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Merge pull request #59691 from akien-mga/remove-adhoc-fbx-importer

Rémi Verschelde 3 years ago
parent
commit
118f29694b
54 changed files with 0 additions and 14522 deletions
  1. 0 7
      COPYRIGHT.txt
  2. 0 32
      doc/classes/EditorSceneFormatImporterFBX.xml
  3. 0 196
      modules/fbx/README.md
  4. 0 18
      modules/fbx/SCsub
  5. 0 16
      modules/fbx/config.py
  6. 0 46
      modules/fbx/data/fbx_anim_container.h
  7. 0 56
      modules/fbx/data/fbx_bone.cpp
  8. 0 90
      modules/fbx/data/fbx_bone.h
  9. 0 468
      modules/fbx/data/fbx_material.cpp
  10. 0 285
      modules/fbx/data/fbx_material.h
  11. 0 1446
      modules/fbx/data/fbx_mesh_data.cpp
  12. 0 200
      modules/fbx/data/fbx_mesh_data.h
  13. 0 63
      modules/fbx/data/fbx_node.h
  14. 0 130
      modules/fbx/data/fbx_skeleton.cpp
  15. 0 53
      modules/fbx/data/fbx_skeleton.h
  16. 0 112
      modules/fbx/data/import_state.h
  17. 0 52
      modules/fbx/data/model_abstraction.h
  18. 0 307
      modules/fbx/data/pivot_transform.cpp
  19. 0 115
      modules/fbx/data/pivot_transform.h
  20. 0 1463
      modules/fbx/editor_scene_importer_fbx.cpp
  21. 0 136
      modules/fbx/editor_scene_importer_fbx.h
  22. 0 283
      modules/fbx/fbx_parser/ByteSwapper.h
  23. 0 183
      modules/fbx/fbx_parser/CREDITS
  24. 0 273
      modules/fbx/fbx_parser/FBXAnimation.cpp
  25. 0 442
      modules/fbx/fbx_parser/FBXBinaryTokenizer.cpp
  26. 0 110
      modules/fbx/fbx_parser/FBXCommon.h
  27. 0 271
      modules/fbx/fbx_parser/FBXDeformer.cpp
  28. 0 636
      modules/fbx/fbx_parser/FBXDocument.cpp
  29. 0 1252
      modules/fbx/fbx_parser/FBXDocument.h
  30. 0 141
      modules/fbx/fbx_parser/FBXDocumentUtil.cpp
  31. 0 134
      modules/fbx/fbx_parser/FBXDocumentUtil.h
  32. 0 162
      modules/fbx/fbx_parser/FBXImportSettings.h
  33. 0 388
      modules/fbx/fbx_parser/FBXMaterial.cpp
  34. 0 459
      modules/fbx/fbx_parser/FBXMeshGeometry.cpp
  35. 0 263
      modules/fbx/fbx_parser/FBXMeshGeometry.h
  36. 0 171
      modules/fbx/fbx_parser/FBXModel.cpp
  37. 0 174
      modules/fbx/fbx_parser/FBXNodeAttribute.cpp
  38. 0 111
      modules/fbx/fbx_parser/FBXParseTools.h
  39. 0 1322
      modules/fbx/fbx_parser/FBXParser.cpp
  40. 0 270
      modules/fbx/fbx_parser/FBXParser.h
  41. 0 104
      modules/fbx/fbx_parser/FBXPose.cpp
  42. 0 245
      modules/fbx/fbx_parser/FBXProperties.cpp
  43. 0 212
      modules/fbx/fbx_parser/FBXProperties.h
  44. 0 253
      modules/fbx/fbx_parser/FBXTokenizer.cpp
  45. 0 203
      modules/fbx/fbx_parser/FBXTokenizer.h
  46. 0 222
      modules/fbx/fbx_parser/FBXUtil.cpp
  47. 0 122
      modules/fbx/fbx_parser/FBXUtil.h
  48. 0 39
      modules/fbx/fbx_parser/LICENSE
  49. 0 58
      modules/fbx/register_types.cpp
  50. 0 37
      modules/fbx/register_types.h
  51. 0 151
      modules/fbx/tools/import_utils.cpp
  52. 0 400
      modules/fbx/tools/import_utils.h
  53. 0 48
      modules/fbx/tools/validation_tools.cpp
  54. 0 92
      modules/fbx/tools/validation_tools.h

+ 0 - 7
COPYRIGHT.txt

@@ -63,13 +63,6 @@ Copyright: 2011, Ole Kniemeyer, MAXON, www.maxon.net
  2014-2022, Godot Engine contributors.
 License: Expat and Zlib
 
-Files: ./modules/fbx/fbx_parser/
-Comment: Open Asset Import Library (FBX parser)
-Copyright: 2006-2020, assimp team
- 2007-2022, Juan Linietsky, Ariel Manzur.
- 2014-2022, Godot Engine contributors.
-License: BSD-3-clause
-
 Files: ./platform/android/java/lib/aidl/com/android/*
  ./platform/android/java/lib/res/layout/status_bar_ongoing_event_progress_bar.xml
  ./platform/android/java/lib/src/com/google/android/*

+ 0 - 32
doc/classes/EditorSceneFormatImporterFBX.xml

@@ -1,32 +0,0 @@
-<?xml version="1.0" encoding="UTF-8" ?>
-<class name="EditorSceneFormatImporterFBX" inherits="EditorSceneFormatImporter" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
-	<brief_description>
-		FBX 3D asset importer.
-	</brief_description>
-	<description>
-		This is an FBX 3D asset importer with full support for most FBX features.
-		If exporting a FBX scene from Autodesk Maya, use these FBX export settings:
-		[codeblock]
-		- Smoothing Groups
-		- Smooth Mesh
-		- Triangluate (for meshes with blend shapes)
-		- Bake Animation
-		- Resample All
-		- Deformed Models
-		- Skins
-		- Blend Shapes
-		- Curve Filters
-		- Constant Key Reducer
-		- Auto Tangents Only
-		- *Do not check* Constraints (as it will break the file)
-		- Can check Embed Media (embeds textures into the exported FBX file)
-		  - Note that when importing embedded media, the texture and mesh will be a single immutable file.
-		  - You will have to re-export then re-import the FBX if the texture has changed.
-		- Units: Centimeters
-		- Up Axis: Y
-		- Binary format in FBX 2017
-		[/codeblock]
-	</description>
-	<tutorials>
-	</tutorials>
-</class>

