godot/modules/assimp/editor_scene_importer_assimp.cpp
Juan Linietsky 33b5c57199 Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.

Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.

For Variant, the float datatype is always 64 bits, and exposed as `float`.

We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.

Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-25 12:55:53 +01:00

1509 lines
51 KiB
C++

/*************************************************************************/
/* editor_scene_importer_assimp.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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_assimp.h"
#include "core/io/image_loader.h"
#include "editor/import/resource_importer_scene.h"
#include "import_utils.h"
#include "scene/3d/camera.h"
#include "scene/3d/light.h"
#include "scene/3d/mesh_instance.h"
#include "scene/main/node.h"
#include "scene/resources/material.h"
#include "scene/resources/surface_tool.h"
#include <assimp/matrix4x4.h>
#include <assimp/postprocess.h>
#include <assimp/scene.h>
#include <assimp/Importer.hpp>
#include <assimp/LogStream.hpp>
#include <string>
// move into assimp
aiBone *get_bone_by_name(const aiScene *scene, aiString bone_name) {
for (unsigned int mesh_id = 0; mesh_id < scene->mNumMeshes; ++mesh_id) {
aiMesh *mesh = scene->mMeshes[mesh_id];
// iterate over all the bones on the mesh for this node only!
for (unsigned int boneIndex = 0; boneIndex < mesh->mNumBones; boneIndex++) {
aiBone *bone = mesh->mBones[boneIndex];
if (bone->mName == bone_name) {
printf("matched bone by name: %s\n", bone->mName.C_Str());
return bone;
}
}
}
return NULL;
}
void EditorSceneImporterAssimp::get_extensions(List<String> *r_extensions) const {
const String import_setting_string = "filesystem/import/open_asset_import/";
Map<String, ImportFormat> import_format;
{
Vector<String> exts;
exts.push_back("fbx");
ImportFormat import = { exts, true };
import_format.insert("fbx", import);
}
for (Map<String, ImportFormat>::Element *E = import_format.front(); E; E = E->next()) {
_register_project_setting_import(E->key(), import_setting_string, E->get().extensions, r_extensions,
E->get().is_default);
}
}
void EditorSceneImporterAssimp::_register_project_setting_import(const String generic, const String import_setting_string,
const Vector<String> &exts, List<String> *r_extensions,
const bool p_enabled) const {
const String use_generic = "use_" + generic;
_GLOBAL_DEF(import_setting_string + use_generic, p_enabled, true);
if (ProjectSettings::get_singleton()->get(import_setting_string + use_generic)) {
for (int32_t i = 0; i < exts.size(); i++) {
r_extensions->push_back(exts[i]);
}
}
}
uint32_t EditorSceneImporterAssimp::get_import_flags() const {
return IMPORT_SCENE;
}
void EditorSceneImporterAssimp::_bind_methods() {
}
Node *EditorSceneImporterAssimp::import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps,
List<String> *r_missing_deps, Error *r_err) {
Assimp::Importer importer;
std::wstring w_path = ProjectSettings::get_singleton()->globalize_path(p_path).c_str();
std::string s_path(w_path.begin(), w_path.end());
importer.SetPropertyBool(AI_CONFIG_PP_FD_REMOVE, true);
// Cannot remove pivot points because the static mesh will be in the wrong place
importer.SetPropertyBool(AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS, false);
int32_t max_bone_weights = 4;
//if (p_flags & IMPORT_ANIMATION_EIGHT_WEIGHTS) {
// const int eight_bones = 8;
// importer.SetPropertyBool(AI_CONFIG_PP_LBW_MAX_WEIGHTS, eight_bones);
// max_bone_weights = eight_bones;
//}
importer.SetPropertyInteger(AI_CONFIG_PP_SBP_REMOVE, aiPrimitiveType_LINE | aiPrimitiveType_POINT);
//importer.SetPropertyFloat(AI_CONFIG_PP_DB_THRESHOLD, 1.0f);
int32_t post_process_Steps = aiProcess_CalcTangentSpace |
aiProcess_GlobalScale |
// imports models and listens to their file scale for CM to M conversions
//aiProcess_FlipUVs |
aiProcess_FlipWindingOrder |
// very important for culling so that it is done in the correct order.
//aiProcess_DropNormals |
//aiProcess_GenSmoothNormals |
//aiProcess_JoinIdenticalVertices |
aiProcess_ImproveCacheLocality |
//aiProcess_RemoveRedundantMaterials | // Causes a crash
//aiProcess_SplitLargeMeshes |
aiProcess_Triangulate |
aiProcess_GenUVCoords |
//aiProcess_FindDegenerates |
//aiProcess_SortByPType |
// aiProcess_FindInvalidData |
aiProcess_TransformUVCoords |
aiProcess_FindInstances |
//aiProcess_FixInfacingNormals |
//aiProcess_ValidateDataStructure |
aiProcess_OptimizeMeshes |
aiProcess_PopulateArmatureData |
//aiProcess_OptimizeGraph |
//aiProcess_Debone |
// aiProcess_EmbedTextures |
//aiProcess_SplitByBoneCount |
0;
aiScene *scene = (aiScene *)importer.ReadFile(s_path.c_str(), post_process_Steps);
ERR_FAIL_COND_V_MSG(scene == NULL, NULL, String("Open Asset Import failed to open: ") + String(importer.GetErrorString()));
return _generate_scene(p_path, scene, p_flags, p_bake_fps, max_bone_weights);
}
template <class T>
struct EditorSceneImporterAssetImportInterpolate {
T lerp(const T &a, const T &b, float c) const {
return a + (b - a) * c;
}
T catmull_rom(const T &p0, const T &p1, const T &p2, const T &p3, float t) {
float t2 = t * t;
float t3 = t2 * t;
return 0.5f * ((2.0f * p1) + (-p0 + p2) * t + (2.0f * p0 - 5.0f * p1 + 4.0f * p2 - p3) * t2 + (-p0 + 3.0f * p1 - 3.0f * p2 + p3) * t3);
}
T bezier(T start, T control_1, T control_2, T end, float t) {
/* Formula from Wikipedia article on Bezier curves. */
real_t omt = (1.0 - t);
real_t omt2 = omt * omt;
real_t omt3 = omt2 * omt;
real_t t2 = t * t;
real_t t3 = t2 * t;
return start * omt3 + control_1 * omt2 * t * 3.0 + control_2 * omt * t2 * 3.0 + end * t3;
}
};
//thank you for existing, partial specialization
template <>
struct EditorSceneImporterAssetImportInterpolate<Quat> {
Quat lerp(const Quat &a, const Quat &b, float c) const {
ERR_FAIL_COND_V_MSG(!a.is_normalized(), Quat(), "The quaternion \"a\" must be normalized.");
ERR_FAIL_COND_V_MSG(!b.is_normalized(), Quat(), "The quaternion \"b\" must be normalized.");
return a.slerp(b, c).normalized();
}
Quat catmull_rom(const Quat &p0, const Quat &p1, const Quat &p2, const Quat &p3, float c) {
ERR_FAIL_COND_V_MSG(!p1.is_normalized(), Quat(), "The quaternion \"p1\" must be normalized.");
ERR_FAIL_COND_V_MSG(!p2.is_normalized(), Quat(), "The quaternion \"p2\" must be normalized.");
return p1.slerp(p2, c).normalized();
}
Quat bezier(Quat start, Quat control_1, Quat control_2, Quat end, float t) {
ERR_FAIL_COND_V_MSG(!start.is_normalized(), Quat(), "The start quaternion must be normalized.");
ERR_FAIL_COND_V_MSG(!end.is_normalized(), Quat(), "The end quaternion must be normalized.");
return start.slerp(end, t).normalized();
}
};
template <class T>
T EditorSceneImporterAssimp::_interpolate_track(const Vector<float> &p_times, const Vector<T> &p_values, float p_time,
AssetImportAnimation::Interpolation p_interp) {
//could use binary search, worth it?
