Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.
Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.
Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.
Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.
Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.
**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.
Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
											 
										 
										
											2020-10-20 18:00:16 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								/*************************************************************************/ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								/*  fbx_mesh_data.cpp                                                    */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								/*************************************************************************/ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								/*                       This file is part of:                           */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								/*                           GODOT ENGINE                                */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								/*                      https://godotengine.org                          */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								/*************************************************************************/ 
							 
						 
					
						
							
								
									
										
										
										
											2021-01-01 20:13:46 +01:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */ 
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.
Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.
Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.
Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.
Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.
**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.
Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
											 
										 
										
											2020-10-20 18:00:16 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
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								/* a copy of this software and associated documentation files (the       */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								/* "Software"), to deal in the Software without restriction, including   */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
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								/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
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								/*************************************************************************/ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								# include  "fbx_mesh_data.h" 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								# include  "core/local_vector.h" 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								# include  "scene/resources/mesh.h" 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								# include  "scene/resources/surface_tool.h" 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								# include  "thirdparty/misc/triangulator.h" 
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								template  < class  T > 
							 
						 
					
						
							
								
									
										
										
										
											2021-05-04 14:20:36 +02:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								T  collect_first ( const  Vector < VertexData < T > >  * p_data ,  T  p_fall_back )  { 
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.
Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.
Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.
Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.
Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.
**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.
Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
											 
										 
										
											2020-10-20 18:00:16 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
									if  ( p_data - > empty ( ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										return  p_fall_back ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									return  ( * p_data ) [ 0 ] . data ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								template  < class  T > 
							 
						 
					
						
							
								
									
										
										
										
											2021-05-04 14:20:36 +02:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								HashMap < int ,  T >  collect_all ( const  Vector < VertexData < T > >  * p_data ,  HashMap < int ,  T >  p_fall_back )  { 
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.
Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.
Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.
Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.
Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.
**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.
Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
											 
										 
										
											2020-10-20 18:00:16 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
									if  ( p_data - > empty ( ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										return  p_fall_back ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									HashMap < int ,  T >  collection ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									for  ( int  i  =  0 ;  i  <  p_data - > size ( ) ;  i  + =  1 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										const  VertexData < T >  & vd  =  ( * p_data ) [ i ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										collection [ vd . polygon_index ]  =  vd . data ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									return  collection ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								template  < class  T > 
							 
						 
					
						
							
								
									
										
										
										
											2021-05-04 14:20:36 +02:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								T  collect_average ( const  Vector < VertexData < T > >  * p_data ,  T  p_fall_back )  { 
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.
Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.
Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.
Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.
Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.
**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.
Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
											 
										 
										
											2020-10-20 18:00:16 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
									if  ( p_data - > empty ( ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										return  p_fall_back ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									T  combined  =  ( * p_data ) [ 0 ] . data ;  // Make sure the data is always correctly initialized.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									print_verbose ( " size of data:  "  +  itos ( p_data - > size ( ) ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									for  ( int  i  =  1 ;  i  <  p_data - > size ( ) ;  i  + =  1 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										combined  + =  ( * p_data ) [ i ] . data ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									combined  =  combined  /  real_t ( p_data - > size ( ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									return  combined . normalized ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2021-05-04 14:20:36 +02:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								HashMap < int ,  Vector3 >  collect_normal ( const  Vector < VertexData < Vector3 > >  * p_data ,  HashMap < int ,  Vector3 >  p_fall_back )  { 
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.
Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.
Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.
Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.
Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.
**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.
Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
											 
										 
										
											2020-10-20 18:00:16 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
									if  ( p_data - > empty ( ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										return  p_fall_back ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									HashMap < int ,  Vector3 >  collection ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									for  ( int  i  =  0 ;  i  <  p_data - > size ( ) ;  i  + =  1 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										const  VertexData < Vector3 >  & vd  =  ( * p_data ) [ i ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										collection [ vd . polygon_index ]  =  vd . data ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									return  collection ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2021-05-04 14:20:36 +02:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								HashMap < int ,  Vector2 >  collect_uv ( const  Vector < VertexData < Vector2 > >  * p_data ,  HashMap < int ,  Vector2 >  p_fall_back )  { 
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.
Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.
Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.
Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.
Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.
**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.
Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
											 
										 
										
											2020-10-20 18:00:16 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
									if  ( p_data - > empty ( ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										return  p_fall_back ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									HashMap < int ,  Vector2 >  collection ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									for  ( int  i  =  0 ;  i  <  p_data - > size ( ) ;  i  + =  1 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										const  VertexData < Vector2 >  & vd  =  ( * p_data ) [ i ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										collection [ vd . polygon_index ]  =  vd . data ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									return  collection ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								typedef  int  Vertex ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								typedef  int  SurfaceId ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								typedef  int  PolygonId ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								typedef  int  DataIndex ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								struct  SurfaceData  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									Ref < SurfaceTool >  surface_tool ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									OrderedHashMap < Vertex ,  int >  lookup_table ;  // proposed fix is to replace lookup_table[vertex_id] to give the position of the vertices_map[int] index.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									LocalVector < Vertex >  vertices_map ;  // this must be ordered the same as insertion <-- slow to do find() operation.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									Ref < SpatialMaterial >  material ; 
							 
						 
					
						
							
								
									
										
										
										
											2021-05-04 14:20:36 +02:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
									HashMap < PolygonId ,  Vector < DataIndex > >  surface_polygon_vertex ; 
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.
Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.
Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.
Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.
Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.
**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.
Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
											 
										 
										
											2020-10-20 18:00:16 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
									Array  morphs ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												[fbx] bugfixes skinning, materials and debugging info, merry xmas 🎄
Better materials:
- default values will no longer trigger things like emission,
clear coat being enabled etc incorrectly, mostly importers misunderstand
this value, a value of 1 is not actually enabled emission, it must have a
non zero setting other than emission value for the emission flags to
actually be enabled correctly in our engine #42386
- lambert materials are warned against significantly,
do not use Lambert in Godot, use a PBR material like Ai Standard Surface
 (it's like going from low quality to high definition in terms of output
 in scenes and on assets)
- roughness values are calculated correctly in this version
Fixes for normal's array - some normal's from some files were dropped and
generated, this is now fixed.
- FBX indexing for items with (-1) index, for normal data is supported,
this is super helpful at increasing our range of compatibility of
FBX meshes.
Fix bone rest data **no longer requiring go to bind pose in Maya and various applications**
- Partial fix for #43688
Validation tools added for validating large projects
Provide package name, vendor and FBX vendor in the log.
Implemented metadata properties so we can read extra document
info required for bug reporting
**FBX 2011 (version 7200)** is unsupported now,
you must re-export your file in Maya or Max to upgrade the file format.
Fixes skin bind poses being generated based on node xforms in the scene
Fixes duplicate bones being added to skin and prevents add_bones from
registering skeleton bones it now registers skin bind poses,
but this should really be documented in the engine correctly right now
 it doesn't tell you this is the case.
											 
										 
										
											2020-12-02 15:38:11 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								MeshInstance  * FBXMeshData : : create_fbx_mesh ( const  ImportState  & state ,  const  FBXDocParser : : MeshGeometry  * p_mesh_geometry ,  const  FBXDocParser : : Model  * model ,  bool  use_compression )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									mesh_geometry  =  p_mesh_geometry ; 
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.
Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.
Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.
Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.
Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.
**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.
Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
											 
										 
										
											2020-10-20 18:00:16 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
									// todo: make this just use a uint64_t FBX ID this is a copy of our original materials unfortunately.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									const  std : : vector < const  FBXDocParser : : Material  * >  & material_lookup  =  model - > GetMaterials ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									std : : vector < int >  polygon_indices  =  mesh_geometry - > get_polygon_indices ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									std : : vector < Vector3 >  vertices  =  mesh_geometry - > get_vertices ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									// Phase 1. Parse all FBX data.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									HashMap < int ,  Vector3 >  normals ; 
							 
						 
					
						
							
								
									
										
										
										
											2021-05-04 14:20:36 +02:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
									HashMap < int ,  HashMap < int ,  Vector3 > >  normals_raw  =  extract_per_vertex_data ( 
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.
Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.
Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.
Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.
Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.
**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.
Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
											 
										 
										
											2020-10-20 18:00:16 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
											vertices . size ( ) , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											mesh_geometry - > get_edge_map ( ) , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											polygon_indices , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											mesh_geometry - > get_normals ( ) , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											& collect_all , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											HashMap < int ,  Vector3 > ( ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									HashMap < int ,  Vector2 >  uvs_0 ; 
							 
						 
					
						
							
								
									
										
										
										
											2021-05-04 14:20:36 +02:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
									HashMap < int ,  HashMap < int ,  Vector2 > >  uvs_0_raw  =  extract_per_vertex_data ( 
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.
Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.
Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.
Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.
Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.
**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.
Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
											 
										 
										
											2020-10-20 18:00:16 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
											vertices . size ( ) , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											mesh_geometry - > get_edge_map ( ) , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											polygon_indices , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											mesh_geometry - > get_uv_0 ( ) , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											& collect_all , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											HashMap < int ,  Vector2 > ( ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									HashMap < int ,  Vector2 >  uvs_1 ; 
							 
						 
					
						
							
								
									
										
										
										
											2021-05-04 14:20:36 +02:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
									HashMap < int ,  HashMap < int ,  Vector2 > >  uvs_1_raw  =  extract_per_vertex_data ( 
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.
Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.
Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.
Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.
Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.
**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.
Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
											 
										 
										
											2020-10-20 18:00:16 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
											vertices . size ( ) , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											mesh_geometry - > get_edge_map ( ) , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											polygon_indices , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											mesh_geometry - > get_uv_1 ( ) , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											& collect_all , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											HashMap < int ,  Vector2 > ( ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-12-14 16:50:46 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
									HashMap < int ,  Color >  colors ; 
							 
						 
					
						
							
								
									
										
										
										
											2021-05-04 14:20:36 +02:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
									HashMap < int ,  HashMap < int ,  Color > >  colors_raw  =  extract_per_vertex_data ( 
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.
Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.
Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.
Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.
Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.
**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.
Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
											 
										 
										
											2020-10-20 18:00:16 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
											vertices . size ( ) , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											mesh_geometry - > get_edge_map ( ) , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											polygon_indices , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											mesh_geometry - > get_colors ( ) , 
							 
						 
					
						
							
								
									
										
										
										
											2020-12-14 16:50:46 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
											& collect_all , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											HashMap < int ,  Color > ( ) ) ; 
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.
Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.
Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.
Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.
Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.
**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.
Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
											 
										 
										
											2020-10-20 18:00:16 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									// TODO what about tangents?
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									// TODO what about bi-nomials?
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									// TODO there is other?
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									HashMap < int ,  SurfaceId >  polygon_surfaces  =  extract_per_polygon ( 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											vertices . size ( ) , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											polygon_indices , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											mesh_geometry - > get_material_allocation_id ( ) , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											- 1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									HashMap < String ,  MorphVertexData >  morphs ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									extract_morphs ( mesh_geometry ,  morphs ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									// TODO please add skinning.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									//mesh_id = mesh_geometry->ID();
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												[fbx] bugfixes skinning, materials and debugging info, merry xmas 🎄
Better materials:
- default values will no longer trigger things like emission,
clear coat being enabled etc incorrectly, mostly importers misunderstand
this value, a value of 1 is not actually enabled emission, it must have a
non zero setting other than emission value for the emission flags to
actually be enabled correctly in our engine #42386
- lambert materials are warned against significantly,
do not use Lambert in Godot, use a PBR material like Ai Standard Surface
 (it's like going from low quality to high definition in terms of output
 in scenes and on assets)
- roughness values are calculated correctly in this version
Fixes for normal's array - some normal's from some files were dropped and
generated, this is now fixed.
- FBX indexing for items with (-1) index, for normal data is supported,
this is super helpful at increasing our range of compatibility of
FBX meshes.
Fix bone rest data **no longer requiring go to bind pose in Maya and various applications**
- Partial fix for #43688
Validation tools added for validating large projects
Provide package name, vendor and FBX vendor in the log.
Implemented metadata properties so we can read extra document
info required for bug reporting
**FBX 2011 (version 7200)** is unsupported now,
you must re-export your file in Maya or Max to upgrade the file format.
Fixes skin bind poses being generated based on node xforms in the scene
Fixes duplicate bones being added to skin and prevents add_bones from
registering skeleton bones it now registers skin bind poses,
but this should really be documented in the engine correctly right now
 it doesn't tell you this is the case.
											 
