godot/editor/fbx_importer_manager.cpp
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

180 lines
7.2 KiB
C++

/**************************************************************************/
/* fbx_importer_manager.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 "fbx_importer_manager.h"
#include "core/config/project_settings.h"
#include "editor/editor_node.h"
#include "editor/editor_settings.h"
#include "editor/editor_string_names.h"
#include "editor/themes/editor_scale.h"
#include "scene/gui/link_button.h"
void FBXImporterManager::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_READY: {
connect("confirmed", callable_mp(this, &FBXImporterManager::_path_confirmed));
} break;
}
}
void FBXImporterManager::show_dialog(bool p_exclusive) {
String fbx2gltf_path = EDITOR_GET("filesystem/import/fbx2gltf/fbx2gltf_path");
fbx_path->set_text(fbx2gltf_path);
_validate_path(fbx2gltf_path);
// If exclusive, we're importing a FBX file, there's no exit.
is_importing = p_exclusive;
set_flag(Window::FLAG_BORDERLESS, p_exclusive); // Avoid closing accidentally.
set_close_on_escape(!p_exclusive);
if (is_importing) {
get_cancel_button()->set_text(TTR("Disable FBX2glTF & Restart"));
get_cancel_button()->set_tooltip_text(TTR("Canceling this dialog will disable the FBX2glTF importer and use the ufbx importer.\nYou can re-enable FBX2glTF in the Project Settings under Filesystem > Import > FBX > Enabled.\n\nThe editor will restart as importers are registered when the editor starts."));
} else {
get_cancel_button()->set_text(TTR("Cancel"));
get_cancel_button()->set_tooltip_text("");
}
popup_centered();
}
void FBXImporterManager::_validate_path(const String &p_path) {
String error;
bool success = false;
if (p_path == "") {
error = TTR("Path to FBX2glTF executable is empty.");
} else if (!FileAccess::exists(p_path)) {
error = TTR("Path to FBX2glTF executable is invalid.");
} else {
List<String> args;
args.push_back("--version");
int exitcode;
Error err = OS::get_singleton()->execute(p_path, args, nullptr, &exitcode);
if (err == OK && exitcode == 0) {
success = true;
} else {
error = TTR("Error executing this file (wrong version or architecture).");
}
}
if (success) {
path_status->set_text(TTR("FBX2glTF executable is valid."));
path_status->add_theme_color_override("font_color", path_status->get_theme_color(SNAME("success_color"), EditorStringName(Editor)));
get_ok_button()->set_disabled(false);
} else {
path_status->set_text(error);
path_status->add_theme_color_override("font_color", path_status->get_theme_color(SNAME("error_color"), EditorStringName(Editor)));
get_ok_button()->set_disabled(true);
}
}
void FBXImporterManager::_select_file(const String &p_path) {
fbx_path->set_text(p_path);
_validate_path(p_path);
}
void FBXImporterManager::_path_confirmed() {
String path = fbx_path->get_text();
EditorSettings::get_singleton()->set("filesystem/import/fbx2gltf/fbx2gltf_path", path);
EditorSettings::get_singleton()->save();
}
void FBXImporterManager::_cancel_setup() {
if (!is_importing) {
return; // No worry.
}
// No escape.
ProjectSettings::get_singleton()->set("filesystem/import/fbx2gltf/enabled", false);
ProjectSettings::get_singleton()->save();
EditorNode::get_singleton()->save_all_scenes();
EditorNode::get_singleton()->restart_editor();
}
void FBXImporterManager::_browse_install() {
if (fbx_path->get_text() != String()) {
browse_dialog->set_current_file(fbx_path->get_text());
}
browse_dialog->popup_centered_ratio();
}
FBXImporterManager *FBXImporterManager::singleton = nullptr;
FBXImporterManager::FBXImporterManager() {
singleton = this;
set_title(TTR("Configure FBX Importer"));
VBoxContainer *vb = memnew(VBoxContainer);
vb->add_child(memnew(Label(TTR("FBX2glTF is required for importing FBX files if using FBX2glTF.\nAlternatively, you can use ufbx by disabling FBX2glTF.\nPlease download the necessary tool and provide a valid path to the binary:"))));
LinkButton *lb = memnew(LinkButton);
lb->set_text(TTR("Click this link to download FBX2glTF"));
lb->set_uri("https://godotengine.org/fbx-import");
vb->add_child(lb);
HBoxContainer *hb = memnew(HBoxContainer);
fbx_path = memnew(LineEdit);
fbx_path->set_h_size_flags(Control::SIZE_EXPAND_FILL);
hb->add_child(fbx_path);
fbx_path_browse = memnew(Button);
hb->add_child(fbx_path_browse);
fbx_path_browse->set_text(TTR("Browse"));
fbx_path_browse->connect("pressed", callable_mp(this, &FBXImporterManager::_browse_install));
hb->set_h_size_flags(Control::SIZE_EXPAND_FILL);
hb->set_custom_minimum_size(Size2(400 * EDSCALE, 0));
vb->add_child(hb);
path_status = memnew(Label);
vb->add_child(path_status);
add_child(vb);
fbx_path->connect("text_changed", callable_mp(this, &FBXImporterManager::_validate_path));
get_ok_button()->set_text(TTR("Confirm Path"));
get_cancel_button()->connect("pressed", callable_mp(this, &FBXImporterManager::_cancel_setup));
browse_dialog = memnew(EditorFileDialog);
browse_dialog->set_access(EditorFileDialog::ACCESS_FILESYSTEM);
browse_dialog->set_file_mode(EditorFileDialog::FILE_MODE_OPEN_FILE);
#ifdef WINDOWS_ENABLED
browse_dialog->add_filter("*.exe");
#endif
browse_dialog->connect("file_selected", callable_mp(this, &FBXImporterManager::_select_file));
add_child(browse_dialog);
}