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 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								/*************************************************************************/  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/*  FBXMeshGeometry.cpp                                                  */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/*************************************************************************/  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/*                       This file is part of:                           */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/*                           GODOT ENGINE                                */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/*                      https://godotengine.org                          */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/*************************************************************************/  
						 
					
						
							
								
									
										
										
										
											2022-01-13 09:45:09 +01:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
								/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/* Copyright (c) 2014-2022 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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								Open  Asset  Import  Library  ( assimp )  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
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								*/  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								/** @file  FBXMeshGeometry.cpp
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								 *   @ brief  Assimp : : FBX : : MeshGeometry  implementation 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								 */ 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# include  <functional> 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# include  "FBXDocument.h" 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# include  "FBXDocumentUtil.h" 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# include  "FBXImportSettings.h" 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# include  "FBXMeshGeometry.h" 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								# include  "core/math/vector3.h" 
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								namespace  FBXDocParser  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								using  namespace  Util ;  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// ------------------------------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								Geometry : : Geometry ( uint64_t  id ,  const  ElementPtr  element ,  const  std : : string  & name ,  const  Document  & doc )  :  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										Object ( id ,  element ,  name ) ,  skin ( )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									const  std : : vector < const  Connection  * >  & conns  =  doc . GetConnectionsByDestinationSequenced ( ID ( ) ,  " Deformer " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									for  ( const  Connection  * con  :  conns )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										const  Skin  * sk  =  ProcessSimpleConnection < Skin > ( * con ,  false ,  " Skin -> Geometry " ,  element ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if  ( sk )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											skin  =  sk ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										const  BlendShape  * bsp  =  ProcessSimpleConnection < BlendShape > ( * con ,  false ,  " BlendShape -> Geometry " , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												element ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if  ( bsp )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											blendShapes . push_back ( bsp ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// ------------------------------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								Geometry : : ~ Geometry ( )  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// empty
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// ------------------------------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								const  std : : vector < const  BlendShape  * >  & Geometry : : get_blend_shapes ( )  const  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return  blendShapes ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// ------------------------------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								const  Skin  * Geometry : : DeformerSkin ( )  const  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return  skin ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// ------------------------------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								MeshGeometry : : MeshGeometry ( uint64_t  id ,  const  ElementPtr  element ,  const  std : : string  & name ,  const  Document  & doc )  :  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										Geometry ( id ,  element ,  name ,  doc )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									print_verbose ( " mesh name:  "  +  String ( name . c_str ( ) ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ScopePtr  sc  =  element - > Compound ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ERR_FAIL_COND_MSG ( sc  = =  nullptr ,  " failed to read geometry, prevented crash " ) ; 
							 
						 
					
						
							
								
									
										
										
										
											2021-05-20 12:47:34 +02:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									ERR_FAIL_COND_MSG ( ! HasElement ( sc ,  " Vertices " ) ,  " Detected mesh with no vertices, didn't populate the mesh " ) ; 
							 
						 
					
						
							
								
									
										
											 
										
											
												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 
										
									 
								 
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// must have Mesh elements:
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									const  ElementPtr  Vertices  =  GetRequiredElement ( sc ,  " Vertices " ,  element ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									const  ElementPtr  PolygonVertexIndex  =  GetRequiredElement ( sc ,  " PolygonVertexIndex " ,  element ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if  ( HasElement ( sc ,  " Edges " ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										const  ElementPtr  element_edges  =  GetRequiredElement ( sc ,  " Edges " ,  element ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										ParseVectorDataArray ( m_edges ,  element_edges ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// read mesh data into arrays
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ParseVectorDataArray ( m_vertices ,  Vertices ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ParseVectorDataArray ( m_face_indices ,  PolygonVertexIndex ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2021-05-20 12:47:34 +02:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									ERR_FAIL_COND_MSG ( m_vertices . empty ( ) ,  " mesh with no vertices in FBX file, did you mean to delete it? " ) ; 
							 
						 
					
						
							
								
									
										
											 
										
											
												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_MSG ( m_face_indices . empty ( ) ,  " mesh has no faces, was this intended? " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// Retrieve layer elements, for all of the mesh
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									const  ElementCollection  & Layer  =  sc - > GetCollection ( " Layer " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// Store all layers
 
							 
						 
					
						
							
								
									
										
										
										
											2021-05-04 14:20:36 +02:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									std : : vector < std : : tuple < int ,  std : : string > >  valid_layers ; 
							 