										 
										
											2020-12-02 15:38:11 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
									sanitize_vertex_weights ( state ) ; 
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.
Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.
Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.
Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.
Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.
**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.
Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
											 
										 
										
											2020-10-20 18:00:16 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									// Re organize polygon vertices to to correctly take into account strange
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									// UVs.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									reorganize_vertices ( 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											polygon_indices , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											vertices , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											normals , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											uvs_0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											uvs_1 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											colors , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											morphs , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											normals_raw , 
							 
						 
					
						
							
								
									
										
										
										
											2020-12-14 16:50:46 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
											colors_raw , 
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.
Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.
Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.
Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.
Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.
**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.
Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
											 
										 
										
											2020-10-20 18:00:16 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
											uvs_0_raw , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											uvs_1_raw ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-12-14 16:50:46 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
									const  int  color_count  =  colors . size ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									print_verbose ( " Vertex color count:  "  +  itos ( color_count ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.
Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.
Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.
Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.
Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.
**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.
Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
											 
										 
										
											2020-10-20 18:00:16 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
									// Make sure that from this moment on the mesh_geometry is no used anymore.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									// This is a safety step, because the mesh_geometry data are no more valid
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									// at this point.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									const  int  vertex_count  =  vertices . size ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-12-14 16:50:46 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
									print_verbose ( " Vertex count:  "  +  itos ( vertex_count ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.
Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.
Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.
Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.
Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.
**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.
Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
											 
										 
										
											2020-10-20 18:00:16 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
									// The map key is the material allocator id that is also used as surface id.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									HashMap < SurfaceId ,  SurfaceData >  surfaces ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									// Phase 2. For each material create a surface tool (So a different mesh).
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										if  ( polygon_surfaces . empty ( ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											// No material, just use the default one with index -1.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											// Set -1 to all polygons.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											const  int  polygon_count  =  count_polygons ( polygon_indices ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											for  ( int  p  =  0 ;  p  <  polygon_count ;  p  + =  1 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												polygon_surfaces [ p ]  =  - 1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										// Create the surface now.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										for  ( const  int  * polygon_id  =  polygon_surfaces . next ( nullptr ) ;  polygon_id  ! =  nullptr ;  polygon_id  =  polygon_surfaces . next ( polygon_id ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											const  int  surface_id  =  polygon_surfaces [ * polygon_id ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											if  ( surfaces . has ( surface_id )  = =  false )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												SurfaceData  sd ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												sd . surface_tool . instance ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												sd . surface_tool - > begin ( Mesh : : PRIMITIVE_TRIANGLES ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												if  ( surface_id  <  0 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													// nothing to do
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												}  else  if  ( surface_id  <  ( int ) material_lookup . size ( ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													const  FBXDocParser : : Material  * mat_mapping  =  material_lookup . at ( surface_id ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													const  uint64_t  mapping_id  =  mat_mapping - > ID ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													if  ( state . cached_materials . has ( mapping_id ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														sd . material  =  state . cached_materials [ mapping_id ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													WARN_PRINT ( " out of bounds surface detected, FBX file has corrupt material data " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												surfaces . set ( surface_id ,  sd ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									// Phase 3. Map the vertices relative to each surface, in this way we can
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									// just insert the vertices that we need per each surface.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										PolygonId  polygon_index  =  - 1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										SurfaceId  surface_id  =  - 1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										SurfaceData  * surface_data  =  nullptr ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										for  ( size_t  polygon_vertex  =  0 ;  polygon_vertex  <  polygon_indices . size ( ) ;  polygon_vertex  + =  1 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											if  ( is_start_of_polygon ( polygon_indices ,  polygon_vertex ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												polygon_index  + =  1 ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-12-14 16:50:46 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
												ERR_FAIL_COND_V_MSG ( polygon_surfaces . has ( polygon_index )  = =  false ,  nullptr ,  " The FBX file is corrupted, This surface_index is not expected. " ) ; 
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.
Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.
Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.
Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.
Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.
**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.
Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
											 
										 
										
											2020-10-20 18:00:16 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
												surface_id  =  polygon_surfaces [ polygon_index ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												surface_data  =  surfaces . getptr ( surface_id ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												CRASH_COND ( surface_data  = =  nullptr ) ;  // Can't be null.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											const  int  vertex  =  get_vertex_from_polygon_vertex ( polygon_indices ,  polygon_vertex ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											// The vertex position in the surface
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											// Uses a lookup table for speed with large scenes
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											bool  has_polygon_vertex_index  =  surface_data - > lookup_table . has ( vertex ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											int  surface_polygon_vertex_index  =  - 1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											if  ( has_polygon_vertex_index )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												surface_polygon_vertex_index  =  surface_data - > lookup_table [ vertex ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												surface_polygon_vertex_index  =  surface_data - > vertices_map . size ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												surface_data - > lookup_table [ vertex ]  =  surface_polygon_vertex_index ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												surface_data - > vertices_map . push_back ( vertex ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											surface_data - > surface_polygon_vertex [ polygon_index ] . push_back ( surface_polygon_vertex_index ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									//print_verbose("[debug UV 1] UV1: " + itos(uvs_0.size()));
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									//print_verbose("[debug UV 2] UV2: " + itos(uvs_1.size()));
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									// Phase 4. Per each surface just insert the vertices and add the indices.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									for  ( const  SurfaceId  * surface_id  =  surfaces . next ( nullptr ) ;  surface_id  ! =  nullptr ;  surface_id  =  surfaces . next ( surface_id ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										SurfaceData  * surface  =  surfaces . getptr ( * surface_id ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										// Just add the vertices data.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										for  ( unsigned  int  i  =  0 ;  i  <  surface - > vertices_map . size ( ) ;  i  + =  1 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											const  Vertex  vertex  =  surface - > vertices_map [ i ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											// This must be done before add_vertex because the surface tool is
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											// expecting this before the st->add_vertex() call
 
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												[fbx] bugfixes skinning, materials and debugging info, merry xmas 🎄
Better materials:
- default values will no longer trigger things like emission,
clear coat being enabled etc incorrectly, mostly importers misunderstand
this value, a value of 1 is not actually enabled emission, it must have a
non zero setting other than emission value for the emission flags to
actually be enabled correctly in our engine #42386
- lambert materials are warned against significantly,
do not use Lambert in Godot, use a PBR material like Ai Standard Surface
 (it's like going from low quality to high definition in terms of output
 in scenes and on assets)
- roughness values are calculated correctly in this version
Fixes for normal's array - some normal's from some files were dropped and
generated, this is now fixed.
- FBX indexing for items with (-1) index, for normal data is supported,
this is super helpful at increasing our range of compatibility of
FBX meshes.
Fix bone rest data **no longer requiring go to bind pose in Maya and various applications**
- Partial fix for #43688
Validation tools added for validating large projects
Provide package name, vendor and FBX vendor in the log.
Implemented metadata properties so we can read extra document
info required for bug reporting
**FBX 2011 (version 7200)** is unsupported now,
you must re-export your file in Maya or Max to upgrade the file format.
Fixes skin bind poses being generated based on node xforms in the scene
Fixes duplicate bones being added to skin and prevents add_bones from
registering skeleton bones it now registers skin bind poses,
but this should really be documented in the engine correctly right now
 it doesn't tell you this is the case.
											 
										 
										
											2020-12-02 15:38:11 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
											add_vertex ( state , 
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.
Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.
Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.
Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.
Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.
**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.
Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
											 
										 
										
											2020-10-20 18:00:16 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
													surface - > surface_tool , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													state . scale , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													vertex , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													vertices , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													normals , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													uvs_0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													uvs_1 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													colors ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										// Triangulate the various polygons and add the indices.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										for  ( const  PolygonId  * polygon_id  =  surface - > surface_polygon_vertex . next ( nullptr ) ;  polygon_id  ! =  nullptr ;  polygon_id  =  surface - > surface_polygon_vertex . next ( polygon_id ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											const  Vector < DataIndex >  * indices  =  surface - > surface_polygon_vertex . getptr ( * polygon_id ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											triangulate_polygon ( 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													surface - > surface_tool , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													* indices , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													surface - > vertices_map , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													vertices ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									// Phase 5. Compose the morphs if any.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									for  ( const  SurfaceId  * surface_id  =  surfaces . next ( nullptr ) ;  surface_id  ! =  nullptr ;  surface_id  =  surfaces . next ( surface_id ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										SurfaceData  * surface  =  surfaces . getptr ( * surface_id ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										for  ( const  String  * morph_name  =  morphs . next ( nullptr ) ;  morph_name  ! =  nullptr ;  morph_name  =  morphs . next ( morph_name ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											MorphVertexData  * morph_data  =  morphs . getptr ( * morph_name ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											// As said by the docs, this is not supposed to be different than
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											// vertex_count.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											CRASH_COND ( morph_data - > vertices . size ( )  ! =  vertex_count ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											CRASH_COND ( morph_data - > normals . size ( )  ! =  vertex_count ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											Vector3  * vertices_ptr  =  morph_data - > vertices . ptrw ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											Vector3  * normals_ptr  =  morph_data - > normals . ptrw ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											Ref < SurfaceTool >  morph_st ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											morph_st . instance ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											morph_st - > begin ( Mesh : : PRIMITIVE_TRIANGLES ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											for  ( unsigned  int  vi  =  0 ;  vi  <  surface - > vertices_map . size ( ) ;  vi  + =  1 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												const  Vertex  vertex  =  surface - > vertices_map [ vi ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												add_vertex ( 
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												[fbx] bugfixes skinning, materials and debugging info, merry xmas 🎄
Better materials:
- default values will no longer trigger things like emission,
clear coat being enabled etc incorrectly, mostly importers misunderstand
this value, a value of 1 is not actually enabled emission, it must have a
non zero setting other than emission value for the emission flags to
actually be enabled correctly in our engine #42386
- lambert materials are warned against significantly,
do not use Lambert in Godot, use a PBR material like Ai Standard Surface
 (it's like going from low quality to high definition in terms of output
 in scenes and on assets)
- roughness values are calculated correctly in this version
Fixes for normal's array - some normal's from some files were dropped and
generated, this is now fixed.
- FBX indexing for items with (-1) index, for normal data is supported,
this is super helpful at increasing our range of compatibility of
FBX meshes.
Fix bone rest data **no longer requiring go to bind pose in Maya and various applications**
- Partial fix for #43688
Validation tools added for validating large projects
Provide package name, vendor and FBX vendor in the log.
Implemented metadata properties so we can read extra document
info required for bug reporting
**FBX 2011 (version 7200)** is unsupported now,
you must re-export your file in Maya or Max to upgrade the file format.
Fixes skin bind poses being generated based on node xforms in the scene
Fixes duplicate bones being added to skin and prevents add_bones from
registering skeleton bones it now registers skin bind poses,
but this should really be documented in the engine correctly right now
 it doesn't tell you this is the case.
											 
										 
										
											2020-12-02 15:38:11 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
														state , 
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.
Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.
Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.
Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.
Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.
**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.
Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
											 
										 
										
											2020-10-20 18:00:16 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
														morph_st , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														state . scale , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														vertex , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														vertices , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														normals , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														uvs_0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														uvs_1 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														colors , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														vertices_ptr [ vertex ] , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														normals_ptr [ vertex ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2021-01-03 20:16:57 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
											if  ( state . is_blender_fbx )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												morph_st - > generate_normals ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											} 
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.
Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.
Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.
Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.
Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.
**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.
Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
											 
										 
										
											2020-10-20 18:00:16 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
											morph_st - > generate_tangents ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											surface - > morphs . push_back ( morph_st - > commit_to_arrays ( ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									// Phase 6. Compose the mesh and return it.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									Ref < ArrayMesh >  mesh ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									mesh . instance ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									// Add blend shape info.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									for  ( const  String  * morph_name  =  morphs . next ( nullptr ) ;  morph_name  ! =  nullptr ;  morph_name  =  morphs . next ( morph_name ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										mesh - > add_blend_shape ( * morph_name ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									// TODO always normalized, Why?
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									mesh - > set_blend_shape_mode ( Mesh : : BLEND_SHAPE_MODE_NORMALIZED ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									// Add surfaces.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									int  in_mesh_surface_id  =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									for  ( const  SurfaceId  * surface_id  =  surfaces . next ( nullptr ) ;  surface_id  ! =  nullptr ;  surface_id  =  surfaces . next ( surface_id ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										SurfaceData  * surface  =  surfaces . getptr ( * surface_id ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2021-01-03 20:16:57 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
										if  ( state . is_blender_fbx )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											surface - > surface_tool - > generate_normals ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										} 
							 
						 
					
						
							
								
									
										
										
										
											2020-12-14 16:50:46 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
										// you can't generate them without a valid uv map.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										if  ( uvs_0_raw . size ( )  >  0 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											surface - > surface_tool - > generate_tangents ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										} 
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.
Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.
Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.
Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.
Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.
**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.
Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
											 
										 
										
											2020-10-20 18:00:16 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										mesh - > add_surface_from_arrays ( 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												Mesh : : PRIMITIVE_TRIANGLES , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												surface - > surface_tool - > commit_to_arrays ( ) , 
							 
						 
					
						
							
								
									
										
										
										
											2020-11-03 20:06:58 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
												surface - > morphs , 
							 
						 
					
						
							
								
									
										
										
										
											2021-03-08 12:58:13 -05:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
												use_compression  ?  Mesh : : ARRAY_COMPRESS_DEFAULT  :  Mesh : : ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION ) ; 
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.
Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.
Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.
Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.
Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.
**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.
Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
											 
										 
										
											2020-10-20 18:00:16 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										if  ( surface - > material . is_valid ( ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											mesh - > surface_set_name ( in_mesh_surface_id ,  surface - > material - > get_name ( ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											mesh - > surface_set_material ( in_mesh_surface_id ,  surface - > material ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										in_mesh_surface_id  + =  1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									MeshInstance  * godot_mesh  =  memnew ( MeshInstance ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									godot_mesh - > set_mesh ( mesh ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									return  godot_mesh ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												[fbx] bugfixes skinning, materials and debugging info, merry xmas 🎄
Better materials:
- default values will no longer trigger things like emission,
clear coat being enabled etc incorrectly, mostly importers misunderstand
this value, a value of 1 is not actually enabled emission, it must have a
non zero setting other than emission value for the emission flags to
actually be enabled correctly in our engine #42386
- lambert materials are warned against significantly,
do not use Lambert in Godot, use a PBR material like Ai Standard Surface
 (it's like going from low quality to high definition in terms of output
 in scenes and on assets)
- roughness values are calculated correctly in this version
Fixes for normal's array - some normal's from some files were dropped and
generated, this is now fixed.
- FBX indexing for items with (-1) index, for normal data is supported,
this is super helpful at increasing our range of compatibility of
FBX meshes.
Fix bone rest data **no longer requiring go to bind pose in Maya and various applications**
- Partial fix for #43688
Validation tools added for validating large projects
Provide package name, vendor and FBX vendor in the log.
Implemented metadata properties so we can read extra document
info required for bug reporting
**FBX 2011 (version 7200)** is unsupported now,
you must re-export your file in Maya or Max to upgrade the file format.
Fixes skin bind poses being generated based on node xforms in the scene
Fixes duplicate bones being added to skin and prevents add_bones from
registering skeleton bones it now registers skin bind poses,
but this should really be documented in the engine correctly right now
 it doesn't tell you this is the case.
											 
