godot/modules/gltf/gltf_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

392 lines
19 KiB
C++

/**************************************************************************/
/* gltf_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. */
/* */
/* 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. */
/**************************************************************************/
#ifndef GLTF_DOCUMENT_H
#define GLTF_DOCUMENT_H
#include "extensions/gltf_document_extension.h"
#include "extensions/gltf_spec_gloss.h"
#include "gltf_defines.h"
#include "gltf_state.h"
#include "scene/3d/mesh_instance_3d.h"
#include "scene/3d/multimesh_instance_3d.h"
#include "modules/modules_enabled.gen.h" // For csg, gridmap.
#ifdef MODULE_CSG_ENABLED
#include "modules/csg/csg_shape.h"
#endif // MODULE_CSG_ENABLED
#ifdef MODULE_GRIDMAP_ENABLED
#include "modules/gridmap/grid_map.h"
#endif // MODULE_GRIDMAP_ENABLED
class GLTFDocument : public Resource {
GDCLASS(GLTFDocument, Resource);
public:
const int32_t JOINT_GROUP_SIZE = 4;
enum {
ARRAY_BUFFER = 34962,
ELEMENT_ARRAY_BUFFER = 34963,
TYPE_BYTE = 5120,
TYPE_UNSIGNED_BYTE = 5121,
TYPE_SHORT = 5122,
TYPE_UNSIGNED_SHORT = 5123,
TYPE_UNSIGNED_INT = 5125,
TYPE_FLOAT = 5126,
COMPONENT_TYPE_BYTE = 5120,
COMPONENT_TYPE_UNSIGNED_BYTE = 5121,
COMPONENT_TYPE_SHORT = 5122,
COMPONENT_TYPE_UNSIGNED_SHORT = 5123,
COMPONENT_TYPE_INT = 5125,
COMPONENT_TYPE_FLOAT = 5126,
};
enum {
TEXTURE_TYPE_GENERIC = 0,
TEXTURE_TYPE_NORMAL = 1,
};
enum RootNodeMode {
ROOT_NODE_MODE_SINGLE_ROOT,
ROOT_NODE_MODE_KEEP_ROOT,
ROOT_NODE_MODE_MULTI_ROOT,
};
private:
const float BAKE_FPS = 30.0f;
int _naming_version = 1;
String _image_format = "PNG";
float _lossy_quality = 0.75f;
Ref<GLTFDocumentExtension> _image_save_extension;
RootNodeMode _root_node_mode = RootNodeMode::ROOT_NODE_MODE_SINGLE_ROOT;
protected:
static void _bind_methods();
String _gen_unique_name(Ref<GLTFState> p_state, const String &p_name);
static Vector<Ref<GLTFDocumentExtension>> all_document_extensions;
Vector<Ref<GLTFDocumentExtension>> document_extensions;
public:
static void register_gltf_document_extension(Ref<GLTFDocumentExtension> p_extension, bool p_first_priority = false);
static void unregister_gltf_document_extension(Ref<GLTFDocumentExtension> p_extension);
static void unregister_all_gltf_document_extensions();
static Vector<Ref<GLTFDocumentExtension>> get_all_gltf_document_extensions();
void set_naming_version(int p_version);
int get_naming_version() const;
void set_image_format(const String &p_image_format);
String get_image_format() const;
void set_lossy_quality(float p_lossy_quality);
float get_lossy_quality() const;
void set_root_node_mode(RootNodeMode p_root_node_mode);
RootNodeMode get_root_node_mode() const;
static String _gen_unique_name_static(HashSet<String> &r_unique_names, const String &p_name);
private:
void _build_parent_hierachy(Ref<GLTFState> p_state);
double _filter_number(double p_float);
String _get_component_type_name(const uint32_t p_component);
int _get_component_type_size(const int p_component_type);
Error _parse_scenes(Ref<GLTFState> p_state);
Error _parse_nodes(Ref<GLTFState> p_state);
String _get_type_name(const GLTFType p_component);