int idx = -1;
for (int i = 0; i < p_times.size(); i++) {
if (p_times[i] > p_time)
break;
idx++;
}
EditorSceneImporterAssetImportInterpolate<T> interp;
switch (p_interp) {
case AssetImportAnimation::INTERP_LINEAR: {
if (idx == -1) {
return p_values[0];
} else if (idx >= p_times.size() - 1) {
return p_values[p_times.size() - 1];
}
float c = (p_time - p_times[idx]) / (p_times[idx + 1] - p_times[idx]);
return interp.lerp(p_values[idx], p_values[idx + 1], c);
} break;
case AssetImportAnimation::INTERP_STEP: {
if (idx == -1) {
return p_values[0];
} else if (idx >= p_times.size() - 1) {
return p_values[p_times.size() - 1];
}
return p_values[idx];
} break;
case AssetImportAnimation::INTERP_CATMULLROMSPLINE: {
if (idx == -1) {
return p_values[1];
} else if (idx >= p_times.size() - 1) {
return p_values[1 + p_times.size() - 1];
}
float c = (p_time - p_times[idx]) / (p_times[idx + 1] - p_times[idx]);
return interp.catmull_rom(p_values[idx - 1], p_values[idx], p_values[idx + 1], p_values[idx + 3], c);
} break;
case AssetImportAnimation::INTERP_CUBIC_SPLINE: {
if (idx == -1) {
return p_values[1];
} else if (idx >= p_times.size() - 1) {
return p_values[(p_times.size() - 1) * 3 + 1];
}
float c = (p_time - p_times[idx]) / (p_times[idx + 1] - p_times[idx]);
T from = p_values[idx * 3 + 1];
T c1 = from + p_values[idx * 3 + 2];
T to = p_values[idx * 3 + 4];
T c2 = to + p_values[idx * 3 + 3];
return interp.bezier(from, c1, c2, to, c);
} break;
}
ERR_FAIL_V(p_values[0]);
}
aiBone *EditorSceneImporterAssimp::get_bone_from_stack(ImportState &state, aiString name) {
List<aiBone *>::Element *iter;
aiBone *bone = NULL;
for (iter = state.bone_stack.front(); iter; iter = iter->next()) {
bone = (aiBone *)iter->get();
if (bone && bone->mName == name) {
state.bone_stack.erase(bone);
return bone;
}
}
return NULL;
}
Spatial *
EditorSceneImporterAssimp::_generate_scene(const String &p_path, aiScene *scene, const uint32_t p_flags, int p_bake_fps,
const int32_t p_max_bone_weights) {
ERR_FAIL_COND_V(scene == NULL, NULL);
ImportState state;
state.path = p_path;
state.assimp_scene = scene;
state.max_bone_weights = p_max_bone_weights;
state.animation_player = NULL;
// populate light map
for (unsigned int l = 0; l < scene->mNumLights; l++) {
aiLight *ai_light = scene->mLights[l];
ERR_CONTINUE(ai_light == NULL);
state.light_cache[AssimpUtils::get_assimp_string(ai_light->mName)] = l;
}
// fill camera cache
for (unsigned int c = 0; c < scene->mNumCameras; c++) {
aiCamera *ai_camera = scene->mCameras[c];
ERR_CONTINUE(ai_camera == NULL);
state.camera_cache[AssimpUtils::get_assimp_string(ai_camera->mName)] = c;
}
if (scene->mRootNode) {
state.nodes.push_back(scene->mRootNode);
// make flat node tree - in order to make processing deterministic
for (unsigned int i = 0; i < scene->mRootNode->mNumChildren; i++) {
_generate_node(state, scene->mRootNode->mChildren[i]);
}
RegenerateBoneStack(state);
Node *last_valid_parent = NULL;
List<const aiNode *>::Element *iter;
for (iter = state.nodes.front(); iter; iter = iter->next()) {
const aiNode *element_assimp_node = iter->get();
const aiNode *parent_assimp_node = element_assimp_node->mParent;
String node_name = AssimpUtils::get_assimp_string(element_assimp_node->mName);
//print_verbose("node: " + node_name);
Spatial *spatial = NULL;
Transform transform = AssimpUtils::assimp_matrix_transform(element_assimp_node->mTransformation);
// retrieve this node bone
aiBone *bone = get_bone_from_stack(state, element_assimp_node->mName);
if (state.light_cache.has(node_name)) {
spatial = create_light(state, node_name, transform);
} else if (state.camera_cache.has(node_name)) {
spatial = create_camera(state, node_name, transform);
} else if (state.armature_nodes.find(element_assimp_node)) {
// create skeleton
print_verbose("Making skeleton: " + node_name);
Skeleton *skeleton = memnew(Skeleton);
spatial = skeleton;
if (!state.armature_skeletons.has(element_assimp_node)) {
state.armature_skeletons.insert(element_assimp_node, skeleton);
}
} else if (bone != NULL) {
continue;
} else {
spatial = memnew(Spatial);
}
ERR_CONTINUE_MSG(spatial == NULL, "FBX Import - are we out of ram?");
// we on purpose set the transform and name after creating the node.
spatial->set_name(node_name);
spatial->set_global_transform(transform);
// first element is root
if (iter == state.nodes.front()) {
state.root = spatial;
}
// flat node map parent lookup tool
state.flat_node_map.insert(element_assimp_node, spatial);
Map<const aiNode *, Spatial *>::Element *parent_lookup = state.flat_node_map.find(parent_assimp_node);
// note: this always fails on the root node :) keep that in mind this is by design
if (parent_lookup) {
Spatial *parent_node = parent_lookup->value();
ERR_FAIL_COND_V_MSG(parent_node == NULL, state.root,
"Parent node invalid even though lookup successful, out of ram?");
if (spatial != state.root) {
parent_node->add_child(spatial);
spatial->set_owner(state.root);
} else {
// required - think about it root never has a parent yet is valid, anything else without a parent is not valid.