+ 0 - 196
modules/fbx/README.md

@@ -1,196 +0,0 @@
-# Open Source FBX Specification for the Importer
-
-The goal of this document is to make everything in FBX clearly stated, any errors will be corrected over time this
-is a first draft.
-
-## fbx parser - originally from assimp
-
-- Folder: /modules/fbx/fbx_parser
-- Upstream: assimp
-- Original Version: git (308db73d0b3c2d1870cd3e465eaa283692a4cf23, 2019)
-- License: BSD-3-Clause
-
-This can never be updated from upstream, we have heavily modified the parser to provide memory safety and add some
-functionality. If anything we should give this parser back to assimp at some point as it has a lot of new features.
-
-# Updating assimp fbx parser
-
-Don't. It's not possible the code is rewritten in many areas to remove thirdparty deps and various bugs are fixed.
-
-Many days were put into rewriting the parser to use safe code and safe memory accessors.
-
-# File Headers
-
-FBX Binaries start with the header "Kaydara FBX Binary"
-
-FBX ASCII documents contain a larger header, sometimes with copyright information for a file.
-
-Detecting these is pretty simple.
-
-# What is an OP link?
-It's an object to property link. It lists the properties for that object in some cases. Source and destination based by
-ID.
-
-# What is a OO link?
-Its an object to object link, it contains the ID source and destination ID.
-
-# FBX Node connections
-
-Nodes in FBX are connected using OO links, This means Object to Object.
-
-FBX has a single other kind of link which is Object Property, this is used for Object to Property Links, this can be
- extra attributes, defaults, or even some simple settings.
-
-# Bones / Joints / Locators
-
-Bones in FBX are nodes, they initially have the Model:: Type, then have links to SubDeformer the sub deformer
-is part of the skin there is also an explicit Skin link, which then links to the geometry using OO links in the
-document.
-
-# Rotation Order in FBX compared to Godot
-
-**Godot uses the rotation order:** YXZ
-
-**FBX has dynamic rotation order to prevent gimbal lock with complex animations**
-
-```cpp
-enum RotOrder {
-	RotOrder_EulerXYZ = 0
-	RotOrder_EulerXZY,
-	RotOrder_EulerYZX,
-	RotOrder_EulerYXZ,
-	RotOrder_EulerZXY,
-	RotOrder_EulerZYX,
-	RotOrder_SphericXYZ // nobody uses this - as far as we can tell
-};
-```
-
-
-# Pivot transforms
-
-### Pivot description:
-- Maya and 3DS max consider everything to be in node space (bones joints, skins, lights, cameras, etc)
-- Everything is a node, this means essentially nodes are auto or variants
-- They are local to the node in the tree.
-- They are used to calculate where a node is in space
-```c++
-// For a better reference you can check editor_scene_importer_fbx.h
-// references: GenFBXTransform / read the data in
-// references: ComputePivotTransform / run the calculation
-// This is the local pivot transform for the node, not the global transforms
-Transform ComputePivotTransform(
-		Transform3D chain[TransformationComp_MAXIMUM],
-		Transform3D &geometric_transform) {
-	// Maya pivots
-	Transform3D T = chain[TransformationComp_Translation];
-	Transform3D Roff = chain[TransformationComp_RotationOffset];
-	Transform3D Rp = chain[TransformationComp_RotationPivot];
-	Transform3D Rpre = chain[TransformationComp_PreRotation];
-	Transform3D R = chain[TransformationComp_Rotation];
-	Transform3D Rpost = chain[TransformationComp_PostRotation];
-	Transform3D Soff = chain[TransformationComp_ScalingOffset];
-	Transform3D Sp = chain[TransformationComp_ScalingPivot];
-	Transform3D S = chain[TransformationComp_Scaling];
-
-	// 3DS Max Pivots
-	Transform3D OT = chain[TransformationComp_GeometricTranslation];
-	Transform3D OR = chain[TransformationComp_GeometricRotation];
-	Transform3D OS = chain[TransformationComp_GeometricScaling];
-
-	// Calculate 3DS max pivot transform - use geometric space (e.g doesn't effect children nodes only the current node)
-	geometric_transform = OT * OR * OS;
-	// Calculate standard maya pivots
-	return T * Roff * Rp * Rpre * R * Rpost.inverse() * Rp.inverse() * Soff * Sp * S * Sp.inverse();
-}
-```
-
-# Transform inheritance for FBX Nodes
-
-The goal of below is to explain why they implement this in the first place.
-
-The use case is to make nodes have an option to override their local scaling or to make scaling influenced by orientation, which i would imagine would be useful for when you need to rotate a node and the child to scale based on the orientation rather than setting on the rotation matrix planes.
-```cpp
-// not modified the formatting here since this code must remain clear
-enum TransformInheritance {
-	Transform_RrSs = 0,
-	// Parent Rotation * Local Rotation * Parent Scale * Local Scale  -- Parent Rotation Offset * Parent ScalingOffset (Local scaling is offset by rotation of parent node)
-	Transform_RSrs = 1, // Parent Rotation * Parent Scale * Local Rotation * Local Scale -- Parent * Local (normal mode)
-	Transform_Rrs = 2, // Parent Rotation * Local Rotation * Local Scale -- Node transform scale is the only relevant component
-	TransformInheritance_MAX // end-of-enum sentinel
-};
-
-enum TransformInheritance {
-	Transform_RrSs = 0,
-	// Local scaling is offset by rotation of parent node
-	Transform_RSrs = 1,
-	// Parent * Local (normal mode)
-	Transform_Rrs = 2,
-	// Node transform scale is the only relevant component
-	TransformInheritance_MAX // end-of-enum sentinel
-};
-```
-
-# Axis in FBX
-
-Godot has one format for the declared axis
-
-AXIS X, AXIS Y, -AXIS Z
-
-FBX supports any format you can think of. As it has to support Maya and 3DS Max.
-
-#### FBX File Header
-```json
-GlobalSettings:  {
-	Version: 1000
-	Properties70:  {
-		P: "UpAxis", "int", "Integer", "",1
-		P: "UpAxisSign", "int", "Integer", "",1
-		P: "FrontAxis", "int", "Integer", "",2
-		P: "FrontAxisSign", "int", "Integer", "",1
-		P: "CoordAxis", "int", "Integer", "",0
-		P: "CoordAxisSign", "int", "Integer", "",1
-		P: "OriginalUpAxis", "int", "Integer", "",1
-		P: "OriginalUpAxisSign", "int", "Integer", "",1
-		P: "UnitScaleFactor", "double", "Number", "",1
-		P: "OriginalUnitScaleFactor", "double", "Number", "",1
-		P: "AmbientColor", "ColorRGB", "Color", "",0,0,0
-		P: "DefaultCamera", "KString", "", "", "Producer Perspective"
-		P: "TimeMode", "enum", "", "",6
-		P: "TimeProtocol", "enum", "", "",2
-		P: "SnapOnFrameMode", "enum", "", "",0
-		P: "TimeSpanStart", "KTime", "Time", "",0
-		P: "TimeSpanStop", "KTime", "Time", "",92372316000
-		P: "CustomFrameRate", "double", "Number", "",-1
-		P: "TimeMarker", "Compound", "", ""
-		P: "CurrentTimeMarker", "int", "Integer", "",-1
-	}
-}
-```
-
-#### FBX FILE declares axis dynamically using FBX header
-Coord is X
-Up is Y
-Front is Z
-
-#### GODOT - constant reference point
-Coord is X positive,
-Y is up positive,
-Front is -Z negative
-
-### Explaining MeshGeometry indexing
-
-Reference type declared:
-- Direct (directly related to the mapping information type)
-- IndexToDirect (Map with key value, meaning depends on the MappingInformationType)
-
-ControlPoint is a vertex
-* None The mapping is undetermined.
-* ByVertex There will be one mapping coordinate for each surface control point/vertex.
-    * If you have direct reference type vertices [x]
-    * If you have IndexToDirect reference type the UV
-* ByPolygonVertex There will be one mapping coordinate for each vertex, for every polygon of which it is a part. This means that a vertex will have as many mapping coordinates as polygons of which it is a part. (Sorted by polygon, referencing vertex)
-* ByPolygon There can be only one mapping coordinate for the whole polygon.
-    * One mapping per polygon polygon x has this normal x
-    * For each vertex of the polygon then set the normal to x
-* ByEdge There will be one mapping coordinate for each unique edge in the mesh. This is meant to be used with smoothing layer elements. (Mapping is referencing the edge id)
-* AllSame There can be only one mapping coordinate for the whole surface.

+ 0 - 18
modules/fbx/SCsub

@@ -1,18 +0,0 @@
-#!/usr/bin/env python
-
-Import("env")
-Import("env_modules")
-
-env_fbx = env_modules.Clone()
-
-# Make includes relative to the folder path specified here so our includes are clean
-env_fbx.Prepend(CPPPATH=["#modules/fbx/"])
-
-if env["builtin_zlib"]:
-    env_fbx.Prepend(CPPPATH=["#thirdparty/zlib/"])
-
-# Godot's own source files
-env_fbx.add_source_files(env.modules_sources, "tools/*.cpp")
-env_fbx.add_source_files(env.modules_sources, "data/*.cpp")
-env_fbx.add_source_files(env.modules_sources, "fbx_parser/*.cpp")
-env_fbx.add_source_files(env.modules_sources, "*.cpp")

+ 0 - 16
modules/fbx/config.py

@@ -1,16 +0,0 @@
-def can_build(env, platform):
-    return env["tools"]
-
-
-def configure(env):
-    pass
-
-
-def get_doc_classes():
-    return [
-        "EditorSceneImporterFBX",
-    ]
-
-
-def get_doc_path():
-    return "doc_classes"

+ 0 - 46
modules/fbx/data/fbx_anim_container.h

@@ -1,46 +0,0 @@
-/*************************************************************************/
-/*  fbx_anim_container.h                                                 */
-/*************************************************************************/
-/*                       This file is part of:                           */
-/*                           GODOT ENGINE                                */
-/*                      https://godotengine.org                          */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2022 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.                */
-/*************************************************************************/
-
-#ifndef FBX_ANIM_CONTAINER_H
-#define FBX_ANIM_CONTAINER_H
-
-#include "core/math/vector3.h"
-
-// Generic keyframes 99.99 percent of files will be vector3, except if quat interp is used, or visibility tracks
-// FBXTrack is used in a map in the implementation in fbx/editor_scene_importer_fbx.cpp
-// to avoid having to rewrite the entire logic I refactored this into the code instead.
-// once it works I can rewrite so we can add the fun misc features / small features
-struct FBXTrack {
-	bool has_default = false;
-	Vector3 default_value;
-	std::map<int64_t, Vector3> keyframes;
-};
-
-#endif //MODEL_ABSTRACTION_ANIM_CONTAINER_H

+ 0 - 56
modules/fbx/data/fbx_bone.cpp

@@ -1,56 +0,0 @@
-/*************************************************************************/
-/*  fbx_bone.cpp                                                         */
-/*************************************************************************/
-/*                       This file is part of:                           */
-/*                           GODOT ENGINE                                */
-/*                      https://godotengine.org                          */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2022 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 "fbx_bone.h"
-
-#include "fbx_node.h"
-#include "import_state.h"
-
-Ref<FBXNode> FBXSkinDeformer::get_link(const ImportState &state) const {
-	print_verbose("bone name: " + bone->bone_name);
-
-	// safe for when deformers must be polyfilled when skin has different count of binds to bones in the scene ;)
-	if (!cluster) {
-		return nullptr;
-	}
-
-	ERR_FAIL_COND_V_MSG(cluster->TargetNode() == nullptr, nullptr, "bone has invalid target node");
-
-	Ref<FBXNode> link_node;
-	uint64_t id = cluster->TargetNode()->ID();
-	if (state.fbx_target_map.has(id)) {
-		link_node = state.fbx_target_map[id];
-	} else {
-		print_error("link node not found for " + itos(id));
-	}
-
-	// the node in space this is for, like if it's FOR a target.
-	return link_node;
-}

+ 0 - 90
modules/fbx/data/fbx_bone.h

@@ -1,90 +0,0 @@
-/*************************************************************************/
-/*  fbx_bone.h                                                           */
-/*************************************************************************/
-/*                       This file is part of:                           */
-/*                           GODOT ENGINE                                */
-/*                      https://godotengine.org                          */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2022 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.                */
-/*************************************************************************/
-
-#ifndef FBX_BONE_H
-#define FBX_BONE_H
-
-#include "fbx_node.h"
-#include "import_state.h"
-
-#include "fbx_parser/FBXDocument.h"
-
-struct PivotTransform;
-
-struct FBXBone : public RefCounted {
-	uint64_t parent_bone_id = 0;
-	uint64_t bone_id = 0;
-
-	bool valid_parent = false; // if the parent bone id is set up.
-	String bone_name = String(); // bone name
-
-	bool is_root_bone() const {
-		return !valid_parent;
-	}
-
-	// Godot specific data
-	int godot_bone_id = -2; // godot internal bone id assigned after import
-
-	// if a bone / armature is the root then FBX skeleton will contain the bone not any other skeleton.
-	// this is to support joints by themselves in scenes
-	bool valid_armature_id = false;
-	uint64_t armature_id = 0;
-
-	/* link node is the parent bone */
-	mutable const FBXDocParser::Geometry *geometry = nullptr;
-	mutable const FBXDocParser::ModelLimbNode *limb_node = nullptr;
-
-	void set_node(Ref<FBXNode> p_node) {
-		node = p_node;
-	}
-
-	// Stores the pivot xform for this bone
-
-	Ref<FBXNode> node = nullptr;
-	Ref<FBXBone> parent_bone = nullptr;
-	Ref<FBXSkeleton> fbx_skeleton = nullptr;
-};
-
-struct FBXSkinDeformer {
-	FBXSkinDeformer(Ref<FBXBone> p_bone, const FBXDocParser::Cluster *p_cluster) :
-			cluster(p_cluster), bone(p_bone) {}
-	~FBXSkinDeformer() {}
-	const FBXDocParser::Cluster *cluster;
-	Ref<FBXBone> bone;
-
-	/* get associate model - the model can be invalid sometimes */
-	Ref<FBXBone> get_associate_model() const {
-		return bone->parent_bone;
-	}
-
-	Ref<FBXNode> get_link(const ImportState &state) const;
-};
-
-#endif // FBX_BONE_H