										 
										
											2020-12-02 15:38:11 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								void  FBXMeshData : : sanitize_vertex_weights ( const  ImportState  & state )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									const  int  max_vertex_influence_count  =  VS : : ARRAY_WEIGHTS_SIZE ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									Map < int ,  int >  skeleton_to_skin_bind_id ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									// TODO: error's need added
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									const  FBXDocParser : : Skin  * fbx_skin  =  mesh_geometry - > DeformerSkin ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									if  ( fbx_skin  = =  nullptr  | |  fbx_skin - > Clusters ( ) . size ( )  = =  0 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										return ;  // do nothing
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									//
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									// Precalculate the skin cluster mapping
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									//
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									int  bind_id  =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									for  ( const  FBXDocParser : : Cluster  * cluster  :  fbx_skin - > Clusters ( ) )  { 
							 
						 
					
						
							
								
									
										
										
										
											2021-03-20 18:07:51 +01:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
										ERR_CONTINUE_MSG ( ! state . fbx_bone_map . has ( cluster - > TargetNode ( ) - > ID ( ) ) ,  " Missing bone map for cluster target node with id  "  +  uitos ( cluster - > TargetNode ( ) - > ID ( ) )  +  " . " ) ; 
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												[fbx] bugfixes skinning, materials and debugging info, merry xmas 🎄
Better materials:
- default values will no longer trigger things like emission,
clear coat being enabled etc incorrectly, mostly importers misunderstand
this value, a value of 1 is not actually enabled emission, it must have a
non zero setting other than emission value for the emission flags to
actually be enabled correctly in our engine #42386
- lambert materials are warned against significantly,
do not use Lambert in Godot, use a PBR material like Ai Standard Surface
 (it's like going from low quality to high definition in terms of output
 in scenes and on assets)
- roughness values are calculated correctly in this version
Fixes for normal's array - some normal's from some files were dropped and
generated, this is now fixed.
- FBX indexing for items with (-1) index, for normal data is supported,
this is super helpful at increasing our range of compatibility of
FBX meshes.
Fix bone rest data **no longer requiring go to bind pose in Maya and various applications**
- Partial fix for #43688
Validation tools added for validating large projects
Provide package name, vendor and FBX vendor in the log.
Implemented metadata properties so we can read extra document
info required for bug reporting
**FBX 2011 (version 7200)** is unsupported now,
you must re-export your file in Maya or Max to upgrade the file format.
Fixes skin bind poses being generated based on node xforms in the scene
Fixes duplicate bones being added to skin and prevents add_bones from
registering skeleton bones it now registers skin bind poses,
but this should really be documented in the engine correctly right now
 it doesn't tell you this is the case.
											 
										 
										
											2020-12-02 15:38:11 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
										Ref < FBXBone >  bone  =  state . fbx_bone_map [ cluster - > TargetNode ( ) - > ID ( ) ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										skeleton_to_skin_bind_id . insert ( bone - > godot_bone_id ,  bind_id ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										bind_id + + ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.
Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.
Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.
Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.
Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.
**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.
Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
											 
										 
										
											2020-10-20 18:00:16 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									for  ( const  Vertex  * v  =  vertex_weights . next ( nullptr ) ;  v  ! =  nullptr ;  v  =  vertex_weights . next ( v ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										VertexWeightMapping  * vm  =  vertex_weights . getptr ( * v ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										ERR_CONTINUE ( vm - > bones . size ( )  ! =  vm - > weights . size ( ) ) ;  // No message, already checked.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										ERR_CONTINUE ( vm - > bones_ref . size ( )  ! =  vm - > weights . size ( ) ) ;  // No message, already checked.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										const  int  initial_size  =  vm - > weights . size ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											// Init bone id
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											int  * bones_ptr  =  vm - > bones . ptrw ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											Ref < FBXBone >  * bones_ref_ptr  =  vm - > bones_ref . ptrw ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											for  ( int  i  =  0 ;  i  <  vm - > weights . size ( ) ;  i  + =  1 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												// At this point this is not possible because the skeleton is already initialized.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												CRASH_COND ( bones_ref_ptr [ i ] - > godot_bone_id  = =  - 2 ) ; 
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												[fbx] bugfixes skinning, materials and debugging info, merry xmas 🎄
Better materials:
- default values will no longer trigger things like emission,
clear coat being enabled etc incorrectly, mostly importers misunderstand
this value, a value of 1 is not actually enabled emission, it must have a
non zero setting other than emission value for the emission flags to
actually be enabled correctly in our engine #42386
- lambert materials are warned against significantly,
do not use Lambert in Godot, use a PBR material like Ai Standard Surface
 (it's like going from low quality to high definition in terms of output
 in scenes and on assets)
- roughness values are calculated correctly in this version
Fixes for normal's array - some normal's from some files were dropped and
generated, this is now fixed.
- FBX indexing for items with (-1) index, for normal data is supported,
this is super helpful at increasing our range of compatibility of
FBX meshes.
Fix bone rest data **no longer requiring go to bind pose in Maya and various applications**
- Partial fix for #43688
Validation tools added for validating large projects
Provide package name, vendor and FBX vendor in the log.
Implemented metadata properties so we can read extra document
info required for bug reporting
**FBX 2011 (version 7200)** is unsupported now,
you must re-export your file in Maya or Max to upgrade the file format.
Fixes skin bind poses being generated based on node xforms in the scene
Fixes duplicate bones being added to skin and prevents add_bones from
registering skeleton bones it now registers skin bind poses,
but this should really be documented in the engine correctly right now
 it doesn't tell you this is the case.
											 
										 
										
											2020-12-02 15:38:11 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
												bones_ptr [ i ]  =  skeleton_to_skin_bind_id [ bones_ref_ptr [ i ] - > godot_bone_id ] ; 
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.
Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.
Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.
Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.
Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.
**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.
Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
											 
										 
										
											2020-10-20 18:00:16 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											// From this point on the data is no more valid.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											vm - > bones_ref . clear ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											// Sort
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											real_t  * weights_ptr  =  vm - > weights . ptrw ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											int  * bones_ptr  =  vm - > bones . ptrw ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											for  ( int  i  =  0 ;  i  <  vm - > weights . size ( ) ;  i  + =  1 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												for  ( int  x  =  i  +  1 ;  x  <  vm - > weights . size ( ) ;  x  + =  1 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													if  ( weights_ptr [ i ]  <  weights_ptr [ x ] )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														SWAP ( weights_ptr [ i ] ,  weights_ptr [ x ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														SWAP ( bones_ptr [ i ] ,  bones_ptr [ x ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											// Resize
 
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												[fbx] bugfixes skinning, materials and debugging info, merry xmas 🎄
Better materials:
- default values will no longer trigger things like emission,
clear coat being enabled etc incorrectly, mostly importers misunderstand
this value, a value of 1 is not actually enabled emission, it must have a
non zero setting other than emission value for the emission flags to
actually be enabled correctly in our engine #42386
- lambert materials are warned against significantly,
do not use Lambert in Godot, use a PBR material like Ai Standard Surface
 (it's like going from low quality to high definition in terms of output
 in scenes and on assets)
- roughness values are calculated correctly in this version
Fixes for normal's array - some normal's from some files were dropped and
generated, this is now fixed.
- FBX indexing for items with (-1) index, for normal data is supported,
this is super helpful at increasing our range of compatibility of
FBX meshes.
Fix bone rest data **no longer requiring go to bind pose in Maya and various applications**
- Partial fix for #43688
Validation tools added for validating large projects
Provide package name, vendor and FBX vendor in the log.
Implemented metadata properties so we can read extra document
info required for bug reporting
**FBX 2011 (version 7200)** is unsupported now,
you must re-export your file in Maya or Max to upgrade the file format.
Fixes skin bind poses being generated based on node xforms in the scene
Fixes duplicate bones being added to skin and prevents add_bones from
registering skeleton bones it now registers skin bind poses,
but this should really be documented in the engine correctly right now
 it doesn't tell you this is the case.
											 
										 
										
											2020-12-02 15:38:11 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
											vm - > weights . resize ( max_vertex_influence_count ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											vm - > bones . resize ( max_vertex_influence_count ) ; 
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.
Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.
Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.
Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.
Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.
**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.
Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
											 
										 
										
											2020-10-20 18:00:16 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
											real_t  * weights_ptr  =  vm - > weights . ptrw ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											int  * bones_ptr  =  vm - > bones . ptrw ( ) ; 
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												[fbx] bugfixes skinning, materials and debugging info, merry xmas 🎄
Better materials:
- default values will no longer trigger things like emission,
clear coat being enabled etc incorrectly, mostly importers misunderstand
this value, a value of 1 is not actually enabled emission, it must have a
non zero setting other than emission value for the emission flags to
actually be enabled correctly in our engine #42386
- lambert materials are warned against significantly,
do not use Lambert in Godot, use a PBR material like Ai Standard Surface
 (it's like going from low quality to high definition in terms of output
 in scenes and on assets)
- roughness values are calculated correctly in this version
Fixes for normal's array - some normal's from some files were dropped and
generated, this is now fixed.
- FBX indexing for items with (-1) index, for normal data is supported,
this is super helpful at increasing our range of compatibility of
FBX meshes.
Fix bone rest data **no longer requiring go to bind pose in Maya and various applications**
- Partial fix for #43688
Validation tools added for validating large projects
Provide package name, vendor and FBX vendor in the log.
Implemented metadata properties so we can read extra document
info required for bug reporting
**FBX 2011 (version 7200)** is unsupported now,
you must re-export your file in Maya or Max to upgrade the file format.
Fixes skin bind poses being generated based on node xforms in the scene
Fixes duplicate bones being added to skin and prevents add_bones from
registering skeleton bones it now registers skin bind poses,
but this should really be documented in the engine correctly right now
 it doesn't tell you this is the case.
											 
										 
										
											2020-12-02 15:38:11 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
											for  ( int  i  =  initial_size ;  i  <  max_vertex_influence_count ;  i  + =  1 )  { 
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.
Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.
Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.
Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.
Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.
**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.
Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
											 
										 
										
											2020-10-20 18:00:16 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
												weights_ptr [ i ]  =  0.0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												bones_ptr [ i ]  =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											// Normalize
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											real_t  sum  =  0.0 ; 
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												[fbx] bugfixes skinning, materials and debugging info, merry xmas 🎄
Better materials:
- default values will no longer trigger things like emission,
clear coat being enabled etc incorrectly, mostly importers misunderstand
this value, a value of 1 is not actually enabled emission, it must have a
non zero setting other than emission value for the emission flags to
actually be enabled correctly in our engine #42386
- lambert materials are warned against significantly,
do not use Lambert in Godot, use a PBR material like Ai Standard Surface
 (it's like going from low quality to high definition in terms of output
 in scenes and on assets)
- roughness values are calculated correctly in this version
Fixes for normal's array - some normal's from some files were dropped and
generated, this is now fixed.
- FBX indexing for items with (-1) index, for normal data is supported,
this is super helpful at increasing our range of compatibility of
FBX meshes.
Fix bone rest data **no longer requiring go to bind pose in Maya and various applications**
- Partial fix for #43688
Validation tools added for validating large projects
Provide package name, vendor and FBX vendor in the log.
Implemented metadata properties so we can read extra document
info required for bug reporting
**FBX 2011 (version 7200)** is unsupported now,
you must re-export your file in Maya or Max to upgrade the file format.
Fixes skin bind poses being generated based on node xforms in the scene
Fixes duplicate bones being added to skin and prevents add_bones from
registering skeleton bones it now registers skin bind poses,
but this should really be documented in the engine correctly right now
 it doesn't tell you this is the case.
											 
										 
										
											2020-12-02 15:38:11 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
											for  ( int  i  =  0 ;  i  <  max_vertex_influence_count ;  i  + =  1 )  { 
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.
Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.
Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.
Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.
Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.
**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.
Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
											 
										 
										
											2020-10-20 18:00:16 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
												sum  + =  weights_ptr [ i ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											if  ( sum  >  0.0 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												for  ( int  i  =  0 ;  i  <  vm - > weights . size ( ) ;  i  + =  1 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													weights_ptr [ i ]  =  weights_ptr [ i ]  /  sum ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								void  FBXMeshData : : reorganize_vertices ( 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										std : : vector < int >  & r_polygon_indices , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										std : : vector < Vector3 >  & r_vertices , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										HashMap < int ,  Vector3 >  & r_normals , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										HashMap < int ,  Vector2 >  & r_uv_1 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										HashMap < int ,  Vector2 >  & r_uv_2 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										HashMap < int ,  Color >  & r_color , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										HashMap < String ,  MorphVertexData >  & r_morphs , 
							 
						 
					
						
							
								
									
										
										
										
											2021-05-04 14:20:36 +02:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
										HashMap < int ,  HashMap < int ,  Vector3 > >  & r_normals_raw , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										HashMap < int ,  HashMap < int ,  Color > >  & r_colors_raw , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										HashMap < int ,  HashMap < int ,  Vector2 > >  & r_uv_1_raw , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										HashMap < int ,  HashMap < int ,  Vector2 > >  & r_uv_2_raw )  { 
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.
Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.
Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.
Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.
Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.
**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.
Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
											 
										 
										
											2020-10-20 18:00:16 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
									// Key: OldVertex; Value: [New vertices];
 
							 
						 
					
						
							
								
									
										
										
										
											2021-05-04 14:20:36 +02:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
									HashMap < int ,  Vector < int > >  duplicated_vertices ; 
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.
Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.
Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.
Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.
Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.
**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.
Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
											 
										 
										
											2020-10-20 18:00:16 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									PolygonId  polygon_index  =  - 1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									for  ( int  pv  =  0 ;  pv  <  ( int ) r_polygon_indices . size ( ) ;  pv  + =  1 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										if  ( is_start_of_polygon ( r_polygon_indices ,  pv ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											polygon_index  + =  1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										const  Vertex  index  =  get_vertex_from_polygon_vertex ( r_polygon_indices ,  pv ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										bool  need_duplication  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										Vector2  this_vert_poly_uv1  =  Vector2 ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										Vector2  this_vert_poly_uv2  =  Vector2 ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										Vector3  this_vert_poly_normal  =  Vector3 ( ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-12-14 16:50:46 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
										Color  this_vert_poly_color  =  Color ( ) ; 
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.
Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.
Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.
Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.
Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.
**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.
Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
											 
										 
										
											2020-10-20 18:00:16 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										// Take the normal and see if we need to duplicate this polygon.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										if  ( r_normals_raw . has ( index ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											const  HashMap < PolygonId ,  Vector3 >  * nrml_arr  =  r_normals_raw . getptr ( index ) ; 
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												[fbx] bugfixes skinning, materials and debugging info, merry xmas 🎄
Better materials:
- default values will no longer trigger things like emission,
clear coat being enabled etc incorrectly, mostly importers misunderstand
this value, a value of 1 is not actually enabled emission, it must have a
non zero setting other than emission value for the emission flags to
actually be enabled correctly in our engine #42386
- lambert materials are warned against significantly,
do not use Lambert in Godot, use a PBR material like Ai Standard Surface
 (it's like going from low quality to high definition in terms of output
 in scenes and on assets)
- roughness values are calculated correctly in this version
Fixes for normal's array - some normal's from some files were dropped and
generated, this is now fixed.
- FBX indexing for items with (-1) index, for normal data is supported,
this is super helpful at increasing our range of compatibility of
FBX meshes.
Fix bone rest data **no longer requiring go to bind pose in Maya and various applications**
- Partial fix for #43688
Validation tools added for validating large projects
Provide package name, vendor and FBX vendor in the log.
Implemented metadata properties so we can read extra document
info required for bug reporting
**FBX 2011 (version 7200)** is unsupported now,
you must re-export your file in Maya or Max to upgrade the file format.
Fixes skin bind poses being generated based on node xforms in the scene
Fixes duplicate bones being added to skin and prevents add_bones from
registering skeleton bones it now registers skin bind poses,
but this should really be documented in the engine correctly right now
 it doesn't tell you this is the case.
											 