String _get_accessor_type_name(const GLTFType p_type);
String _sanitize_animation_name(const String &p_name);
String _gen_unique_animation_name(Ref<GLTFState> p_state, const String &p_name);
String _sanitize_bone_name(const String &p_name);
String _gen_unique_bone_name(Ref<GLTFState> p_state,
const GLTFSkeletonIndex p_skel_i,
const String &p_name);
GLTFTextureIndex _set_texture(Ref<GLTFState> p_state, Ref<Texture2D> p_texture,
StandardMaterial3D::TextureFilter p_filter_mode, bool p_repeats);
Ref<Texture2D> _get_texture(Ref<GLTFState> p_state,
const GLTFTextureIndex p_texture, int p_texture_type);
GLTFTextureSamplerIndex _set_sampler_for_mode(Ref<GLTFState> p_state,
StandardMaterial3D::TextureFilter p_filter_mode, bool p_repeats);
Ref<GLTFTextureSampler> _get_sampler_for_texture(Ref<GLTFState> p_state,
const GLTFTextureIndex p_texture);
Error _parse_json(const String &p_path, Ref<GLTFState> p_state);
Error _parse_glb(Ref<FileAccess> p_file, Ref<GLTFState> p_state);
void _compute_node_heights(Ref<GLTFState> p_state);
Error _parse_buffers(Ref<GLTFState> p_state, const String &p_base_path);
Error _parse_buffer_views(Ref<GLTFState> p_state);
GLTFType _get_type_from_str(const String &p_string);
Error _parse_accessors(Ref<GLTFState> p_state);
Error _decode_buffer_view(Ref<GLTFState> p_state, double *p_dst,
const GLTFBufferViewIndex p_buffer_view,
const int p_skip_every, const int p_skip_bytes,
const int p_element_size, const int p_count,
const GLTFType p_type, const int p_component_count,
const int p_component_type, const int p_component_size,
const bool p_normalized, const int p_byte_offset,
const bool p_for_vertex);
Vector<double> _decode_accessor(Ref<GLTFState> p_state,
const GLTFAccessorIndex p_accessor,
const bool p_for_vertex);
Vector<float> _decode_accessor_as_floats(Ref<GLTFState> p_state,
const GLTFAccessorIndex p_accessor,
const bool p_for_vertex);
Vector<int> _decode_accessor_as_ints(Ref<GLTFState> p_state,
const GLTFAccessorIndex p_accessor,
const bool p_for_vertex);
Vector<Vector2> _decode_accessor_as_vec2(Ref<GLTFState> p_state,
const GLTFAccessorIndex p_accessor,
const bool p_for_vertex);
Vector<Vector3> _decode_accessor_as_vec3(Ref<GLTFState> p_state,
const GLTFAccessorIndex p_accessor,
const bool p_for_vertex);
Vector<Color> _decode_accessor_as_color(Ref<GLTFState> p_state,
const GLTFAccessorIndex p_accessor,
const bool p_for_vertex);
Vector<Quaternion> _decode_accessor_as_quaternion(Ref<GLTFState> p_state,
const GLTFAccessorIndex p_accessor,
const bool p_for_vertex);
Vector<Transform2D> _decode_accessor_as_xform2d(Ref<GLTFState> p_state,
const GLTFAccessorIndex p_accessor,
const bool p_for_vertex);
Vector<Basis> _decode_accessor_as_basis(Ref<GLTFState> p_state,
const GLTFAccessorIndex p_accessor,
const bool p_for_vertex);
Vector<Transform3D> _decode_accessor_as_xform(Ref<GLTFState> p_state,
const GLTFAccessorIndex p_accessor,
const bool p_for_vertex);
Error _parse_meshes(Ref<GLTFState> p_state);
Error _serialize_textures(Ref<GLTFState> p_state);
Error _serialize_texture_samplers(Ref<GLTFState> p_state);
Error _serialize_images(Ref<GLTFState> p_state);
Error _serialize_lights(Ref<GLTFState> p_state);