+ 0 - 468
modules/fbx/data/fbx_material.cpp

@@ -1,468 +0,0 @@
-/*************************************************************************/
-/*  fbx_material.cpp                                                     */
-/*************************************************************************/
-/*                       This file is part of:                           */
-/*                           GODOT ENGINE                                */
-/*                      https://godotengine.org                          */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2022 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 "fbx_material.h"
-
-// FIXME: Shouldn't depend on core_bind.h! Use DirAccessRef like the rest of
-// the engine instead of core_bind::Directory.
-#include "core/core_bind.h"
-#include "scene/resources/material.h"
-#include "scene/resources/texture.h"
-#include "tools/validation_tools.h"
-
-String FBXMaterial::get_material_name() const {
-	return material_name;
-}
-
-void FBXMaterial::set_imported_material(FBXDocParser::Material *p_material) {
-	material = p_material;
-}
-
-void FBXMaterial::add_search_string(String p_filename, String p_current_directory, String search_directory, Vector<String> &texture_search_paths) {
-	if (search_directory.is_empty()) {
-		texture_search_paths.push_back(p_current_directory.get_base_dir().plus_file(p_filename));
-	} else {
-		texture_search_paths.push_back(p_current_directory.get_base_dir().plus_file(search_directory + "/" + p_filename));
-		texture_search_paths.push_back(p_current_directory.get_base_dir().plus_file("../" + search_directory + "/" + p_filename));
-	}
-}
-
-String find_file(const String &p_base, const String &p_file_to_find) {
-	core_bind::Directory dir;
-	dir.open(p_base);
-
-	dir.list_dir_begin();
-	String n = dir.get_next();
-	while (!n.is_empty()) {
-		if (n == "." || n == "..") {
-			n = dir.get_next();
-			continue;
-		}
-		if (dir.current_is_dir()) {
-			// Don't use `path_to` or the returned path will be wrong.
-			const String f = find_file(p_base + "/" + n, p_file_to_find);
-			if (!f.is_empty()) {
-				return f;
-			}
-		} else if (n == p_file_to_find) {
-			return p_base + "/" + n;
-		}
-		n = dir.get_next();
-	}
-	dir.list_dir_end();
-
-	return String();
-}
-
-// fbx will not give us good path information and let's not regex them to fix them
-// no relative paths are in fbx generally they have a rel field but it's populated incorrectly by the SDK.
-String FBXMaterial::find_texture_path_by_filename(const String p_filename, const String p_current_directory) {
-	core_bind::Directory dir;
-	Vector<String> paths;
-	add_search_string(p_filename, p_current_directory, "", paths);
-	add_search_string(p_filename, p_current_directory, "texture", paths);
-	add_search_string(p_filename, p_current_directory, "textures", paths);
-	add_search_string(p_filename, p_current_directory, "Textures", paths);
-	add_search_string(p_filename, p_current_directory, "materials", paths);
-	add_search_string(p_filename, p_current_directory, "mats", paths);
-	add_search_string(p_filename, p_current_directory, "pictures", paths);
-	add_search_string(p_filename, p_current_directory, "images", paths);
-
-	for (int i = 0; i < paths.size(); i++) {
-		if (dir.file_exists(paths[i])) {
-			return paths[i];
-		}
-	}
-
-	// We were not able to find the texture in the common locations,
-	// try to find it into the project globally.
-	// The common textures can be stored into one of those folders:
-	// res://asset
-	// res://texture
-	// res://material
-	// res://mat
-	// res://image
-	// res://picture
-	//
-	// Note the folders can also be called with custom names, like:
-	// res://my_assets
-	// since the keyword `asset` is into the directory name the textures will be
-	// searched there too.
-
-	dir.open("res://");
-	dir.list_dir_begin();
-	String n = dir.get_next();
-	while (!n.is_empty()) {
-		if (n == "." || n == "..") {
-			n = dir.get_next();
-			continue;
-		}
-		if (dir.current_is_dir()) {
-			const String lower_n = n.to_lower();
-			if (
-					// Don't need to use plural.
-					lower_n.find("asset") >= 0 ||
-					lower_n.find("texture") >= 0 ||
-					lower_n.find("material") >= 0 ||
-					lower_n.find("mat") >= 0 ||
-					lower_n.find("image") >= 0 ||
-					lower_n.find("picture") >= 0) {
-				// Don't use `path_to` or the returned path will be wrong.
-				const String f = find_file(String("res://") + n, p_filename);
-				if (!f.is_empty()) {
-					return f;
-				}
-			}
-		}
-		n = dir.get_next();
-	}
-	dir.list_dir_end();
-
-	return "";
-}
-
-template <class T>
-T extract_from_prop(FBXDocParser::PropertyPtr prop, const T &p_default, const std::string &p_name, const String &p_type) {
-	ERR_FAIL_COND_V_MSG(prop == nullptr, p_default, "invalid property passed to extractor");
-	const FBXDocParser::TypedProperty<T> *val = dynamic_cast<const FBXDocParser::TypedProperty<T> *>(prop);
-
-	ERR_FAIL_COND_V_MSG(val == nullptr, p_default, "The FBX is corrupted, the property `" + String(p_name.c_str()) + "` is a `" + String(typeid(*prop).name()) + "` but should be a " + p_type);
-	// Make sure to not lost any eventual opacity.
-	return val->Value();
-}
-
-Ref<StandardMaterial3D> FBXMaterial::import_material(ImportState &state) {
-	ERR_FAIL_COND_V(material == nullptr, nullptr);
-
-	const String p_fbx_current_directory = state.path;
-
-	Ref<StandardMaterial3D> spatial_material;
-	spatial_material.instantiate();
-
-	// read the material file
-	// is material two sided
-	// read material name
-	print_verbose("[material] material name: " + ImportUtils::FBXNodeToName(material->Name()));
-
-	material_name = ImportUtils::FBXNodeToName(material->Name());
-
-	for (const std::pair<std::string, const FBXDocParser::Texture *> iter : material->Textures()) {
-		const uint64_t texture_id = iter.second->ID();
-		const std::string &fbx_mapping_name = iter.first;
-		const FBXDocParser::Texture *fbx_texture_data = iter.second;
-		const String absolute_texture_path = iter.second->FileName().c_str();
-		const String texture_name = absolute_texture_path.get_file();
-		const String file_extension = absolute_texture_path.get_extension().to_upper();
-
-		const String debug_string = "texture id: " + itos(texture_id) + " texture name: " + String(iter.second->Name().c_str()) + " mapping name: " + String(fbx_mapping_name.c_str());
-		// remember errors STILL need this string at the end for when you aren't in verbose debug mode :) they need context for when you're not verbose-ing.
-		print_verbose(debug_string);
-
-		const String file_extension_uppercase = file_extension.to_upper();
-
-		if (fbx_transparency_flags.count(fbx_mapping_name) > 0) {
-			// just enable it later let's make this fine-tuned.
-			spatial_material->set_transparency(BaseMaterial3D::TRANSPARENCY_ALPHA);
-		}
-
-		ERR_CONTINUE_MSG(file_extension.is_empty(), "your texture has no file extension so we had to ignore it, let us know if you think this is wrong file an issue on github! " + debug_string);
-		ERR_CONTINUE_MSG(fbx_texture_map.count(fbx_mapping_name) <= 0, "This material has a texture with mapping name: " + String(fbx_mapping_name.c_str()) + " which is not yet supported by this importer. Consider opening an issue so we can support it.");
-		ERR_CONTINUE_MSG(
-				file_extension_uppercase != "PNG" &&
-						file_extension_uppercase != "JPEG" &&
-						file_extension_uppercase != "JPG" &&
-						file_extension_uppercase != "TGA" &&
-						file_extension_uppercase != "WEBP" &&
-						file_extension_uppercase != "DDS",
-				"The FBX file contains a texture with an unrecognized extension: " + file_extension_uppercase);
-
-		print_verbose("Getting FBX mapping mode for " + String(fbx_mapping_name.c_str()));
-		// get the texture map type
-		const StandardMaterial3D::TextureParam mapping_mode = fbx_texture_map.at(fbx_mapping_name);
-		print_verbose("Set FBX mapping mode to " + get_texture_param_name(mapping_mode));
-
-		Ref<Texture> texture;
-		print_verbose("texture mapping name: " + texture_name);
-
-		if (state.cached_image_searches.has(texture_name)) {
-			texture = state.cached_image_searches[texture_name];
-		} else {
-			String path = find_texture_path_by_filename(texture_name, p_fbx_current_directory);
-			if (!path.is_empty()) {
-				Ref<Texture2D> image_texture = ResourceLoader::load(path);
-
-				ERR_CONTINUE(image_texture.is_null());
-
-				texture = image_texture;
-				state.cached_image_searches.insert(texture_name, texture);
-				print_verbose("Created texture from loaded image file.");
-
-			} else if (fbx_texture_data != nullptr && fbx_texture_data->Media() != nullptr && fbx_texture_data->Media()->IsEmbedded()) {
-				// This is an embedded texture. Extract it.
-				Ref<Image> image;
-				//image.instantiate(); // oooo double instance bug? why make Image::_png_blah call
-
-				const String extension = texture_name.get_extension().to_upper();
-				if (extension == "PNG") {
-					// The stored file is a PNG.
