion_texture = _get_file_texture(fbx_material->pbr.ambient_occlusion.texture); | 
					
						
							|  |  |  | 		if (occlusion_texture) { | 
					
						
							|  |  |  | 			material->set_texture(BaseMaterial3D::TEXTURE_AMBIENT_OCCLUSION, _get_texture(p_state, GLTFTextureIndex(occlusion_texture->file_index), TEXTURE_TYPE_GENERIC)); | 
					
						
							|  |  |  | 			material->set_ao_texture_channel(BaseMaterial3D::TEXTURE_CHANNEL_RED); | 
					
						
							|  |  |  | 			material->set_feature(BaseMaterial3D::FEATURE_AMBIENT_OCCLUSION, true); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		if (fbx_material->pbr.emission_color.has_value) { | 
					
						
							|  |  |  | 			material->set_feature(BaseMaterial3D::FEATURE_EMISSION, true); | 
					
						
							| 
									
										
										
										
											2024-04-12 03:52:46 +03:00
										 |  |  | 			material->set_emission(_material_color(fbx_material->pbr.emission_color).linear_to_srgb()); | 
					
						
							| 
									
										
										
										
											2024-02-16 05:25:15 -08:00
										 |  |  | 			material->set_emission_energy_multiplier(float(fbx_material->pbr.emission_factor.value_real)); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2024-04-12 03:52:57 +03:00
										 |  |  | 		const ufbx_texture *emission_texture = _get_file_texture(fbx_material->pbr.emission_color.texture); | 
					
						
							| 
									
										
										
										
											2024-02-16 05:25:15 -08:00
										 |  |  | 		if (emission_texture) { | 
					
						
							|  |  |  | 			material->set_texture(BaseMaterial3D::TEXTURE_EMISSION, _get_texture(p_state, GLTFTextureIndex(emission_texture->file_index), TEXTURE_TYPE_GENERIC)); | 
					
						
							|  |  |  | 			material->set_feature(BaseMaterial3D::FEATURE_EMISSION, true); | 
					
						
							|  |  |  | 			material->set_emission(Color(0, 0, 0)); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		if (fbx_material->features.double_sided.enabled && fbx_material->features.double_sided.is_explicit) { | 
					
						
							|  |  |  | 			material->set_cull_mode(BaseMaterial3D::CULL_DISABLED); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 		p_state->materials.push_back(material); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	print_verbose("Total materials: " + itos(p_state->materials.size())); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	return OK; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | Error FBXDocument::_parse_cameras(Ref<FBXState> p_state) { | 
					
						
							|  |  |  | 	const ufbx_scene *fbx_scene = p_state->scene.get(); | 
					
						
							|  |  |  | 	for (GLTFCameraIndex i = 0; i < static_cast<GLTFCameraIndex>(fbx_scene->cameras.count); i++) { | 
					
						
							|  |  |  | 		const ufbx_camera *fbx_camera = fbx_scene->cameras[i]; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		Ref<GLTFCamera> camera; | 
					
						
							|  |  |  | 		camera.instantiate(); | 
					
						
							|  |  |  | 		camera->set_name(_as_string(fbx_camera->name)); | 
					
						
							|  |  |  | 		if (fbx_camera->projection_mode == UFBX_PROJECTION_MODE_PERSPECTIVE) { | 
					
						
							|  |  |  | 			camera->set_perspective(true); | 
					
						
							|  |  |  | 			camera->set_fov(Math::deg_to_rad(real_t(fbx_camera->field_of_view_deg.y))); | 
					
						
							|  |  |  | 		} else { | 
					
						
							|  |  |  | 			camera->set_perspective(false); | 
					
						
							| 
									
										
										
										
											2024-04-12 04:02:50 +03:00
										 |  |  | 			camera->set_size_mag(real_t(fbx_camera->orthographic_size.y * 0.5f)); | 
					
						
							| 
									
										
										
										
											2024-02-16 05:25:15 -08:00
										 |  |  | 		} | 
					
						
							|  |  |  | 		if (fbx_camera->near_plane != 0.0f) { | 
					
						
							|  |  |  | 			camera->set_depth_near(fbx_camera->near_plane); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 		if (fbx_camera->far_plane != 0.0f) { | 
					
						
							|  |  |  | 			camera->set_depth_far(fbx_camera->far_plane); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 		p_state->cameras.push_back(camera); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	print_verbose("FBX: Total cameras: " + itos(p_state->cameras.size())); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	return OK; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | Error FBXDocument::_parse_animations(Ref<FBXState> p_state) { | 
					
						
							|  |  |  | 	const ufbx_scene *fbx_scene = p_state->scene.get(); | 
					
						
							|  |  |  | 	for (GLTFAnimationIndex animation_i = 0; animation_i < static_cast<GLTFAnimationIndex>(fbx_scene->anim_stacks.count); animation_i++) { | 
					
						
							|  |  |  | 		const ufbx_anim_stack *fbx_anim_stack = fbx_scene->anim_stacks[animation_i]; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		Ref<GLTFAnimation> animation; | 
					
						
							|  |  |  | 		animation.instantiate(); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		if (fbx_anim_stack->name.length > 0) { | 
					
						
							|  |  |  | 			const String anim_name = _as_string(fbx_anim_stack->name); | 
					
						
							|  |  |  | 			const String anim_name_lower = anim_name.to_lower(); | 
					
						
							|  |  |  | 			if (anim_name_lower.begins_with("loop") || anim_name_lower.ends_with("loop") || anim_name_lower.begins_with("cycle") || anim_name_lower.ends_with("cycle")) { | 
					
						
							|  |  |  | 				animation->set_loop(true); | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 			animation->set_original_name(anim_name); | 
					
						
							|  |  |  | 			animation->set_name(_gen_unique_animation_name(p_state, anim_name)); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		Dictionary additional_data; | 
					
						
							|  |  |  | 		additional_data["time_begin"] = fbx_anim_stack->time_begin; | 
					
						
							|  |  |  | 		additional_data["time_end"] = fbx_anim_stack->time_end; | 
					
						
							|  |  |  | 		animation->set_additional_data("GODOT_animation_time_begin_time_end", additional_data); | 
					
						
							|  |  |  | 		ufbx_bake_opts opts = {}; | 
					
						
							| 
									
										
										
										
											2024-05-23 08:40:26 -07:00
										 |  |  | 		opts.resample_rate = p_state->get_bake_fps(); | 
					
						
							|  |  |  | 		opts.minimum_sample_rate = p_state->get_bake_fps(); | 
					
						
							|  |  |  | 		opts.max_keyframe_segments = 1024; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2024-02-16 05:25:15 -08:00
										 |  |  | 		ufbx_error error; | 
					
						
							|  |  |  | 		ufbx_unique_ptr<ufbx_baked_anim> fbx_baked_anim{ ufbx_bake_anim(fbx_scene, fbx_anim_stack->anim, &opts, &error) }; | 
					
						
							|  |  |  | 		if (!fbx_baked_anim) { | 
					
						
							|  |  |  | 			char err_buf[512]; | 
					
						
							|  |  |  | 			ufbx_format_error(err_buf, sizeof(err_buf), &error); | 
					
						
							|  |  |  | 			ERR_FAIL_V_MSG(FAILED, err_buf); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		for (const ufbx_baked_node &fbx_baked_node : fbx_baked_anim->nodes) { | 
					
						
							|  |  |  | 			const GLTFNodeIndex node = fbx_baked_node.typed_id; | 
					
						
							|  |  |  | 			GLTFAnimation::Track &track = animation->get_tracks()[node]; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			for (const ufbx_baked_vec3 &key : fbx_baked_node.translation_keys) { | 
					
						
							|  |  |  | 				track.position_track.times.push_back(float(key.time)); | 
					
						
							|  |  |  | 				track.position_track.values.push_back(_as_vec3(key.value)); | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			for (const ufbx_baked_quat &key : fbx_baked_node.rotation_keys) { | 
					
						
							|  |  |  | 				track.rotation_track.times.push_back(float(key.time)); | 
					
						
							|  |  |  | 				track.rotation_track.values.push_back(_as_quaternion(key.value)); | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			for (const ufbx_baked_vec3 &key : fbx_baked_node.scale_keys) { | 
					
						
							|  |  |  | 				track.scale_track.times.push_back(float(key.time)); | 
					
						
							|  |  |  | 				track.scale_track.values.push_back(_as_vec3(key.value)); | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		Dictionary blend_shape_animations; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		for (const ufbx_baked_element &fbx_baked_element : fbx_baked_anim->elements) { | 
					
						
							|  |  |  | 			const ufbx_element *fbx_element = fbx_scene->elements[fbx_baked_element.element_id]; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			for (const ufbx_baked_prop &fbx_baked_prop : fbx_baked_element.props) { | 
					
						
							|  |  |  | 				String prop_name = _as_string(fbx_baked_prop.name); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				if (fbx_element->type == UFBX_ELEMENT_BLEND_CHANNEL && prop_name == UFBX_DeformPercent) { | 
					
						
							|  |  |  | 					const ufbx_blend_channel *fbx_blend_channel = ufbx_as_blend_channel(fbx_element); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					int blend_i = fbx_blend_channel->typed_id; | 
					
						
							|  |  |  | 					Vector<real_t> track_times; | 
					
						
							|  |  |  | 					Vector<real_t> track_values; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					for (const ufbx_baked_vec3 &key : fbx_baked_prop.keys) { | 
					
						
							|  |  |  | 						track_times.push_back(float(key.time)); | 
					
						
							|  |  |  | 						track_values.push_back(real_t(key.value.x / 100.0)); | 
					
						
							|  |  |  | 					} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 					Dictionary track; | 
					