Ref<Image> _parse_image_bytes_into_image(Ref<GLTFState> p_state, const Vector<uint8_t> &p_bytes, const String &p_mime_type, int p_index, String &r_file_extension);
void _parse_image_save_image(Ref<GLTFState> p_state, const Vector<uint8_t> &p_bytes, const String &p_file_extension, int p_index, Ref<Image> p_image);
Error _parse_images(Ref<GLTFState> p_state, const String &p_base_path);
Error _parse_textures(Ref<GLTFState> p_state);
Error _parse_texture_samplers(Ref<GLTFState> p_state);
Error _parse_materials(Ref<GLTFState> p_state);
void _set_texture_transform_uv1(const Dictionary &d, Ref<BaseMaterial3D> p_material);
void spec_gloss_to_rough_metal(Ref<GLTFSpecGloss> r_spec_gloss,
Ref<BaseMaterial3D> p_material);
static void spec_gloss_to_metal_base_color(const Color &p_specular_factor,
const Color &p_diffuse,
Color &r_base_color,
float &r_metallic);
Error _parse_skins(Ref<GLTFState> p_state);
Error _serialize_skins(Ref<GLTFState> p_state);
Error _create_skins(Ref<GLTFState> p_state);
bool _skins_are_same(const Ref<Skin> p_skin_a, const Ref<Skin> p_skin_b);
void _remove_duplicate_skins(Ref<GLTFState> p_state);
Error _serialize_cameras(Ref<GLTFState> p_state);
Error _parse_cameras(Ref<GLTFState> p_state);
Error _parse_lights(Ref<GLTFState> p_state);
Error _parse_animations(Ref<GLTFState> p_state);
Error _serialize_animations(Ref<GLTFState> p_state);
BoneAttachment3D *_generate_bone_attachment(Ref<GLTFState> p_state,
Skeleton3D *p_skeleton,
const GLTFNodeIndex p_node_index,
const GLTFNodeIndex p_bone_index);
ImporterMeshInstance3D *_generate_mesh_instance(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index);
Camera3D *_generate_camera(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index);
Light3D *_generate_light(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index);
Node3D *_generate_spatial(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index);
void _assign_node_names(Ref<GLTFState> p_state);
template <class T>
T _interpolate_track(const Vector<real_t> &p_times, const Vector<T> &p_values,
const float p_time,
const GLTFAnimation::Interpolation p_interp);
GLTFAccessorIndex _encode_accessor_as_quaternions(Ref<GLTFState> p_state,
const Vector<Quaternion> p_attribs,
const bool p_for_vertex);
GLTFAccessorIndex _encode_accessor_as_weights(Ref<GLTFState> p_state,
const Vector<Color> p_attribs,
const bool p_for_vertex);
GLTFAccessorIndex _encode_accessor_as_joints(Ref<GLTFState> p_state,
const Vector<Color> p_attribs,
const bool p_for_vertex);
GLTFAccessorIndex _encode_accessor_as_floats(Ref<GLTFState> p_state,
const Vector<real_t> p_attribs,
const bool p_for_vertex);
GLTFAccessorIndex _encode_accessor_as_vec2(Ref<GLTFState> p_state,
const Vector<Vector2> p_attribs,
const bool p_for_vertex);
void _calc_accessor_vec2_min_max(int p_i, const int p_element_count, Vector<double> &p_type_max, Vector2 p_attribs, Vector<double> &p_type_min) {
if (p_i == 0) {
for (int32_t type_i = 0; type_i < p_element_count; type_i++) {
p_type_max.write[type_i] = p_attribs[(p_i * p_element_count) + type_i];
p_type_min.write[type_i] = p_attribs[(p_i * p_element_count) + type_i];
}
}
for (int32_t type_i = 0; type_i < p_element_count; type_i++) {
p_type_max.write[type_i] = MAX(p_attribs[(p_i * p_element_count) + type_i], p_type_max[type_i]);