										 
										
											2020-12-02 15:38:11 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.
Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.
Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.
Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.
Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.
**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.
Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
											 
										 
										
											2020-10-20 18:00:16 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
											if  ( nrml_arr - > has ( polygon_index ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												this_vert_poly_normal  =  nrml_arr - > get ( polygon_index ) ; 
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												[fbx] bugfixes skinning, materials and debugging info, merry xmas 🎄
Better materials:
- default values will no longer trigger things like emission,
clear coat being enabled etc incorrectly, mostly importers misunderstand
this value, a value of 1 is not actually enabled emission, it must have a
non zero setting other than emission value for the emission flags to
actually be enabled correctly in our engine #42386
- lambert materials are warned against significantly,
do not use Lambert in Godot, use a PBR material like Ai Standard Surface
 (it's like going from low quality to high definition in terms of output
 in scenes and on assets)
- roughness values are calculated correctly in this version
Fixes for normal's array - some normal's from some files were dropped and
generated, this is now fixed.
- FBX indexing for items with (-1) index, for normal data is supported,
this is super helpful at increasing our range of compatibility of
FBX meshes.
Fix bone rest data **no longer requiring go to bind pose in Maya and various applications**
- Partial fix for #43688
Validation tools added for validating large projects
Provide package name, vendor and FBX vendor in the log.
Implemented metadata properties so we can read extra document
info required for bug reporting
**FBX 2011 (version 7200)** is unsupported now,
you must re-export your file in Maya or Max to upgrade the file format.
Fixes skin bind poses being generated based on node xforms in the scene
Fixes duplicate bones being added to skin and prevents add_bones from
registering skeleton bones it now registers skin bind poses,
but this should really be documented in the engine correctly right now
 it doesn't tell you this is the case.
											 
										 
										
											2020-12-02 15:38:11 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
											}  else  if  ( nrml_arr - > has ( - 1 ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												this_vert_poly_normal  =  nrml_arr - > get ( - 1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												print_error ( " invalid normal detected:  "  +  itos ( index )  +  "  polygon index:  "  +  itos ( polygon_index ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												for  ( const  PolygonId  * pid  =  nrml_arr - > next ( nullptr ) ;  pid  ! =  nullptr ;  pid  =  nrml_arr - > next ( pid ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													print_verbose ( " debug contents key:  "  +  itos ( * pid ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													if  ( nrml_arr - > has ( * pid ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														print_verbose ( " contents valid:  "  +  nrml_arr - > get ( * pid ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												} 
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.
Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.
Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.
Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.
Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.
**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.
Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
											 
										 
										
											2020-10-20 18:00:16 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
											} 
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												[fbx] bugfixes skinning, materials and debugging info, merry xmas 🎄
Better materials:
- default values will no longer trigger things like emission,
clear coat being enabled etc incorrectly, mostly importers misunderstand
this value, a value of 1 is not actually enabled emission, it must have a
non zero setting other than emission value for the emission flags to
actually be enabled correctly in our engine #42386
- lambert materials are warned against significantly,
do not use Lambert in Godot, use a PBR material like Ai Standard Surface
 (it's like going from low quality to high definition in terms of output
 in scenes and on assets)
- roughness values are calculated correctly in this version
Fixes for normal's array - some normal's from some files were dropped and
generated, this is now fixed.
- FBX indexing for items with (-1) index, for normal data is supported,
this is super helpful at increasing our range of compatibility of
FBX meshes.
Fix bone rest data **no longer requiring go to bind pose in Maya and various applications**
- Partial fix for #43688
Validation tools added for validating large projects
Provide package name, vendor and FBX vendor in the log.
Implemented metadata properties so we can read extra document
info required for bug reporting
**FBX 2011 (version 7200)** is unsupported now,
you must re-export your file in Maya or Max to upgrade the file format.
Fixes skin bind poses being generated based on node xforms in the scene
Fixes duplicate bones being added to skin and prevents add_bones from
registering skeleton bones it now registers skin bind poses,
but this should really be documented in the engine correctly right now
 it doesn't tell you this is the case.
											 
										 
										
											2020-12-02 15:38:11 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.
Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.
Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.
Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.
Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.
**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.
Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
											 
										 
										
											2020-10-20 18:00:16 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
											// Now, check if we need to duplicate it.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											for  ( const  PolygonId  * pid  =  nrml_arr - > next ( nullptr ) ;  pid  ! =  nullptr ;  pid  =  nrml_arr - > next ( pid ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												if  ( * pid  = =  polygon_index )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													continue ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												const  Vector3  vert_poly_normal  =  * nrml_arr - > getptr ( * pid ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												if  ( ( this_vert_poly_normal  -  vert_poly_normal ) . length_squared ( )  >  CMP_EPSILON )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													// Yes this polygon need duplication.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													need_duplication  =  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-12-14 16:50:46 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
										// TODO: make me vertex color
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										// Take the normal and see if we need to duplicate this polygon.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										if  ( r_colors_raw . has ( index ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											const  HashMap < PolygonId ,  Color >  * color_arr  =  r_colors_raw . getptr ( index ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											if  ( color_arr - > has ( polygon_index ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												this_vert_poly_color  =  color_arr - > get ( polygon_index ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											}  else  if  ( color_arr - > has ( - 1 ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												this_vert_poly_color  =  color_arr - > get ( - 1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												print_error ( " invalid color detected:  "  +  itos ( index )  +  "  polygon index:  "  +  itos ( polygon_index ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												for  ( const  PolygonId  * pid  =  color_arr - > next ( nullptr ) ;  pid  ! =  nullptr ;  pid  =  color_arr - > next ( pid ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													print_verbose ( " debug contents key:  "  +  itos ( * pid ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													if  ( color_arr - > has ( * pid ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														print_verbose ( " contents valid:  "  +  color_arr - > get ( * pid ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											// Now, check if we need to duplicate it.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											for  ( const  PolygonId  * pid  =  color_arr - > next ( nullptr ) ;  pid  ! =  nullptr ;  pid  =  color_arr - > next ( pid ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												if  ( * pid  = =  polygon_index )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													continue ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												const  Color  vert_poly_color  =  * color_arr - > getptr ( * pid ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												if  ( ! this_vert_poly_color . is_equal_approx ( vert_poly_color ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													// Yes this polygon need duplication.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													need_duplication  =  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.
Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.
Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.
Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.
Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.
**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.
Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
											 
										 
										
											2020-10-20 18:00:16 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
										// Take the UV1 and UV2 and see if we need to duplicate this polygon.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										{ 
							 
						 
					
						
							
								
									
										
										
										
											2021-05-04 14:20:36 +02:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
											HashMap < int ,  HashMap < int ,  Vector2 > >  * uv_raw  =  & r_uv_1_raw ; 
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.
Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.
Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.
Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.
Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.
**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.
Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
											 
										 
										
											2020-10-20 18:00:16 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
											Vector2  * this_vert_poly_uv  =  & this_vert_poly_uv1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											for  ( int  kk  =  0 ;  kk  <  2 ;  kk + + )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												if  ( uv_raw - > has ( index ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													const  HashMap < PolygonId ,  Vector2 >  * uvs  =  uv_raw - > getptr ( index ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													if  ( uvs - > has ( polygon_index ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														// This Polygon has its own uv.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														( * this_vert_poly_uv )  =  * uvs - > getptr ( polygon_index ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														// Check if we need to duplicate it.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														for  ( const  PolygonId  * pid  =  uvs - > next ( nullptr ) ;  pid  ! =  nullptr ;  pid  =  uvs - > next ( pid ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
															if  ( * pid  = =  polygon_index )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
																continue ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
															} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
															const  Vector2  vert_poly_uv  =  * uvs - > getptr ( * pid ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
															if  ( ( ( * this_vert_poly_uv )  -  vert_poly_uv ) . length_squared ( )  >  CMP_EPSILON )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
																// Yes this polygon need duplication.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
																need_duplication  =  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
																break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
															} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													}  else  if  ( uvs - > has ( - 1 ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														// It has the default UV.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														( * this_vert_poly_uv )  =  * uvs - > getptr ( - 1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													}  else  if  ( uvs - > size ( )  >  0 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														// No uv, this is strange, just take the first and duplicate.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														( * this_vert_poly_uv )  =  * uvs - > getptr ( * uvs - > next ( nullptr ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														WARN_PRINT ( " No UVs for this polygon, while there is no default and some other polygons have it. This FBX file may be corrupted. " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												uv_raw  =  & r_uv_2_raw ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												this_vert_poly_uv  =  & this_vert_poly_uv2 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										// If we want to duplicate it, Let's see if we already duplicated this
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										// vertex.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										if  ( need_duplication )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											if  ( duplicated_vertices . has ( index ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												Vertex  similar_vertex  =  - 1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												// Let's see if one of the new vertices has the same data of this.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												const  Vector < int >  * new_vertices  =  duplicated_vertices . getptr ( index ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												for  ( int  j  =  0 ;  j  <  new_vertices - > size ( ) ;  j  + =  1 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													const  Vertex  new_vertex  =  ( * new_vertices ) [ j ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													bool  same_uv1  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													bool  same_uv2  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													bool  same_normal  =  false ; 
							 
						 
					
						
							
								
									
										
										
										
											2020-12-14 16:50:46 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
													bool  same_color  =  false ; 
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.
Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.
Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.
Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.
Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.
**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.
Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
											 
										 
										
											2020-10-20 18:00:16 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													if  ( r_uv_1 . has ( new_vertex ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														if  ( ( this_vert_poly_uv1  -  ( * r_uv_1 . getptr ( new_vertex ) ) ) . length_squared ( )  < =  CMP_EPSILON )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
															same_uv1  =  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													if  ( r_uv_2 . has ( new_vertex ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														if  ( ( this_vert_poly_uv2  -  ( * r_uv_2 . getptr ( new_vertex ) ) ) . length_squared ( )  < =  CMP_EPSILON )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
															same_uv2  =  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-12-14 16:50:46 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
													if  ( r_color . has ( new_vertex ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														if  ( this_vert_poly_color . is_equal_approx ( ( * r_color . getptr ( new_vertex ) ) ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
															same_color  =  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.
Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.
Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.
Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.
Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.
**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.
Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
											 
										 
										
											2020-10-20 18:00:16 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
													if  ( r_normals . has ( new_vertex ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														if  ( ( this_vert_poly_normal  -  ( * r_normals . getptr ( new_vertex ) ) ) . length_squared ( )  < =  CMP_EPSILON )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
															same_uv2  =  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-12-14 16:50:46 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
													if  ( same_uv1  & &  same_uv2  & &  same_normal  & &  same_color )  { 
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.
Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.
Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.
Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.
Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.
**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.
Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
											 
										 
										
											2020-10-20 18:00:16 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
														similar_vertex  =  new_vertex ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												if  ( similar_vertex  ! =  - 1 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													// Update polygon.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													if  ( is_end_of_polygon ( r_polygon_indices ,  pv ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														r_polygon_indices [ pv ]  =  ~ similar_vertex ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														r_polygon_indices [ pv ]  =  similar_vertex ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													need_duplication  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										if  ( need_duplication )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											const  Vertex  old_index  =  index ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											const  Vertex  new_index  =  r_vertices . size ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											// Polygon index.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											if  ( is_end_of_polygon ( r_polygon_indices ,  pv ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												r_polygon_indices [ pv ]  =  ~ new_index ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												r_polygon_indices [ pv ]  =  new_index ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											// Vertex position.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											r_vertices . push_back ( r_vertices [ old_index ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											// Normals
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											if  ( r_normals_raw . has ( old_index ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												r_normals . set ( new_index ,  this_vert_poly_normal ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												r_normals_raw . getptr ( old_index ) - > erase ( polygon_index ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												r_normals_raw [ new_index ] [ polygon_index ]  =  this_vert_poly_normal ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-12-14 16:50:46 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
											// Vertex Color
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											if  ( r_colors_raw . has ( old_index ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												r_color . set ( new_index ,  this_vert_poly_color ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												r_colors_raw . getptr ( old_index ) - > erase ( polygon_index ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												r_colors_raw [ new_index ] [ polygon_index ]  =  this_vert_poly_color ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.
Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.
Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.
Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.
Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.
**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.
Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
											 