}
} else if (spatial != state.root) {
// if the ainode is not in the tree
// parent it to the last good parent found
if (last_valid_parent) {
last_valid_parent->add_child(spatial);
spatial->set_owner(state.root);
} else {
// this is a serious error?
memdelete(spatial);
}
}
// update last valid parent
last_valid_parent = spatial;
}
print_verbose("node counts: " + itos(state.nodes.size()));
// make clean bone stack
RegenerateBoneStack(state);
print_verbose("generating godot bone data");
print_verbose("Godot bone stack count: " + itos(state.bone_stack.size()));
// This is a list of bones, duplicates are from other meshes and must be dealt with properly
for (List<aiBone *>::Element *element = state.bone_stack.front(); element; element = element->next()) {
aiBone *bone = element->get();
ERR_CONTINUE_MSG(!bone, "invalid bone read from assimp?");
// Utilities for armature lookup - for now only FBX makes these
aiNode *armature_for_bone = bone->mArmature;
// Utilities for bone node lookup - for now only FBX makes these
aiNode *bone_node = bone->mNode;
aiNode *parent_node = bone_node->mParent;
String bone_name = AssimpUtils::get_anim_string_from_assimp(bone->mName);
ERR_CONTINUE_MSG(armature_for_bone == NULL, "Armature for bone invalid: " + bone_name);
Skeleton *skeleton = state.armature_skeletons[armature_for_bone];
state.skeleton_bone_map[bone] = skeleton;
if (bone_name.empty()) {
bone_name = "untitled_bone_name";
WARN_PRINT("Untitled bone name detected... report with file please");
}
// todo: this is where skin support goes
if (skeleton && skeleton->find_bone(bone_name) == -1) {
print_verbose("[Godot Glue] Imported bone" + bone_name);
int boneIdx = skeleton->get_bone_count();
Transform pform = AssimpUtils::assimp_matrix_transform(bone->mNode->mTransformation);
skeleton->add_bone(bone_name);
skeleton->set_bone_rest(boneIdx, pform);
skeleton->set_bone_pose(boneIdx, pform);
if (parent_node != NULL) {
int parent_bone_id = skeleton->find_bone(AssimpUtils::get_anim_string_from_assimp(parent_node->mName));
int current_bone_id = boneIdx;
skeleton->set_bone_parent(current_bone_id, parent_bone_id);
}
}
}
print_verbose("generating mesh phase from skeletal mesh");
List<Spatial *> cleanup_template_nodes;
for (Map<const aiNode *, Spatial *>::Element *key_value_pair = state.flat_node_map.front(); key_value_pair; key_value_pair = key_value_pair->next()) {
const aiNode *assimp_node = key_value_pair->key();
Spatial *mesh_template = key_value_pair->value();
ERR_CONTINUE(assimp_node == NULL);
ERR_CONTINUE(mesh_template == NULL);
Node *parent_node = mesh_template->get_parent();
if (mesh_template == state.root) {
continue;
}
if (parent_node == NULL) {
print_error("Found invalid parent node!");
continue; // root node
}
String node_name = AssimpUtils::get_assimp_string(assimp_node->mName);
Transform node_transform = AssimpUtils::assimp_matrix_transform(assimp_node->mTransformation);
if (assimp_node->mNumMeshes > 0) {
MeshInstance *mesh = create_mesh(state, assimp_node, node_name, parent_node, node_transform);
if (mesh) {
parent_node->remove_child(mesh_template);
// re-parent children
List<Node *> children;
// re-parent all children to new node
// note: since get_child_count will change during execution we must build a list first to be safe.
for (int childId = 0; childId < mesh_template->get_child_count(); childId++) {
// get child
Node *child = mesh_template->get_child(childId);
children.push_back(child);
}
for (List<Node *>::Element *element = children.front(); element; element = element->next()) {
// reparent the children to the real mesh node.
mesh_template->remove_child(element->get());
mesh->add_child(element->get());
element->get()->set_owner(state.root);
}
// update mesh in list so that each mesh node is available
// this makes the template unavailable which is the desired behaviour
state.flat_node_map[assimp_node] = mesh;
cleanup_template_nodes.push_back(mesh_template);
// clean up this list we don't need it
children.clear();
}
}
}
for (List<Spatial *>::Element *element = cleanup_template_nodes.front(); element; element = element->next()) {
if (element->get()) {
memdelete(element->get());
}
}
}
if (p_flags & IMPORT_ANIMATION && scene->mNumAnimations) {
state.animation_player = memnew(AnimationPlayer);
state.root->add_child(state.animation_player);
state.animation_player->set_owner(state.root);
for (uint32_t i = 0; i < scene->mNumAnimations; i++) {
_import_animation(state, i, p_bake_fps);
}
}
//
// Cleanup operations
//
state.mesh_cache.clear();
state.material_cache.clear();
state.light_cache.clear();
state.camera_cache.clear();
state.assimp_node_map.clear();
state.path_to_image_cache.clear();
state.nodes.clear();
state.flat_node_map.clear();
state.armature_skeletons.clear();
state.bone_stack.clear();
return state.root;
}
void EditorSceneImporterAssimp::_insert_animation_track(ImportState &scene, const aiAnimation *assimp_anim, int track_id,
int anim_fps, Ref<Animation> animation, float ticks_per_second,
Skeleton *skeleton, const NodePath &node_path,
const String &node_name, aiBone *track_bone) {
const aiNodeAnim *assimp_track = assimp_anim->mChannels[track_id];
//make transform track
int track_idx = animation->get_track_count();
animation->add_track(Animation::TYPE_TRANSFORM);
animation->track_set_path(track_idx, node_path);
//first determine animation length
float increment = 1.0 / float(anim_fps);
float time = 0.0;
bool last = false;
Vector<Vector3> pos_values;
Vector<float> pos_times;
Vector<Vector3> scale_values;
Vector<float> scale_times;
Vector<Quat> rot_values;
Vector<float> rot_times;
for (size_t p = 0; p < assimp_track->mNumPositionKeys; p++) {
aiVector3D pos = assimp_track->mPositionKeys[p].mValue;
pos_values.push_back(Vector3(pos.x, pos.y, pos.z));
pos_times.push_back(assimp_track->mPositionKeys[p].mTime / ticks_per_second);
}
for (size_t r = 0; r < assimp_track->mNumRotationKeys; r++) {
aiQuaternion quat = assimp_track->mRotationKeys[r].mValue;
rot_values.push_back(Quat(quat.x, quat.y, quat.z, quat.w).normalized());
rot_times.push_back(assimp_track->mRotationKeys[r].mTime / ticks_per_second);
}
for (size_t sc = 0; sc < assimp_track->mNumScalingKeys; sc++) {
aiVector3D scale = assimp_track->mScalingKeys[sc].mValue;
scale_values.push_back(Vector3(scale.x, scale.y, scale.z));
scale_times.push_back(assimp_track->mScalingKeys[sc].mTime / ticks_per_second);
}
while (true) {
Vector3 pos;
Quat rot;
Vector3 scale(1, 1, 1);
if (pos_values.size()) {
pos = _interpolate_track<Vector3>(pos_times, pos_values, time, AssetImportAnimation::INTERP_LINEAR);
}
if (rot_values.size()) {
rot = _interpolate_track<Quat>(rot_times, rot_values, time,
AssetImportAnimation::INTERP_LINEAR)
.normalized();
}
if (scale_values.size()) {
scale = _interpolate_track<Vector3>(scale_times, scale_values, time, AssetImportAnimation::INTERP_LINEAR);
}
if (skeleton) {
int skeleton_bone = skeleton->find_bone(node_name);
if (skeleton_bone >= 0 && track_bone) {
Transform xform;
xform.basis.set_quat_scale(rot, scale);
xform.origin = pos;
xform = skeleton->get_bone_pose(skeleton_bone).inverse() * xform;
rot = xform.basis.get_rotation_quat();
rot.normalize();
scale = xform.basis.get_scale();
pos = xform.origin;
} else {
ERR_FAIL_MSG("Skeleton bone lookup failed for skeleton: " + skeleton->get_name());
}
}
animation->track_set_interpolation_type(track_idx, Animation::INTERPOLATION_LINEAR);
animation->transform_track_insert_key(track_idx, time, pos, rot, scale);
if (last) { //done this way so a key is always inserted past the end (for proper interpolation)
break;
}
time += increment;
if (time >= animation->get_length()) {
last = true;
}
}
}
// I really do not like this but need to figure out a better way of removing it later.