p_type_min.write[type_i] = MIN(p_attribs[(p_i * p_element_count) + type_i], p_type_min[type_i]);
p_type_max.write[type_i] = _filter_number(p_type_max.write[type_i]);
p_type_min.write[type_i] = _filter_number(p_type_min.write[type_i]);
}
}
GLTFAccessorIndex _encode_accessor_as_vec3(Ref<GLTFState> p_state,
const Vector<Vector3> p_attribs,
const bool p_for_vertex);
GLTFAccessorIndex _encode_accessor_as_color(Ref<GLTFState> p_state,
const Vector<Color> p_attribs,
const bool p_for_vertex);
void _calc_accessor_min_max(int p_i, const int p_element_count, Vector<double> &p_type_max, Vector<double> p_attribs, Vector<double> &p_type_min);
GLTFAccessorIndex _encode_accessor_as_ints(Ref<GLTFState> p_state,
const Vector<int32_t> p_attribs,
const bool p_for_vertex);
GLTFAccessorIndex _encode_accessor_as_xform(Ref<GLTFState> p_state,
const Vector<Transform3D> p_attribs,
const bool p_for_vertex);
Error _encode_buffer_view(Ref<GLTFState> p_state, const double *p_src,
const int p_count, const GLTFType p_type,
const int p_component_type, const bool p_normalized,
const int p_byte_offset, const bool p_for_vertex,
GLTFBufferViewIndex &r_accessor);
Error _encode_accessors(Ref<GLTFState> p_state);
Error _encode_buffer_views(Ref<GLTFState> p_state);
Error _serialize_materials(Ref<GLTFState> p_state);
Error _serialize_meshes(Ref<GLTFState> p_state);
Error _serialize_nodes(Ref<GLTFState> p_state);
Error _serialize_scenes(Ref<GLTFState> p_state);
String interpolation_to_string(const GLTFAnimation::Interpolation p_interp);
GLTFAnimation::Track _convert_animation_track(Ref<GLTFState> p_state,
GLTFAnimation::Track p_track,
Ref<Animation> p_animation,
int32_t p_track_i,
GLTFNodeIndex p_node_i);
Error _encode_buffer_bins(Ref<GLTFState> p_state, const String &p_path);
Error _encode_buffer_glb(Ref<GLTFState> p_state, const String &p_path);
PackedByteArray _serialize_glb_buffer(Ref<GLTFState> p_state, Error *r_err);
Dictionary _serialize_texture_transform_uv1(Ref<BaseMaterial3D> p_material);
Dictionary _serialize_texture_transform_uv2(Ref<BaseMaterial3D> p_material);
Error _serialize_asset_header(Ref<GLTFState> p_state);
Error _serialize_file(Ref<GLTFState> p_state, const String p_path);
Error _serialize_gltf_extensions(Ref<GLTFState> p_state) const;
public:
// https://www.itu.int/rec/R-REC-BT.601
// https://www.itu.int/dms_pubrec/itu-r/rec/bt/R-REC-BT.601-7-201103-I!!PDF-E.pdf
static constexpr float R_BRIGHTNESS_COEFF = 0.299f;
static constexpr float G_BRIGHTNESS_COEFF = 0.587f;
static constexpr float B_BRIGHTNESS_COEFF = 0.114f;
private:
// https://github.com/microsoft/glTF-SDK/blob/master/GLTFSDK/Source/PBRUtils.cpp#L9
// https://bghgary.github.io/glTF/convert-between-workflows-bjs/js/babylon.pbrUtilities.js
static float solve_metallic(float p_dielectric_specular, float p_diffuse,
float p_specular,
float p_one_minus_specular_strength);
static float get_perceived_brightness(const Color p_color);
static float get_max_component(const Color &p_color);
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);
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);
public:
Error _parse_gltf_state(Ref<GLTFState> p_state, const String &p_search_path);