										 
										
											2020-10-20 18:00:16 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
											// UV 0
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											if  ( r_uv_1_raw . has ( old_index ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												r_uv_1 . set ( new_index ,  this_vert_poly_uv1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												r_uv_1_raw . getptr ( old_index ) - > erase ( polygon_index ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												r_uv_1_raw [ new_index ] [ polygon_index ]  =  this_vert_poly_uv1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											// UV 1
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											if  ( r_uv_2_raw . has ( old_index ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												r_uv_2 . set ( new_index ,  this_vert_poly_uv2 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												r_uv_2_raw . getptr ( old_index ) - > erase ( polygon_index ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												r_uv_2_raw [ new_index ] [ polygon_index ]  =  this_vert_poly_uv2 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											// Morphs
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											for  ( const  String  * mname  =  r_morphs . next ( nullptr ) ;  mname  ! =  nullptr ;  mname  =  r_morphs . next ( mname ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												MorphVertexData  * d  =  r_morphs . getptr ( * mname ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												// This can't never happen.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												CRASH_COND ( d  = =  nullptr ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												if  ( d - > vertices . size ( )  >  old_index )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													d - > vertices . push_back ( d - > vertices [ old_index ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												if  ( d - > normals . size ( )  >  old_index )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													d - > normals . push_back ( d - > normals [ old_index ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											if  ( vertex_weights . has ( old_index ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												vertex_weights . set ( new_index ,  vertex_weights [ old_index ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											duplicated_vertices [ old_index ] . push_back ( new_index ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											if  ( r_normals_raw . has ( index )  & & 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													r_normals . has ( index )  = =  false )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												r_normals . set ( index ,  this_vert_poly_normal ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-12-14 16:50:46 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
											if  ( r_colors_raw . has ( index )  & &  r_color . has ( index )  = =  false )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												r_color . set ( index ,  this_vert_poly_color ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.
Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.
Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.
Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.
Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.
**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.
Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
											 
										 
										
											2020-10-20 18:00:16 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
											if  ( r_uv_1_raw . has ( index )  & & 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													r_uv_1 . has ( index )  = =  false )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												r_uv_1 . set ( index ,  this_vert_poly_uv1 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											if  ( r_uv_2_raw . has ( index )  & & 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													r_uv_2 . has ( index )  = =  false )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												r_uv_2 . set ( index ,  this_vert_poly_uv2 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								void  FBXMeshData : : add_vertex ( 
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												[fbx] bugfixes skinning, materials and debugging info, merry xmas 🎄
Better materials:
- default values will no longer trigger things like emission,
clear coat being enabled etc incorrectly, mostly importers misunderstand
this value, a value of 1 is not actually enabled emission, it must have a
non zero setting other than emission value for the emission flags to
actually be enabled correctly in our engine #42386
- lambert materials are warned against significantly,
do not use Lambert in Godot, use a PBR material like Ai Standard Surface
 (it's like going from low quality to high definition in terms of output
 in scenes and on assets)
- roughness values are calculated correctly in this version
Fixes for normal's array - some normal's from some files were dropped and
generated, this is now fixed.
- FBX indexing for items with (-1) index, for normal data is supported,
this is super helpful at increasing our range of compatibility of
FBX meshes.
Fix bone rest data **no longer requiring go to bind pose in Maya and various applications**
- Partial fix for #43688
Validation tools added for validating large projects
Provide package name, vendor and FBX vendor in the log.
Implemented metadata properties so we can read extra document
info required for bug reporting
**FBX 2011 (version 7200)** is unsupported now,
you must re-export your file in Maya or Max to upgrade the file format.
Fixes skin bind poses being generated based on node xforms in the scene
Fixes duplicate bones being added to skin and prevents add_bones from
registering skeleton bones it now registers skin bind poses,
but this should really be documented in the engine correctly right now
 it doesn't tell you this is the case.
											 
										 
										
											2020-12-02 15:38:11 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
										const  ImportState  & state , 
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.
Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.
Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.
Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.
Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.
**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.
Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
											 
										 
										
											2020-10-20 18:00:16 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
										Ref < SurfaceTool >  p_surface_tool , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										real_t  p_scale , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										Vertex  p_vertex , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										const  std : : vector < Vector3 >  & p_vertices_position , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										const  HashMap < int ,  Vector3 >  & p_normals , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										const  HashMap < int ,  Vector2 >  & p_uvs_0 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										const  HashMap < int ,  Vector2 >  & p_uvs_1 , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										const  HashMap < int ,  Color >  & p_colors , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										const  Vector3  & p_morph_value , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										const  Vector3  & p_morph_normal )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									ERR_FAIL_INDEX_MSG ( p_vertex ,  ( Vertex ) p_vertices_position . size ( ) ,  " FBX file is corrupted, the position of the vertex can't be retrieved. " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2021-01-03 20:16:57 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
									if  ( p_normals . has ( p_vertex )  & &  ! state . is_blender_fbx )  { 
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.
Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.
Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.
Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.
Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.
**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.
Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
											 
										 
										
											2020-10-20 18:00:16 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
										p_surface_tool - > add_normal ( p_normals [ p_vertex ]  +  p_morph_normal ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									if  ( p_uvs_0 . has ( p_vertex ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										//print_verbose("uv1: [" + itos(p_vertex) + "] " + p_uvs_0[p_vertex]);
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										// Inverts Y UV.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										p_surface_tool - > add_uv ( Vector2 ( p_uvs_0 [ p_vertex ] . x ,  1  -  p_uvs_0 [ p_vertex ] . y ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									if  ( p_uvs_1 . has ( p_vertex ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										//print_verbose("uv2: [" + itos(p_vertex) + "] " + p_uvs_1[p_vertex]);
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										// Inverts Y UV.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										p_surface_tool - > add_uv2 ( Vector2 ( p_uvs_1 [ p_vertex ] . x ,  1  -  p_uvs_1 [ p_vertex ] . y ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									if  ( p_colors . has ( p_vertex ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										p_surface_tool - > add_color ( p_colors [ p_vertex ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									// TODO what about binormals?
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									// TODO there is other?
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												[fbx] bugfixes skinning, materials and debugging info, merry xmas 🎄
Better materials:
- default values will no longer trigger things like emission,
clear coat being enabled etc incorrectly, mostly importers misunderstand
this value, a value of 1 is not actually enabled emission, it must have a
non zero setting other than emission value for the emission flags to
actually be enabled correctly in our engine #42386
- lambert materials are warned against significantly,
do not use Lambert in Godot, use a PBR material like Ai Standard Surface
 (it's like going from low quality to high definition in terms of output
 in scenes and on assets)
- roughness values are calculated correctly in this version
Fixes for normal's array - some normal's from some files were dropped and
generated, this is now fixed.
- FBX indexing for items with (-1) index, for normal data is supported,
this is super helpful at increasing our range of compatibility of
FBX meshes.
Fix bone rest data **no longer requiring go to bind pose in Maya and various applications**
- Partial fix for #43688
Validation tools added for validating large projects
Provide package name, vendor and FBX vendor in the log.
Implemented metadata properties so we can read extra document
info required for bug reporting
**FBX 2011 (version 7200)** is unsupported now,
you must re-export your file in Maya or Max to upgrade the file format.
Fixes skin bind poses being generated based on node xforms in the scene
Fixes duplicate bones being added to skin and prevents add_bones from
registering skeleton bones it now registers skin bind poses,
but this should really be documented in the engine correctly right now
 it doesn't tell you this is the case.
											 
										 
										
											2020-12-02 15:38:11 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
									if  ( vertex_weights . has ( p_vertex ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										// Let's extract the weight info.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										const  VertexWeightMapping  * vm  =  vertex_weights . getptr ( p_vertex ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										const  Vector < int >  & bones  =  vm - > bones ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										// the bug is that the bone idx is wrong because it is not ref'ing the skin.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										if  ( bones . size ( )  >  VS : : ARRAY_WEIGHTS_SIZE )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											print_error ( " [weight overflow detected] " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										p_surface_tool - > add_weights ( vm - > weights ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										// 0 1 2 3 4 5 6 7 < local skeleton / skin for mesh
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										// 0 1 2 3 4 5 6 7 8 9 10  < actual skeleton with all joints
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										p_surface_tool - > add_bones ( bones ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.
Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.
Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.
Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.
Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.
**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.
Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
											 
										 
										
											2020-10-20 18:00:16 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									// The surface tool want the vertex position as last thing.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									p_surface_tool - > add_vertex ( ( p_vertices_position [ p_vertex ]  +  p_morph_value )  *  p_scale ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								void  FBXMeshData : : triangulate_polygon ( Ref < SurfaceTool >  st ,  Vector < int >  p_polygon_vertex ,  const  Vector < Vertex >  p_surface_vertex_map ,  const  std : : vector < Vector3 >  & p_vertices )  const  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									const  int  polygon_vertex_count  =  p_polygon_vertex . size ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									if  ( polygon_vertex_count  = =  1 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										// point to triangle
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										st - > add_index ( p_polygon_vertex [ 0 ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										st - > add_index ( p_polygon_vertex [ 0 ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										st - > add_index ( p_polygon_vertex [ 0 ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										return ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									}  else  if  ( polygon_vertex_count  = =  2 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										// line to triangle
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										st - > add_index ( p_polygon_vertex [ 1 ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										st - > add_index ( p_polygon_vertex [ 1 ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										st - > add_index ( p_polygon_vertex [ 0 ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										return ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									}  else  if  ( polygon_vertex_count  = =  3 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										// triangle to triangle
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										st - > add_index ( p_polygon_vertex [ 0 ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										st - > add_index ( p_polygon_vertex [ 2 ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										st - > add_index ( p_polygon_vertex [ 1 ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										return ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									}  else  if  ( polygon_vertex_count  = =  4 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										// quad to triangle - this code is awesome for import times
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										// it prevents triangles being generated slowly
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										st - > add_index ( p_polygon_vertex [ 0 ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										st - > add_index ( p_polygon_vertex [ 2 ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										st - > add_index ( p_polygon_vertex [ 1 ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										st - > add_index ( p_polygon_vertex [ 2 ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										st - > add_index ( p_polygon_vertex [ 0 ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										st - > add_index ( p_polygon_vertex [ 3 ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										return ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										// non triangulated - we must run the triangulation algorithm
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										bool  is_simple_convex  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										// this code is 'slow' but required it triangulates all the unsupported geometry.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										// Doesn't allow for bigger polygons because those are unlikely be convex
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										if  ( polygon_vertex_count  < =  6 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											// Start from true, check if it's false.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											is_simple_convex  =  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											Vector3  first_vec ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											for  ( int  i  =  0 ;  i  <  polygon_vertex_count ;  i  + =  1 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												const  Vector3  p1  =  p_vertices [ p_surface_vertex_map [ p_polygon_vertex [ i ] ] ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												const  Vector3  p2  =  p_vertices [ p_surface_vertex_map [ p_polygon_vertex [ ( i  +  1 )  %  polygon_vertex_count ] ] ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												const  Vector3  p3  =  p_vertices [ p_surface_vertex_map [ p_polygon_vertex [ ( i  +  2 )  %  polygon_vertex_count ] ] ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												const  Vector3  edge1  =  p1  -  p2 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												const  Vector3  edge2  =  p3  -  p2 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												const  Vector3  res  =  edge1 . normalized ( ) . cross ( edge2 . normalized ( ) ) . normalized ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												if  ( i  = =  0 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													first_vec  =  res ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													if  ( first_vec . dot ( res )  <  0.0 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														// Ok we found an angle that is not the same dir of the
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														// others.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														is_simple_convex  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										if  ( is_simple_convex )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											// This is a convex polygon, so just triangulate it.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											for  ( int  i  =  0 ;  i  <  ( polygon_vertex_count  -  2 ) ;  i  + =  1 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												st - > add_index ( p_polygon_vertex [ 2  +  i ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												st - > add_index ( p_polygon_vertex [ 1  +  i ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												st - > add_index ( p_polygon_vertex [ 0 ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											return ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										// This is a concave polygon.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										std : : vector < Vector3 >  poly_vertices ( polygon_vertex_count ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										for  ( int  i  =  0 ;  i  <  polygon_vertex_count ;  i  + =  1 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											poly_vertices [ i ]  =  p_vertices [ p_surface_vertex_map [ p_polygon_vertex [ i ] ] ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										const  Vector3  poly_norm  =  get_poly_normal ( poly_vertices ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										if  ( poly_norm . length_squared ( )  < =  CMP_EPSILON )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											ERR_FAIL_COND_MSG ( poly_norm . length_squared ( )  < =  CMP_EPSILON ,  " The normal of this poly was not computed. Is this FBX file corrupted. " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										// Select the plan coordinate.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										int  axis_1_coord  =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										int  axis_2_coord  =  1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										{ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											real_t  inv  =  poly_norm . z ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											const  real_t  axis_x  =  ABS ( poly_norm . x ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											const  real_t  axis_y  =  ABS ( poly_norm . y ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											const  real_t  axis_z  =  ABS ( poly_norm . z ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											if  ( axis_x  >  axis_y )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												if  ( axis_x  >  axis_z )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													// For the most part the normal point toward X.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													axis_1_coord  =  1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													axis_2_coord  =  2 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													inv  =  poly_norm . x ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											}  else  if  ( axis_y  >  axis_z )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												// For the most part the normal point toward Y.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												axis_1_coord  =  2 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												axis_2_coord  =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												inv  =  poly_norm . y ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											// Swap projection axes to take the negated projection vector into account
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											if  ( inv  <  0.0f )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												SWAP ( axis_1_coord ,  axis_2_coord ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										TriangulatorPoly  triangulator_poly ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										triangulator_poly . Init ( polygon_vertex_count ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										std : : vector < Vector2 >  projected_vertices ( polygon_vertex_count ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										for  ( int  i  =  0 ;  i  <  polygon_vertex_count ;  i  + =  1 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											const  Vector2  pv ( poly_vertices [ i ] [ axis_1_coord ] ,  poly_vertices [ i ] [ axis_2_coord ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											projected_vertices [ i ]  =  pv ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											triangulator_poly . GetPoint ( i )  =  pv ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										triangulator_poly . SetOrientation ( TRIANGULATOR_CCW ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										List < TriangulatorPoly >  out_poly ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										TriangulatorPartition  triangulator_partition ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										if  ( triangulator_partition . Triangulate_OPT ( & triangulator_poly ,  & out_poly )  = =  0 )  {  // Good result.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											if  ( triangulator_partition . Triangulate_EC ( & triangulator_poly ,  & out_poly )  = =  0 )  {  // Medium result.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												if  ( triangulator_partition . Triangulate_MONO ( & triangulator_poly ,  & out_poly )  = =  0 )  {  // Really poor result.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													ERR_FAIL_MSG ( " The triangulation of this polygon failed, please try to triangulate your mesh or check if it has broken polygons. " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										std : : vector < Vector2 >  tris ( out_poly . size ( ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										for  ( List < TriangulatorPoly > : : Element  * I  =  out_poly . front ( ) ;  I ;  I  =  I - > next ( ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											TriangulatorPoly  & tp  =  I - > get ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2021-05-20 12:47:34 +02:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
											ERR_FAIL_COND_MSG ( tp . GetNumPoints ( )  ! =  3 ,  " The triangulator returned more points, how this is possible? " ) ; 
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.
Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.
Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.
Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.
Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.
**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.
Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
											 