Node *EditorSceneImporterAssimp::get_node_by_name(ImportState &state, String name) {
for (Map<const aiNode *, Spatial *>::Element *key_value_pair = state.flat_node_map.front(); key_value_pair; key_value_pair = key_value_pair->next()) {
const aiNode *assimp_node = key_value_pair->key();
Spatial *node = key_value_pair->value();
String node_name = AssimpUtils::get_assimp_string(assimp_node->mName);
if (name == node_name && node) {
return node;
}
}
return NULL;
}
/* Bone stack is a fifo handler for multiple armatures since armatures aren't a thing in assimp (yet) */
void EditorSceneImporterAssimp::RegenerateBoneStack(ImportState &state) {
state.bone_stack.clear();
// build bone stack list
for (unsigned int mesh_id = 0; mesh_id < state.assimp_scene->mNumMeshes; ++mesh_id) {
aiMesh *mesh = state.assimp_scene->mMeshes[mesh_id];
// iterate over all the bones on the mesh for this node only!
for (unsigned int boneIndex = 0; boneIndex < mesh->mNumBones; boneIndex++) {
aiBone *bone = mesh->mBones[boneIndex];
// doubtful this is required right now but best to check
if (!state.bone_stack.find(bone)) {
//print_verbose("[assimp] bone stack added: " + String(bone->mName.C_Str()) );
state.bone_stack.push_back(bone);
}
}
}
}
/* Bone stack is a fifo handler for multiple armatures since armatures aren't a thing in assimp (yet) */
void EditorSceneImporterAssimp::RegenerateBoneStack(ImportState &state, aiMesh *mesh) {
state.bone_stack.clear();
// iterate over all the bones on the mesh for this node only!
for (unsigned int boneIndex = 0; boneIndex < mesh->mNumBones; boneIndex++) {
aiBone *bone = mesh->mBones[boneIndex];
if (state.bone_stack.find(bone) == NULL) {
state.bone_stack.push_back(bone);
}
}
}
// animation tracks are per bone
void EditorSceneImporterAssimp::_import_animation(ImportState &state, int p_animation_index, int p_bake_fps) {
ERR_FAIL_INDEX(p_animation_index, (int)state.assimp_scene->mNumAnimations);
const aiAnimation *anim = state.assimp_scene->mAnimations[p_animation_index];
String name = AssimpUtils::get_anim_string_from_assimp(anim->mName);
if (name == String()) {
name = "Animation " + itos(p_animation_index + 1);
}
print_verbose("import animation: " + name);
float ticks_per_second = anim->mTicksPerSecond;
if (state.assimp_scene->mMetaData != NULL && Math::is_equal_approx(ticks_per_second, 0.0f)) {
int32_t time_mode = 0;
state.assimp_scene->mMetaData->Get("TimeMode", time_mode);
ticks_per_second = AssimpUtils::get_fbx_fps(time_mode, state.assimp_scene);
}
//?
//if ((p_path.get_file().get_extension().to_lower() == "glb" || p_path.get_file().get_extension().to_lower() == "gltf") && Math::is_equal_approx(ticks_per_second, 0.0f)) {
// ticks_per_second = 1000.0f;
//}
if (Math::is_equal_approx(ticks_per_second, 0.0f)) {
ticks_per_second = 25.0f;
}
Ref<Animation> animation;
animation.instance();
animation->set_name(name);
animation->set_length(anim->mDuration / ticks_per_second);
if (name.begins_with("loop") || name.ends_with("loop") || name.begins_with("cycle") || name.ends_with("cycle")) {
animation->set_loop(true);
}
// generate bone stack for animation import
RegenerateBoneStack(state);
//regular tracks
for (size_t i = 0; i < anim->mNumChannels; i++) {
const aiNodeAnim *track = anim->mChannels[i];
String node_name = AssimpUtils::get_assimp_string(track->mNodeName);
print_verbose("track name import: " + node_name);
if (track->mNumRotationKeys == 0 && track->mNumPositionKeys == 0 && track->mNumScalingKeys == 0) {
continue; //do not bother
}
Skeleton *skeleton = NULL;
NodePath node_path;
aiBone *bone = NULL;
// Import skeleton bone animation for this track
// Any bone will do, no point in processing more than just what is in the skeleton
{
bone = get_bone_from_stack(state, track->mNodeName);
if (bone) {
// get skeleton by bone
skeleton = state.armature_skeletons[bone->mArmature];
if (skeleton) {
String path = state.root->get_path_to(skeleton);
path += ":" + node_name;
node_path = path;
if (node_path != NodePath()) {
_insert_animation_track(state, anim, i, p_bake_fps, animation, ticks_per_second, skeleton,
node_path, node_name, bone);
} else {
print_error("Failed to find valid node path for animation");
}
}
}
}
// not a bone
// note this is flaky it uses node names which is unreliable
Node *allocated_node = get_node_by_name(state, node_name);
// todo: implement skeleton grabbing for node based animations too :)
// check if node exists, if it does then also apply animation track for node and bones above are all handled.