						 
					
						
							
								
									
										
											 
										
											
												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 read the sub mesh information from the geometry (normals, uvs, etc)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									for  ( ElementMap : : const_iterator  it  =  Layer . first ;  it  ! =  Layer . second ;  + + it )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										const  ScopePtr  layer  =  GetRequiredScope ( it - > second ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										const  ElementCollection  & LayerElement  =  layer - > GetCollection ( " LayerElement " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										for  ( ElementMap : : const_iterator  eit  =  LayerElement . first ;  eit  ! =  LayerElement . second ;  + + eit )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											std : : string  layer_name  =  eit - > first ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											ElementPtr  element_layer  =  eit - > second ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											const  ScopePtr  layer_element  =  GetRequiredScope ( element_layer ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											// Actual usable 'type' LayerElementUV, LayerElementNormal, etc
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											const  ElementPtr  Type  =  GetRequiredElement ( layer_element ,  " Type " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											const  ElementPtr  TypedIndex  =  GetRequiredElement ( layer_element ,  " TypedIndex " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											const  std : : string  & type  =  ParseTokenAsString ( GetRequiredToken ( Type ,  0 ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											const  int  typedIndex  =  ParseTokenAsInt ( GetRequiredToken ( TypedIndex ,  0 ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											// we only need the layer name and the typed index.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											valid_layers . push_back ( std : : tuple < int ,  std : : string > ( typedIndex ,  type ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// get object / mesh directly from the FBX by the element ID.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									const  ScopePtr  top  =  GetRequiredScope ( element ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// iterate over all layers for the mesh (uvs, normals, smoothing groups, colors, etc)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									for  ( size_t  x  =  0 ;  x  <  valid_layers . size ( ) ;  x + + )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										const  int  layer_id  =  std : : get < 0 > ( valid_layers [ x ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										const  std : : string  & layer_type_name  =  std : : get < 1 > ( valid_layers [ x ] ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										// Get collection of elements from the XLayerMap (example: LayerElementUV)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										// this must contain our proper elements.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										// This is stupid, because it means we select them ALL not just the one we want.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										// but it's fine we can match by id.
 
							 
						 
					
						
							
								
									
										
										
										
											2020-12-14 21:42:01 +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 
										
									 
								 
							 
							
								
							 
							
								 
							
							
										const  ElementCollection  & candidates  =  top - > GetCollection ( layer_type_name ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										ElementMap : : const_iterator  iter ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										for  ( iter  =  candidates . first ;  iter  ! =  candidates . second ;  + + iter )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											const  ScopePtr  layer_scope  =  GetRequiredScope ( iter - > second ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											TokenPtr  layer_token  =  GetRequiredToken ( iter - > second ,  0 ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											const  int  index  =  ParseTokenAsInt ( layer_token ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											ERR_FAIL_COND_MSG ( layer_scope  = =  nullptr ,  " prevented crash, layer scope is invalid " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											if  ( index  = =  layer_id )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												const  std : : string  & MappingInformationType  =  ParseTokenAsString ( GetRequiredToken ( 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														GetRequiredElement ( layer_scope ,  " MappingInformationType " ) ,  0 ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												const  std : : string  & ReferenceInformationType  =  ParseTokenAsString ( GetRequiredToken ( 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														GetRequiredElement ( layer_scope ,  " ReferenceInformationType " ) ,  0 ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if  ( layer_type_name  = =  " LayerElementUV " )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													if  ( index  = =  0 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														m_uv_0  =  resolve_vertex_data_array < Vector2 > ( layer_scope ,  MappingInformationType ,  ReferenceInformationType ,  " UV " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													}  else  if  ( index  = =  1 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
														m_uv_1  =  resolve_vertex_data_array < Vector2 > ( layer_scope ,  MappingInformationType ,  ReferenceInformationType ,  " UV " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												}  else  if  ( layer_type_name  = =  " LayerElementMaterial " )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													m_material_allocation_ids  =  resolve_vertex_data_array < int > ( layer_scope ,  MappingInformationType ,  ReferenceInformationType ,  " Materials " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												}  else  if  ( layer_type_name  = =  " LayerElementNormal " )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													m_normals  =  resolve_vertex_data_array < Vector3 > ( layer_scope ,  MappingInformationType ,  ReferenceInformationType ,  " Normals " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												}  else  if  ( layer_type_name  = =  " LayerElementColor " )  { 
							 
						 
					
						
							