										 
										
											2020-10-20 18:00:16 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
											// Find Index
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											for  ( int  i  =  2 ;  i  > =  0 ;  i  - =  1 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												const  Vector2  vertex  =  tp . GetPoint ( i ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												bool  done  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												// Find Index
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												for  ( int  y  =  0 ;  y  <  polygon_vertex_count ;  y  + =  1 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													if  ( ( projected_vertices [ y ]  -  vertex ) . length_squared ( )  < =  CMP_EPSILON )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														// This seems the right vertex
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														st - > add_index ( p_polygon_vertex [ y ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														done  =  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												ERR_FAIL_COND ( done  = =  false ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								void  FBXMeshData : : gen_weight_info ( Ref < SurfaceTool >  st ,  Vertex  vertex_id )  const  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									if  ( vertex_weights . empty ( ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										return ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									if  ( vertex_weights . has ( vertex_id ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										// Let's extract the weight info.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										const  VertexWeightMapping  * vm  =  vertex_weights . getptr ( vertex_id ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										st - > add_weights ( vm - > weights ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										st - > add_bones ( vm - > bones ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								int  FBXMeshData : : get_vertex_from_polygon_vertex ( const  std : : vector < int >  & p_polygon_indices ,  int  p_index )  const  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									if  ( p_index  <  0  | |  p_index  > =  ( int ) p_polygon_indices . size ( ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										return  - 1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									const  int  vertex  =  p_polygon_indices [ p_index ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									if  ( vertex  > =  0 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										return  vertex ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										// Negative numbers are the end of the face, reversing the bits is
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										// possible to obtain the positive correct vertex number.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										return  ~ vertex ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								bool  FBXMeshData : : is_end_of_polygon ( const  std : : vector < int >  & p_polygon_indices ,  int  p_index )  const  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									if  ( p_index  <  0  | |  p_index  > =  ( int ) p_polygon_indices . size ( ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										return  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									const  int  vertex  =  p_polygon_indices [ p_index ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									// If the index is negative this is the end of the Polygon.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									return  vertex  <  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								bool  FBXMeshData : : is_start_of_polygon ( const  std : : vector < int >  & p_polygon_indices ,  int  p_index )  const  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									if  ( p_index  <  0  | |  p_index  > =  ( int ) p_polygon_indices . size ( ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										return  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									if  ( p_index  = =  0 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										return  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									// If the previous indices is negative this is the begin of a new Polygon.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									return  p_polygon_indices [ p_index  -  1 ]  <  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								int  FBXMeshData : : count_polygons ( const  std : : vector < int >  & p_polygon_indices )  const  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									// The negative numbers define the end of the polygon. Counting the amount of
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									// negatives the numbers of polygons are obtained.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									int  count  =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									for  ( size_t  i  =  0 ;  i  <  p_polygon_indices . size ( ) ;  i  + =  1 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										if  ( p_polygon_indices [ i ]  <  0 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											count  + =  1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									return  count ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								template  < class  R ,  class  T > 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								HashMap < int ,  R >  FBXMeshData : : extract_per_vertex_data ( 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										int  p_vertex_count , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										const  std : : vector < FBXDocParser : : MeshGeometry : : Edge >  & p_edge_map , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										const  std : : vector < int >  & p_mesh_indices , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										const  FBXDocParser : : MeshGeometry : : MappingData < T >  & p_mapping_data , 
							 
						 
					
						
							
								
									
										
										
										
											2021-05-04 14:20:36 +02:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
										R  ( * collector_function ) ( const  Vector < VertexData < T > >  * p_vertex_data ,  R  p_fall_back ) , 
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.
Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.
Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.
Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.
Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.
**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.
Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
											 
										 
										
											2020-10-20 18:00:16 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
										R  p_fall_back )  const  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									/* When index_to_direct is set
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									 *  index  size  is  184  (  contains  index  for  the  data  array  [ values  0 ,  96 ]  ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									 *  data  size  is  96  ( contains  uv  coordinates ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									 *  this  means  index  is  simple  data  reduction  basically 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									 */ 
							 
						 
					
						
							
								
									
										
										
										
											2020-12-14 16:50:46 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
									////
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									if  ( p_mapping_data . ref_type  = =  FBXDocParser : : MeshGeometry : : ReferenceType : : index_to_direct  & &  p_mapping_data . index . size ( )  = =  0 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										print_verbose ( " debug count: index size:  "  +  itos ( p_mapping_data . index . size ( ) )  +  " , data size:  "  +  itos ( p_mapping_data . data . size ( ) ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										print_verbose ( " vertex indices count:  "  +  itos ( p_mesh_indices . size ( ) ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										print_verbose ( " Edge map size:  "  +  itos ( p_edge_map . size ( ) ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.
Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.
Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.
Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.
Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.
**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.
Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
											 
										 
										
											2020-10-20 18:00:16 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2020-12-14 16:50:46 +00:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
									ERR_FAIL_COND_V_MSG ( p_mapping_data . ref_type  = =  FBXDocParser : : MeshGeometry : : ReferenceType : : index_to_direct  & &  p_mapping_data . index . size ( )  = =  0 ,  ( HashMap < int ,  R > ( ) ) ,  " FBX importer needs to map correctly to this field, please specify the override index name to fix this problem! " ) ; 
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.
Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.
Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.
Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.
Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.
**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.
Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
											 
										 
										
											2020-10-20 18:00:16 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
									ERR_FAIL_COND_V_MSG ( p_mapping_data . ref_type  = =  FBXDocParser : : MeshGeometry : : ReferenceType : : index  & &  p_mapping_data . index . size ( )  = =  0 ,  ( HashMap < int ,  R > ( ) ) ,  " The FBX seems corrupted " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									// Aggregate vertex data.
 
							 
						 
					
						
							
								
									
										
										
										
											2021-05-04 14:20:36 +02:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
									HashMap < Vertex ,  Vector < VertexData < T > > >  aggregate_vertex_data ; 
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.
Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.
Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.
Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.
Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.
**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.
Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
											 
										 
										
											2020-10-20 18:00:16 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									switch  ( p_mapping_data . map_type )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										case  FBXDocParser : : MeshGeometry : : MapType : : none :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											// No data nothing to do.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											return  ( HashMap < int ,  R > ( ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										case  FBXDocParser : : MeshGeometry : : MapType : : vertex :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											ERR_FAIL_COND_V_MSG ( p_mapping_data . ref_type  = =  FBXDocParser : : MeshGeometry : : ReferenceType : : index_to_direct ,  ( HashMap < int ,  R > ( ) ) ,  " We will support in future " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											if  ( p_mapping_data . ref_type  = =  FBXDocParser : : MeshGeometry : : ReferenceType : : direct )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												// The data is mapped per vertex directly.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												ERR_FAIL_COND_V_MSG ( ( int ) p_mapping_data . data . size ( )  ! =  p_vertex_count ,  ( HashMap < int ,  R > ( ) ) ,  " FBX file corrupted: #ERR01 " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												for  ( size_t  vertex_index  =  0 ;  vertex_index  <  p_mapping_data . data . size ( ) ;  vertex_index  + =  1 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													aggregate_vertex_data [ vertex_index ] . push_back ( {  - 1 ,  p_mapping_data . data [ vertex_index ]  } ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												// The data is mapped per vertex using a reference.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												// The indices array, contains a *reference_id for each vertex.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												// * Note that the reference_id is the id of data into the data array.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												//
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												// https://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_class_fbx_layer_element_html
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												ERR_FAIL_COND_V_MSG ( ( int ) p_mapping_data . index . size ( )  ! =  p_vertex_count ,  ( HashMap < int ,  R > ( ) ) ,  " FBX file corrupted: #ERR02 " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												for  ( size_t  vertex_index  =  0 ;  vertex_index  <  p_mapping_data . index . size ( ) ;  vertex_index  + =  1 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													ERR_FAIL_INDEX_V_MSG ( p_mapping_data . index [ vertex_index ] ,  ( int ) p_mapping_data . data . size ( ) ,  ( HashMap < int ,  R > ( ) ) ,  " FBX file seems corrupted: #ERR03. " ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													aggregate_vertex_data [ vertex_index ] . push_back ( {  - 1 ,  p_mapping_data . data [ p_mapping_data . index [ vertex_index ] ]  } ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										case  FBXDocParser : : MeshGeometry : : MapType : : polygon_vertex :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											if  ( p_mapping_data . ref_type  = =  FBXDocParser : : MeshGeometry : : ReferenceType : : index_to_direct )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												// The data is mapped using each index from the indexes array then direct to the data (data reduction algorithm)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												ERR_FAIL_COND_V_MSG ( ( int ) p_mesh_indices . size ( )  ! =  ( int ) p_mapping_data . index . size ( ) ,  ( HashMap < int ,  R > ( ) ) ,  " FBX file seems corrupted: #ERR04 " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												int  polygon_id  =  - 1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												for  ( size_t  polygon_vertex_index  =  0 ;  polygon_vertex_index  <  p_mapping_data . index . size ( ) ;  polygon_vertex_index  + =  1 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													if  ( is_start_of_polygon ( p_mesh_indices ,  polygon_vertex_index ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														polygon_id  + =  1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													const  int  vertex_index  =  get_vertex_from_polygon_vertex ( p_mesh_indices ,  polygon_vertex_index ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													ERR_FAIL_COND_V_MSG ( vertex_index  <  0 ,  ( HashMap < int ,  R > ( ) ) ,  " FBX file corrupted: #ERR05 " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													ERR_FAIL_COND_V_MSG ( vertex_index  > =  p_vertex_count ,  ( HashMap < int ,  R > ( ) ) ,  " FBX file corrupted: #ERR06 " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													const  int  index_to_direct  =  p_mapping_data . index [ polygon_vertex_index ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													T  value  =  p_mapping_data . data [ index_to_direct ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													aggregate_vertex_data [ vertex_index ] . push_back ( {  polygon_id ,  value  } ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											}  else  if  ( p_mapping_data . ref_type  = =  FBXDocParser : : MeshGeometry : : ReferenceType : : direct )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												// The data are mapped per polygon vertex directly.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												ERR_FAIL_COND_V_MSG ( ( int ) p_mesh_indices . size ( )  ! =  ( int ) p_mapping_data . data . size ( ) ,  ( HashMap < int ,  R > ( ) ) ,  " FBX file seems corrupted: #ERR04 " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												int  polygon_id  =  - 1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												for  ( size_t  polygon_vertex_index  =  0 ;  polygon_vertex_index  <  p_mapping_data . data . size ( ) ;  polygon_vertex_index  + =  1 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													if  ( is_start_of_polygon ( p_mesh_indices ,  polygon_vertex_index ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														polygon_id  + =  1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													const  int  vertex_index  =  get_vertex_from_polygon_vertex ( p_mesh_indices ,  polygon_vertex_index ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													ERR_FAIL_COND_V_MSG ( vertex_index  <  0 ,  ( HashMap < int ,  R > ( ) ) ,  " FBX file corrupted: #ERR05 " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													ERR_FAIL_COND_V_MSG ( vertex_index  > =  p_vertex_count ,  ( HashMap < int ,  R > ( ) ) ,  " FBX file corrupted: #ERR06 " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													aggregate_vertex_data [ vertex_index ] . push_back ( {  polygon_id ,  p_mapping_data . data [ polygon_vertex_index ]  } ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												// The data is mapped per polygon_vertex using a reference.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												// The indices array, contains a *reference_id for each polygon_vertex.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												// * Note that the reference_id is the id of data into the data array.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												//
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												// https://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_class_fbx_layer_element_html
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												ERR_FAIL_COND_V_MSG ( p_mesh_indices . size ( )  ! =  p_mapping_data . index . size ( ) ,  ( HashMap < int ,  R > ( ) ) ,  " FBX file corrupted: #ERR7 " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												int  polygon_id  =  - 1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												for  ( size_t  polygon_vertex_index  =  0 ;  polygon_vertex_index  <  p_mapping_data . index . size ( ) ;  polygon_vertex_index  + =  1 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													if  ( is_start_of_polygon ( p_mesh_indices ,  polygon_vertex_index ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														polygon_id  + =  1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													const  int  vertex_index  =  get_vertex_from_polygon_vertex ( p_mesh_indices ,  polygon_vertex_index ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													ERR_FAIL_COND_V_MSG ( vertex_index  <  0 ,  ( HashMap < int ,  R > ( ) ) ,  " FBX file corrupted: #ERR8 " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2021-06-07 10:17:32 +02:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
													ERR_FAIL_COND_V_MSG ( vertex_index  > =  p_vertex_count ,  ( HashMap < int ,  R > ( ) ) ,  " FBX file seems corrupted: #ERR9. " ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													ERR_FAIL_COND_V_MSG ( p_mapping_data . index [ polygon_vertex_index ]  <  0 ,  ( HashMap < int ,  R > ( ) ) ,  " FBX file seems corrupted: #ERR10. " ) 
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.
Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.
Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.
Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.
Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.
**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.
Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
											 