// this is now inclusive animation handling so that
// we import all the data and do not miss anything.
if (allocated_node) {
node_path = state.root->get_path_to(allocated_node);
if (node_path != NodePath()) {
_insert_animation_track(state, anim, i, p_bake_fps, animation, ticks_per_second, skeleton,
node_path, node_name, nullptr);
}
}
}
//blend shape tracks
for (size_t i = 0; i < anim->mNumMorphMeshChannels; i++) {
const aiMeshMorphAnim *anim_mesh = anim->mMorphMeshChannels[i];
const String prop_name = AssimpUtils::get_assimp_string(anim_mesh->mName);
const String mesh_name = prop_name.split("*")[0];
ERR_CONTINUE(prop_name.split("*").size() != 2);
Node *item = get_node_by_name(state, mesh_name);
ERR_CONTINUE_MSG(!item, "failed to look up node by name");
const MeshInstance *mesh_instance = Object::cast_to<MeshInstance>(item);
ERR_CONTINUE(mesh_instance == NULL);
String base_path = state.root->get_path_to(mesh_instance);
Ref<Mesh> mesh = mesh_instance->get_mesh();
ERR_CONTINUE(mesh.is_null());
//add the tracks for this mesh
int base_track = animation->get_track_count();
for (int j = 0; j < mesh->get_blend_shape_count(); j++) {
animation->add_track(Animation::TYPE_VALUE);
animation->track_set_path(base_track + j, base_path + ":blend_shapes/" + mesh->get_blend_shape_name(j));
}
for (size_t k = 0; k < anim_mesh->mNumKeys; k++) {
for (size_t j = 0; j < anim_mesh->mKeys[k].mNumValuesAndWeights; j++) {
float t = anim_mesh->mKeys[k].mTime / ticks_per_second;
float w = anim_mesh->mKeys[k].mWeights[j];
animation->track_insert_key(base_track + j, t, w);
}
}
}
if (animation->get_track_count()) {
state.animation_player->add_animation(name, animation);
}
}
//
// Mesh Generation from indices ? why do we need so much mesh code
// [debt needs looked into]
Ref<Mesh>
EditorSceneImporterAssimp::_generate_mesh_from_surface_indices(ImportState &state, const Vector<int> &p_surface_indices,
const aiNode *assimp_node, Ref<Skin> &skin,
Skeleton *&skeleton_assigned) {
Ref<ArrayMesh> mesh;
mesh.instance();
bool has_uvs = false;
Map<String, uint32_t> morph_mesh_string_lookup;
for (int i = 0; i < p_surface_indices.size(); i++) {
const unsigned int mesh_idx = p_surface_indices[0];
const aiMesh *ai_mesh = state.assimp_scene->mMeshes[mesh_idx];
for (size_t j = 0; j < ai_mesh->mNumAnimMeshes; j++) {
String ai_anim_mesh_name = AssimpUtils::get_assimp_string(ai_mesh->mAnimMeshes[j]->mName);
if (!morph_mesh_string_lookup.has(ai_anim_mesh_name)) {
morph_mesh_string_lookup.insert(ai_anim_mesh_name, j);
mesh->set_blend_shape_mode(Mesh::BLEND_SHAPE_MODE_NORMALIZED);
if (ai_anim_mesh_name.empty()) {
ai_anim_mesh_name = String("morph_") + itos(j);
}
mesh->add_blend_shape(ai_anim_mesh_name);
}
}
}
//
// Process Vertex Weights
//
for (int i = 0; i < p_surface_indices.size(); i++) {
const unsigned int mesh_idx = p_surface_indices[i];
const aiMesh *ai_mesh = state.assimp_scene->mMeshes[mesh_idx];
Map<uint32_t, Vector<BoneInfo> > vertex_weights;
if (ai_mesh->mNumBones > 0) {
for (size_t b = 0; b < ai_mesh->mNumBones; b++) {
aiBone *bone = ai_mesh->mBones[b];
if (!skeleton_assigned) {
print_verbose("Assigned mesh skeleton during mesh creation");
skeleton_assigned = state.skeleton_bone_map[bone];
if (!skin.is_valid()) {
print_verbose("Configured new skin");
skin.instance();
} else {
print_verbose("Reusing existing skin!");
}
}
// skeleton_assigned =
String bone_name = AssimpUtils::get_assimp_string(bone->mName);
int bone_index = skeleton_assigned->find_bone(bone_name);
ERR_CONTINUE(bone_index == -1);
for (size_t w = 0; w < bone->mNumWeights; w++) {
aiVertexWeight ai_weights = bone->mWeights[w];
BoneInfo bi;
uint32_t vertex_index = ai_weights.mVertexId;
bi.bone = bone_index;
bi.weight = ai_weights.mWeight;
if (!vertex_weights.has(vertex_index)) {
vertex_weights[vertex_index] = Vector<BoneInfo>();
}
vertex_weights[vertex_index].push_back(bi);
}
}
}
//
// Create mesh from data from assimp
//
Ref<SurfaceTool> st;
st.instance();
st->begin(Mesh::PRIMITIVE_TRIANGLES);
for (size_t j = 0; j < ai_mesh->mNumVertices; j++) {
// Get the texture coordinates if they exist
if (ai_mesh->HasTextureCoords(0)) {
has_uvs = true;
st->add_uv(Vector2(ai_mesh->mTextureCoords[0][j].x, 1.0f - ai_mesh->mTextureCoords[0][j].y));
}
if (ai_mesh->HasTextureCoords(1)) {
has_uvs = true;
st->add_uv2(Vector2(ai_mesh->mTextureCoords[1][j].x, 1.0f - ai_mesh->mTextureCoords[1][j].y));
}
// Assign vertex colors
if (ai_mesh->HasVertexColors(0)) {
Color color = Color(ai_mesh->mColors[0]->r, ai_mesh->mColors[0]->g, ai_mesh->mColors[0]->b,
ai_mesh->mColors[0]->a);
st->add_color(color);
}
// Work out normal calculations? - this needs work it doesn't work properly on huestos
if (ai_mesh->mNormals != NULL) {
const aiVector3D normals = ai_mesh->mNormals[j];
const Vector3 godot_normal = Vector3(normals.x, normals.y, normals.z);
st->add_normal(godot_normal);
if (ai_mesh->HasTangentsAndBitangents()) {
const aiVector3D tangents = ai_mesh->mTangents[j];
const Vector3 godot_tangent = Vector3(tangents.x, tangents.y, tangents.z);
const aiVector3D bitangent = ai_mesh->mBitangents[j];
const Vector3 godot_bitangent = Vector3(bitangent.x, bitangent.y, bitangent.z);
float d = godot_normal.cross(godot_tangent).dot(godot_bitangent) > 0.0f ? 1.0f : -1.0f;
st->add_tangent(Plane(tangents.x, tangents.y, tangents.z, d));
}
}
// We have vertex weights right?
if (vertex_weights.has(j)) {
Vector<BoneInfo> bone_info = vertex_weights[j];
Vector<int> bones;
bones.resize(bone_info.size());
Vector<float> weights;
weights.resize(bone_info.size());
// todo? do we really need to loop over all bones? - assimp may have helper to find all influences on this vertex.
for (int k = 0; k < bone_info.size(); k++) {
bones.write[k] = bone_info[k].bone;
weights.write[k] = bone_info[k].weight;
}
st->add_bones(bones);
st->add_weights(weights);
}
// Assign vertex
const aiVector3D pos = ai_mesh->mVertices[j];
// note we must include node offset transform as this is relative to world space not local space.