								
									
										
										
										
											2020-12-14 16:50:46 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
													m_colors  =  resolve_vertex_data_array < Color > ( layer_scope ,  MappingInformationType ,  ReferenceInformationType ,  " Colors " ,  " ColorIndex " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													// NOTE: this is a useful sanity check to ensure you're getting any color data which is not default.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													//					const Color first_color_check = m_colors.data[0];
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													//					bool colors_are_all_the_same = true;
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													//					size_t i = 1;
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													//					for(i = 1; i < m_colors.data.size(); i++)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													//					{
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													//						const Color current_color = m_colors.data[i];
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													//						if(current_color.is_equal_approx(first_color_check))
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													//						{
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													//							continue;
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													//						}
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													//						else
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													//						{
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													//							colors_are_all_the_same = false;
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													//							break;
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													//						}
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													//					}
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													//
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													//					if(colors_are_all_the_same)
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													//					{
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													//						print_error("Color serialisation is not working for vertex colors some should be different in the test asset.");
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													//					}
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													//					else
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													//					{
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													//						print_verbose("Color array has unique colors at index: " + itos(i));
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													//					}
 
							 
						 
					
						
							
								
									
										
											 
										
											
												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 
										
									 
								 
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									print_verbose ( " Mesh statistics  \n uv_0:  "  +  m_uv_0 . debug_info ( )  +  " \n uv_1:  "  +  m_uv_1 . debug_info ( )  +  " \n vertices:  "  +  itos ( m_vertices . size ( ) ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// Compose the edge of the mesh.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// You can see how the edges are stored into the FBX here: https://gist.github.com/AndreaCatania/da81840f5aa3b2feedf189e26c5a87e6
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									for  ( size_t  i  =  0 ;  i  <  m_edges . size ( ) ;  i  + =  1 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										ERR_FAIL_INDEX_MSG ( ( size_t ) m_edges [ i ] ,  m_face_indices . size ( ) ,  " The edge is pointing to a weird location in the face indices. The FBX is corrupted. " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										int  polygon_vertex_0  =  m_face_indices [ m_edges [ i ] ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										int  polygon_vertex_1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if  ( polygon_vertex_0  <  0 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											// The polygon_vertex_0 points to the end of a polygon, so it's
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											// connected with the beginning of polygon in the edge list.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											// Fist invert the vertex.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											polygon_vertex_0  =  ~ polygon_vertex_0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											// Search the start vertex of the polygon.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											// Iterate from the polygon_vertex_index backward till the start of
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											// the polygon is found.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											ERR_FAIL_COND_MSG ( m_edges [ i ]  -  1  <  0 ,  " The polygon is not yet started and we already need the final vertex. This FBX is corrupted. " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											bool  found_it  =  false ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											for  ( int  x  =  m_edges [ i ]  -  1 ;  x  > =  0 ;  x  - =  1 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												if  ( x  = =  0 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													// This for sure is the start.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													polygon_vertex_1  =  m_face_indices [ x ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													found_it  =  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												}  else  if  ( m_face_indices [ x ]  <  0 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													// This is the end of the previous polygon, so the next is
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													// the start of the polygon we need.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													polygon_vertex_1  =  m_face_indices [ x  +  1 ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													found_it  =  true ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
													break ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
												} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											// As the algorithm above, this check is useless. Because the first
 
							 
						 
					
						
							
								
									
										
										
										
											2021-05-20 12:47:34 +02:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
											// ever vertex is always considered the beginning of a polygon.
 
							 
						 
					
						
							
								
									
										
											 
										