						
							|  |  |  | 					track["times"] = track_times; | 
					
						
							|  |  |  | 					track["values"] = track_values; | 
					
						
							|  |  |  | 					blend_shape_animations[blend_i] = track; | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		animation->set_additional_data("GODOT_blend_shape_animations", blend_shape_animations); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		p_state->animations.push_back(animation); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	print_verbose("FBX: Total animations '" + itos(p_state->animations.size()) + "'."); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	return OK; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void FBXDocument::_assign_node_names(Ref<FBXState> p_state) { | 
					
						
							|  |  |  | 	for (int i = 0; i < p_state->nodes.size(); i++) { | 
					
						
							|  |  |  | 		Ref<GLTFNode> fbx_node = p_state->nodes[i]; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		// Any joints get unique names generated when the skeleton is made, unique to the skeleton
 | 
					
						
							|  |  |  | 		if (fbx_node->skeleton >= 0) { | 
					
						
							|  |  |  | 			continue; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		if (fbx_node->get_name().is_empty()) { | 
					
						
							|  |  |  | 			if (fbx_node->mesh >= 0) { | 
					
						
							|  |  |  | 				fbx_node->set_name(_gen_unique_name(p_state->unique_names, "Mesh")); | 
					
						
							|  |  |  | 			} else if (fbx_node->camera >= 0) { | 
					
						
							|  |  |  | 				fbx_node->set_name(_gen_unique_name(p_state->unique_names, "Camera3D")); | 
					
						
							|  |  |  | 			} else { | 
					
						
							|  |  |  | 				fbx_node->set_name(_gen_unique_name(p_state->unique_names, "Node")); | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		fbx_node->set_name(_gen_unique_name(p_state->unique_names, fbx_node->get_name())); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | BoneAttachment3D *FBXDocument::_generate_bone_attachment(Ref<FBXState> p_state, Skeleton3D *p_skeleton, const GLTFNodeIndex p_node_index, const GLTFNodeIndex p_bone_index) { | 
					
						
							|  |  |  | 	Ref<GLTFNode> fbx_node = p_state->nodes[p_node_index]; | 
					
						
							|  |  |  | 	Ref<GLTFNode> bone_node = p_state->nodes[p_bone_index]; | 
					
						
							|  |  |  | 	BoneAttachment3D *bone_attachment = memnew(BoneAttachment3D); | 
					
						
							|  |  |  | 	print_verbose("FBX: Creating bone attachment for: " + fbx_node->get_name()); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	ERR_FAIL_COND_V(!bone_node->joint, nullptr); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	bone_attachment->set_bone_name(bone_node->get_name()); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	return bone_attachment; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | ImporterMeshInstance3D *FBXDocument::_generate_mesh_instance(Ref<FBXState> p_state, const GLTFNodeIndex p_node_index) { | 
					
						
							|  |  |  | 	Ref<GLTFNode> fbx_node = p_state->nodes[p_node_index]; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	ERR_FAIL_INDEX_V(fbx_node->mesh, p_state->meshes.size(), nullptr); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	ImporterMeshInstance3D *mi = memnew(ImporterMeshInstance3D); | 
					
						
							|  |  |  | 	print_verbose("FBX: Creating mesh for: " + fbx_node->get_name()); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	p_state->scene_mesh_instances.insert(p_node_index, mi); | 
					
						
							|  |  |  | 	Ref<GLTFMesh> mesh = p_state->meshes.write[fbx_node->mesh]; | 
					
						
							|  |  |  | 	if (mesh.is_null()) { | 
					
						
							|  |  |  | 		return mi; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	Ref<ImporterMesh> import_mesh = mesh->get_mesh(); | 
					
						
							|  |  |  | 	if (import_mesh.is_null()) { | 
					
						
							|  |  |  | 		return mi; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	mi->set_mesh(import_mesh); | 
					
						
							|  |  |  | 	return mi; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | Camera3D *FBXDocument::_generate_camera(Ref<FBXState> p_state, const GLTFNodeIndex p_node_index) { | 
					
						
							|  |  |  | 	Ref<GLTFNode> fbx_node = p_state->nodes[p_node_index]; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	ERR_FAIL_INDEX_V(fbx_node->camera, p_state->cameras.size(), nullptr); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	print_verbose("FBX: Creating camera for: " + fbx_node->get_name()); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	Ref<GLTFCamera> c = p_state->cameras[fbx_node->camera]; | 
					
						
							|  |  |  | 	return c->to_node(); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | Light3D *FBXDocument::_generate_light(Ref<FBXState> p_state, const GLTFNodeIndex p_node_index) { | 
					
						
							|  |  |  | 	Ref<GLTFNode> fbx_node = p_state->nodes[p_node_index]; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	ERR_FAIL_INDEX_V(fbx_node->light, p_state->lights.size(), nullptr); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	print_verbose("FBX: Creating light for: " + fbx_node->get_name()); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	Ref<GLTFLight> l = p_state->lights[fbx_node->light]; | 
					
						
							|  |  |  | 	Light3D *light = nullptr; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (l->get_light_type() == "point") { | 
					
						
							|  |  |  | 		light = memnew(OmniLight3D); | 
					
						
							|  |  |  | 	} else if (l->get_light_type() == "directional") { | 
					
						
							|  |  |  | 		light = memnew(DirectionalLight3D); | 
					
						
							|  |  |  | 	} else if (l->get_light_type() == "spot") { | 
					
						
							|  |  |  | 		light = memnew(SpotLight3D); | 
					
						
							|  |  |  | 	} else { | 
					
						
							|  |  |  | 		ERR_FAIL_NULL_V(light, nullptr); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (light) { | 
					
						
							|  |  |  | 		light->set_name(l->get_name()); | 
					
						
							|  |  |  | 		light->set_color(l->get_color()); | 
					
						
							|  |  |  | 		light->set_param(Light3D::PARAM_ENERGY, l->get_intensity()); | 
					
						
							|  |  |  | 		Dictionary additional_data = l->get_additional_data("GODOT_fbx_light"); | 
					
						
							|  |  |  | 		if (additional_data.has("castShadows")) { | 
					
						
							|  |  |  | 			light->set_shadow(additional_data["castShadows"]); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 		if (additional_data.has("castLight")) { | 
					
						
							|  |  |  | 			light->set_visible(additional_data["castLight"]); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		Transform3D transform; | 
					
						
							|  |  |  | 		DirectionalLight3D *dir_light = Object::cast_to<DirectionalLight3D>(light); | 
					
						
							|  |  |  | 		SpotLight3D *spot_light = Object::cast_to<SpotLight3D>(light); | 
					
						
							|  |  |  | 		OmniLight3D *omni_light = Object::cast_to<OmniLight3D>(light); | 
					
						
							|  |  |  | 		if (dir_light) { | 
					
						
							|  |  |  | 			dir_light->set_transform(transform); | 
					
						
							|  |  |  | 		} else if (spot_light) { | 
					
						
							|  |  |  | 			spot_light->set_transform(transform); | 
					
						
							|  |  |  | 			spot_light->set_param(SpotLight3D::PARAM_SPOT_ANGLE, l->get_outer_cone_angle() / 2.0f); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 		if (omni_light || spot_light) { | 
					
						
							|  |  |  | 			light->set_param(OmniLight3D::PARAM_RANGE, 4096); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | // This is "correct", but FBX files may have unexpected decay modes.
 | 
					
						
							|  |  |  | // Also does not match with what FBX2glTF does, so it might be better to not do any of this..
 | 
					
						
							|  |  |  | #if 0
 | 
					
						
							|  |  |  | 		if (omni_light || spot_light) { | 
					
						
							|  |  |  | 			float attenuation = 1.0f; | 
					
						
							|  |  |  | 			if (additional_data.has("decay")) { | 
					
						
							|  |  |  | 				String decay_type = additional_data["decay"]; | 
					
						
							|  |  |  | 				if (decay_type == "none") { | 
					
						
							|  |  |  | 					attenuation = 0.001f; | 
					
						
							|  |  |  | 				} else if (decay_type == "linear") { | 
					
						
							|  |  |  | 					attenuation = 1.0f; | 
					
						
							|  |  |  | 				} else if (decay_type == "quadratic") { | 
					
						
							|  |  |  | 					attenuation = 2.0f; | 
					
						
							|  |  |  | 				} else if (decay_type == "cubic") { | 
					
						
							|  |  |  | 					attenuation = 3.0f; | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 			light->set_param(Light3D::PARAM_ATTENUATION, attenuation); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | #endif
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		if (spot_light) { | 
					
						
							|  |  |  | 			// 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->get_inner_cone_angle() / l->get_outer_cone_angle(); | 
					
						
							|  |  |  | 			float angle_attenuation = 0.2 / (1 - angle_ratio) - 0.1; | 
					
						
							|  |  |  | 			light->set_param(SpotLight3D::PARAM_SPOT_ATTENUATION, angle_attenuation); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	return light; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | Node3D *FBXDocument::_generate_spatial(Ref<FBXState> p_state, const GLTFNodeIndex p_node_index) { | 
					
						
							|  |  |  | 	Ref<GLTFNode> fbx_node = p_state->nodes[p_node_index]; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	Node3D *spatial = memnew(Node3D); | 
					
						
							|  |  |  | 	print_verbose("FBX: Converting spatial: " + fbx_node->get_name()); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	return spatial; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void FBXDocument::_generate_scene_node(Ref<FBXState> p_state, const GLTFNodeIndex p_node_index, Node *p_scene_parent, Node *p_scene_root) { | 
					
						
							|  |  |  | 	Ref<GLTFNode> fbx_node = p_state->nodes[p_node_index]; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (fbx_node->skeleton >= 0) { | 
					
						
							|  |  |  | 		_generate_skeleton_bone_node(p_state, p_node_index, p_scene_parent, p_scene_root); | 
					
						
							|  |  |  | 		return; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	Node3D *current_node = nullptr; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	// Is our parent a skeleton
 | 
					