Vector3 godot_pos = Vector3(pos.x, pos.y, pos.z);
st->add_vertex(godot_pos);
}
// fire replacement for face handling
for (size_t j = 0; j < ai_mesh->mNumFaces; j++) {
const aiFace face = ai_mesh->mFaces[j];
for (unsigned int k = 0; k < face.mNumIndices; k++) {
st->add_index(face.mIndices[k]);
}
}
if (ai_mesh->HasTangentsAndBitangents() == false && has_uvs) {
st->generate_tangents();
}
aiMaterial *ai_material = state.assimp_scene->mMaterials[ai_mesh->mMaterialIndex];
Ref<StandardMaterial3D> mat;
mat.instance();
int32_t mat_two_sided = 0;
if (AI_SUCCESS == ai_material->Get(AI_MATKEY_TWOSIDED, mat_two_sided)) {
if (mat_two_sided > 0) {
mat->set_cull_mode(StandardMaterial3D::CULL_DISABLED);
} else {
mat->set_cull_mode(StandardMaterial3D::CULL_BACK);
}
}
aiString mat_name;
if (AI_SUCCESS == ai_material->Get(AI_MATKEY_NAME, mat_name)) {
mat->set_name(AssimpUtils::get_assimp_string(mat_name));
}
// Culling handling for meshes
// cull all back faces
mat->set_cull_mode(StandardMaterial3D::CULL_DISABLED);
// Now process materials
aiTextureType base_color = aiTextureType_BASE_COLOR;
{
String filename, path;
AssimpImageData image_data;
if (AssimpUtils::GetAssimpTexture(state, ai_material, base_color, filename, path, image_data)) {
AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture);
// anything transparent must be culled
if (image_data.raw_image->detect_alpha() != Image::ALPHA_NONE) {
mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA_DEPTH_PRE_PASS);
mat->set_cull_mode(StandardMaterial3D::CULL_DISABLED); // since you can see both sides in transparent mode
}
mat->set_texture(StandardMaterial3D::TEXTURE_ALBEDO, image_data.texture);
}
}
aiTextureType tex_diffuse = aiTextureType_DIFFUSE;
{
String filename, path;
AssimpImageData image_data;
if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_diffuse, filename, path, image_data)) {
AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture);
// anything transparent must be culled
if (image_data.raw_image->detect_alpha() != Image::ALPHA_NONE) {
mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA_DEPTH_PRE_PASS);
mat->set_cull_mode(StandardMaterial3D::CULL_DISABLED); // since you can see both sides in transparent mode
}
mat->set_texture(StandardMaterial3D::TEXTURE_ALBEDO, image_data.texture);
}
aiColor4D clr_diffuse;
if (AI_SUCCESS == ai_material->Get(AI_MATKEY_COLOR_DIFFUSE, clr_diffuse)) {
if (Math::is_equal_approx(clr_diffuse.a, 1.0f) == false) {
mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA_DEPTH_PRE_PASS);
mat->set_cull_mode(StandardMaterial3D::CULL_DISABLED); // since you can see both sides in transparent mode
}
mat->set_albedo(Color(clr_diffuse.r, clr_diffuse.g, clr_diffuse.b, clr_diffuse.a));
}
}
aiTextureType tex_normal = aiTextureType_NORMALS;
{
String filename, path;
Ref<ImageTexture> texture;
AssimpImageData image_data;
// Process texture normal map
if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_normal, filename, path, image_data)) {
AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture);
mat->set_feature(StandardMaterial3D::Feature::FEATURE_NORMAL_MAPPING, true);
mat->set_texture(StandardMaterial3D::TEXTURE_NORMAL, image_data.texture);
} else {
aiString texture_path;
if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_NORMAL_TEXTURE, AI_PROPERTIES, texture_path)) {
if (AssimpUtils::CreateAssimpTexture(state, texture_path, filename, path, image_data)) {
mat->set_feature(StandardMaterial3D::Feature::FEATURE_NORMAL_MAPPING, true);
mat->set_texture(StandardMaterial3D::TEXTURE_NORMAL, image_data.texture);
}
}
}
}
aiTextureType tex_normal_camera = aiTextureType_NORMAL_CAMERA;
{
String filename, path;
Ref<ImageTexture> texture;
AssimpImageData image_data;
// Process texture normal map
if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_normal_camera, filename, path, image_data)) {
AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture);
mat->set_feature(StandardMaterial3D::Feature::FEATURE_NORMAL_MAPPING, true);
mat->set_texture(StandardMaterial3D::TEXTURE_NORMAL, image_data.texture);
}
}
aiTextureType tex_emission_color = aiTextureType_EMISSION_COLOR;
{
String filename, path;
Ref<ImageTexture> texture;
AssimpImageData image_data;
// Process texture normal map
if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_emission_color, filename, path, image_data)) {
AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture);
mat->set_feature(StandardMaterial3D::Feature::FEATURE_NORMAL_MAPPING, true);
mat->set_texture(StandardMaterial3D::TEXTURE_NORMAL, image_data.texture);
}
}
aiTextureType tex_metalness = aiTextureType_METALNESS;
{
String filename, path;
Ref<ImageTexture> texture;
AssimpImageData image_data;
// Process texture normal map
if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_metalness, filename, path, image_data)) {
AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture);
mat->set_texture(StandardMaterial3D::TEXTURE_METALLIC, image_data.texture);
}
}
aiTextureType tex_roughness = aiTextureType_DIFFUSE_ROUGHNESS;
{
String filename, path;
Ref<ImageTexture> texture;
AssimpImageData image_data;
// Process texture normal map
if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_roughness, filename, path, image_data)) {
AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture);
mat->set_texture(StandardMaterial3D::TEXTURE_ROUGHNESS, image_data.texture);
}
}
aiTextureType tex_emissive = aiTextureType_EMISSIVE;
{
String filename = "";
String path = "";
Ref<Image> texture;
AssimpImageData image_data;