Error _parse_asset_header(Ref<GLTFState> p_state);
Error _parse_gltf_extensions(Ref<GLTFState> p_state);
void _process_mesh_instances(Ref<GLTFState> p_state, Node *p_scene_root);
Node *_generate_scene_node_tree(Ref<GLTFState> p_state);
void _generate_scene_node(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index, Node *p_scene_parent, Node *p_scene_root);
void _generate_skeleton_bone_node(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index, Node *p_scene_parent, Node *p_scene_root);
void _import_animation(Ref<GLTFState> 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);
void _convert_mesh_instances(Ref<GLTFState> p_state);
GLTFCameraIndex _convert_camera(Ref<GLTFState> p_state, Camera3D *p_camera);
void _convert_light_to_gltf(Light3D *p_light, Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node);
GLTFLightIndex _convert_light(Ref<GLTFState> p_state, Light3D *p_light);
void _convert_spatial(Ref<GLTFState> p_state, Node3D *p_spatial, Ref<GLTFNode> p_node);
void _convert_scene_node(Ref<GLTFState> p_state, Node *p_current,
const GLTFNodeIndex p_gltf_current,
const GLTFNodeIndex p_gltf_root);
#ifdef MODULE_CSG_ENABLED
void _convert_csg_shape_to_gltf(CSGShape3D *p_current, GLTFNodeIndex p_gltf_parent, Ref<GLTFNode> p_gltf_node, Ref<GLTFState> p_state);
#endif // MODULE_CSG_ENABLED
void _create_gltf_node(Ref<GLTFState> p_state,
Node *p_scene_parent,
GLTFNodeIndex p_current_node_i,
GLTFNodeIndex p_parent_node_index,
GLTFNodeIndex p_root_gltf_node,
Ref<GLTFNode> p_gltf_node);
void _convert_animation_player_to_gltf(
AnimationPlayer *p_animation_player, Ref<GLTFState> p_state,
GLTFNodeIndex p_gltf_current,
GLTFNodeIndex p_gltf_root_index,
Ref<GLTFNode> p_gltf_node, Node *p_scene_parent);
void _check_visibility(Node *p_node, bool &r_retflag);
void _convert_camera_to_gltf(Camera3D *p_camera, Ref<GLTFState> p_state,
Ref<GLTFNode> p_gltf_node);
#ifdef MODULE_GRIDMAP_ENABLED
void _convert_grid_map_to_gltf(
GridMap *p_grid_map,
GLTFNodeIndex p_parent_node_index,
GLTFNodeIndex p_root_node_index,
Ref<GLTFNode> p_gltf_node, Ref<GLTFState> p_state);
#endif // MODULE_GRIDMAP_ENABLED
void _convert_multi_mesh_instance_to_gltf(
MultiMeshInstance3D *p_multi_mesh_instance,
GLTFNodeIndex p_parent_node_index,
GLTFNodeIndex p_root_node_index,
Ref<GLTFNode> p_gltf_node, Ref<GLTFState> p_state);
void _convert_skeleton_to_gltf(
Skeleton3D *p_scene_parent, Ref<GLTFState> p_state,
GLTFNodeIndex p_parent_node_index,
GLTFNodeIndex p_root_node_index,
Ref<GLTFNode> p_gltf_node);
void _convert_bone_attachment_to_gltf(BoneAttachment3D *p_bone_attachment,
Ref<GLTFState> p_state,
GLTFNodeIndex p_parent_node_index,
GLTFNodeIndex p_root_node_index,
Ref<GLTFNode> p_gltf_node);
void _convert_mesh_instance_to_gltf(MeshInstance3D *p_mesh_instance,
Ref<GLTFState> p_state,
Ref<GLTFNode> p_gltf_node);
GLTFMeshIndex _convert_mesh_to_gltf(Ref<GLTFState> p_state,
MeshInstance3D *p_mesh_instance);
void _convert_animation(Ref<GLTFState> p_state, AnimationPlayer *p_animation_player, String p_animation_track_name);
Error _serialize(Ref<GLTFState> p_state);
Error _parse(Ref<GLTFState> p_state, String p_path, Ref<FileAccess> p_file);
};
VARIANT_ENUM_CAST(GLTFDocument::RootNodeMode);
#endif // GLTF_DOCUMENT_H