						
							|  |  |  | 	Skeleton3D *active_skeleton = Object::cast_to<Skeleton3D>(p_scene_parent); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	const bool non_bone_parented_to_skeleton = active_skeleton; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	// skinned meshes must not be placed in a bone attachment.
 | 
					
						
							|  |  |  | 	if (non_bone_parented_to_skeleton && fbx_node->skin < 0) { | 
					
						
							|  |  |  | 		// Bone Attachment - Parent Case
 | 
					
						
							|  |  |  | 		BoneAttachment3D *bone_attachment = _generate_bone_attachment(p_state, active_skeleton, p_node_index, fbx_node->parent); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		p_scene_parent->add_child(bone_attachment, true); | 
					
						
							|  |  |  | 		bone_attachment->set_owner(p_scene_root); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		// There is no fbx_node that represent this, so just directly create a unique name
 | 
					
						
							|  |  |  | 		bone_attachment->set_name(fbx_node->get_name()); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		// 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
 | 
					
						
							|  |  |  | 		p_scene_parent = bone_attachment; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	if (!current_node) { | 
					
						
							|  |  |  | 		if (fbx_node->skin >= 0 && fbx_node->mesh >= 0 && !fbx_node->children.is_empty()) { | 
					
						
							|  |  |  | 			current_node = _generate_spatial(p_state, p_node_index); | 
					
						
							|  |  |  | 			Node3D *mesh_inst = _generate_mesh_instance(p_state, p_node_index); | 
					
						
							|  |  |  | 			mesh_inst->set_name(fbx_node->get_name()); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			current_node->add_child(mesh_inst, true); | 
					
						
							|  |  |  | 		} else if (fbx_node->mesh >= 0) { | 
					
						
							|  |  |  | 			current_node = _generate_mesh_instance(p_state, p_node_index); | 
					
						
							|  |  |  | 		} else if (fbx_node->camera >= 0) { | 
					
						
							|  |  |  | 			current_node = _generate_camera(p_state, p_node_index); | 
					
						
							|  |  |  | 		} else if (fbx_node->light >= 0) { | 
					
						
							|  |  |  | 			current_node = _generate_light(p_state, p_node_index); | 
					
						
							|  |  |  | 		} else { | 
					
						
							|  |  |  | 			current_node = _generate_spatial(p_state, p_node_index); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	ERR_FAIL_NULL(current_node); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	// Add the node we generated and set the owner to the scene root.
 | 
					
						
							|  |  |  | 	p_scene_parent->add_child(current_node, true); | 
					
						
							|  |  |  | 	if (current_node != p_scene_root) { | 
					
						
							|  |  |  | 		Array args; | 
					
						
							|  |  |  | 		args.append(p_scene_root); | 
					
						
							|  |  |  | 		current_node->propagate_call(StringName("set_owner"), args); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	current_node->set_transform(fbx_node->transform); | 
					
						
							|  |  |  | 	current_node->set_name(fbx_node->get_name()); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	p_state->scene_nodes.insert(p_node_index, current_node); | 
					
						
							|  |  |  | 	for (int i = 0; i < fbx_node->children.size(); ++i) { | 
					
						
							|  |  |  | 		_generate_scene_node(p_state, fbx_node->children[i], current_node, p_scene_root); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void FBXDocument::_generate_skeleton_bone_node(Ref<FBXState> p_state, const GLTFNodeIndex p_node_index, Node *p_scene_parent, Node *p_scene_root) { | 
					
						
							|  |  |  | 	Ref<GLTFNode> fbx_node = p_state->nodes[p_node_index]; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	Node3D *current_node = nullptr; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	Skeleton3D *skeleton = p_state->skeletons[fbx_node->skeleton]->godot_skeleton; | 
					
						
							|  |  |  | 	// In this case, this node is already a bone in skeleton.
 | 
					
						
							|  |  |  | 	const bool is_skinned_mesh = (fbx_node->skin >= 0 && fbx_node->mesh >= 0); | 
					
						
							|  |  |  | 	const bool requires_extra_node = (fbx_node->mesh >= 0 || fbx_node->camera >= 0 || fbx_node->light >= 0); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	Skeleton3D *active_skeleton = Object::cast_to<Skeleton3D>(p_scene_parent); | 
					
						
							|  |  |  | 	if (active_skeleton != skeleton) { | 
					
						
							|  |  |  | 		if (active_skeleton) { | 
					
						
							|  |  |  | 			// Should no longer be possible.
 | 
					
						
							|  |  |  | 			ERR_PRINT(vformat("FBX: Generating scene detected direct parented Skeletons at node %d", p_node_index)); | 
					
						
							|  |  |  | 			BoneAttachment3D *bone_attachment = _generate_bone_attachment(p_state, active_skeleton, p_node_index, fbx_node->parent); | 
					
						
							|  |  |  | 			p_scene_parent->add_child(bone_attachment, true); | 
					
						
							|  |  |  | 			bone_attachment->set_owner(p_scene_root); | 
					
						
							|  |  |  | 			// There is no fbx_node that represent this, so just directly create a unique name
 | 
					
						
							|  |  |  | 			bone_attachment->set_name(_gen_unique_name(p_state->unique_names, "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
 | 
					
						
							|  |  |  | 			p_scene_parent = bone_attachment; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 		if (skeleton->get_parent() == nullptr) { | 
					
						
							|  |  |  | 			p_scene_parent->add_child(skeleton, true); | 
					
						
							|  |  |  | 			skeleton->set_owner(p_scene_root); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	active_skeleton = skeleton; | 
					
						
							|  |  |  | 	current_node = active_skeleton; | 
					
						
							| 
									
										
										
										
											2024-04-17 04:11:16 -07:00
										 |  |  | 	if (active_skeleton) { | 
					
						
							|  |  |  | 		p_scene_parent = active_skeleton; | 
					
						
							|  |  |  | 	} | 
					
						
							| 
									
										
										
										
											2024-02-16 05:25:15 -08:00
										 |  |  | 
 | 
					
						
							|  |  |  | 	if (requires_extra_node) { | 
					
						
							|  |  |  | 		current_node = nullptr; | 
					
						
							|  |  |  | 		// skinned meshes must not be placed in a bone attachment.
 | 
					
						
							|  |  |  | 		if (!is_skinned_mesh) { | 
					
						
							|  |  |  | 			// Bone Attachment - Same Node Case
 | 
					
						
							|  |  |  | 			BoneAttachment3D *bone_attachment = _generate_bone_attachment(p_state, active_skeleton, p_node_index, p_node_index); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			p_scene_parent->add_child(bone_attachment, true); | 
					
						
							|  |  |  | 			bone_attachment->set_owner(p_scene_root); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			// There is no fbx_node that represent this, so just directly create a unique name
 | 
					
						
							|  |  |  | 			bone_attachment->set_name(fbx_node->get_name()); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			// 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
 | 
					
						
							|  |  |  | 			p_scene_parent = bone_attachment; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 		// TODO: 20240118 // fire
 | 
					
						
							|  |  |  | 		// // Check if any GLTFDocumentExtension classes want to generate a node for us.
 | 
					
						
							|  |  |  | 		// for (Ref<GLTFDocumentExtension> ext : document_extensions) {
 | 
					
						
							|  |  |  | 		// 	ERR_CONTINUE(ext.is_null());
 | 
					
						
							|  |  |  | 		// 	current_node = ext->generate_scene_node(p_state, fbx_node, p_scene_parent);
 | 
					
						
							|  |  |  | 		// 	if (current_node) {
 | 
					
						
							|  |  |  | 		// 		break;
 | 
					
						
							|  |  |  | 		// 	}
 | 
					
						
							|  |  |  | 		// }
 | 
					
						
							|  |  |  | 		// If none of our GLTFDocumentExtension classes generated us a node, we generate one.
 | 
					
						
							|  |  |  | 		if (!current_node) { | 
					
						
							|  |  |  | 			if (fbx_node->mesh >= 0) { | 
					
						
							|  |  |  | 				current_node = _generate_mesh_instance(p_state, p_node_index); | 
					
						
							|  |  |  | 			} else if (fbx_node->camera >= 0) { | 
					
						
							|  |  |  | 				current_node = _generate_camera(p_state, p_node_index); | 
					
						
							|  |  |  | 			} else { | 
					
						
							|  |  |  | 				current_node = _generate_spatial(p_state, p_node_index); | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 		// Add the node we generated and set the owner to the scene root.
 | 
					
						
							|  |  |  | 		p_scene_parent->add_child(current_node, true); | 
					
						
							|  |  |  | 		if (current_node != p_scene_root) { | 
					
						
							|  |  |  | 			Array args; | 
					
						
							|  |  |  | 			args.append(p_scene_root); | 
					
						
							|  |  |  | 			current_node->propagate_call(StringName("set_owner"), args); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 		// Do not set transform here. Transform is already applied to our bone.
 | 
					
						
							|  |  |  | 		current_node->set_name(fbx_node->get_name()); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	p_state->scene_nodes.insert(p_node_index, current_node); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	for (int i = 0; i < fbx_node->children.size(); ++i) { | 
					
						
							|  |  |  | 		_generate_scene_node(p_state, fbx_node->children[i], active_skeleton, p_scene_root); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2024-05-23 08:40:26 -07:00
										 |  |  | void FBXDocument::_import_animation(Ref<FBXState> p_state, AnimationPlayer *p_animation_player, const GLTFAnimationIndex p_index, const bool p_trimming, const bool p_remove_immutable_tracks) { | 
					
						
							| 
									
										
										