-					image = Image::_png_mem_loader_func(fbx_texture_data->Media()->Content(), fbx_texture_data->Media()->ContentLength());
-					ERR_CONTINUE_MSG(image.is_valid() == false, "FBX Embedded PNG image load fail.");
-
-				} else if (
-						extension == "JPEG" ||
-						extension == "JPG") {
-					// The stored file is a JPEG.
-					image = Image::_jpg_mem_loader_func(fbx_texture_data->Media()->Content(), fbx_texture_data->Media()->ContentLength());
-					ERR_CONTINUE_MSG(image.is_valid() == false, "FBX Embedded JPEG image load fail.");
-
-				} else if (extension == "TGA") {
-					// The stored file is a TGA.
-					image = Image::_tga_mem_loader_func(fbx_texture_data->Media()->Content(), fbx_texture_data->Media()->ContentLength());
-					ERR_CONTINUE_MSG(image.is_valid() == false, "FBX Embedded TGA image load fail.");
-
-				} else if (extension == "WEBP") {
-					// The stored file is a WEBP.
-					image = Image::_webp_mem_loader_func(fbx_texture_data->Media()->Content(), fbx_texture_data->Media()->ContentLength());
-					ERR_CONTINUE_MSG(image.is_valid() == false, "FBX Embedded WEBP image load fail.");
-
-					// } else if (extension == "DDS") {
-					// 	// In this moment is not possible to extract a DDS from a buffer, TODO consider add it to godot. See `textureloader_dds.cpp::load().
-					// 	// The stored file is a DDS.
-				} else {
-					ERR_CONTINUE_MSG(true, "The embedded image with extension: " + extension + " is not yet supported. Open an issue please.");
-				}
-
-				Ref<ImageTexture> image_texture;
-				image_texture.instantiate();
-				image_texture->create_from_image(image);
-
-				texture = image_texture;
-
-				// TODO: this is potentially making something with the same name have a match incorrectly USE FBX ID as Hash. #fuck it later.
-				state.cached_image_searches[texture_name] = texture;
-				print_verbose("Created texture from embedded image.");
-			} else {
-				ERR_CONTINUE_MSG(true, "The FBX texture, with name: `" + texture_name + "`, is not found into the project nor is stored as embedded file. Make sure to insert the texture as embedded file or into the project, then reimport.");
-			}
-		}
-
-		spatial_material->set_texture(mapping_mode, texture);
-	}
-
-	if (spatial_material.is_valid()) {
-		spatial_material->set_name(material_name);
-	}
-
-	/// ALL below is related to properties
-	for (FBXDocParser::LazyPropertyMap::value_type iter : material->GetLazyProperties()) {
-		const std::string name = iter.first;
-
-		if (name.empty()) {
-			continue;
-		}
-
-		PropertyDesc desc = PROPERTY_DESC_NOT_FOUND;
-		if (fbx_properties_desc.count(name) > 0) {
-			desc = fbx_properties_desc.at(name);
-		}
-
-		// check if we can ignore this it will be done at the next phase
-		if (desc == PROPERTY_DESC_NOT_FOUND || desc == PROPERTY_DESC_IGNORE) {
-			// count the texture mapping references. Skip this one if it's found and we can't look up a property value.
-			if (fbx_texture_map.count(name) > 0) {
-				continue; // safe to ignore it's a texture mapping.
-			}
-		}
-
-		if (desc == PROPERTY_DESC_IGNORE) {
-			//WARN_PRINT("[Ignored] The FBX material parameter: `" + String(name.c_str()) + "` is ignored.");
-			continue;
-		} else {
-			print_verbose("FBX Material parameter: " + String(name.c_str()));
-
-			// Check for Diffuse material system / lambert materials / legacy basically
-			if (name == "Diffuse" && !warning_non_pbr_material) {
-				ValidationTracker::get_singleton()->add_validation_error(state.path, "Invalid material settings change to Ai Standard Surface shader, mat name: " + material_name.c_escape());
-				warning_non_pbr_material = true;
-			}
-		}
-
-		// DISABLE when adding support for all weird and wonderful material formats
-		if (desc == PROPERTY_DESC_NOT_FOUND) {
-			continue;
-		}
-
-		ERR_CONTINUE_MSG(desc == PROPERTY_DESC_NOT_FOUND, "The FBX material parameter: `" + String(name.c_str()) + "` was not recognized. Please open an issue so we can add the support to it.");
-
-		const FBXDocParser::PropertyTable *tbl = material;
-		FBXDocParser::PropertyPtr prop = tbl->Get(name);
-
-		ERR_CONTINUE_MSG(prop == nullptr, "This file may be corrupted because is not possible to extract the material parameter: " + String(name.c_str()));
-
-		if (spatial_material.is_null()) {
-			// Done here so if no data no material is created.
-			spatial_material.instantiate();
-		}
-
-		const FBXDocParser::TypedProperty<real_t> *real_value = dynamic_cast<const FBXDocParser::TypedProperty<real_t> *>(prop);
-		const FBXDocParser::TypedProperty<Vector3> *vector_value = dynamic_cast<const FBXDocParser::TypedProperty<Vector3> *>(prop);
-
-		if (!real_value && !vector_value) {
-			//WARN_PRINT("unsupported datatype in property: " + String(name.c_str()));
-			continue;
-		}
-
-		if (vector_value && !real_value) {
-			if (vector_value->Value() == Vector3(0, 0, 0) && !real_value) {
-				continue;
-			}
-		}
-
-		switch (desc) {
-			case PROPERTY_DESC_ALBEDO_COLOR: {
-				if (vector_value) {
-					const Vector3 &color = vector_value->Value();
-					// Make sure to not lost any eventual opacity.
-					if (color != Vector3(0, 0, 0)) {
-						Color c = Color();
-						c[0] = color[0];
-						c[1] = color[1];
-						c[2] = color[2];
-						spatial_material->set_albedo(c);
-					}
-
-				} else if (real_value) {
-					print_error("albedo is unsupported format?");
-				}
-			} break;
-			case PROPERTY_DESC_TRANSPARENT: {
-				if (real_value) {
-					const real_t opacity = real_value->Value();
-					if (opacity < (1.0 - CMP_EPSILON)) {
-						Color c = spatial_material->get_albedo();
-						c.a = opacity;
-						spatial_material->set_albedo(c);
-
-						spatial_material->set_transparency(BaseMaterial3D::TRANSPARENCY_ALPHA);
-						spatial_material->set_depth_draw_mode(BaseMaterial3D::DEPTH_DRAW_OPAQUE_ONLY);
-					}
-				} else if (vector_value) {
-					print_error("unsupported transparent desc type vector!");
-				}
-			} break;
-			case PROPERTY_DESC_SPECULAR: {
-				if (real_value) {
-					print_verbose("specular real value: " + rtos(real_value->Value()));
-					spatial_material->set_specular(MIN(1.0, real_value->Value()));
-				}
-
-				if (vector_value) {
-					print_error("unsupported specular vector value: " + vector_value->Value());
-				}
-			} break;
-
-			case PROPERTY_DESC_SPECULAR_COLOR: {
-				if (vector_value) {
-					print_error("unsupported specular color: " + vector_value->Value());
-				}
-			} break;
-			case PROPERTY_DESC_SHINYNESS: {
-				if (real_value) {
-					print_error("unsupported shinyness:" + rtos(real_value->Value()));
-				}
-			} break;
-			case PROPERTY_DESC_METALLIC: {
-				if (real_value) {
-					print_verbose("metallic real value: " + rtos(real_value->Value()));
-					spatial_material->set_metallic(MIN(1.0f, real_value->Value()));
-				} else {
-					print_error("unsupported value type for metallic");
-				}
-			} break;
-			case PROPERTY_DESC_ROUGHNESS: {
-				if (real_value) {
-					print_verbose("roughness real value: " + rtos(real_value->Value()));
-					spatial_material->set_roughness(MIN(1.0f, real_value->Value()));
-				} else {
-					print_error("unsupported value type for roughness");
-				}
-			} break;
-			case PROPERTY_DESC_COAT: {
-				if (real_value) {
-					print_verbose("clearcoat real value: " + rtos(real_value->Value()));
-					spatial_material->set_clearcoat(MIN(1.0f, real_value->Value()));
-				} else {
-					print_error("unsupported value type for clearcoat");
-				}
-			} break;
-			case PROPERTY_DESC_COAT_ROUGHNESS: {
-				// meaning is that approx equal to zero is disabled not actually zero. ;)
-				if (real_value && Math::is_zero_approx(real_value->Value())) {
-					print_verbose("clearcoat real value: " + rtos(real_value->Value()));
-					spatial_material->set_clearcoat_roughness(real_value->Value());
-				} else {
-					print_error("unsupported value type for clearcoat gloss");
-				}
-			} break;
-			case PROPERTY_DESC_EMISSIVE: {
-				if (real_value && Math::is_zero_approx(real_value->Value())) {
-					print_verbose("Emissive real value: " + rtos(real_value->Value()));
-					spatial_material->set_emission_energy(real_value->Value());
-				} else if (vector_value && !vector_value->Value().is_equal_approx(Vector3(0, 0, 0))) {
-					const Vector3 &color = vector_value->Value();
-					Color c;
-					c[0] = color[0];
-					c[1] = color[1];
-					c[2] = color[2];
-					spatial_material->set_emission(c);
-				}
-			} break;
-			case PROPERTY_DESC_EMISSIVE_COLOR: {
-				if (vector_value && !vector_value->Value().is_equal_approx(Vector3(0, 0, 0))) {
-					const Vector3 &color = vector_value->Value();
-					Color c;
-					c[0] = color[0];
-					c[1] = color[1];
-					c[2] = color[2];
-					spatial_material->set_emission(c);
-				} else {
-					print_error("unsupported value type for emissive color");
-				}
-			} break;
-			case PROPERTY_DESC_NOT_FOUND:
-			case PROPERTY_DESC_IGNORE:
-				break;
-			default:
-				break;
-		}
-	}
-
-	return spatial_material;
-}