if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_emissive, filename, path, image_data)) {
AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture);
mat->set_feature(StandardMaterial3D::FEATURE_EMISSION, true);
mat->set_texture(StandardMaterial3D::TEXTURE_EMISSION, image_data.texture);
} else {
// Process emission textures
aiString texture_emissive_path;
if (AI_SUCCESS ==
ai_material->Get(AI_MATKEY_FBX_MAYA_EMISSION_TEXTURE, AI_PROPERTIES, texture_emissive_path)) {
if (AssimpUtils::CreateAssimpTexture(state, texture_emissive_path, filename, path, image_data)) {
mat->set_feature(StandardMaterial3D::FEATURE_EMISSION, true);
mat->set_texture(StandardMaterial3D::TEXTURE_EMISSION, image_data.texture);
}
} else {
float pbr_emission = 0.0f;
if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_EMISSIVE_FACTOR, AI_NULL, pbr_emission)) {
mat->set_emission(Color(pbr_emission, pbr_emission, pbr_emission, 1.0f));
}
}
}
}
aiTextureType tex_specular = aiTextureType_SPECULAR;
{
String filename, path;
Ref<ImageTexture> texture;
AssimpImageData image_data;
// Process texture normal map
if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_specular, filename, path, image_data)) {
AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture);
mat->set_texture(StandardMaterial3D::TEXTURE_METALLIC, image_data.texture);
}
}
aiTextureType tex_ao_map = aiTextureType_AMBIENT_OCCLUSION;
{
String filename, path;
Ref<ImageTexture> texture;
AssimpImageData image_data;
// Process texture normal map
if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_ao_map, filename, path, image_data)) {
AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture);
mat->set_feature(StandardMaterial3D::FEATURE_AMBIENT_OCCLUSION, true);
mat->set_texture(StandardMaterial3D::TEXTURE_AMBIENT_OCCLUSION, image_data.texture);
}
}
Array array_mesh = st->commit_to_arrays();
Array morphs;
morphs.resize(ai_mesh->mNumAnimMeshes);
Mesh::PrimitiveType primitive = Mesh::PRIMITIVE_TRIANGLES;
for (size_t j = 0; j < ai_mesh->mNumAnimMeshes; j++) {
String ai_anim_mesh_name = AssimpUtils::get_assimp_string(ai_mesh->mAnimMeshes[j]->mName);
if (ai_anim_mesh_name.empty()) {
ai_anim_mesh_name = String("morph_") + itos(j);
}
Array array_copy;
array_copy.resize(VisualServer::ARRAY_MAX);
for (int l = 0; l < VisualServer::ARRAY_MAX; l++) {
array_copy[l] = array_mesh[l].duplicate(true);
}
const size_t num_vertices = ai_mesh->mAnimMeshes[j]->mNumVertices;
array_copy[Mesh::ARRAY_INDEX] = Variant();
if (ai_mesh->mAnimMeshes[j]->HasPositions()) {
PackedVector3Array vertices;
vertices.resize(num_vertices);
for (size_t l = 0; l < num_vertices; l++) {
const aiVector3D ai_pos = ai_mesh->mAnimMeshes[j]->mVertices[l];
Vector3 position = Vector3(ai_pos.x, ai_pos.y, ai_pos.z);
vertices.ptrw()[l] = position;
}
PackedVector3Array new_vertices = array_copy[VisualServer::ARRAY_VERTEX].duplicate(true);
ERR_CONTINUE(vertices.size() != new_vertices.size());
for (int32_t l = 0; l < new_vertices.size(); l++) {
Vector3 *w = new_vertices.ptrw();
w[l] = vertices[l];
}
array_copy[VisualServer::ARRAY_VERTEX] = new_vertices;
}
int32_t color_set = 0;
if (ai_mesh->mAnimMeshes[j]->HasVertexColors(color_set)) {
PackedColorArray colors;
colors.resize(num_vertices);
for (size_t l = 0; l < num_vertices; l++) {
const aiColor4D ai_color = ai_mesh->mAnimMeshes[j]->mColors[color_set][l];
Color color = Color(ai_color.r, ai_color.g, ai_color.b, ai_color.a);
colors.ptrw()[l] = color;
}
PackedColorArray new_colors = array_copy[VisualServer::ARRAY_COLOR].duplicate(true);
ERR_CONTINUE(colors.size() != new_colors.size());
for (int32_t l = 0; l < colors.size(); l++) {
Color *w = new_colors.ptrw();
w[l] = colors[l];
}
array_copy[VisualServer::ARRAY_COLOR] = new_colors;
}
if (ai_mesh->mAnimMeshes[j]->HasNormals()) {
PackedVector3Array normals;
normals.resize(num_vertices);
for (size_t l = 0; l < num_vertices; l++) {
const aiVector3D ai_normal = ai_mesh->mAnimMeshes[j]->mNormals[l];
Vector3 normal = Vector3(ai_normal.x, ai_normal.y, ai_normal.z);
normals.ptrw()[l] = normal;
}
PackedVector3Array new_normals = array_copy[VisualServer::ARRAY_NORMAL].duplicate(true);
ERR_CONTINUE(normals.size() != new_normals.size());
for (int l = 0; l < normals.size(); l++) {
Vector3 *w = new_normals.ptrw();
w[l] = normals[l];
}
array_copy[VisualServer::ARRAY_NORMAL] = new_normals;
}
if (ai_mesh->mAnimMeshes[j]->HasTangentsAndBitangents()) {
PackedColorArray tangents;
tangents.resize(num_vertices);
Color *w = tangents.ptrw();
for (size_t l = 0; l < num_vertices; l++) {
AssimpUtils::calc_tangent_from_mesh(ai_mesh, j, l, l, w);
}
PackedFloat32Array new_tangents = array_copy[VisualServer::ARRAY_TANGENT].duplicate(true);
ERR_CONTINUE(new_tangents.size() != tangents.size() * 4);
for (int32_t l = 0; l < tangents.size(); l++) {
new_tangents.ptrw()[l + 0] = tangents[l].r;
new_tangents.ptrw()[l + 1] = tangents[l].g;
new_tangents.ptrw()[l + 2] = tangents[l].b;
new_tangents.ptrw()[l + 3] = tangents[l].a;
}
array_copy[VisualServer::ARRAY_TANGENT] = new_tangents;
}
morphs[j] = array_copy;
}
mesh->add_surface_from_arrays(primitive, array_mesh, morphs);
mesh->surface_set_material(i, mat);
mesh->surface_set_name(i, AssimpUtils::get_assimp_string(ai_mesh->mName));
}
return mesh;
}
/**
* Create a new mesh for the node supplied
*/
MeshInstance *
EditorSceneImporterAssimp::create_mesh(ImportState &state, const aiNode *assimp_node, const String &node_name, Node *active_node, Transform node_transform) {
/* MESH NODE */
Ref<Mesh> mesh;
Ref<Skin> skin;
// see if we have mesh cache for this.
