/**************************************************************************/ /* editor_scene_importer_fbx2gltf.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #include "editor_scene_importer_fbx2gltf.h" #ifdef TOOLS_ENABLED #include "editor_scene_importer_ufbx.h" #include "modules/gltf/gltf_document.h" #include "core/config/project_settings.h" #include "editor/editor_settings.h" uint32_t EditorSceneFormatImporterFBX2GLTF::get_import_flags() const { return ImportFlags::IMPORT_SCENE | ImportFlags::IMPORT_ANIMATION; } void EditorSceneFormatImporterFBX2GLTF::get_extensions(List *r_extensions) const { r_extensions->push_back("fbx"); } Node *EditorSceneFormatImporterFBX2GLTF::import_scene(const String &p_path, uint32_t p_flags, const HashMap &p_options, List *r_missing_deps, Error *r_err) { // FIXME: Hack to work around GH-86309. if (p_options.has("fbx/importer") && int(p_options["fbx/importer"]) == EditorSceneFormatImporterUFBX::FBX_IMPORTER_UFBX) { Ref fbx2gltf_importer; fbx2gltf_importer.instantiate(); Node *scene = fbx2gltf_importer->import_scene(p_path, p_flags, p_options, r_missing_deps, r_err); if (r_err && *r_err == OK) { return scene; } else { return nullptr; } } // Get global paths for source and sink. // Don't use `c_escape()` as it can generate broken paths. These paths will be // enclosed in double quotes by OS::execute(), so we only need to escape those. // `c_escape_multiline()` seems to do this (escapes `\` and `"` only). const String source_global = ProjectSettings::get_singleton()->globalize_path(p_path).c_escape_multiline(); const String sink = ProjectSettings::get_singleton()->get_imported_files_path().path_join( vformat("%s-%s.glb", p_path.get_file().get_basename(), p_path.md5_text())); const String sink_global = ProjectSettings::get_singleton()->globalize_path(sink).c_escape_multiline(); // Run fbx2gltf. String fbx2gltf_path = EDITOR_GET("filesystem/import/fbx2gltf/fbx2gltf_path"); List args; args.push_back("--pbr-metallic-roughness"); args.push_back("--input"); args.push_back(source_global); args.push_back("--output"); args.push_back(sink_global); args.push_back("--binary"); String standard_out; int ret; OS::get_singleton()->execute(fbx2gltf_path, args, &standard_out, &ret, true); print_verbose(fbx2gltf_path); print_verbose(standard_out); if (ret != 0) { if (r_err) { *r_err = ERR_SCRIPT_FAILED; } ERR_PRINT(vformat("FBX conversion to glTF failed with error: %d.", ret)); return nullptr; } // Import the generated glTF. // Use GLTFDocument instead of glTF importer to keep image references. Ref gltf; gltf.instantiate(); Ref state; state.instantiate(); if (p_options.has(SNAME("nodes/import_as_skeleton_bones")) ? (bool)p_options[SNAME("nodes/import_as_skeleton_bones")] : false) { state->set_import_as_skeleton_bones(true); } print_verbose(vformat("glTF path: %s", sink)); Error err = gltf->append_from_file(sink, state, p_flags, p_path.get_base_dir()); if (err != OK) { if (r_err) { *r_err = FAILED; } return nullptr; } #ifndef DISABLE_DEPRECATED bool trimming = p_options.has("animation/trimming") ? (bool)p_options["animation/trimming"] : false; return gltf->generate_scene(state, (float)p_options["animation/fps"], trimming, false); #else return gltf->generate_scene(state, (float)p_options["animation/fps"], (bool)p_options["animation/trimming"], false); #endif } Variant EditorSceneFormatImporterFBX2GLTF::get_option_visibility(const String &p_path, bool p_for_animation, const String &p_option, const HashMap &p_options) { if (p_option == "fbx/embedded_image_handling") { return false; } if (p_options.has("fbx/importer") && int(p_options["fbx/importer"]) == EditorSceneFormatImporterUFBX::FBX_IMPORTER_FBX2GLTF && p_option == "fbx/embedded_image_handling") { return false; } return true; } #define ADD_OPTION_ENUM(PATH, ENUM_HINT, VALUE) \ r_options->push_back(ResourceImporter::ImportOption(PropertyInfo(Variant::INT, SNAME(PATH), PROPERTY_HINT_ENUM, ENUM_HINT), VALUE)); void EditorSceneFormatImporterFBX2GLTF::get_import_options(const String &p_path, List *r_options) { } void EditorSceneFormatImporterFBX2GLTF::handle_compatibility_options(HashMap &p_import_params) const { if (!p_import_params.has("fbx/importer")) { p_import_params["fbx/importer"] = EditorSceneFormatImporterUFBX::FBX_IMPORTER_UFBX; } } #endif // TOOLS_ENABLED