+ 0 - 285
modules/fbx/data/fbx_material.h

@@ -1,285 +0,0 @@
-/*************************************************************************/
-/*  fbx_material.h                                                       */
-/*************************************************************************/
-/*                       This file is part of:                           */
-/*                           GODOT ENGINE                                */
-/*                      https://godotengine.org                          */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2022 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.                */
-/*************************************************************************/
-
-#ifndef FBX_MATERIAL_H
-#define FBX_MATERIAL_H
-
-#include "tools/import_utils.h"
-
-#include "core/object/ref_counted.h"
-#include "core/string/ustring.h"
-
-struct FBXMaterial : public RefCounted {
-	String material_name = String();
-	bool warning_non_pbr_material = false;
-	FBXDocParser::Material *material = nullptr;
-
-	/* Godot materials
-	 *** Texture Maps:
-	 * Albedo - color, texture
-	 * Metallic - specular, metallic, texture
-	 * Roughness - roughness, texture
-	 * Emission - color, texture
-	 * Normal Map - scale, texture
-	 * Ambient Occlusion - texture
-	 * Refraction - scale, texture
-	 *** Has Settings for:
-	 * UV1 - SCALE, OFFSET
-	 * UV2 - SCALE, OFFSET
-	 *** Flags for
-	 * Transparent
-	 * Cull Mode
-	 */
-
-	enum class MapMode {
-		AlbedoM = 0,
-		MetallicM,
-		SpecularM,
-		EmissionM,
-		RoughnessM,
-		NormalM,
-		AmbientOcclusionM,
-		RefractionM,
-		ReflectionM,
-	};
-
-	/* Returns the string representation of the TextureParam enum */
-	static String get_texture_param_name(StandardMaterial3D::TextureParam param) {
-		switch (param) {
-			case StandardMaterial3D::TEXTURE_ALBEDO:
-				return "TEXTURE_ALBEDO";
-			case StandardMaterial3D::TEXTURE_METALLIC:
-				return "TEXTURE_METALLIC";
-			case StandardMaterial3D::TEXTURE_ROUGHNESS:
-				return "TEXTURE_ROUGHNESS";
-			case StandardMaterial3D::TEXTURE_EMISSION:
-				return "TEXTURE_EMISSION";
-			case StandardMaterial3D::TEXTURE_NORMAL:
-				return "TEXTURE_NORMAL";
-			case StandardMaterial3D::TEXTURE_RIM:
-				return "TEXTURE_RIM";
-			case StandardMaterial3D::TEXTURE_CLEARCOAT:
-				return "TEXTURE_CLEARCOAT";
-			case StandardMaterial3D::TEXTURE_FLOWMAP:
-				return "TEXTURE_FLOWMAP";
-			case StandardMaterial3D::TEXTURE_AMBIENT_OCCLUSION:
-				return "TEXTURE_AMBIENT_OCCLUSION";
-				//			case StandardMaterial3D::TEXTURE_DEPTH: // TODO: work out how to make this function again!
-				//				return "TEXTURE_DEPTH";
-			case StandardMaterial3D::TEXTURE_SUBSURFACE_SCATTERING:
-				return "TEXTURE_SUBSURFACE_SCATTERING";
-				//			case StandardMaterial3D::TEXTURE_TRANSMISSION: // TODO: work out how to make this function again!
-				//				return "TEXTURE_TRANSMISSION";
-			case StandardMaterial3D::TEXTURE_REFRACTION:
-				return "TEXTURE_REFRACTION";
-			case StandardMaterial3D::TEXTURE_DETAIL_MASK:
-				return "TEXTURE_DETAIL_MASK";
-			case StandardMaterial3D::TEXTURE_DETAIL_ALBEDO:
-				return "TEXTURE_DETAIL_ALBEDO";
-			case StandardMaterial3D::TEXTURE_DETAIL_NORMAL:
-				return "TEXTURE_DETAIL_NORMAL";
-			case StandardMaterial3D::TEXTURE_MAX:
-				return "TEXTURE_MAX";
-			default:
-				return "broken horribly";
-		}
-	};
-
-	// TODO make this static?
-	const std::map<std::string, bool> fbx_transparency_flags = {
-		/* Transparent */
-		{ "TransparentColor", true },
-		{ "Maya|opacity", true }
-	};
-
-	// TODO make this static?
-	const std::map<std::string, StandardMaterial3D::TextureParam> fbx_texture_map = {
-		/* Diffuse */
-		{ "Maya|base", StandardMaterial3D::TextureParam::TEXTURE_ALBEDO },
-		{ "DiffuseColor", StandardMaterial3D::TextureParam::TEXTURE_ALBEDO },
-		{ "Maya|DiffuseTexture", StandardMaterial3D::TextureParam::TEXTURE_ALBEDO },
-		{ "Maya|baseColor", StandardMaterial3D::TextureParam::TEXTURE_ALBEDO },
-		{ "Maya|baseColor|file", StandardMaterial3D::TextureParam::TEXTURE_ALBEDO },
-		{ "3dsMax|Parameters|base_color_map", StandardMaterial3D::TextureParam::TEXTURE_ALBEDO },
-		{ "Maya|TEX_color_map|file", StandardMaterial3D::TextureParam::TEXTURE_ALBEDO },
-		{ "Maya|TEX_color_map", StandardMaterial3D::TextureParam::TEXTURE_ALBEDO },
-		/* Emission */
-		{ "EmissiveColor", StandardMaterial3D::TextureParam::TEXTURE_EMISSION },
-		{ "EmissiveFactor", StandardMaterial3D::TextureParam::TEXTURE_EMISSION },
-		{ "Maya|emissionColor", StandardMaterial3D::TextureParam::TEXTURE_EMISSION },
-		{ "Maya|emissionColor|file", StandardMaterial3D::TextureParam::TEXTURE_EMISSION },
-		{ "3dsMax|Parameters|emission_map", StandardMaterial3D::TextureParam::TEXTURE_EMISSION },
-		{ "Maya|TEX_emissive_map", StandardMaterial3D::TextureParam::TEXTURE_EMISSION },
-		{ "Maya|TEX_emissive_map|file", StandardMaterial3D::TextureParam::TEXTURE_EMISSION },
-		/* Metallic */
-		{ "Maya|metalness", StandardMaterial3D::TextureParam::TEXTURE_METALLIC },
-		{ "Maya|metalness|file", StandardMaterial3D::TextureParam::TEXTURE_METALLIC },
-		{ "3dsMax|Parameters|metalness_map", StandardMaterial3D::TextureParam::TEXTURE_METALLIC },
-		{ "Maya|TEX_metallic_map", StandardMaterial3D::TextureParam::TEXTURE_METALLIC },
-		{ "Maya|TEX_metallic_map|file", StandardMaterial3D::TextureParam::TEXTURE_METALLIC },
-
-		/* Roughness */
-		// Arnold Roughness Map
-		{ "Maya|specularRoughness", StandardMaterial3D::TextureParam::TEXTURE_ROUGHNESS },
-
-		{ "3dsMax|Parameters|roughness_map", StandardMaterial3D::TextureParam::TEXTURE_ROUGHNESS },
-		{ "Maya|TEX_roughness_map", StandardMaterial3D::TextureParam::TEXTURE_ROUGHNESS },
-		{ "Maya|TEX_roughness_map|file", StandardMaterial3D::TextureParam::TEXTURE_ROUGHNESS },
-
-		/* Normal */
-		{ "NormalMap", StandardMaterial3D::TextureParam::TEXTURE_NORMAL },
-		//{ "Bump", Material::TextureParam::TEXTURE_NORMAL },
-		//{ "3dsMax|Parameters|bump_map", Material::TextureParam::TEXTURE_NORMAL },
-		{ "Maya|NormalTexture", StandardMaterial3D::TextureParam::TEXTURE_NORMAL },
-		//{ "Maya|normalCamera", Material::TextureParam::TEXTURE_NORMAL },
-		//{ "Maya|normalCamera|file", Material::TextureParam::TEXTURE_NORMAL },
-		{ "Maya|TEX_normal_map", StandardMaterial3D::TextureParam::TEXTURE_NORMAL },
-		{ "Maya|TEX_normal_map|file", StandardMaterial3D::TextureParam::TEXTURE_NORMAL },
-		/* AO */
-		{ "Maya|TEX_ao_map", StandardMaterial3D::TextureParam::TEXTURE_AMBIENT_OCCLUSION },
-		{ "Maya|TEX_ao_map|file", StandardMaterial3D::TextureParam::TEXTURE_AMBIENT_OCCLUSION },
-
-		// TODO: specular workflow conversion
-		//		{ "SpecularColor", StandardMaterial3D::TextureParam::TEXTURE_METALLIC },
-		//		{ "Maya|specularColor", StandardMaterial3D::TextureParam::TEXTURE_METALLIC },
-		//		{ "Maya|SpecularTexture", StandardMaterial3D::TextureParam::TEXTURE_METALLIC },
-		//		{ "Maya|SpecularTexture|file", StandardMaterial3D::TextureParam::TEXTURE_METALLIC },
-		//		{ "ShininessExponent", SpatialMaterial::TextureParam::UNSUPPORTED },
-		//		{ "ReflectionFactor", SpatialMaterial::TextureParam::UNSUPPORTED },
-
-		//{ "TransparentColor",SpatialMaterial::TextureParam::TEXTURE_CHANNEL_ALPHA },
-		//{ "TransparencyFactor",SpatialMaterial::TextureParam::TEXTURE_CHANNEL_ALPHA }
-
-		// TODO: diffuse roughness
-		//{ "Maya|diffuseRoughness", SpatialMaterial::TextureParam::UNSUPPORTED },
-		//{ "Maya|diffuseRoughness|file", SpatialMaterial::TextureParam::UNSUPPORTED },
-
-	};
-
-	// TODO make this static?
-	enum PropertyDesc {
-		PROPERTY_DESC_NOT_FOUND,
-		PROPERTY_DESC_ALBEDO_COLOR,
-		PROPERTY_DESC_TRANSPARENT,
-		PROPERTY_DESC_METALLIC,
-		PROPERTY_DESC_ROUGHNESS,
-		PROPERTY_DESC_SPECULAR,
-		PROPERTY_DESC_SPECULAR_COLOR,
-		PROPERTY_DESC_SHINYNESS,
-		PROPERTY_DESC_COAT,
-		PROPERTY_DESC_COAT_ROUGHNESS,
-		PROPERTY_DESC_EMISSIVE,
-		PROPERTY_DESC_EMISSIVE_COLOR,
-		PROPERTY_DESC_IGNORE
-	};
-
-	const std::map<std::string, PropertyDesc> fbx_properties_desc = {
-		/* Albedo */
-		{ "DiffuseColor", PROPERTY_DESC_ALBEDO_COLOR },
-		{ "Maya|baseColor", PROPERTY_DESC_ALBEDO_COLOR },
-
-		/* Specular */
-		{ "Maya|specular", PROPERTY_DESC_SPECULAR },
-		{ "Maya|specularColor", PROPERTY_DESC_SPECULAR_COLOR },
-
-		/* Specular roughness - arnold roughness map */
-		{ "Maya|specularRoughness", PROPERTY_DESC_ROUGHNESS },
-
-		/* Transparent */
-		{ "Opacity", PROPERTY_DESC_TRANSPARENT },
-		{ "TransparencyFactor", PROPERTY_DESC_TRANSPARENT },
-		{ "Maya|opacity", PROPERTY_DESC_TRANSPARENT },
-
-		{ "Maya|metalness", PROPERTY_DESC_METALLIC },
-		{ "Maya|metallic", PROPERTY_DESC_METALLIC },
-
-		/* Roughness */
-		{ "Maya|roughness", PROPERTY_DESC_ROUGHNESS },
-
-		/* Coat */
-		//{ "Maya|coat", PROPERTY_DESC_COAT },
-
-		/* Coat roughness */
-		//{ "Maya|coatRoughness", PROPERTY_DESC_COAT_ROUGHNESS },
-
-		/* Emissive */
-		{ "Maya|emission", PROPERTY_DESC_EMISSIVE },
-		{ "Maya|emissive", PROPERTY_DESC_EMISSIVE },
-
-		/* Emissive color */
-		{ "EmissiveColor", PROPERTY_DESC_EMISSIVE_COLOR },
-		{ "Maya|emissionColor", PROPERTY_DESC_EMISSIVE_COLOR },
-
-		/* Ignore */
-		{ "Shininess", PROPERTY_DESC_IGNORE },
-		{ "Reflectivity", PROPERTY_DESC_IGNORE },
-		{ "Maya|diffuseRoughness", PROPERTY_DESC_IGNORE },
-		{ "Maya", PROPERTY_DESC_IGNORE },
-		{ "Diffuse", PROPERTY_DESC_ALBEDO_COLOR },
-		{ "Maya|TypeId", PROPERTY_DESC_IGNORE },
-		{ "Ambient", PROPERTY_DESC_IGNORE },
-		{ "AmbientColor", PROPERTY_DESC_IGNORE },
-		{ "ShininessExponent", PROPERTY_DESC_IGNORE },
-		{ "Specular", PROPERTY_DESC_IGNORE },
-		{ "SpecularColor", PROPERTY_DESC_IGNORE },
-		{ "SpecularFactor", PROPERTY_DESC_IGNORE },
-		//{ "BumpFactor", PROPERTY_DESC_IGNORE },
-		{ "Maya|exitToBackground", PROPERTY_DESC_IGNORE },
-		{ "Maya|indirectDiffuse", PROPERTY_DESC_IGNORE },
-		{ "Maya|indirectSpecular", PROPERTY_DESC_IGNORE },
-		{ "Maya|internalReflections", PROPERTY_DESC_IGNORE },
-		{ "DiffuseFactor", PROPERTY_DESC_IGNORE },
-		{ "AmbientFactor", PROPERTY_DESC_IGNORE },
-		{ "ReflectionColor", PROPERTY_DESC_IGNORE },
-		{ "Emissive", PROPERTY_DESC_IGNORE },
-		{ "Maya|coatColor", PROPERTY_DESC_IGNORE },
-		{ "Maya|coatNormal", PROPERTY_DESC_IGNORE },
-		{ "Maya|coatIOR", PROPERTY_DESC_IGNORE },
-	};
-
-	/* storing the texture properties like color */
-	template <class T>
-	struct TexturePropertyMapping : RefCounted {
-		StandardMaterial3D::TextureParam map_mode = StandardMaterial3D::TextureParam::TEXTURE_ALBEDO;
-		const T property = T();
-	};
-
-	static void add_search_string(String p_filename, String p_current_directory, String search_directory, Vector<String> &texture_search_paths);
-
-	static String find_texture_path_by_filename(const String p_filename, const String p_current_directory);
-
-	String get_material_name() const;
-
-	void set_imported_material(FBXDocParser::Material *p_material);
-
-	Ref<StandardMaterial3D> import_material(ImportState &state);
-};
-
-#endif // FBX_MATERIAL_H