										
											2024-02-16 05:25:15 -08:00
										 |  |  | 	Ref<GLTFAnimation> anim = p_state->animations[p_index]; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	String anim_name = anim->get_name(); | 
					
						
							|  |  |  | 	if (anim_name.is_empty()) { | 
					
						
							|  |  |  | 		// No node represent these, and they are not in the hierarchy, so just make a unique name
 | 
					
						
							|  |  |  | 		anim_name = _gen_unique_name(p_state->unique_names, "Animation"); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	Ref<Animation> animation; | 
					
						
							|  |  |  | 	animation.instantiate(); | 
					
						
							|  |  |  | 	animation->set_name(anim_name); | 
					
						
							| 
									
										
										
										
											2024-05-23 08:40:26 -07:00
										 |  |  | 	animation->set_step(1.0 / p_state->get_bake_fps()); | 
					
						
							| 
									
										
										
										
											2024-02-16 05:25:15 -08:00
										 |  |  | 
 | 
					
						
							|  |  |  | 	if (anim->get_loop()) { | 
					
						
							|  |  |  | 		animation->set_loop_mode(Animation::LOOP_LINEAR); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	Dictionary additional_animation_data = anim->get_additional_data("GODOT_animation_time_begin_time_end"); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	double anim_start_offset = p_trimming ? double(additional_animation_data["time_begin"]) : 0.0; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	for (const KeyValue<int, GLTFAnimation::Track> &track_i : anim->get_tracks()) { | 
					
						
							|  |  |  | 		const GLTFAnimation::Track &track = track_i.value; | 
					
						
							|  |  |  | 		//need to find the path: for skeletons, weight tracks will affect the mesh
 | 
					
						
							|  |  |  | 		NodePath node_path; | 
					
						
							|  |  |  | 		//for skeletons, transform tracks always affect bones
 | 
					
						
							|  |  |  | 		NodePath transform_node_path; | 
					
						
							|  |  |  | 		GLTFNodeIndex node_index = track_i.key; | 
					
						
							|  |  |  | 		Node *root = p_animation_player->get_parent(); | 
					
						
							|  |  |  | 		ERR_FAIL_NULL(root); | 
					
						
							|  |  |  | 		HashMap<GLTFNodeIndex, Node *>::Iterator node_element = p_state->scene_nodes.find(node_index); | 
					
						
							|  |  |  | 		ERR_CONTINUE_MSG(!node_element, vformat("Unable to find node %d for animation.", node_index)); | 
					
						
							|  |  |  | 		node_path = root->get_path_to(node_element->value); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		const Ref<GLTFNode> fbx_node = p_state->nodes[track_i.key]; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		if (fbx_node->skeleton >= 0) { | 
					
						
							|  |  |  | 			const Skeleton3D *sk = p_state->skeletons[fbx_node->skeleton]->godot_skeleton; | 
					
						
							|  |  |  | 			ERR_FAIL_NULL(sk); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			const String path = p_animation_player->get_parent()->get_path_to(sk); | 
					
						
							|  |  |  | 			const String bone = fbx_node->get_name(); | 
					
						
							|  |  |  | 			transform_node_path = path + ":" + bone; | 
					
						
							|  |  |  | 		} else { | 
					
						
							|  |  |  | 			transform_node_path = node_path; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		// Animated TRS properties will not affect a skinned mesh.
 | 
					
						
							|  |  |  | 		const bool transform_affects_skinned_mesh_instance = fbx_node->skeleton < 0 && fbx_node->skin >= 0; | 
					
						
							|  |  |  | 		if ((track.rotation_track.values.size() || track.position_track.values.size() || track.scale_track.values.size()) && !transform_affects_skinned_mesh_instance) { | 
					
						
							|  |  |  | 			// Make a transform track.
 | 
					
						
							|  |  |  | 			int base_idx = animation->get_track_count(); | 
					
						
							|  |  |  | 			int position_idx = -1; | 
					
						
							|  |  |  | 			int rotation_idx = -1; | 
					
						
							|  |  |  | 			int scale_idx = -1; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			if (track.position_track.values.size()) { | 
					
						
							|  |  |  | 				bool is_default = true; // Discard the track if all it contains is default values.
 | 
					
						
							|  |  |  | 				if (p_remove_immutable_tracks) { | 
					
						
							|  |  |  | 					Vector3 base_pos = p_state->nodes[track_i.key]->transform.origin; | 
					
						
							|  |  |  | 					for (int i = 0; i < track.position_track.times.size(); i++) { | 
					
						
							|  |  |  | 						Vector3 value = track.position_track.values[track.position_track.interpolation == GLTFAnimation::INTERP_CUBIC_SPLINE ? (1 + i * 3) : i]; | 
					
						
							|  |  |  | 						if (!value.is_equal_approx(base_pos)) { | 
					
						
							|  |  |  | 							is_default = false; | 
					
						
							|  |  |  | 							break; | 
					
						
							|  |  |  | 						} | 
					
						
							|  |  |  | 					} | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 				if (!p_remove_immutable_tracks || !is_default) { | 
					
						
							|  |  |  | 					position_idx = base_idx; | 
					
						
							|  |  |  | 					animation->add_track(Animation::TYPE_POSITION_3D); | 
					
						
							|  |  |  | 					animation->track_set_path(position_idx, transform_node_path); | 
					
						
							|  |  |  | 					animation->track_set_imported(position_idx, true); // Helps merging positions later.
 | 
					
						
							|  |  |  | 					base_idx++; | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 			if (track.rotation_track.values.size()) { | 
					
						
							|  |  |  | 				bool is_default = true; // Discard the track if all the track contains is the default values.
 | 
					
						
							|  |  |  | 				if (p_remove_immutable_tracks) { | 
					
						
							|  |  |  | 					Quaternion base_rot = p_state->nodes[track_i.key]->transform.basis.get_rotation_quaternion(); | 
					
						
							|  |  |  | 					for (int i = 0; i < track.rotation_track.times.size(); i++) { | 
					
						
							|  |  |  | 						Quaternion value = track.rotation_track.values[track.rotation_track.interpolation == GLTFAnimation::INTERP_CUBIC_SPLINE ? (1 + i * 3) : i].normalized(); | 
					
						
							|  |  |  | 						if (!value.is_equal_approx(base_rot)) { | 
					
						
							|  |  |  | 							is_default = false; | 
					
						
							|  |  |  | 							break; | 
					
						
							|  |  |  | 						} | 
					
						
							|  |  |  | 					} | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 				if (!p_remove_immutable_tracks || !is_default) { | 
					
						
							|  |  |  | 					rotation_idx = base_idx; | 
					
						
							|  |  |  | 					animation->add_track(Animation::TYPE_ROTATION_3D); | 
					
						
							|  |  |  | 					animation->track_set_path(rotation_idx, transform_node_path); | 
					
						
							|  |  |  | 					animation->track_set_imported(rotation_idx, true); //helps merging later
 | 
					
						
							|  |  |  | 					base_idx++; | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 			if (track.scale_track.values.size()) { | 
					
						
							|  |  |  | 				bool is_default = true; // Discard the track if all the track contains is the default values.
 | 
					
						
							|  |  |  | 				if (p_remove_immutable_tracks) { | 
					
						
							|  |  |  | 					Vector3 base_scale = p_state->nodes[track_i.key]->transform.basis.get_scale(); | 
					
						
							|  |  |  | 					for (int i = 0; i < track.scale_track.times.size(); i++) { | 
					
						
							|  |  |  | 						Vector3 value = track.scale_track.values[track.scale_track.interpolation == GLTFAnimation::INTERP_CUBIC_SPLINE ? (1 + i * 3) : i]; | 
					
						
							|  |  |  | 						if (!value.is_equal_approx(base_scale)) { | 
					
						
							|  |  |  | 							is_default = false; | 
					
						
							|  |  |  | 							break; | 
					
						
							|  |  |  | 						} | 
					
						
							|  |  |  | 					} | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 				if (!p_remove_immutable_tracks || !is_default) { | 
					
						
							|  |  |  | 					scale_idx = base_idx; | 
					
						
							|  |  |  | 					animation->add_track(Animation::TYPE_SCALE_3D); | 
					
						
							|  |  |  | 					animation->track_set_path(scale_idx, transform_node_path); | 
					
						
							|  |  |  | 					animation->track_set_imported(scale_idx, true); //helps merging later
 | 
					
						
							|  |  |  | 					base_idx++; | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			if (position_idx != -1) { | 
					
						
							|  |  |  | 				animation->track_set_interpolation_type(position_idx, Animation::INTERPOLATION_LINEAR); | 
					
						
							|  |  |  | 				for (int j = 0; j < track.position_track.times.size(); j++) { | 
					
						
							|  |  |  | 					const float t = track.position_track.times[j] - anim_start_offset; | 
					
						
							|  |  |  | 					const Vector3 value = track.position_track.values[j]; | 
					
						
							|  |  |  | 					animation->position_track_insert_key(position_idx, t, value); | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			if (rotation_idx != -1) { | 
					
						
							|  |  |  | 				animation->track_set_interpolation_type(rotation_idx, Animation::INTERPOLATION_LINEAR); | 
					
						
							|  |  |  | 				for (int j = 0; j < track.rotation_track.times.size(); j++) { | 
					
						
							|  |  |  | 					const float t = track.rotation_track.times[j] - anim_start_offset; | 
					
						
							|  |  |  | 					const Quaternion value = track.rotation_track.values[j]; | 
					
						
							|  |  |  | 					animation->rotation_track_insert_key(rotation_idx, t, value); | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			if (scale_idx != -1) { | 
					
						
							|  |  |  | 				animation->track_set_interpolation_type(scale_idx, Animation::INTERPOLATION_LINEAR); | 
					
						
							|  |  |  | 				for (int j = 0; j < track.scale_track.times.size(); j++) { | 
					
						
							|  |  |  | 					const float t = track.scale_track.times[j] - anim_start_offset; | 
					