											
												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_MSG ( found_it  = =  false ,  " Was not possible to find the first vertex of this polygon. FBX file is corrupted. " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											ERR_FAIL_INDEX_MSG ( ( size_t ) ( m_edges [ i ]  +  1 ) ,  m_face_indices . size ( ) ,  " FBX The other FBX edge seems to point to an invalid vertices. This FBX file is corrupted. " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											// Take the next vertex
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											polygon_vertex_1  =  m_face_indices [ m_edges [ i ]  +  1 ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if  ( polygon_vertex_1  <  0 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											// We don't care if the `polygon_vertex_1` is the end of the polygon,
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											//  for `polygon_vertex_1` so we can just invert it.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											polygon_vertex_1  =  ~ polygon_vertex_1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										ERR_FAIL_COND_MSG ( polygon_vertex_0  = =  polygon_vertex_1 ,  " The vertices of this edge can't be the same, Is this a point???. This FBX file is corrupted. " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										// Just create the edge.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										edge_map . push_back ( {  polygon_vertex_0 ,  polygon_vertex_1  } ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								MeshGeometry : : ~ MeshGeometry ( )  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// empty
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								const  std : : vector < Vector3 >  & MeshGeometry : : get_vertices ( )  const  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return  m_vertices ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								const  std : : vector < MeshGeometry : : Edge >  & MeshGeometry : : get_edge_map ( )  const  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return  edge_map ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								const  std : : vector < int >  & MeshGeometry : : get_polygon_indices ( )  const  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return  m_face_indices ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								const  std : : vector < int >  & MeshGeometry : : get_edges ( )  const  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return  m_edges ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								const  MeshGeometry : : MappingData < Vector3 >  & MeshGeometry : : get_normals ( )  const  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return  m_normals ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								const  MeshGeometry : : MappingData < Vector2 >  & MeshGeometry : : get_uv_0 ( )  const  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									//print_verbose("get uv_0 " + m_uv_0.debug_info() );
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return  m_uv_0 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								const  MeshGeometry : : MappingData < Vector2 >  & MeshGeometry : : get_uv_1 ( )  const  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									//print_verbose("get uv_1 " + m_uv_1.debug_info() );
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return  m_uv_1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								const  MeshGeometry : : MappingData < Color >  & MeshGeometry : : get_colors ( )  const  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return  m_colors ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								const  MeshGeometry : : MappingData < int >  & MeshGeometry : : get_material_allocation_id ( )  const  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return  m_material_allocation_ids ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								int  MeshGeometry : : get_edge_id ( const  std : : vector < Edge >  & p_map ,  int  p_vertex_a ,  int  p_vertex_b )  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									for  ( size_t  i  =  0 ;  i  <  p_map . size ( ) ;  i  + =  1 )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										if  ( ( p_map [ i ] . vertex_0  = =  p_vertex_a  & &  p_map [ i ] . vertex_1  = =  p_vertex_b )  | |  ( p_map [ i ] . vertex_1  = =  p_vertex_a  & &  p_map [ i ] . vertex_0  = =  p_vertex_b ) )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
											return  i ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return  - 1 ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								MeshGeometry : : Edge  MeshGeometry : : get_edge ( const  std : : vector < Edge >  & p_map ,  int  p_id )  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ERR_FAIL_INDEX_V_MSG ( ( size_t ) p_id ,  p_map . size ( ) ,  Edge ( {  - 1 ,  - 1  } ) ,  " ID not found. " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return  p_map [ p_id ] ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								template  < class  T >  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								MeshGeometry : : MappingData < T >  MeshGeometry : : resolve_vertex_data_array (  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										const  ScopePtr  source , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										const  std : : string  & MappingInformationType , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										const  std : : string  & ReferenceInformationType , 
							 
						 
					
						
							
								
									
										
										
										
											2020-12-14 16:50:46 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
										const  std : : string  & dataElementName , 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										const  std : : string  & indexOverride )  { 
							 
						 
					
						
							
								
									
										
											 
										
											
												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 ( source  = =  nullptr ,  MappingData < T > ( ) ,  " Invalid scope operator preventing memory corruption " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// UVIndex, MaterialIndex, NormalIndex, etc..
 
							 
						 
					
						
							
								
									
										
										
										