+ 0 - 1446
modules/fbx/data/fbx_mesh_data.cpp

@@ -1,1446 +0,0 @@
-/*************************************************************************/
-/*  fbx_mesh_data.cpp                                                    */
-/*************************************************************************/
-/*                       This file is part of:                           */
-/*                           GODOT ENGINE                                */
-/*                      https://godotengine.org                          */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2022 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 "fbx_mesh_data.h"
-
-#include "core/templates/local_vector.h"
-#include "scene/resources/importer_mesh.h"
-#include "scene/resources/mesh.h"
-#include "scene/resources/surface_tool.h"
-
-#include "thirdparty/misc/polypartition.h"
-
-template <class T>
-T collect_first(const Vector<VertexData<T>> *p_data, T p_fall_back) {
-	if (p_data->is_empty()) {
-		return p_fall_back;
-	}
-
-	return (*p_data)[0].data;
-}
-
-template <class T>
-HashMap<int, T> collect_all(const Vector<VertexData<T>> *p_data, HashMap<int, T> p_fall_back) {
-	if (p_data->is_empty()) {
-		return p_fall_back;
-	}
-
-	HashMap<int, T> collection;
-	for (int i = 0; i < p_data->size(); i += 1) {
-		const VertexData<T> &vd = (*p_data)[i];
-		collection[vd.polygon_index] = vd.data;
-	}
-	return collection;
-}
-
-template <class T>
-T collect_average(const Vector<VertexData<T>> *p_data, T p_fall_back) {
-	if (p_data->is_empty()) {
-		return p_fall_back;
-	}
-
-	T combined = (*p_data)[0].data; // Make sure the data is always correctly initialized.
-	print_verbose("size of data: " + itos(p_data->size()));
-	for (int i = 1; i < p_data->size(); i += 1) {
-		combined += (*p_data)[i].data;
-	}
-	combined = combined / real_t(p_data->size());
-
-	return combined.normalized();
-}
-
-HashMap<int, Vector3> collect_normal(const Vector<VertexData<Vector3>> *p_data, HashMap<int, Vector3> p_fall_back) {
-	if (p_data->is_empty()) {
-		return p_fall_back;
-	}
-
-	HashMap<int, Vector3> collection;
-	for (int i = 0; i < p_data->size(); i += 1) {
-		const VertexData<Vector3> &vd = (*p_data)[i];
-		collection[vd.polygon_index] = vd.data;
-	}
-	return collection;
-}
-
-HashMap<int, Vector2> collect_uv(const Vector<VertexData<Vector2>> *p_data, HashMap<int, Vector2> p_fall_back) {
-	if (p_data->is_empty()) {
-		return p_fall_back;
-	}
-
-	HashMap<int, Vector2> collection;
-	for (int i = 0; i < p_data->size(); i += 1) {
-		const VertexData<Vector2> &vd = (*p_data)[i];
-		collection[vd.polygon_index] = vd.data;
-	}
-	return collection;
-}
-
-ImporterMeshInstance3D *FBXMeshData::create_fbx_mesh(const ImportState &state, const FBXDocParser::MeshGeometry *p_mesh_geometry, const FBXDocParser::Model *model, bool use_compression) {
-	mesh_geometry = p_mesh_geometry;
-	// todo: make this just use a uint64_t FBX ID this is a copy of our original materials unfortunately.
-	const std::vector<const FBXDocParser::Material *> &material_lookup = model->GetMaterials();
-
-	// TODO: perf hotspot on large files
-	// this can be a very large copy
-	std::vector<int> polygon_indices = mesh_geometry->get_polygon_indices();
-	std::vector<Vector3> vertices = mesh_geometry->get_vertices();
-
-	// Phase 1. Parse all FBX data.
-	HashMap<int, Vector3> normals;
-	HashMap<int, HashMap<int, Vector3>> normals_raw = extract_per_vertex_data(
-			vertices.size(),
-			mesh_geometry->get_edge_map(),
-			polygon_indices,
-			mesh_geometry->get_normals(),
-			&collect_all,
-			HashMap<int, Vector3>());
-
-	HashMap<int, Vector2> uvs_0;
-	HashMap<int, HashMap<int, Vector2>> uvs_0_raw = extract_per_vertex_data(
-			vertices.size(),
-			mesh_geometry->get_edge_map(),
-			polygon_indices,
-			mesh_geometry->get_uv_0(),
-			&collect_all,
-			HashMap<int, Vector2>());
-
-	HashMap<int, Vector2> uvs_1;
-	HashMap<int, HashMap<int, Vector2>> uvs_1_raw = extract_per_vertex_data(
-			vertices.size(),
-			mesh_geometry->get_edge_map(),
-			polygon_indices,
-			mesh_geometry->get_uv_1(),
-			&collect_all,
-			HashMap<int, Vector2>());
-
-	HashMap<int, Color> colors;
-	HashMap<int, HashMap<int, Color>> colors_raw = extract_per_vertex_data(
-			vertices.size(),
-			mesh_geometry->get_edge_map(),
-			polygon_indices,
-			mesh_geometry->get_colors(),
-			&collect_all,
-			HashMap<int, Color>());
-
-	// TODO what about tangents?
-	// TODO what about bi-nomials?
-	// TODO there is other?
-
-	HashMap<int, SurfaceId> polygon_surfaces = extract_per_polygon(
-			vertices.size(),
-			polygon_indices,
-			mesh_geometry->get_material_allocation_id(),
-			-1);
-
-	HashMap<String, MorphVertexData> morphs;
-	extract_morphs(mesh_geometry, morphs);
-
-	// TODO please add skinning.
-	//mesh_id = mesh_geometry->ID();
-
-	sanitize_vertex_weights(state);
-
-	// Reorganize polygon vertices to correctly take into account strange
-	// UVs.
-	reorganize_vertices(
-			polygon_indices,
-			vertices,
-			normals,
-			uvs_0,
-			uvs_1,
-			colors,
-			morphs,
-			normals_raw,
-			colors_raw,
-			uvs_0_raw,
-			uvs_1_raw);
-
-	const int color_count = colors.size();
-	print_verbose("Vertex color count: " + itos(color_count));
-
-	// Make sure that from this moment on the mesh_geometry is no used anymore.
-	// This is a safety step, because the mesh_geometry data are no more valid
-	// at this point.
-
-	const int vertex_count = vertices.size();
-
-	print_verbose("Vertex count: " + itos(vertex_count));
-
-	// The map key is the material allocator id that is also used as surface id.
-	HashMap<SurfaceId, SurfaceData> surfaces;
-
-	// Phase 2. For each material create a surface tool (So a different mesh).
-	{
-		if (polygon_surfaces.is_empty()) {
-			// No material, just use the default one with index -1.
-			// Set -1 to all polygons.
-			const int polygon_count = count_polygons(polygon_indices);
-			for (int p = 0; p < polygon_count; p += 1) {
-				polygon_surfaces[p] = -1;
-			}
-		}
-
-		// Create the surface now.
-		for (const int *polygon_id = polygon_surfaces.next(nullptr); polygon_id != nullptr; polygon_id = polygon_surfaces.next(polygon_id)) {
-			const int surface_id = polygon_surfaces[*polygon_id];
-			if (surfaces.has(surface_id) == false) {
-				SurfaceData sd;
-				sd.surface_tool.instantiate();
-				sd.surface_tool->begin(Mesh::PRIMITIVE_TRIANGLES);
-
-				if (surface_id < 0) {
-					// nothing to do
-				} else if (surface_id < (int)material_lookup.size()) {
-					const FBXDocParser::Material *mat_mapping = material_lookup.at(surface_id);
-					const uint64_t mapping_id = mat_mapping->ID();
-					if (state.cached_materials.has(mapping_id)) {
-						sd.material = state.cached_materials[mapping_id];
-					}
-				} else {
-					WARN_PRINT("out of bounds surface detected, FBX file has corrupt material data");
-				}
-
-				surfaces.set(surface_id, sd);
-			}
-		}
-	}
-
-	// Phase 3. Map the vertices relative to each surface, in this way we can
-	// just insert the vertices that we need per each surface.
-	{
-		PolygonId polygon_index = -1;
-		SurfaceId surface_id = -1;
-		SurfaceData *surface_data = nullptr;
-
-		for (size_t polygon_vertex = 0; polygon_vertex < polygon_indices.size(); polygon_vertex += 1) {
-			if (is_start_of_polygon(polygon_indices, polygon_vertex)) {
-				polygon_index += 1;
-				ERR_FAIL_COND_V_MSG(polygon_surfaces.has(polygon_index) == false, nullptr, "The FBX file is corrupted, This surface_index is not expected.");
-				surface_id = polygon_surfaces[polygon_index];
-				surface_data = surfaces.getptr(surface_id);
-				CRASH_COND(surface_data == nullptr); // Can't be null.
-			}
-
-			const int vertex = get_vertex_from_polygon_vertex(polygon_indices, polygon_vertex);
-
-			// The vertex position in the surface
-			// Uses a lookup table for speed with large scenes
-			bool has_polygon_vertex_index = surface_data->lookup_table.has(vertex);
