godot/modules/fbx/fbx_document.h
K. S. Ernest (iFire) Lee 04d43947bf
Add ufbx for FBX importing
This update introduces a new import method for FBX files using ufbx. If the fbx2gltf import fails, it will use the most recently cached scene from the ufbx import. The process is sped up by introducing threads to load the ufbx portion.

Key changes include:

- Support for importing geometry helper nodes in FBX files.
- Addition of cameras and lights with updated names.
- Removal of the fbx importer manager.
- Introduction of ModelDocument3D and updates to its methods.
- Changes to FBX import options and visibility.
- Updating the documentation and handling some errors.
- Store the original non-unique node, mesh and animation names in FBX and glTF.

Co-Authored-By: bqqbarbhg <bqqbarbhg@gmail.com>
2024-02-23 22:33:04 +01:00

107 lines
5.9 KiB
C++

/**************************************************************************/
/* fbx_document.h */
/**************************************************************************/
/* 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. */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/**************************************************************************/
#ifndef FBX_DOCUMENT_H
#define FBX_DOCUMENT_H
#include "fbx_state.h"
#include "modules/gltf/gltf_defines.h"
#include "modules/gltf/gltf_document.h"
#include <ufbx.h>
class FBXDocument : public GLTFDocument {
GDCLASS(FBXDocument, GLTFDocument);
public:
enum {
TEXTURE_TYPE_GENERIC = 0,
TEXTURE_TYPE_NORMAL = 1,
};
static Transform3D _as_xform(const ufbx_matrix &p_mat);
static String _as_string(const ufbx_string &p_string);
static Vector3 _as_vec3(const ufbx_vec3 &p_vector);
static String _gen_unique_name(HashSet<String> &unique_names, const String &p_name);
public:
Error append_from_file(String p_path, Ref<GLTFState> p_state, uint32_t p_flags = 0, String p_base_path = String());
Error append_from_buffer(PackedByteArray p_bytes, String p_base_path, Ref<GLTFState> p_state, uint32_t p_flags = 0);
Error append_from_scene(Node *p_node, Ref<GLTFState> p_state, uint32_t p_flags = 0);
public:
Node *generate_scene(Ref<GLTFState> p_state, float p_bake_fps = 30.0f, bool p_trimming = false, bool p_remove_immutable_tracks = true);
PackedByteArray generate_buffer(Ref<GLTFState> p_state);
Error write_to_filesystem(Ref<GLTFState> p_state, const String &p_path);
protected:
static void _bind_methods();
private:
String _get_texture_path(const String &p_base_directory, const String &p_source_file_path) const;
void _process_uv_set(PackedVector2Array &uv_array);
void _zero_unused_elements(Vector<float> &cur_custom, int start, int end, int num_channels);
Error _parse_scenes(Ref<FBXState> p_state);
Error _parse_nodes(Ref<FBXState> p_state);
String _sanitize_animation_name(const String &p_name);
String _gen_unique_animation_name(Ref<FBXState> p_state, const String &p_name);
Ref<Texture2D> _get_texture(Ref<FBXState> p_state,
const GLTFTextureIndex p_texture, int p_texture_type);
Error _parse_meshes(Ref<FBXState> p_state);
Ref<Image> _parse_image_bytes_into_image(Ref<FBXState> p_state, const Vector<uint8_t> &p_bytes, const String &p_filename, int p_index);
GLTFImageIndex _parse_image_save_image(Ref<FBXState> p_state, const Vector<uint8_t> &p_bytes, const String &p_file_extension, int p_index, Ref<Image> p_image);
Error _parse_images(Ref<FBXState> p_state, const String &p_base_path);
Error _parse_materials(Ref<FBXState> p_state);
Error _parse_skins(Ref<FBXState> p_state);
Error _parse_animations(Ref<FBXState> p_state);
BoneAttachment3D *_generate_bone_attachment(Ref<FBXState> p_state,
Skeleton3D *p_skeleton,
const GLTFNodeIndex p_node_index,
const GLTFNodeIndex p_bone_index);
ImporterMeshInstance3D *_generate_mesh_instance(Ref<FBXState> p_state, const GLTFNodeIndex p_node_index);
Camera3D *_generate_camera(Ref<FBXState> p_state, const GLTFNodeIndex p_node_index);
Light3D *_generate_light(Ref<FBXState> p_state, const GLTFNodeIndex p_node_index);
Node3D *_generate_spatial(Ref<FBXState> p_state, const GLTFNodeIndex p_node_index);
void _assign_node_names(Ref<FBXState> p_state);
Error _parse_cameras(Ref<FBXState> p_state);
Error _parse_lights(Ref<FBXState> p_state);
public:
Error _parse_fbx_state(Ref<FBXState> p_state, const String &p_search_path);
void _process_mesh_instances(Ref<FBXState> p_state, Node *p_scene_root);
void _generate_scene_node(Ref<FBXState> p_state, const GLTFNodeIndex p_node_index, Node *p_scene_parent, Node *p_scene_root);
void _generate_skeleton_bone_node(Ref<FBXState> p_state, const GLTFNodeIndex p_node_index, Node *p_scene_parent, Node *p_scene_root);
void _import_animation(Ref<FBXState> p_state, AnimationPlayer *p_animation_player,
const GLTFAnimationIndex p_index, const float p_bake_fps, const bool p_trimming, const bool p_remove_immutable_tracks);
Error _parse(Ref<FBXState> p_state, String p_path, Ref<FileAccess> p_file);
};
#endif // FBX_DOCUMENT_H