						
							|  |  |  | 					const Vector3 value = track.scale_track.values[j]; | 
					
						
							|  |  |  | 					animation->scale_track_insert_key(scale_idx, t, value); | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	Dictionary blend_shape_animations = anim->get_additional_data("GODOT_blend_shape_animations"); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	for (GLTFNodeIndex node_index = 0; node_index < p_state->nodes.size(); node_index++) { | 
					
						
							|  |  |  | 		Ref<GLTFNode> node = p_state->nodes[node_index]; | 
					
						
							|  |  |  | 		if (node->mesh < 0) { | 
					
						
							|  |  |  | 			continue; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		// For meshes, especially skinned meshes, there are cases where it will be added as a child.
 | 
					
						
							|  |  |  | 		NodePath mesh_instance_node_path; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		Node *root = p_animation_player->get_parent(); | 
					
						
							|  |  |  | 		ERR_FAIL_NULL(root); | 
					
						
							|  |  |  | 		HashMap<GLTFNodeIndex, Node *>::Iterator node_element = p_state->scene_nodes.find(node_index); | 
					
						
							|  |  |  | 		ERR_CONTINUE_MSG(!node_element, vformat("Unable to find node %d for animation.", node_index)); | 
					
						
							|  |  |  | 		NodePath node_path = root->get_path_to(node_element->value); | 
					
						
							|  |  |  | 		HashMap<GLTFNodeIndex, ImporterMeshInstance3D *>::Iterator mesh_instance_element = p_state->scene_mesh_instances.find(node_index); | 
					
						
							|  |  |  | 		if (mesh_instance_element) { | 
					
						
							|  |  |  | 			mesh_instance_node_path = root->get_path_to(mesh_instance_element->value); | 
					
						
							|  |  |  | 		} else { | 
					
						
							|  |  |  | 			mesh_instance_node_path = node_path; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		Ref<GLTFMesh> mesh = p_state->meshes[node->mesh]; | 
					
						
							|  |  |  | 		ERR_CONTINUE(mesh.is_null()); | 
					
						
							|  |  |  | 		ERR_CONTINUE(mesh->get_mesh().is_null()); | 
					
						
							|  |  |  | 		ERR_CONTINUE(mesh->get_mesh()->get_mesh().is_null()); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		Dictionary mesh_additional_data = mesh->get_additional_data("GODOT_mesh_blend_channels"); | 
					
						
							|  |  |  | 		Vector<int> blend_channels = mesh_additional_data["blend_channels"]; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		for (int i = 0; i < blend_channels.size(); i++) { | 
					
						
							|  |  |  | 			int blend_i = blend_channels[i]; | 
					
						
							|  |  |  | 			if (!blend_shape_animations.has(blend_i)) { | 
					
						
							|  |  |  | 				continue; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 			Dictionary blend_track = blend_shape_animations[blend_i]; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			GLTFAnimation::Channel<real_t> weights; | 
					
						
							|  |  |  | 			weights.interpolation = GLTFAnimation::INTERP_LINEAR; | 
					
						
							|  |  |  | 			weights.times = blend_track["times"]; | 
					
						
							|  |  |  | 			weights.values = blend_track["values"]; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			const String blend_path = String(mesh_instance_node_path) + ":" + String(mesh->get_mesh()->get_blend_shape_name(i)); | 
					
						
							|  |  |  | 			const int track_idx = animation->get_track_count(); | 
					
						
							|  |  |  | 			animation->add_track(Animation::TYPE_BLEND_SHAPE); | 
					
						
							|  |  |  | 			animation->track_set_path(track_idx, blend_path); | 
					
						
							|  |  |  | 			animation->track_set_imported(track_idx, true); // Helps merging later.
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			animation->track_set_interpolation_type(track_idx, Animation::INTERPOLATION_LINEAR); | 
					
						
							|  |  |  | 			for (int j = 0; j < weights.times.size(); j++) { | 
					
						
							|  |  |  | 				const double t = weights.times[j] - anim_start_offset; | 
					
						
							|  |  |  | 				const real_t attribs = weights.values[j]; | 
					
						
							|  |  |  | 				animation->blend_shape_track_insert_key(track_idx, t, attribs); | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	double time_begin = additional_animation_data["time_begin"]; | 
					
						
							|  |  |  | 	double time_end = additional_animation_data["time_end"]; | 
					
						
							|  |  |  | 	double length = p_trimming ? time_end - time_begin : time_end; | 
					
						
							|  |  |  | 	animation->set_length(length); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	Ref<AnimationLibrary> library; | 
					
						
							|  |  |  | 	if (!p_animation_player->has_animation_library("")) { | 
					
						
							|  |  |  | 		library.instantiate(); | 
					
						
							|  |  |  | 		p_animation_player->add_animation_library("", library); | 
					
						
							|  |  |  | 	} else { | 
					
						
							|  |  |  | 		library = p_animation_player->get_animation_library(""); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	library->add_animation(anim_name, animation); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void FBXDocument::_process_mesh_instances(Ref<FBXState> p_state, Node *p_scene_root) { | 
					
						
							|  |  |  | 	for (GLTFNodeIndex node_i = 0; node_i < p_state->nodes.size(); ++node_i) { | 
					
						
							|  |  |  | 		Ref<GLTFNode> node = p_state->nodes[node_i]; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		if (node.is_null() || !(node->skin >= 0 && node->mesh >= 0)) { | 
					
						
							|  |  |  | 			continue; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		const GLTFSkinIndex skin_i = node->skin; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		ImporterMeshInstance3D *mi = nullptr; | 
					
						
							|  |  |  | 		HashMap<GLTFNodeIndex, ImporterMeshInstance3D *>::Iterator mi_element = p_state->scene_mesh_instances.find(node_i); | 
					
						
							|  |  |  | 		if (!mi_element) { | 
					
						
							|  |  |  | 			HashMap<GLTFNodeIndex, Node *>::Iterator si_element = p_state->scene_nodes.find(node_i); | 
					
						
							|  |  |  | 			ERR_CONTINUE_MSG(!si_element, vformat("Unable to find node %d", node_i)); | 
					
						
							|  |  |  | 			mi = Object::cast_to<ImporterMeshInstance3D>(si_element->value); | 
					
						
							|  |  |  | 			ERR_CONTINUE_MSG(mi == nullptr, vformat("Unable to cast node %d of type %s to ImporterMeshInstance3D", node_i, si_element->value->get_class_name())); | 
					
						
							|  |  |  | 		} else { | 
					
						
							|  |  |  | 			mi = mi_element->value; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		bool is_skin_valid = node->skin >= 0; | 
					
						
							|  |  |  | 		bool is_skin_accessible = is_skin_valid && node->skin < p_state->skins.size(); | 
					
						
							|  |  |  | 		bool is_valid = is_skin_accessible && p_state->skins.write[node->skin]->skeleton >= 0; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		if (!is_valid) { | 
					
						
							|  |  |  | 			continue; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		const GLTFSkeletonIndex skel_i = p_state->skins.write[node->skin]->skeleton; | 
					
						
							|  |  |  | 		Ref<GLTFSkeleton> fbx_skeleton = p_state->skeletons.write[skel_i]; | 
					
						
							|  |  |  | 		Skeleton3D *skeleton = fbx_skeleton->godot_skeleton; | 
					
						
							|  |  |  | 		ERR_CONTINUE_MSG(skeleton == nullptr, vformat("Unable to find Skeleton for node %d skin %d", node_i, skin_i)); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		mi->get_parent()->remove_child(mi); | 
					
						
							| 
									
										
										
										
											2024-08-26 14:51:49 +01:00
										 |  |  | 		mi->set_owner(nullptr); | 
					
						
							| 
									
										
										
										
											2024-02-16 05:25:15 -08:00
										 |  |  | 		skeleton->add_child(mi, true); | 
					
						
							|  |  |  | 		mi->set_owner(skeleton->get_owner()); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		mi->set_skin(p_state->skins.write[skin_i]->godot_skin); | 
					
						
							|  |  |  | 		mi->set_skeleton_path(mi->get_path_to(skeleton)); | 
					
						
							|  |  |  | 		mi->set_transform(Transform3D()); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | Error FBXDocument::_parse(Ref<FBXState> p_state, String p_path, Ref<FileAccess> p_file) { | 
					
						
							|  |  |  | 	p_state->scene.reset(); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	Error err = ERR_INVALID_DATA; | 
					
						
							|  |  |  | 	if (p_file.is_null()) { | 
					
						
							|  |  |  | 		return FAILED; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	ufbx_load_opts opts = {}; | 
					
						
							|  |  |  | 	opts.target_axes = ufbx_axes_right_handed_y_up; | 
					
						
							|  |  |  | 	opts.target_unit_meters = 1.0f; | 
					
						
							|  |  |  | 	opts.space_conversion = UFBX_SPACE_CONVERSION_MODIFY_GEOMETRY; | 
					
						
							|  |  |  | 	if (!p_state->get_allow_geometry_helper_nodes()) { | 
					
						
							|  |  |  | 		opts.geometry_transform_handling = UFBX_GEOMETRY_TRANSFORM_HANDLING_MODIFY_GEOMETRY_NO_FALLBACK; | 
					
						
							| 
									
										
										
										
											2024-05-03 21:07:25 +03:00
										 |  |  | 		opts.inherit_mode_handling = UFBX_INHERIT_MODE_HANDLING_COMPENSATE_NO_FALLBACK; | 
					
						
							| 
									
										
										