-			int surface_polygon_vertex_index = -1;
-
-			if (has_polygon_vertex_index) {
-				surface_polygon_vertex_index = surface_data->lookup_table[vertex];
-			} else {
-				surface_polygon_vertex_index = surface_data->vertices_map.size();
-				surface_data->lookup_table[vertex] = surface_polygon_vertex_index;
-				surface_data->vertices_map.push_back(vertex);
-			}
-
-			surface_data->surface_polygon_vertex[polygon_index].push_back(surface_polygon_vertex_index);
-		}
-	}
-
-	//print_verbose("[debug UV 1] UV1: " + itos(uvs_0.size()));
-	//print_verbose("[debug UV 2] UV2: " + itos(uvs_1.size()));
-
-	// Phase 4. Per each surface just insert the vertices and add the indices.
-	for (const SurfaceId *surface_id = surfaces.next(nullptr); surface_id != nullptr; surface_id = surfaces.next(surface_id)) {
-		SurfaceData *surface = surfaces.getptr(*surface_id);
-
-		// Just add the vertices data.
-		for (unsigned int i = 0; i < surface->vertices_map.size(); i += 1) {
-			const Vertex vertex = surface->vertices_map[i];
-
-			// This must be done before add_vertex because the surface tool is
-			// expecting this before the st->add_vertex() call
-			add_vertex(state,
-					surface->surface_tool,
-					state.scale,
-					vertex,
-					vertices,
-					normals,
-					uvs_0,
-					uvs_1,
-					colors);
-		}
-
-		// Triangulate the various polygons and add the indices.
-		for (const PolygonId *polygon_id = surface->surface_polygon_vertex.next(nullptr); polygon_id != nullptr; polygon_id = surface->surface_polygon_vertex.next(polygon_id)) {
-			const Vector<DataIndex> *indices = surface->surface_polygon_vertex.getptr(*polygon_id);
-			triangulate_polygon(
-					surface,
-					*indices,
-					vertices);
-		}
-	}
-
-	// Phase 5. Compose the morphs if any.
-	for (const SurfaceId *surface_id = surfaces.next(nullptr); surface_id != nullptr; surface_id = surfaces.next(surface_id)) {
-		SurfaceData *surface = surfaces.getptr(*surface_id);
-
-		for (const String *morph_name = morphs.next(nullptr); morph_name != nullptr; morph_name = morphs.next(morph_name)) {
-			MorphVertexData *morph_data = morphs.getptr(*morph_name);
-
-			// As said by the docs, this is not supposed to be different than
-			// vertex_count.
-			CRASH_COND(morph_data->vertices.size() != vertex_count);
-			CRASH_COND(morph_data->normals.size() != vertex_count);
-
-			Vector3 *vertices_ptr = morph_data->vertices.ptrw();
-			Vector3 *normals_ptr = morph_data->normals.ptrw();
-
-			Ref<SurfaceTool> morph_st;
-			morph_st.instantiate();
-			morph_st->begin(Mesh::PRIMITIVE_TRIANGLES);
-
-			for (unsigned int vi = 0; vi < surface->vertices_map.size(); vi += 1) {
-				const Vertex &vertex = surface->vertices_map[vi];
-				add_vertex(
-						state,
-						morph_st,
-						state.scale,
-						vertex,
-						vertices,
-						normals,
-						uvs_0,
-						uvs_1,
-						colors,
-						vertices_ptr[vertex],
-						normals_ptr[vertex]);
-			}
-
-			if (state.is_blender_fbx) {
-				morph_st->generate_normals();
-			}
-			morph_st->generate_tangents();
-			surface->morphs.push_back(morph_st->commit_to_arrays());
-		}
-	}
-
-	// Phase 6. Compose the mesh and return it.
-	Ref<ImporterMesh> mesh;
-	mesh.instantiate();
-
-	// Add blend shape info.
-	for (const String *morph_name = morphs.next(nullptr); morph_name != nullptr; morph_name = morphs.next(morph_name)) {
-		mesh->add_blend_shape(*morph_name);
-	}
-
-	// TODO always normalized, Why?
-	mesh->set_blend_shape_mode(Mesh::BLEND_SHAPE_MODE_NORMALIZED);
-
-	// Add surfaces.
-	for (const SurfaceId *surface_id = surfaces.next(nullptr); surface_id != nullptr; surface_id = surfaces.next(surface_id)) {
-		SurfaceData *surface = surfaces.getptr(*surface_id);
-
-		if (state.is_blender_fbx) {
-			surface->surface_tool->generate_normals();
-		}
-		// you can't generate them without a valid uv map.
-		if (uvs_0_raw.size() > 0) {
-			surface->surface_tool->generate_tangents();
-		}
-
-		Array mesh_array = surface->surface_tool->commit_to_arrays();
-		Array blend_shapes = surface->morphs;
-
-		// Enforce blend shape mask array format
-		for (int i = 0; i < blend_shapes.size(); i++) {
-			Array bsdata = blend_shapes[i];
-
-			for (int j = 0; j < Mesh::ARRAY_MAX; j++) {
-				if (!(Mesh::ARRAY_FORMAT_BLEND_SHAPE_MASK & (1 << j))) {
-					bsdata[j] = Variant();
-				}
-			}
-		}
-
-		if (surface->material.is_valid()) {
-			mesh->add_surface(Mesh::PRIMITIVE_TRIANGLES, mesh_array, blend_shapes, Dictionary(), surface->material, surface->material->get_name());
-		} else {
-			mesh->add_surface(Mesh::PRIMITIVE_TRIANGLES, mesh_array, blend_shapes);
-		}
-	}
-
-	ImporterMeshInstance3D *godot_mesh = memnew(ImporterMeshInstance3D);
-	godot_mesh->set_mesh(mesh);
-	const String name = ImportUtils::FBXNodeToName(model->Name());
-	godot_mesh->set_name(name); // hurry up compiling >.<
-	mesh->set_name("mesh3d-" + name);
-	return godot_mesh;
-}
-
-void FBXMeshData::sanitize_vertex_weights(const ImportState &state) {
-	const int max_vertex_influence_count = RS::ARRAY_WEIGHTS_SIZE;
-	Map<int, int> skeleton_to_skin_bind_id;
-	// TODO: error's need added
-	const FBXDocParser::Skin *fbx_skin = mesh_geometry->DeformerSkin();
-
-	if (fbx_skin == nullptr || fbx_skin->Clusters().size() == 0) {
-		return; // do nothing
-	}
-
-	//
-	// Precalculate the skin cluster mapping
-	//
-
-	int bind_id = 0;
-	for (const FBXDocParser::Cluster *cluster : fbx_skin->Clusters()) {
-		ERR_CONTINUE_MSG(!state.fbx_bone_map.has(cluster->TargetNode()->ID()), "Missing bone map for cluster target node with id " + uitos(cluster->TargetNode()->ID()) + ".");
-		Ref<FBXBone> bone = state.fbx_bone_map[cluster->TargetNode()->ID()];
-		skeleton_to_skin_bind_id.insert(bone->godot_bone_id, bind_id);
-		bind_id++;
-	}
-
-	for (const Vertex *v = vertex_weights.next(nullptr); v != nullptr; v = vertex_weights.next(v)) {
-		VertexWeightMapping *vm = vertex_weights.getptr(*v);
-		ERR_CONTINUE(vm->bones.size() != vm->weights.size()); // No message, already checked.
-		ERR_CONTINUE(vm->bones_ref.size() != vm->weights.size()); // No message, already checked.
-
-		const int initial_size = vm->weights.size();
-		{
-			// Init bone id
-			int *bones_ptr = vm->bones.ptrw();
-			Ref<FBXBone> *bones_ref_ptr = vm->bones_ref.ptrw();
-
-			for (int i = 0; i < vm->weights.size(); i += 1) {
-				// At this point this is not possible because the skeleton is already initialized.
-				CRASH_COND(bones_ref_ptr[i]->godot_bone_id == -2);
-				bones_ptr[i] = skeleton_to_skin_bind_id[bones_ref_ptr[i]->godot_bone_id];
-			}
-
-			// From this point on the data is no more valid.
-			vm->bones_ref.clear();
-		}
-
-		{
-			// Sort
-			float *weights_ptr = vm->weights.ptrw();
-			int *bones_ptr = vm->bones.ptrw();
-			for (int i = 0; i < vm->weights.size(); i += 1) {
-				for (int x = i + 1; x < vm->weights.size(); x += 1) {
-					if (weights_ptr[i] < weights_ptr[x]) {
-						SWAP(weights_ptr[i], weights_ptr[x]);
-						SWAP(bones_ptr[i], bones_ptr[x]);
-					}
-				}
-			}
-		}
-
-		{
-			// Resize
-			vm->weights.resize(max_vertex_influence_count);
-			vm->bones.resize(max_vertex_influence_count);
-			float *weights_ptr = vm->weights.ptrw();
-			int *bones_ptr = vm->bones.ptrw();
-			for (int i = initial_size; i < max_vertex_influence_count; i += 1) {
-				weights_ptr[i] = 0.0;
-				bones_ptr[i] = 0;
-			}
-
-			// Normalize
-			real_t sum = 0.0;
-			for (int i = 0; i < max_vertex_influence_count; i += 1) {
-				sum += weights_ptr[i];
-			}
-			if (sum > 0.0) {
-				for (int i = 0; i < vm->weights.size(); i += 1) {
-					weights_ptr[i] = weights_ptr[i] / sum;
-				}
-			}
-		}
-	}
-}
-
-void FBXMeshData::reorganize_vertices(
-		// TODO: perf hotspot on insane files
-		std::vector<int> &r_polygon_indices,
-		std::vector<Vector3> &r_vertices,
-		HashMap<int, Vector3> &r_normals,
-		HashMap<int, Vector2> &r_uv_1,
-		HashMap<int, Vector2> &r_uv_2,