											2020-12-14 16:50:46 +00:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									std : : string  indexDataElementName ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if  ( indexOverride  ! =  " " )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										// Colors should become ColorIndex
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										indexDataElementName  =  indexOverride ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										// Some indexes will exist.
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										indexDataElementName  =  dataElementName  +  " 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 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									// goal: expand everything to be per vertex
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ReferenceType  l_ref_type  =  ReferenceType : : direct ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// Read the reference type into the enumeration
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if  ( ReferenceInformationType  = =  " IndexToDirect " )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										l_ref_type  =  ReferenceType : : index_to_direct ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}  else  if  ( ReferenceInformationType  = =  " Index " )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										// set non legacy index to direct mapping
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										l_ref_type  =  ReferenceType : : index ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}  else  if  ( ReferenceInformationType  = =  " Direct " )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										l_ref_type  =  ReferenceType : : direct ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										ERR_FAIL_V_MSG ( MappingData < T > ( ) ,  " invalid reference type has the FBX format changed? " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									MapType  l_map_type  =  MapType : : none ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if  ( MappingInformationType  = =  " None " )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										l_map_type  =  MapType : : none ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}  else  if  ( MappingInformationType  = =  " ByVertice " )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										l_map_type  =  MapType : : vertex ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}  else  if  ( MappingInformationType  = =  " ByPolygonVertex " )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										l_map_type  =  MapType : : polygon_vertex ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}  else  if  ( MappingInformationType  = =  " ByPolygon " )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										l_map_type  =  MapType : : polygon ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}  else  if  ( MappingInformationType  = =  " ByEdge " )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										l_map_type  =  MapType : : edge ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}  else  if  ( MappingInformationType  = =  " AllSame " )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										l_map_type  =  MapType : : all_the_same ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									}  else  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										print_error ( " invalid mapping type:  "  +  String ( MappingInformationType . c_str ( ) ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// create mapping data
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									MeshGeometry : : MappingData < T >  tempData ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									tempData . map_type  =  l_map_type ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									tempData . ref_type  =  l_ref_type ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// parse data into array
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ParseVectorDataArray ( tempData . data ,  GetRequiredElement ( source ,  dataElementName ) ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
									
										
										
										
											2021-05-20 12:47:34 +02:00 
										
									 
								 
							 
							
								
									
										 
								
							 
							
								 
							
							
									// index array won't always exist
 
							 
						 
					
						
							
								
									
										
											 
										
											
												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 
										
									 
								 
							 
							
								
							 
							
								 
							
							
									const  ElementPtr  element  =  GetOptionalElement ( source ,  indexDataElementName ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if  ( element )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										ParseVectorDataArray ( tempData . index ,  element ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return  tempData ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// ------------------------------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								ShapeGeometry : : ShapeGeometry ( uint64_t  id ,  const  ElementPtr  element ,  const  std : : string  & name ,  const  Document  & doc )  :  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										Geometry ( id ,  element ,  name ,  doc )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									const  ScopePtr  sc  =  element - > Compound ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if  ( nullptr  = =  sc )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										DOMError ( " failed to read Geometry object (class: Shape), no data scope found " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									const  ElementPtr  Indexes  =  GetRequiredElement ( sc ,  " Indexes " ,  element ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									const  ElementPtr  Normals  =  GetRequiredElement ( sc ,  " Normals " ,  element ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									const  ElementPtr  Vertices  =  GetRequiredElement ( sc ,  " Vertices " ,  element ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ParseVectorDataArray ( m_indices ,  Indexes ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ParseVectorDataArray ( m_vertices ,  Vertices ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ParseVectorDataArray ( m_normals ,  Normals ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// ------------------------------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								ShapeGeometry : : ~ ShapeGeometry ( )  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// empty
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// ------------------------------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								const  std : : vector < Vector3 >  & ShapeGeometry : : GetVertices ( )  const  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return  m_vertices ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// ------------------------------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								const  std : : vector < Vector3 >  & ShapeGeometry : : GetNormals ( )  const  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return  m_normals ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// ------------------------------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								const  std : : vector < unsigned  int >  & ShapeGeometry : : GetIndices ( )  const  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return  m_indices ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// ------------------------------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								LineGeometry : : LineGeometry ( uint64_t  id ,  const  ElementPtr  element ,  const  std : : string  & name ,  const  Document  & doc )  :  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										Geometry ( id ,  element ,  name ,  doc )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									const  ScopePtr  sc  =  element - > Compound ( ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									if  ( ! sc )  { 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
										DOMError ( " failed to read Geometry object (class: Line), no data scope found " ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									} 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									const  ElementPtr  Points  =  GetRequiredElement ( sc ,  " Points " ,  element ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									const  ElementPtr  PointsIndex  =  GetRequiredElement ( sc ,  " PointsIndex " ,  element ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ParseVectorDataArray ( m_vertices ,  Points ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									ParseVectorDataArray ( m_indices ,  PointsIndex ) ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// ------------------------------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								LineGeometry : : ~ LineGeometry ( )  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									// empty
 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// ------------------------------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								const  std : : vector < Vector3 >  & LineGeometry : : GetVertices ( )  const  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return  m_vertices ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								// ------------------------------------------------------------------------------------------------
  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								const  std : : vector < int >  & LineGeometry : : GetIndices ( )  const  {  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
									return  m_indices ; 
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								
							 
						 
					
						
							
								
							 
							
								
							 
							
								 
							
							
								}  // namespace FBXDocParser