										 
										
											2020-10-20 18:00:16 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
													ERR_FAIL_COND_V_MSG ( p_mapping_data . index [ polygon_vertex_index ]  > =  ( int ) p_mapping_data . data . size ( ) ,  ( HashMap < int ,  R > ( ) ) ,  " FBX file seems corrupted: #ERR11. " ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													aggregate_vertex_data [ vertex_index ] . push_back ( {  polygon_id ,  p_mapping_data . data [ p_mapping_data . index [ polygon_vertex_index ] ]  } ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										case  FBXDocParser : : MeshGeometry : : MapType : : polygon :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											if  ( p_mapping_data . ref_type  = =  FBXDocParser : : MeshGeometry : : ReferenceType : : direct )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												// The data are mapped per polygon directly.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												const  int  polygon_count  =  count_polygons ( p_mesh_indices ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												ERR_FAIL_COND_V_MSG ( polygon_count  ! =  ( int ) p_mapping_data . data . size ( ) ,  ( HashMap < int ,  R > ( ) ) ,  " FBX file seems corrupted: #ERR12 " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												// Advance each polygon vertex, each new polygon advance the polygon index.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												int  polygon_index  =  - 1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												for  ( size_t  polygon_vertex_index  =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														polygon_vertex_index  <  p_mesh_indices . size ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														polygon_vertex_index  + =  1 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													if  ( is_start_of_polygon ( p_mesh_indices ,  polygon_vertex_index ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														polygon_index  + =  1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														ERR_FAIL_INDEX_V_MSG ( polygon_index ,  ( int ) p_mapping_data . data . size ( ) ,  ( HashMap < int ,  R > ( ) ) ,  " FBX file seems corrupted: #ERR13 " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													const  int  vertex_index  =  get_vertex_from_polygon_vertex ( p_mesh_indices ,  polygon_vertex_index ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													ERR_FAIL_INDEX_V_MSG ( vertex_index ,  p_vertex_count ,  ( HashMap < int ,  R > ( ) ) ,  " FBX file corrupted: #ERR14 " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													aggregate_vertex_data [ vertex_index ] . push_back ( {  polygon_index ,  p_mapping_data . data [ polygon_index ]  } ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												ERR_FAIL_COND_V_MSG ( ( polygon_index  +  1 )  ! =  polygon_count ,  ( HashMap < int ,  R > ( ) ) ,  " FBX file seems corrupted: #ERR16. Not all Polygons are present in the file. " ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												// The data is mapped per polygon using a reference.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												// The indices array, contains a *reference_id for each polygon.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												// * Note that the reference_id is the id of data into the data array.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												//
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												// https://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_class_fbx_layer_element_html
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												const  int  polygon_count  =  count_polygons ( p_mesh_indices ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												ERR_FAIL_COND_V_MSG ( polygon_count  ! =  ( int ) p_mapping_data . index . size ( ) ,  ( HashMap < int ,  R > ( ) ) ,  " FBX file seems corrupted: #ERR17 " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												// Advance each polygon vertex, each new polygon advance the polygon index.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												int  polygon_index  =  - 1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												for  ( size_t  polygon_vertex_index  =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														polygon_vertex_index  <  p_mesh_indices . size ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														polygon_vertex_index  + =  1 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													if  ( is_start_of_polygon ( p_mesh_indices ,  polygon_vertex_index ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														polygon_index  + =  1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														ERR_FAIL_INDEX_V_MSG ( polygon_index ,  ( int ) p_mapping_data . index . size ( ) ,  ( HashMap < int ,  R > ( ) ) ,  " FBX file seems corrupted: #ERR18 " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														ERR_FAIL_INDEX_V_MSG ( p_mapping_data . index [ polygon_index ] ,  ( int ) p_mapping_data . data . size ( ) ,  ( HashMap < int ,  R > ( ) ) ,  " FBX file seems corrupted: #ERR19 " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													const  int  vertex_index  =  get_vertex_from_polygon_vertex ( p_mesh_indices ,  polygon_vertex_index ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													ERR_FAIL_INDEX_V_MSG ( vertex_index ,  p_vertex_count ,  ( HashMap < int ,  R > ( ) ) ,  " FBX file corrupted: #ERR20 " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													aggregate_vertex_data [ vertex_index ] . push_back ( {  polygon_index ,  p_mapping_data . data [ p_mapping_data . index [ polygon_index ] ]  } ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												ERR_FAIL_COND_V_MSG ( ( polygon_index  +  1 )  ! =  polygon_count ,  ( HashMap < int ,  R > ( ) ) ,  " FBX file seems corrupted: #ERR22. Not all Polygons are present in the file. " ) 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										case  FBXDocParser : : MeshGeometry : : MapType : : edge :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											if  ( p_mapping_data . ref_type  = =  FBXDocParser : : MeshGeometry : : ReferenceType : : direct )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												// The data are mapped per edge directly.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												ERR_FAIL_COND_V_MSG ( p_edge_map . size ( )  ! =  p_mapping_data . data . size ( ) ,  ( HashMap < int ,  R > ( ) ) ,  " FBX file seems corrupted: #ERR23 " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												for  ( size_t  edge_index  =  0 ;  edge_index  <  p_mapping_data . data . size ( ) ;  edge_index  + =  1 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													const  FBXDocParser : : MeshGeometry : : Edge  edge  =  FBXDocParser : : MeshGeometry : : get_edge ( p_edge_map ,  edge_index ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													ERR_FAIL_INDEX_V_MSG ( edge . vertex_0 ,  p_vertex_count ,  ( HashMap < int ,  R > ( ) ) ,  " FBX file corrupted: #ERR24 " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													ERR_FAIL_INDEX_V_MSG ( edge . vertex_1 ,  p_vertex_count ,  ( HashMap < int ,  R > ( ) ) ,  " FBX file corrupted: #ERR25 " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													ERR_FAIL_INDEX_V_MSG ( edge . vertex_0 ,  ( int ) p_mapping_data . data . size ( ) ,  ( HashMap < int ,  R > ( ) ) ,  " FBX file corrupted: #ERR26 " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													ERR_FAIL_INDEX_V_MSG ( edge . vertex_1 ,  ( int ) p_mapping_data . data . size ( ) ,  ( HashMap < int ,  R > ( ) ) ,  " FBX file corrupted: #ERR27 " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													aggregate_vertex_data [ edge . vertex_0 ] . push_back ( {  - 1 ,  p_mapping_data . data [ edge_index ]  } ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													aggregate_vertex_data [ edge . vertex_1 ] . push_back ( {  - 1 ,  p_mapping_data . data [ edge_index ]  } ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												// The data is mapped per edge using a reference.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												// The indices array, contains a *reference_id for each polygon.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												// * Note that the reference_id is the id of data into the data array.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												//
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												// https://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_class_fbx_layer_element_html
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												ERR_FAIL_COND_V_MSG ( p_edge_map . size ( )  ! =  p_mapping_data . index . size ( ) ,  ( HashMap < int ,  R > ( ) ) ,  " FBX file seems corrupted: #ERR28 " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												for  ( size_t  edge_index  =  0 ;  edge_index  <  p_mapping_data . data . size ( ) ;  edge_index  + =  1 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													const  FBXDocParser : : MeshGeometry : : Edge  edge  =  FBXDocParser : : MeshGeometry : : get_edge ( p_edge_map ,  edge_index ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													ERR_FAIL_INDEX_V_MSG ( edge . vertex_0 ,  p_vertex_count ,  ( HashMap < int ,  R > ( ) ) ,  " FBX file corrupted: #ERR29 " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													ERR_FAIL_INDEX_V_MSG ( edge . vertex_1 ,  p_vertex_count ,  ( HashMap < int ,  R > ( ) ) ,  " FBX file corrupted: #ERR30 " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													ERR_FAIL_INDEX_V_MSG ( edge . vertex_0 ,  ( int ) p_mapping_data . index . size ( ) ,  ( HashMap < int ,  R > ( ) ) ,  " FBX file corrupted: #ERR31 " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													ERR_FAIL_INDEX_V_MSG ( edge . vertex_1 ,  ( int ) p_mapping_data . index . size ( ) ,  ( HashMap < int ,  R > ( ) ) ,  " FBX file corrupted: #ERR32 " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													ERR_FAIL_INDEX_V_MSG ( p_mapping_data . index [ edge . vertex_0 ] ,  ( int ) p_mapping_data . data . size ( ) ,  ( HashMap < int ,  R > ( ) ) ,  " FBX file corrupted: #ERR33 " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													ERR_FAIL_INDEX_V_MSG ( p_mapping_data . index [ edge . vertex_1 ] ,  ( int ) p_mapping_data . data . size ( ) ,  ( HashMap < int ,  R > ( ) ) ,  " FBX file corrupted: #ERR34 " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													aggregate_vertex_data [ edge . vertex_0 ] . push_back ( {  - 1 ,  p_mapping_data . data [ p_mapping_data . index [ edge_index ] ]  } ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													aggregate_vertex_data [ edge . vertex_1 ] . push_back ( {  - 1 ,  p_mapping_data . data [ p_mapping_data . index [ edge_index ] ]  } ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										case  FBXDocParser : : MeshGeometry : : MapType : : all_the_same :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											// No matter the mode, no matter the data size; The first always win
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											// and is set to all the vertices.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											ERR_FAIL_COND_V_MSG ( p_mapping_data . data . size ( )  < =  0 ,  ( HashMap < int ,  R > ( ) ) ,  " FBX file seems corrupted: #ERR35 " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											if  ( p_mapping_data . data . size ( )  >  0 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												for  ( int  vertex_index  =  0 ;  vertex_index  <  p_vertex_count ;  vertex_index  + =  1 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													aggregate_vertex_data [ vertex_index ] . push_back ( {  - 1 ,  p_mapping_data . data [ 0 ]  } ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									if  ( aggregate_vertex_data . size ( )  = =  0 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										return  ( HashMap < int ,  R > ( ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									// A map is used because turns out that the some FBX file are not well organized
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									// with vertices well compacted. Using a map allows avoid those issues.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									HashMap < Vertex ,  R >  result ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									// Aggregate the collected data.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									for  ( const  Vertex  * index  =  aggregate_vertex_data . next ( nullptr ) ;  index  ! =  nullptr ;  index  =  aggregate_vertex_data . next ( index ) )  { 
							 
						 
					
						
							
								
									
										
										
										
											2021-05-04 14:20:36 +02:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
										Vector < VertexData < T > >  * aggregated_vertex  =  aggregate_vertex_data . getptr ( * index ) ; 
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.
Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.
Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.
Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.
Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.
**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.
Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
											 
										 
										
											2020-10-20 18:00:16 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
										// This can't be null because we are just iterating.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										CRASH_COND ( aggregated_vertex  = =  nullptr ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										ERR_FAIL_INDEX_V_MSG ( 0 ,  aggregated_vertex - > size ( ) ,  ( HashMap < int ,  R > ( ) ) ,  " The FBX file is corrupted, No valid data for this vertex index. " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										result [ * index ]  =  collector_function ( aggregated_vertex ,  p_fall_back ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									// Sanitize the data now, if the file is broken we can try import it anyway.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									bool  problem_found  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									for  ( size_t  i  =  0 ;  i  <  p_mesh_indices . size ( ) ;  i  + =  1 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										const  Vertex  vertex  =  get_vertex_from_polygon_vertex ( p_mesh_indices ,  i ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										if  ( result . has ( vertex )  = =  false )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											result [ vertex ]  =  p_fall_back ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											problem_found  =  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									if  ( problem_found )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										WARN_PRINT ( " Some data is missing, this FBX file may be corrupted: #WARN0. " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									return  result ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								template  < class  T > 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								HashMap < int ,  T >  FBXMeshData : : extract_per_polygon ( 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										int  p_vertex_count , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										const  std : : vector < int >  & p_polygon_indices , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										const  FBXDocParser : : MeshGeometry : : MappingData < T >  & p_fbx_data , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										T  p_fallback_value )  const  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									ERR_FAIL_COND_V_MSG ( p_fbx_data . ref_type  = =  FBXDocParser : : MeshGeometry : : ReferenceType : : index_to_direct  & &  p_fbx_data . data . size ( )  = =  0 ,  ( HashMap < int ,  T > ( ) ) ,  " invalid index to direct array " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									ERR_FAIL_COND_V_MSG ( p_fbx_data . ref_type  = =  FBXDocParser : : MeshGeometry : : ReferenceType : : index  & &  p_fbx_data . index . size ( )  = =  0 ,  ( HashMap < int ,  T > ( ) ) ,  " The FBX seems corrupted " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									const  int  polygon_count  =  count_polygons ( p_polygon_indices ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									// Aggregate vertex data.
 