										
											2024-02-16 05:25:15 -08:00
										 |  |  | 	} else { | 
					
						
							|  |  |  | 		opts.geometry_transform_handling = UFBX_GEOMETRY_TRANSFORM_HANDLING_HELPER_NODES; | 
					
						
							|  |  |  | 		opts.inherit_mode_handling = UFBX_INHERIT_MODE_HANDLING_COMPENSATE; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	opts.pivot_handling = UFBX_PIVOT_HANDLING_ADJUST_TO_PIVOT; | 
					
						
							|  |  |  | 	opts.geometry_transform_helper_name.data = "GeometryTransformHelper"; | 
					
						
							|  |  |  | 	opts.geometry_transform_helper_name.length = SIZE_MAX; | 
					
						
							|  |  |  | 	opts.scale_helper_name.data = "ScaleHelper"; | 
					
						
							|  |  |  | 	opts.scale_helper_name.length = SIZE_MAX; | 
					
						
							|  |  |  | 	opts.node_depth_limit = 512; | 
					
						
							|  |  |  | 	opts.target_camera_axes = ufbx_axes_right_handed_y_up; | 
					
						
							|  |  |  | 	opts.target_light_axes = ufbx_axes_right_handed_y_up; | 
					
						
							|  |  |  | 	opts.clean_skin_weights = true; | 
					
						
							|  |  |  | 	if (p_state->discard_meshes_and_materials) { | 
					
						
							|  |  |  | 		opts.ignore_geometry = true; | 
					
						
							|  |  |  | 		opts.ignore_embedded = true; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	opts.generate_missing_normals = true; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	ThreadPoolFBX thread_pool; | 
					
						
							|  |  |  | 	thread_pool.pool = WorkerThreadPool::get_singleton(); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	opts.thread_opts.pool.init_fn = &_thread_pool_init_fn; | 
					
						
							|  |  |  | 	opts.thread_opts.pool.run_fn = &_thread_pool_run_fn; | 
					
						
							|  |  |  | 	opts.thread_opts.pool.wait_fn = &_thread_pool_wait_fn; | 
					
						
							|  |  |  | 	opts.thread_opts.pool.user = &thread_pool; | 
					
						
							|  |  |  | 	opts.thread_opts.memory_limit = 64 * 1024 * 1024; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	ufbx_error error; | 
					
						
							|  |  |  | 	ufbx_stream file_stream = {}; | 
					
						
							|  |  |  | 	file_stream.read_fn = &_file_access_read_fn; | 
					
						
							|  |  |  | 	file_stream.skip_fn = &_file_access_skip_fn; | 
					
						
							|  |  |  | 	file_stream.user = p_file.ptr(); | 
					
						
							|  |  |  | 	p_state->scene.reset(ufbx_load_stream(&file_stream, &opts, &error)); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (!p_state->scene.get()) { | 
					
						
							|  |  |  | 		char err_buf[512]; | 
					
						
							|  |  |  | 		ufbx_format_error(err_buf, sizeof(err_buf), &error); | 
					
						
							|  |  |  | 		ERR_FAIL_V_MSG(ERR_PARSE_ERROR, err_buf); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2024-05-03 21:55:43 +03:00
										 |  |  | 	const int max_warning_count = 10; | 
					
						
							|  |  |  | 	int warning_count[UFBX_WARNING_TYPE_COUNT] = {}; | 
					
						
							|  |  |  | 	int ignored_warning_count = 0; | 
					
						
							|  |  |  | 	for (const ufbx_warning &warning : p_state->scene->metadata.warnings) { | 
					
						
							|  |  |  | 		if (warning_count[warning.type]++ < max_warning_count) { | 
					
						
							|  |  |  | 			if (warning.count > 1) { | 
					
						
							|  |  |  | 				WARN_PRINT(vformat("FBX: ufbx warning: %s (x%d)", _as_string(warning.description), (int)warning.count)); | 
					
						
							|  |  |  | 			} else { | 
					
						
							|  |  |  | 				String element_name; | 
					
						
							|  |  |  | 				if (warning.element_id != UFBX_NO_INDEX) { | 
					
						
							|  |  |  | 					element_name = _find_element_name(p_state->scene->elements[warning.element_id]); | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 				if (!element_name.is_empty()) { | 
					
						
							|  |  |  | 					WARN_PRINT(vformat("FBX: ufbx warning in '%s': %s", element_name, _as_string(warning.description))); | 
					
						
							|  |  |  | 				} else { | 
					
						
							|  |  |  | 					WARN_PRINT(vformat("FBX: ufbx warning: %s", _as_string(warning.description))); | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 		} else { | 
					
						
							|  |  |  | 			ignored_warning_count++; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	if (ignored_warning_count > 0) { | 
					
						
							|  |  |  | 		WARN_PRINT(vformat("FBX: ignored %d further ufbx warnings", ignored_warning_count)); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2024-02-16 05:25:15 -08:00
										 |  |  | 	err = _parse_fbx_state(p_state, p_path); | 
					
						
							|  |  |  | 	ERR_FAIL_COND_V(err != OK, err); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	return OK; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | Node *FBXDocument::generate_scene(Ref<GLTFState> p_state, float p_bake_fps, bool p_trimming, bool p_remove_immutable_tracks) { | 
					
						
							|  |  |  | 	Ref<FBXState> state = p_state; | 
					
						
							|  |  |  | 	ERR_FAIL_COND_V(state.is_null(), nullptr); | 
					
						
							|  |  |  | 	ERR_FAIL_NULL_V(state, nullptr); | 
					
						
							|  |  |  | 	ERR_FAIL_INDEX_V(0, state->root_nodes.size(), nullptr); | 
					
						
							| 
									
										
										
										
											2024-05-23 08:40:26 -07:00
										 |  |  | 	p_state->set_bake_fps(p_bake_fps); | 
					
						
							| 
									
										
										
										
											2024-02-16 05:25:15 -08:00
										 |  |  | 	GLTFNodeIndex fbx_root = state->root_nodes.write[0]; | 
					
						
							|  |  |  | 	Node *fbx_root_node = state->get_scene_node(fbx_root); | 
					
						
							|  |  |  | 	Node *root = fbx_root_node; | 
					
						
							| 
									
										
										
										
											2024-04-17 04:11:16 -07:00
										 |  |  | 	if (root && root->get_owner() && root->get_owner() != root) { | 
					
						
							|  |  |  | 		root = root->get_owner(); | 
					
						
							| 
									
										
										
										
											2024-02-16 05:25:15 -08:00
										 |  |  | 	} | 
					
						
							|  |  |  | 	ERR_FAIL_NULL_V(root, nullptr); | 
					
						
							|  |  |  | 	_process_mesh_instances(state, root); | 
					
						
							|  |  |  | 	if (state->get_create_animations() && state->animations.size()) { | 
					
						
							|  |  |  | 		AnimationPlayer *ap = memnew(AnimationPlayer); | 
					
						
							|  |  |  | 		root->add_child(ap, true); | 
					
						
							|  |  |  | 		ap->set_owner(root); | 
					
						
							|  |  |  | 		for (int i = 0; i < state->animations.size(); i++) { | 
					
						
							| 
									
										
										
										
											2024-05-23 08:40:26 -07:00
										 |  |  | 			_import_animation(state, ap, i, p_trimming, p_remove_immutable_tracks); | 
					
						
							| 
									
										
										
										
											2024-02-16 05:25:15 -08:00
										 |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	ERR_FAIL_NULL_V(root, nullptr); | 
					
						
							|  |  |  | 	return root; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | Error FBXDocument::append_from_buffer(PackedByteArray p_bytes, String p_base_path, Ref<GLTFState> p_state, uint32_t p_flags) { | 
					
						
							|  |  |  | 	Ref<FBXState> state = p_state; | 
					
						
							|  |  |  | 	ERR_FAIL_COND_V(state.is_null(), ERR_INVALID_PARAMETER); | 
					
						
							|  |  |  | 	ERR_FAIL_NULL_V(p_bytes.ptr(), ERR_INVALID_DATA); | 
					
						
							|  |  |  | 	Error err = FAILED; | 
					
						
							|  |  |  | 	state->use_named_skin_binds = p_flags & FBX_IMPORT_USE_NAMED_SKIN_BINDS; | 
					
						
							|  |  |  | 	state->discard_meshes_and_materials = p_flags & FBX_IMPORT_DISCARD_MESHES_AND_MATERIALS; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	Ref<FileAccessMemory> file_access; | 
					
						
							|  |  |  | 	file_access.instantiate(); | 
					
						
							|  |  |  | 	file_access->open_custom(p_bytes.ptr(), p_bytes.size()); | 
					
						
							|  |  |  | 	state->base_path = p_base_path.get_base_dir(); | 
					
						
							|  |  |  | 	err = _parse(state, state->base_path, file_access); | 
					
						
							|  |  |  | 	ERR_FAIL_COND_V(err != OK, err); | 
					
						
							|  |  |  | 	// TODO: 202040118 // fire
 | 
					
						
							|  |  |  | 	// for (Ref<GLTFDocumentExtension> ext : get_all_gltf_document_extensions()) {
 | 
					
						
							|  |  |  | 	// 	ERR_CONTINUE(ext.is_null());
 | 
					
						
							|  |  |  | 	// 	err = ext->import_post_parse(state);
 | 
					
						
							|  |  |  | 	// 	ERR_FAIL_COND_V(err != OK, err);
 | 
					
						
							|  |  |  | 	// }
 | 
					
						
							|  |  |  | 	return OK; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | Error FBXDocument::_parse_fbx_state(Ref<FBXState> p_state, const String &p_search_path) { | 
					
						
							|  |  |  | 	Error err; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	// Abort parsing if the scene is not loaded.
 | 
					
						
							|  |  |  | 	ERR_FAIL_NULL_V(p_state->scene.get(), ERR_PARSE_ERROR); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	/* PARSE SCENE */ | 
					
						
							|  |  |  | 	err = _parse_scenes(p_state); | 
					
						
							|  |  |  | 	ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	/* PARSE NODES */ | 
					
						
							|  |  |  | 	err = _parse_nodes(p_state); | 
					
						
							|  |  |  | 	ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	if (!p_state->discard_meshes_and_materials) { | 
					
						
							|  |  |  | 		/* PARSE IMAGES */ | 
					
						
							|  |  |  | 		err = _parse_images(p_state, p_search_path); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		/* PARSE MATERIALS */ | 
					
						
							|  |  |  | 		err = _parse_materials(p_state); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	/* PARSE SKINS */ | 
					
						
							|  |  |  | 	err = _parse_skins(p_state); | 
					
						
							|  |  |  | 	ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	/* DETERMINE SKELETONS */ | 
					
						
							| 
									
										
										