Vector<int> surface_indices;
RegenerateBoneStack(state);
// Configure indices
for (uint32_t i = 0; i < assimp_node->mNumMeshes; i++) {
int mesh_index = assimp_node->mMeshes[i];
// create list of mesh indexes
surface_indices.push_back(mesh_index);
}
//surface_indices.sort();
String mesh_key;
for (int i = 0; i < surface_indices.size(); i++) {
if (i > 0) {
mesh_key += ":";
}
mesh_key += itos(surface_indices[i]);
}
Skeleton *skeleton = NULL;
aiNode *armature = NULL;
if (!state.mesh_cache.has(mesh_key)) {
mesh = _generate_mesh_from_surface_indices(state, surface_indices, assimp_node, skin, skeleton);
state.mesh_cache[mesh_key] = mesh;
}
MeshInstance *mesh_node = memnew(MeshInstance);
mesh = state.mesh_cache[mesh_key];
mesh_node->set_mesh(mesh);
// if we have a valid skeleton set it up
if (skin.is_valid()) {
for (uint32_t i = 0; i < assimp_node->mNumMeshes; i++) {
unsigned int mesh_index = assimp_node->mMeshes[i];
const aiMesh *ai_mesh = state.assimp_scene->mMeshes[mesh_index];
// please remember bone id relative to the skin is NOT the mesh relative index.
// it is the index relative to the skeleton that is why
// we have state.bone_id_map, it allows for duplicate bone id's too :)
// hope this makes sense
int bind_count = 0;
for (unsigned int boneId = 0; boneId < ai_mesh->mNumBones; ++boneId) {
aiBone *iterBone = ai_mesh->mBones[boneId];
// used to reparent mesh to the correct armature later on if assigned.
if (!armature) {
print_verbose("Configured mesh armature, will reparent later to armature");
armature = iterBone->mArmature;
}
if (skeleton) {
int id = skeleton->find_bone(AssimpUtils::get_assimp_string(iterBone->mName));
if (id != -1) {
print_verbose("Set bind bone: mesh: " + itos(mesh_index) + " bone index: " + itos(id));
Transform t = AssimpUtils::assimp_matrix_transform(iterBone->mOffsetMatrix);
skin->add_bind(bind_count, t);
skin->set_bind_bone(bind_count, id);
bind_count++;
}
}
}
}
print_verbose("Finished configuring bind pose for skin mesh");
}
// this code parents all meshes with bones to the armature they are for
// GLTF2 specification relies on this and we are enforcing it for FBX.
if (armature && state.flat_node_map[armature]) {
Node *armature_parent = state.flat_node_map[armature];
print_verbose("Parented mesh " + node_name + " to armature " + armature_parent->get_name());
// static mesh handling
armature_parent->add_child(mesh_node);
// transform must be identity
mesh_node->set_global_transform(Transform());
mesh_node->set_name(node_name);
mesh_node->set_owner(state.root);
} else {
// static mesh handling
active_node->add_child(mesh_node);
mesh_node->set_global_transform(node_transform);
mesh_node->set_name(node_name);
mesh_node->set_owner(state.root);
}
if (skeleton) {
print_verbose("Attempted to set skeleton path!");
mesh_node->set_skeleton_path(mesh_node->get_path_to(skeleton));
mesh_node->set_skin(skin);
}
return mesh_node;
}
/**
* Create a light for the scene
* Automatically caches lights for lookup later
*/
Spatial *EditorSceneImporterAssimp::create_light(
ImportState &state,
const String &node_name,
Transform &look_at_transform) {
Light *light = NULL;
aiLight *assimp_light = state.assimp_scene->mLights[state.light_cache[node_name]];
ERR_FAIL_COND_V(!assimp_light, NULL);
if (assimp_light->mType == aiLightSource_DIRECTIONAL) {
light = memnew(DirectionalLight);
} else if (assimp_light->mType == aiLightSource_POINT) {
light = memnew(OmniLight);
} else if (assimp_light->mType == aiLightSource_SPOT) {
light = memnew(SpotLight);
}
ERR_FAIL_COND_V(light == NULL, NULL);
if (assimp_light->mType != aiLightSource_POINT) {
Vector3 pos = Vector3(
assimp_light->mPosition.x,
assimp_light->mPosition.y,
assimp_light->mPosition.z);
Vector3 look_at = Vector3(
assimp_light->mDirection.y,
assimp_light->mDirection.x,
assimp_light->mDirection.z)
.normalized();
Vector3 up = Vector3(
assimp_light->mUp.x,
assimp_light->mUp.y,
assimp_light->mUp.z);
look_at_transform.set_look_at(pos, look_at, up);
}
// properties for light variables should be put here.
// not really hugely important yet but we will need them in the future
light->set_color(
Color(assimp_light->mColorDiffuse.r, assimp_light->mColorDiffuse.g, assimp_light->mColorDiffuse.b));
return light;
}
/**
* Create camera for the scene
*/
Spatial *EditorSceneImporterAssimp::create_camera(
ImportState &state,
const String &node_name,
Transform &look_at_transform) {
aiCamera *camera = state.assimp_scene->mCameras[state.camera_cache[node_name]];
ERR_FAIL_COND_V(!camera, NULL);
Camera *camera_node = memnew(Camera);
ERR_FAIL_COND_V(!camera_node, NULL);
float near = camera->mClipPlaneNear;
if (Math::is_equal_approx(near, 0.0f)) {
near = 0.1f;
}
camera_node->set_perspective(Math::rad2deg(camera->mHorizontalFOV) * 2.0f, near, camera->mClipPlaneFar);
Vector3 pos = Vector3(camera->mPosition.x, camera->mPosition.y, camera->mPosition.z);
Vector3 look_at = Vector3(camera->mLookAt.y, camera->mLookAt.x, camera->mLookAt.z).normalized();
Vector3 up = Vector3(camera->mUp.x, camera->mUp.y, camera->mUp.z);
look_at_transform.set_look_at(pos + look_at_transform.origin, look_at, up);
return camera_node;
}
/**
* Generate node
* Recursive call to iterate over all nodes
*/
void EditorSceneImporterAssimp::_generate_node(
ImportState &state,
const aiNode *assimp_node) {
ERR_FAIL_COND(assimp_node == NULL);
state.nodes.push_back(assimp_node);
String parent_name = AssimpUtils::get_assimp_string(assimp_node->mParent->mName);
// please note
// duplicate bone names exist
// this is why we only check if the bone exists
// so everything else is useless but the name
// please do not copy any other values from get_bone_by_name.
aiBone *parent_bone = get_bone_by_name(state.assimp_scene, assimp_node->mParent->mName);
aiBone *current_bone = get_bone_by_name(state.assimp_scene, assimp_node->mName);
// is this an armature
// parent null
// and this is the first bone :)
if (parent_bone == NULL && current_bone) {
state.armature_nodes.push_back(assimp_node->mParent);
print_verbose("found valid armature: " + parent_name);
}
for (size_t i = 0; i < assimp_node->mNumChildren; i++) {
_generate_node(state, assimp_node->mChildren[i]);
}
}