							 
						 
					
						
							
								
									
										
										
										
											2021-05-04 14:20:36 +02:00 
										
									 
								 
							 
							
								
									
										 
									 
								
							 
							
								 
							 
							
							
									HashMap < int ,  Vector < T > >  aggregate_polygon_data ; 
							 
						 
					
						
							
								
									
										
											 
										 
										
											
												Rewrite FBX Importer to convert directly to Godot scene format
Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
Co-authored-by: Andrea Catania <info@andreacatania.com>
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
This is a complete rewrite of the importer. It will give more deterministic behaviour and has been sponsored by IMVU inc, over 1 year has gone into the development of this importer to remove the burden of the FBX SDK.
This was my project for 1 entire year and I really enjoyed the opportunity to add to Godot.
Along the road of implementing fixes we implemented fbx pivots, animations and inheritance type handling, which in most cases works properly.
We have implemented animation and mesh skinning too this should work out of the box, if there are issues let us know.
It's designed so that you can expand this with ease, and fix bugs easily too.
It can import from Autodesk Maya and import into Godot, with pivots.
There are bits we could polish but for now this is good enough.
Additional fixes made before upstreaming:
- fixed memory leaks
- ensure consistent ordering on mac linux and windows for fbx tree. (very important for material import to be deterministic)
- disabled incorrect warnings for fbx_material
- added compatibility code for /RootNode/ so compat is not broken
- Optimise FBX - directly import triangles
- remove debug messages
- add messages for mesh id, mesh re-import is sometimes slow and we need to know what mesh is being worked on
- Document no longer uses unordered maps
- Removed some usages of &GetRequiredToken replaced with safe *GetRequiredToken() function
- Added parser debugging
- Added ERR_FAIL_CONDS for unsupported mesh formats (we can add these later super easy to do now)
- Add memory debugging for the Tokens and the TokenParser to make it safe
- Add memory initialisation to mesh.cpp surface_tool.h and mesh.h
- Initialise boolean flags properly
- Refactored to correct naming for the fbx_mesh_data.h so you know what data you are working on
- Disabled corruption caused by the FIXME:
- Fixed document reading indexes and index_to_direct vs indexes mode
- Fixed UV1 and UV2 coordinates
- Fixed importer failing to import version 7700 files
- Replaced memory handling in the FBX Document with pointers, before it was dereferencing invalid memory.
- Fixed typed properties
- Improved Document API
- Fixed bug with ProcessDOMConnection() not working with the bool flag set to true.
- Fixed FBX skinning not deforming for more than one single mesh
- Fixed FBX skeleton mapping and skin mapping not being applied properly (now retrieved from document skin list)
- Fixed set_bone_pose being used in final version()
- Fixed material properties exceeding 1.0.
- FBX Document parser revamped to use safe memory practices, and with graceful error messages.
- ScopePtr, TokenPtr and various internal types have been fleshed out to use proper typedefs across the codebase.
- Fixed memory leaks caused by token cleanup failing (now explicit cleanup step, no shared_ptr, etc)
- Fixed bug with PropertyTable not reading all properties and not cleaning up properly.
- Fixed smoothing groups not working
- Fixed normal duplications
- Fixed duplication check for pre-existing coordinates.
- Fixed performance of vertex lookup in large meshes being slow, using lookup table separate to the data for indexing, this reduces import time from 10 minutes of bistro down to 30 seconds.
- Fixed includes requiring absolute path in headers and cpp files using CPPPath.
Bugs/Features wish list:
- locator bones
- quat anim key interpolation (most fbx maya files have euler rotations from blender and maya, nobody uses this)
- some rigs skins scale up when SSC enabled inconsistently per bone
- some skins can disappear entirely
- material mapping needs expanded, but this will be done for 4.0 as it requires rewrite.
Workarounds for issues found until we patch them:
- mesh -> clear skin can resolve most of the bugs above.
- locators can be worked around by removing them before exporting your rig.
- some material properties wont always import, this is okay to override in the material properties.
**If you are having issues or need support fear not!**
Please provide minimal rigs which can reproduce issues as we can't spend a lot of time investigating each rig. We need a small example which breaks and we can then sort the problem. In some cases this is not possible so its okay to privately send models to us via IRC or a ticket and we can provide an email address, we won't reveal or disclose privately sent rig files to any companies, or to companies I work for, they will not be shared, only tested and bugs will be drawn up from the conclusions. Also include identifying information about what you did and how it didn't work. Please file each file separately in a bug report, unless the problem is the same.
This was sponsored by IMVU, and a special thanks to everyone who supported this project.
Signed-off-by: Gordon MacPherson <gordon@gordonite.tech>
											 
										 
										
											2020-10-20 18:00:16 +01:00 
										
									 
								 
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									switch  ( p_fbx_data . map_type )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										case  FBXDocParser : : MeshGeometry : : MapType : : none :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											// No data nothing to do.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											return  ( HashMap < int ,  T > ( ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										case  FBXDocParser : : MeshGeometry : : MapType : : vertex :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											ERR_FAIL_V_MSG ( ( HashMap < int ,  T > ( ) ) ,  " This data can't be extracted and organized per polygon, since into the FBX is mapped per vertex. This should not happen. " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										case  FBXDocParser : : MeshGeometry : : MapType : : polygon_vertex :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											ERR_FAIL_V_MSG ( ( HashMap < int ,  T > ( ) ) ,  " This data can't be extracted and organized per polygon, since into the FBX is mapped per polygon vertex. This should not happen. " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										case  FBXDocParser : : MeshGeometry : : MapType : : polygon :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											if  ( p_fbx_data . ref_type  = =  FBXDocParser : : MeshGeometry : : ReferenceType : : index_to_direct )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												// The data is stored efficiently index_to_direct allows less data in the FBX file.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												for  ( int  polygon_index  =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														polygon_index  <  polygon_count ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														polygon_index  + =  1 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													if  ( p_fbx_data . index . size ( )  = =  0 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														ERR_FAIL_INDEX_V_MSG ( polygon_index ,  ( int ) p_fbx_data . data . size ( ) ,  ( HashMap < int ,  T > ( ) ) ,  " FBX file is corrupted: #ERR62 " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														aggregate_polygon_data [ polygon_index ] . push_back ( p_fbx_data . data [ polygon_index ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														ERR_FAIL_INDEX_V_MSG ( polygon_index ,  ( int ) p_fbx_data . index . size ( ) ,  ( HashMap < int ,  T > ( ) ) ,  " FBX file is corrupted: #ERR62 " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														const  int  index_to_direct  =  p_fbx_data . index [ polygon_index ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														T  value  =  p_fbx_data . data [ index_to_direct ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														aggregate_polygon_data [ polygon_index ] . push_back ( value ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											}  else  if  ( p_fbx_data . ref_type  = =  FBXDocParser : : MeshGeometry : : ReferenceType : : direct )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												// The data are mapped per polygon directly.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												ERR_FAIL_COND_V_MSG ( polygon_count  ! =  ( int ) p_fbx_data . data . size ( ) ,  ( HashMap < int ,  T > ( ) ) ,  " FBX file is corrupted: #ERR51 " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												// Advance each polygon vertex, each new polygon advance the polygon index.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												for  ( int  polygon_index  =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														polygon_index  <  polygon_count ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														polygon_index  + =  1 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													ERR_FAIL_INDEX_V_MSG ( polygon_index ,  ( int ) p_fbx_data . data . size ( ) ,  ( HashMap < int ,  T > ( ) ) ,  " FBX file is corrupted: #ERR52 " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													aggregate_polygon_data [ polygon_index ] . push_back ( p_fbx_data . data [ polygon_index ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												// The data is mapped per polygon using a reference.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												// The indices array, contains a *reference_id for each polygon.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												// * Note that the reference_id is the id of data into the data array.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												//
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												// https://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_class_fbx_layer_element_html
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												ERR_FAIL_COND_V_MSG ( polygon_count  ! =  ( int ) p_fbx_data . index . size ( ) ,  ( HashMap < int ,  T > ( ) ) ,  " FBX file seems corrupted: #ERR52 " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												// Advance each polygon vertex, each new polygon advance the polygon index.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												for  ( int  polygon_index  =  0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														polygon_index  <  polygon_count ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														polygon_index  + =  1 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													ERR_FAIL_INDEX_V_MSG ( polygon_index ,  ( int ) p_fbx_data . index . size ( ) ,  ( HashMap < int ,  T > ( ) ) ,  " FBX file is corrupted: #ERR53 " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													ERR_FAIL_INDEX_V_MSG ( p_fbx_data . index [ polygon_index ] ,  ( int ) p_fbx_data . data . size ( ) ,  ( HashMap < int ,  T > ( ) ) ,  " FBX file is corrupted: #ERR54 " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													aggregate_polygon_data [ polygon_index ] . push_back ( p_fbx_data . data [ p_fbx_data . index [ polygon_index ] ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										case  FBXDocParser : : MeshGeometry : : MapType : : edge :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											ERR_FAIL_V_MSG ( ( HashMap < int ,  T > ( ) ) ,  " This data can't be extracted and organized per polygon, since into the FBX is mapped per edge. This should not happen. " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										case  FBXDocParser : : MeshGeometry : : MapType : : all_the_same :  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											// No matter the mode, no matter the data size; The first always win
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											// and is set to all the vertices.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											ERR_FAIL_COND_V_MSG ( p_fbx_data . data . size ( )  < =  0 ,  ( HashMap < int ,  T > ( ) ) ,  " FBX file seems corrupted: #ERR55 " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											if  ( p_fbx_data . data . size ( )  >  0 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												for  ( int  polygon_index  =  0 ;  polygon_index  <  polygon_count ;  polygon_index  + =  1 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													aggregate_polygon_data [ polygon_index ] . push_back ( p_fbx_data . data [ 0 ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										}  break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									if  ( aggregate_polygon_data . size ( )  = =  0 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										return  ( HashMap < int ,  T > ( ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									// A map is used because turns out that the some FBX file are not well organized
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									// with vertices well compacted. Using a map allows avoid those issues.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									HashMap < int ,  T >  polygons ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									// Take the first value for each vertex.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									for  ( const  Vertex  * index  =  aggregate_polygon_data . next ( nullptr ) ;  index  ! =  nullptr ;  index  =  aggregate_polygon_data . next ( index ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										Vector < T >  * aggregated_polygon  =  aggregate_polygon_data . getptr ( * index ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										// This can't be null because we are just iterating.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										CRASH_COND ( aggregated_polygon  = =  nullptr ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										ERR_FAIL_INDEX_V_MSG ( 0 ,  ( int ) aggregated_polygon - > size ( ) ,  ( HashMap < int ,  T > ( ) ) ,  " The FBX file is corrupted, No valid data for this polygon index. " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										// Validate the final value.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										polygons [ * index ]  =  ( * aggregated_polygon ) [ 0 ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									// Sanitize the data now, if the file is broken we can try import it anyway.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									bool  problem_found  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									for  ( int  polygon_i  =  0 ;  polygon_i  <  polygon_count ;  polygon_i  + =  1 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										if  ( polygons . has ( polygon_i )  = =  false )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											polygons [ polygon_i ]  =  p_fallback_value ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											problem_found  =  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									if  ( problem_found )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										WARN_PRINT ( " Some data is missing, this FBX file may be corrupted: #WARN1. " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									return  polygons ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								void  FBXMeshData : : extract_morphs ( const  FBXDocParser : : MeshGeometry  * mesh_geometry ,  HashMap < String ,  MorphVertexData >  & r_data )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									r_data . clear ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									const  int  vertex_count  =  mesh_geometry - > get_vertices ( ) . size ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									for  ( const  FBXDocParser : : BlendShape  * blend_shape  :  mesh_geometry - > get_blend_shapes ( ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										for  ( const  FBXDocParser : : BlendShapeChannel  * blend_shape_channel  :  blend_shape - > BlendShapeChannels ( ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											const  std : : vector < const  FBXDocParser : : ShapeGeometry  * >  & shape_geometries  =  blend_shape_channel - > GetShapeGeometries ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											for  ( const  FBXDocParser : : ShapeGeometry  * shape_geometry  :  shape_geometries )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												String  morph_name  =  ImportUtils : : FBXAnimMeshName ( shape_geometry - > Name ( ) ) . c_str ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												if  ( morph_name . empty ( ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													morph_name  =  " morph " ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												// TODO we have only these??
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												const  std : : vector < unsigned  int >  & morphs_vertex_indices  =  shape_geometry - > GetIndices ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												const  std : : vector < Vector3 >  & morphs_vertices  =  shape_geometry - > GetVertices ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												const  std : : vector < Vector3 >  & morphs_normals  =  shape_geometry - > GetNormals ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												ERR_FAIL_COND_MSG ( ( int ) morphs_vertex_indices . size ( )  >  vertex_count ,  " The FBX file is corrupted: #ERR103 " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												ERR_FAIL_COND_MSG ( morphs_vertex_indices . size ( )  ! =  morphs_vertices . size ( ) ,  " The FBX file is corrupted: #ERR104 " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												ERR_FAIL_COND_MSG ( ( int ) morphs_vertices . size ( )  >  vertex_count ,  " The FBX file is corrupted: #ERR105 " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												ERR_FAIL_COND_MSG ( morphs_normals . size ( )  ! =  0  & &  morphs_normals . size ( )  ! =  morphs_vertices . size ( ) ,  " The FBX file is corrupted: #ERR106 " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												if  ( r_data . has ( morph_name )  = =  false )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													// This morph doesn't exist yet.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													// Create it.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													MorphVertexData  md ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													md . vertices . resize ( vertex_count ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													md . normals . resize ( vertex_count ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													r_data . set ( morph_name ,  md ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												MorphVertexData  * data  =  r_data . getptr ( morph_name ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												Vector3  * data_vertices_ptr  =  data - > vertices . ptrw ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												Vector3  * data_normals_ptr  =  data - > normals . ptrw ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												for  ( int  i  =  0 ;  i  <  ( int ) morphs_vertex_indices . size ( ) ;  i  + =  1 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													const  Vertex  vertex  =  morphs_vertex_indices [ i ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													ERR_FAIL_INDEX_MSG ( vertex ,  vertex_count ,  " The blend shapes of this FBX file are corrupted. It has a not valid vertex. " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													data_vertices_ptr [ vertex ]  =  morphs_vertices [ i ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													if  ( morphs_normals . size ( )  ! =  0 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
														data_normals_ptr [ vertex ]  =  morphs_normals [ i ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
													} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							 
							
							
								}