										
											2024-02-25 00:36:39 -08:00
										 |  |  | 	err = SkinTool::_determine_skeletons(p_state->skins, p_state->nodes, p_state->skeletons, p_state->get_import_as_skeleton_bones() ? p_state->root_nodes : Vector<GLTFNodeIndex>()); | 
					
						
							| 
									
										
										
										
											2024-02-16 05:25:15 -08:00
										 |  |  | 	ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	/* CREATE SKELETONS */ | 
					
						
							|  |  |  | 	err = SkinTool::_create_skeletons(p_state->unique_names, p_state->skins, p_state->nodes, p_state->skeleton3d_to_fbx_skeleton, p_state->skeletons, p_state->scene_nodes); | 
					
						
							|  |  |  | 	ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	/* CREATE SKINS */ | 
					
						
							|  |  |  | 	err = SkinTool::_create_skins(p_state->skins, p_state->nodes, p_state->use_named_skin_binds, p_state->unique_names); | 
					
						
							|  |  |  | 	ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	/* PARSE MESHES (we have enough info now) */ | 
					
						
							|  |  |  | 	err = _parse_meshes(p_state); | 
					
						
							|  |  |  | 	ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	/* PARSE LIGHTS */ | 
					
						
							|  |  |  | 	err = _parse_lights(p_state); | 
					
						
							|  |  |  | 	ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	/* PARSE CAMERAS */ | 
					
						
							|  |  |  | 	err = _parse_cameras(p_state); | 
					
						
							|  |  |  | 	ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	/* PARSE ANIMATIONS */ | 
					
						
							|  |  |  | 	err = _parse_animations(p_state); | 
					
						
							|  |  |  | 	ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	/* ASSIGN SCENE NAMES */ | 
					
						
							|  |  |  | 	_assign_node_names(p_state); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	Node3D *root = memnew(Node3D); | 
					
						
							|  |  |  | 	for (int32_t root_i = 0; root_i < p_state->root_nodes.size(); root_i++) { | 
					
						
							|  |  |  | 		_generate_scene_node(p_state, p_state->root_nodes[root_i], root, root); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	return OK; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | Error FBXDocument::append_from_file(String p_path, Ref<GLTFState> p_state, uint32_t p_flags, String p_base_path) { | 
					
						
							|  |  |  | 	Ref<FBXState> state = p_state; | 
					
						
							|  |  |  | 	ERR_FAIL_COND_V(state.is_null(), ERR_INVALID_PARAMETER); | 
					
						
							|  |  |  | 	ERR_FAIL_COND_V(p_path.is_empty(), ERR_FILE_NOT_FOUND); | 
					
						
							|  |  |  | 	if (p_state == Ref<FBXState>()) { | 
					
						
							|  |  |  | 		p_state.instantiate(); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	state->filename = p_path.get_file().get_basename(); | 
					
						
							|  |  |  | 	state->use_named_skin_binds = p_flags & FBX_IMPORT_USE_NAMED_SKIN_BINDS; | 
					
						
							|  |  |  | 	state->discard_meshes_and_materials = p_flags & FBX_IMPORT_DISCARD_MESHES_AND_MATERIALS; | 
					
						
							|  |  |  | 	Error err; | 
					
						
							|  |  |  | 	Ref<FileAccess> file = FileAccess::open(p_path, FileAccess::READ, &err); | 
					
						
							|  |  |  | 	ERR_FAIL_COND_V(err != OK, ERR_FILE_CANT_OPEN); | 
					
						
							|  |  |  | 	ERR_FAIL_NULL_V(file, ERR_FILE_CANT_OPEN); | 
					
						
							|  |  |  | 	String base_path = p_base_path; | 
					
						
							|  |  |  | 	if (base_path.is_empty()) { | 
					
						
							|  |  |  | 		base_path = p_path.get_base_dir(); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	state->base_path = base_path; | 
					
						
							|  |  |  | 	err = _parse(p_state, base_path, file); | 
					
						
							|  |  |  | 	ERR_FAIL_COND_V(err != OK, err); | 
					
						
							|  |  |  | 	// TODO: 20240118 // fire
 | 
					
						
							|  |  |  | 	// for (Ref<GLTFDocumentExtension> ext : document_extensions) {
 | 
					
						
							|  |  |  | 	// 	ERR_CONTINUE(ext.is_null());
 | 
					
						
							|  |  |  | 	// 	err = ext->import_post_parse(p_state);
 | 
					
						
							|  |  |  | 	// 	ERR_FAIL_COND_V(err != OK, err);
 | 
					
						
							|  |  |  | 	// }
 | 
					
						
							|  |  |  | 	return OK; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void FBXDocument::_process_uv_set(PackedVector2Array &uv_array) { | 
					
						
							|  |  |  | 	int uv_size = uv_array.size(); | 
					
						
							|  |  |  | 	for (int uv_i = 0; uv_i < uv_size; uv_i++) { | 
					
						
							|  |  |  | 		Vector2 &uv = uv_array.write[uv_i]; | 
					
						
							|  |  |  | 		uv.y = 1.0 - uv.y; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void FBXDocument::_zero_unused_elements(Vector<float> &cur_custom, int start, int end, int num_channels) { | 
					
						
							|  |  |  | 	for (int32_t uv_i = start; uv_i < end; uv_i++) { | 
					
						
							|  |  |  | 		int index = uv_i * num_channels; | 
					
						
							|  |  |  | 		for (int channel = 0; channel < num_channels; channel++) { | 
					
						
							|  |  |  | 			cur_custom.write[index + channel] = 0; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | Error FBXDocument::_parse_lights(Ref<FBXState> p_state) { | 
					
						
							|  |  |  | 	const ufbx_scene *fbx_scene = p_state->scene.get(); | 
					
						
							|  |  |  | 	for (size_t i = 0; i < fbx_scene->lights.count; i++) { | 
					
						
							|  |  |  | 		const ufbx_light *fbx_light = fbx_scene->lights.data[i]; | 
					
						
							|  |  |  | 		Ref<GLTFLight> light; | 
					
						
							|  |  |  | 		light.instantiate(); | 
					
						
							|  |  |  | 		light->set_name(_as_string(fbx_light->name)); | 
					
						
							|  |  |  | 		light->set_color(Color(fbx_light->color.x, fbx_light->color.y, fbx_light->color.z)); | 
					
						
							|  |  |  | 		light->set_intensity(fbx_light->intensity); | 
					
						
							|  |  |  | 		switch (fbx_light->type) { | 
					
						
							|  |  |  | 			case UFBX_LIGHT_POINT: | 
					
						
							|  |  |  | 				light->set_light_type("point"); | 
					
						
							|  |  |  | 				break; | 
					
						
							|  |  |  | 			case UFBX_LIGHT_DIRECTIONAL: | 
					
						
							|  |  |  | 				light->set_light_type("directional"); | 
					
						
							|  |  |  | 				break; | 
					
						
							|  |  |  | 			case UFBX_LIGHT_SPOT: | 
					
						
							|  |  |  | 				light->set_light_type("spot"); | 
					
						
							|  |  |  | 				break; | 
					
						
							|  |  |  | 			case UFBX_LIGHT_AREA: | 
					
						
							|  |  |  | 				light->set_light_type("area"); | 
					
						
							|  |  |  | 				break; | 
					
						
							|  |  |  | 			case UFBX_LIGHT_VOLUME: | 
					
						
							|  |  |  | 				light->set_light_type("volume"); | 
					
						
							|  |  |  | 				break; | 
					
						
							|  |  |  | 			default: | 
					
						
							|  |  |  | 				light->set_light_type("unknown"); | 
					
						
							|  |  |  | 				break; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		Dictionary additional_data; | 
					
						
							|  |  |  | 		additional_data["shadow"] = fbx_light->cast_shadows; | 
					
						
							|  |  |  | 		if (fbx_light->decay == UFBX_LIGHT_DECAY_NONE) { | 
					
						
							|  |  |  | 			additional_data["decay"] = "none"; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		} else if (fbx_light->decay == UFBX_LIGHT_DECAY_LINEAR) { | 
					
						
							|  |  |  | 			additional_data["decay"] = "linear"; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		} else if (fbx_light->decay == UFBX_LIGHT_DECAY_QUADRATIC) { | 
					
						
							|  |  |  | 			additional_data["decay"] = "quadratic"; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		} else if (fbx_light->decay == UFBX_LIGHT_DECAY_CUBIC) { | 
					
						
							|  |  |  | 			additional_data["decay"] = "cubic"; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		if (fbx_light->area_shape == UFBX_LIGHT_AREA_SHAPE_RECTANGLE) { | 
					
						
							|  |  |  | 			additional_data["areaShape"] = "rectangle"; | 
					
						
							|  |  |  | 		} else if (fbx_light->area_shape == UFBX_LIGHT_AREA_SHAPE_SPHERE) { | 
					
						
							|  |  |  | 			additional_data["areaShape"] = "sphere"; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		light->set_inner_cone_angle(fbx_light->inner_angle); | 
					
						
							|  |  |  | 		light->set_outer_cone_angle(fbx_light->outer_angle); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		additional_data["castLight"] = fbx_light->cast_light; | 
					
						
							|  |  |  | 		additional_data["castShadows"] = fbx_light->cast_shadows; | 
					
						
							|  |  |  | 		light->set_additional_data("GODOT_fbx_light", additional_data); | 
					
						
							|  |  |  | 		p_state->lights.push_back(light); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	print_verbose("FBX: Total lights: " + itos(p_state->lights.size())); | 
					
						
							|  |  |  | 	return OK; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | String FBXDocument::_get_texture_path(const String &p_base_dir, const String &p_source_file_path) const { | 
					
						
							| 
									
										
										
										
											2024-04-13 20:28:12 +03:00
										 |  |  | 	// Check if the original path exists first.
 | 
					
						
							|  |  |  | 	if (FileAccess::exists(p_source_file_path)) { | 
					
						
							|  |  |  | 		return p_source_file_path.strip_edges(); | 
					
						
							|  |  |  | 	} | 
					
						
							| 
									
										
										
										
											2024-02-16 05:25:15 -08:00
										 |  |  | 	const String tex_file_name = p_source_file_path.get_file(); | 
					
						
							|  |  |  | 	const Vector<String> subdirs = { | 
					
						
							|  |  |  | 		"", "textures/", "Textures/", "images/", | 
					
						
							|  |  |  | 		"Images/", "materials/", "Materials/", | 
					
						
							|  |  |  | 		"maps/", "Maps/", "tex/", "Tex/" | 
					
						
							|  |  |  | 	}; | 
					
						
							|  |  |  | 	String base_dir = p_base_dir; | 
					
						
							|  |  |  | 	const String source_file_name = tex_file_name; | 
					
						
							|  |  |  | 	while (!base_dir.is_empty()) { | 
					
						
							|  |  |  | 		String old_base_dir = base_dir; | 
					
						
							|  |  |  | 		for (int i = 0; i < subdirs.size(); ++i) { | 
					
						
							|  |  |  | 			String full_path = base_dir.path_join(subdirs[i] + source_file_name); | 
					
						
							|  |  |  | 			if (FileAccess::exists(full_path)) { | 
					
						
							|  |  |  | 				return full_path.strip_edges(); | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 		base_dir = base_dir.get_base_dir(); | 
					
						
							|  |  |  | 		if (base_dir == old_base_dir) { | 
					
						
							|  |  |  | 			break; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	return String(); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | Error FBXDocument::_parse_skins(Ref<FBXState> p_state) { | 
					
						
							|  |  |  | 	const ufbx_scene *fbx_scene = p_state->scene.get(); | 
					
						
							|  |  |  | 	HashMap<GLTFNodeIndex, bool> joint_mapping; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	for (const ufbx_skin_deformer *fbx_skin : fbx_scene->skin_deformers) { | 
					
						
							| 
									
										
										
										
											2024-05-03 20:46:26 +03:00
										 |  |  | 		if (fbx_skin->clusters.count == 0 || fbx_skin->weights.count == 0) { | 
					
						
							| 
									
										
										
										
											2024-02-16 05:25:15 -08:00
										 |  |  | 			p_state->skin_indices.push_back(-1); | 
					
						
							|  |  |  | 			continue; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		Ref<GLTFSkin> skin; | 
					
						
							|  |  |  | 		skin.instantiate(); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		skin->inverse_binds.resize(fbx_skin->clusters.count); | 
					
						
							|  |  |  | 		for (int skin_i = 0; skin_i < static_cast<int>(fbx_skin->clusters.count); skin_i++) { | 
					
						
							|  |  |  | 			const ufbx_skin_cluster *fbx_cluster = fbx_skin->clusters[skin_i]; | 
					
						
							|  |  |  | 			skin->inverse_binds.write[skin_i] = FBXDocument::_as_xform(fbx_cluster->geometry_to_bone); | 
					
						
							|  |  |  | 			const GLTFNodeIndex node = fbx_cluster->bone_node->typed_id; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 			skin->joints.push_back(node); | 
					
						
							|  |  |  | 			skin->joints_original.push_back(node); | 
					
						
							|  |  |  | 			p_state->nodes.write[node]->joint = true; | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 		if (fbx_skin->name.length > 0) { | 
					
						
							|  |  |  | 			skin->set_name(FBXDocument::_as_string(fbx_skin->name)); | 
					
						
							|  |  |  | 		} else { | 
					
						
							|  |  |  | 			skin->set_name(vformat("skin_%s", itos(fbx_skin->typed_id))); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 		p_state->skin_indices.push_back(p_state->skins.size()); | 
					
						
							|  |  |  | 		p_state->skins.push_back(skin); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	for (const ufbx_bone *fbx_bone : fbx_scene->bones) { | 
					
						
							|  |  |  | 		for (const ufbx_node *fbx_node : fbx_bone->instances) { | 
					
						
							|  |  |  | 			const GLTFNodeIndex node = fbx_node->typed_id; | 
					
						
							|  |  |  | 			if (!p_state->nodes.write[node]->joint) { | 
					
						
							|  |  |  | 				p_state->nodes.write[node]->joint = true; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 				if (!(fbx_node->parent && fbx_node->parent->attrib_type == UFBX_ELEMENT_BONE)) { | 
					
						
							|  |  |  | 					Ref<GLTFSkin> skin; | 
					
						
							|  |  |  | 					skin.instantiate(); | 
					
						
							|  |  |  | 					skin->joints.push_back(node); | 
					
						
							|  |  |  | 					skin->joints_original.push_back(node); | 
					
						
							|  |  |  | 					skin->set_name(vformat("skin_%s", itos(p_state->skins.size()))); | 
					
						
							|  |  |  | 					p_state->skin_indices.push_back(p_state->skins.size()); | 
					
						
							|  |  |  | 					p_state->skins.push_back(skin); | 
					
						
							|  |  |  | 				} | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							| 
									
										
										
										
											2024-05-03 20:46:26 +03:00
										 |  |  | 	p_state->original_skin_indices = p_state->skin_indices.duplicate(); | 
					
						
							| 
									
										
										
										
											2024-02-16 05:25:15 -08:00
										 |  |  | 	Error err = SkinTool::_asset_parse_skins( | 
					
						
							| 
									
										
										
										
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										 |  |  | 			p_state->original_skin_indices, | 
					
						
							| 
									
										
										
										
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										 |  |  | 			p_state->skins.duplicate(), | 
					
						
							|  |  |  | 			p_state->nodes.duplicate(), | 
					
						
							|  |  |  | 			p_state->skin_indices, | 
					
						
							|  |  |  | 			p_state->skins, | 
					
						
							|  |  |  | 			joint_mapping); | 
					
						
							|  |  |  | 	if (err != OK) { | 
					
						
							|  |  |  | 		return err; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	for (int i = 0; i < p_state->skins.size(); ++i) { | 
					
						
							|  |  |  | 		Ref<GLTFSkin> skin = p_state->skins.write[i]; | 
					
						
							|  |  |  | 		ERR_FAIL_COND_V(skin.is_null(), ERR_PARSE_ERROR); | 
					
						
							|  |  |  | 		// Expand and verify the skin
 | 
					
						
							|  |  |  | 		ERR_FAIL_COND_V(SkinTool::_expand_skin(p_state->nodes, skin), ERR_PARSE_ERROR); | 
					
						
							|  |  |  | 		ERR_FAIL_COND_V(SkinTool::_verify_skin(p_state->nodes, skin), ERR_PARSE_ERROR); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	print_verbose("FBX: Total skins: " + itos(p_state->skins.size())); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	for (HashMap<GLTFNodeIndex, bool>::Iterator it = joint_mapping.begin(); it != joint_mapping.end(); ++it) { | 
					
						
							|  |  |  | 		GLTFNodeIndex node_index = it->key; | 
					
						
							|  |  |  | 		bool is_joint = it->value; | 
					
						
							|  |  |  | 		if (is_joint) { | 
					
						
							|  |  |  | 			if (p_state->nodes.size() > node_index) { | 
					
						
							|  |  |  | 				p_state->nodes.write[node_index]->joint = true; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	return OK; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | PackedByteArray FBXDocument::generate_buffer(Ref<GLTFState> p_state) { | 
					
						
							|  |  |  | 	return PackedByteArray(); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2024-03-15 12:22:39 -07:00
										 |  |  | Error FBXDocument::write_to_filesystem(Ref<GLTFState> p_state, const String &p_path) { | 
					
						
							| 
									
										
										
										
											2024-02-16 05:25:15 -08:00
										 |  |  | 	return ERR_UNAVAILABLE; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | Error FBXDocument::append_from_scene(Node *p_node, Ref<GLTFState> p_state, uint32_t p_flags) { | 
					
						
							|  |  |  | 	return ERR_UNAVAILABLE; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | Vector3 FBXDocument::_as_vec3(const ufbx_vec3 &p_vector) { | 
					
						
							|  |  |  | 	return Vector3(real_t(p_vector.x), real_t(p_vector.y), real_t(p_vector.z)); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | String FBXDocument::_as_string(const ufbx_string &p_string) { | 
					
						
							|  |  |  | 	return String::utf8(p_string.data, (int)p_string.length); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | Transform3D FBXDocument::_as_xform(const ufbx_matrix &p_mat) { | 
					
						
							|  |  |  | 	Transform3D xform; | 
					
						
							|  |  |  | 	xform.basis.set_column(Vector3::AXIS_X, _as_vec3(p_mat.cols[0])); | 
					
						
							|  |  |  | 	xform.basis.set_column(Vector3::AXIS_Y, _as_vec3(p_mat.cols[1])); | 
					
						
							|  |  |  | 	xform.basis.set_column(Vector3::AXIS_Z, _as_vec3(p_mat.cols[2])); | 
					
						
							|  |  |  | 	xform.set_origin(_as_vec3(p_mat.cols[3])); | 
					
						
							|  |  |  | 	return xform; | 
					
						
							|  |  |  | } |