-		HashMap<int, Color> &r_color,
-		HashMap<String, MorphVertexData> &r_morphs,
-		HashMap<int, HashMap<int, Vector3>> &r_normals_raw,
-		HashMap<int, HashMap<int, Color>> &r_colors_raw,
-		HashMap<int, HashMap<int, Vector2>> &r_uv_1_raw,
-		HashMap<int, HashMap<int, Vector2>> &r_uv_2_raw) {
-	// Key: OldVertex; Value: [New vertices];
-	HashMap<int, Vector<int>> duplicated_vertices;
-
-	PolygonId polygon_index = -1;
-	for (int pv = 0; pv < (int)r_polygon_indices.size(); pv += 1) {
-		if (is_start_of_polygon(r_polygon_indices, pv)) {
-			polygon_index += 1;
-		}
-		const Vertex index = get_vertex_from_polygon_vertex(r_polygon_indices, pv);
-
-		bool need_duplication = false;
-		Vector2 this_vert_poly_uv1 = Vector2();
-		Vector2 this_vert_poly_uv2 = Vector2();
-		Vector3 this_vert_poly_normal = Vector3();
-		Color this_vert_poly_color = Color();
-
-		// Take the normal and see if we need to duplicate this polygon.
-		if (r_normals_raw.has(index)) {
-			const HashMap<PolygonId, Vector3> *nrml_arr = r_normals_raw.getptr(index);
-
-			if (nrml_arr->has(polygon_index)) {
-				this_vert_poly_normal = nrml_arr->get(polygon_index);
-			} else if (nrml_arr->has(-1)) {
-				this_vert_poly_normal = nrml_arr->get(-1);
-			} else {
-				print_error("invalid normal detected: " + itos(index) + " polygon index: " + itos(polygon_index));
-				for (const PolygonId *pid = nrml_arr->next(nullptr); pid != nullptr; pid = nrml_arr->next(pid)) {
-					print_verbose("debug contents key: " + itos(*pid));
-
-					if (nrml_arr->has(*pid)) {
-						print_verbose("contents valid: " + nrml_arr->get(*pid));
-					}
-				}
-			}
-
-			// Now, check if we need to duplicate it.
-			for (const PolygonId *pid = nrml_arr->next(nullptr); pid != nullptr; pid = nrml_arr->next(pid)) {
-				if (*pid == polygon_index) {
-					continue;
-				}
-
-				const Vector3 vert_poly_normal = *nrml_arr->getptr(*pid);
-				if (!vert_poly_normal.is_equal_approx(this_vert_poly_normal)) {
-					// Yes this polygon need duplication.
-					need_duplication = true;
-					break;
-				}
-			}
-		}
-
-		// TODO: make me vertex color
-		// Take the normal and see if we need to duplicate this polygon.
-		if (r_colors_raw.has(index)) {
-			const HashMap<PolygonId, Color> *color_arr = r_colors_raw.getptr(index);
-
-			if (color_arr->has(polygon_index)) {
-				this_vert_poly_color = color_arr->get(polygon_index);
-			} else if (color_arr->has(-1)) {
-				this_vert_poly_color = color_arr->get(-1);
-			} else {
-				print_error("invalid color detected: " + itos(index) + " polygon index: " + itos(polygon_index));
-				for (const PolygonId *pid = color_arr->next(nullptr); pid != nullptr; pid = color_arr->next(pid)) {
-					print_verbose("debug contents key: " + itos(*pid));
-
-					if (color_arr->has(*pid)) {
-						print_verbose("contents valid: " + color_arr->get(*pid));
-					}
-				}
-			}
-
-			// Now, check if we need to duplicate it.
-			for (const PolygonId *pid = color_arr->next(nullptr); pid != nullptr; pid = color_arr->next(pid)) {
-				if (*pid == polygon_index) {
-					continue;
-				}
-
-				const Color vert_poly_color = *color_arr->getptr(*pid);
-				if (!this_vert_poly_color.is_equal_approx(vert_poly_color)) {
-					// Yes this polygon need duplication.
-					need_duplication = true;
-					break;
-				}
-			}
-		}
-
-		// Take the UV1 and UV2 and see if we need to duplicate this polygon.
-		{
-			HashMap<int, HashMap<int, Vector2>> *uv_raw = &r_uv_1_raw;
-			Vector2 *this_vert_poly_uv = &this_vert_poly_uv1;
-			for (int kk = 0; kk < 2; kk++) {
-				if (uv_raw->has(index)) {
-					const HashMap<PolygonId, Vector2> *uvs = uv_raw->getptr(index);
-
-					if (uvs->has(polygon_index)) {
-						// This Polygon has its own uv.
-						(*this_vert_poly_uv) = *uvs->getptr(polygon_index);
-
-						// Check if we need to duplicate it.
-						for (const PolygonId *pid = uvs->next(nullptr); pid != nullptr; pid = uvs->next(pid)) {
-							if (*pid == polygon_index) {
-								continue;
-							}
-							const Vector2 vert_poly_uv = *uvs->getptr(*pid);
-							if (!vert_poly_uv.is_equal_approx(*this_vert_poly_uv)) {
-								// Yes this polygon need duplication.
-								need_duplication = true;
-								break;
-							}
-						}
-					} else if (uvs->has(-1)) {
-						// It has the default UV.
-						(*this_vert_poly_uv) = *uvs->getptr(-1);
-					} else if (uvs->size() > 0) {
-						// No uv, this is strange, just take the first and duplicate.
-						(*this_vert_poly_uv) = *uvs->getptr(*uvs->next(nullptr));
-						WARN_PRINT("No UVs for this polygon, while there is no default and some other polygons have it. This FBX file may be corrupted.");
-					}
-				}
-				uv_raw = &r_uv_2_raw;
-				this_vert_poly_uv = &this_vert_poly_uv2;
-			}
-		}
-
-		// If we want to duplicate it, Let's see if we already duplicated this
-		// vertex.
-		if (need_duplication) {
-			if (duplicated_vertices.has(index)) {
-				Vertex similar_vertex = -1;
-				// Let's see if one of the new vertices has the same data of this.
-				const Vector<int> *new_vertices = duplicated_vertices.getptr(index);
-				for (int j = 0; j < new_vertices->size(); j += 1) {
-					const Vertex new_vertex = (*new_vertices)[j];
-					bool same_uv1 = false;
-					bool same_uv2 = false;
-					bool same_normal = false;
-					bool same_color = false;
-
-					if (r_uv_1.has(new_vertex)) {
-						if ((this_vert_poly_uv1 - (*r_uv_1.getptr(new_vertex))).length_squared() <= CMP_EPSILON) {
-							same_uv1 = true;
-						}
-					}
-
-					if (r_uv_2.has(new_vertex)) {
-						if ((this_vert_poly_uv2 - (*r_uv_2.getptr(new_vertex))).length_squared() <= CMP_EPSILON) {
-							same_uv2 = true;
-						}
-					}
-
-					if (r_color.has(new_vertex)) {
-						if (this_vert_poly_color.is_equal_approx((*r_color.getptr(new_vertex)))) {
-							same_color = true;
-						}
-					}
-
-					if (r_normals.has(new_vertex)) {
-						if ((this_vert_poly_normal - (*r_normals.getptr(new_vertex))).length_squared() <= CMP_EPSILON) {
-							same_uv2 = true;
-						}
-					}
-
-					if (same_uv1 && same_uv2 && same_normal && same_color) {
-						similar_vertex = new_vertex;
-						break;
-					}
-				}
-
-				if (similar_vertex != -1) {
-					// Update polygon.
-					if (is_end_of_polygon(r_polygon_indices, pv)) {
-						r_polygon_indices[pv] = ~similar_vertex;
-					} else {
-						r_polygon_indices[pv] = similar_vertex;
-					}
-					need_duplication = false;
-				}
-			}
-		}
-
-		if (need_duplication) {
-			const Vertex old_index = index;
-			const Vertex new_index = r_vertices.size();
-
-			// Polygon index.
-			if (is_end_of_polygon(r_polygon_indices, pv)) {
-				r_polygon_indices[pv] = ~new_index;
-			} else {
-				r_polygon_indices[pv] = new_index;
-			}
-
-			// Vertex position.
-			r_vertices.push_back(r_vertices[old_index]);
-
-			// Normals
-			if (r_normals_raw.has(old_index)) {
-				r_normals.set(new_index, this_vert_poly_normal);
-				r_normals_raw.getptr(old_index)->erase(polygon_index);
-				r_normals_raw[new_index][polygon_index] = this_vert_poly_normal;
-			}
-
-			// Vertex Color
-			if (r_colors_raw.has(old_index)) {
-				r_color.set(new_index, this_vert_poly_color);
-				r_colors_raw.getptr(old_index)->erase(polygon_index);
-				r_colors_raw[new_index][polygon_index] = this_vert_poly_color;
-			}
-
-			// UV 0
-			if (r_uv_1_raw.has(old_index)) {
-				r_uv_1.set(new_index, this_vert_poly_uv1);
-				r_uv_1_raw.getptr(old_index)->erase(polygon_index);
-				r_uv_1_raw[new_index][polygon_index] = this_vert_poly_uv1;
-			}
-
-			// UV 1
-			if (r_uv_2_raw.has(old_index)) {
-				r_uv_2.set(new_index, this_vert_poly_uv2);
-				r_uv_2_raw.getptr(old_index)->erase(polygon_index);
-				r_uv_2_raw[new_index][polygon_index] = this_vert_poly_uv2;
-			}
-
-			// Morphs
-			for (const String *mname = r_morphs.next(nullptr); mname != nullptr; mname = r_morphs.next(mname)) {
-				MorphVertexData *d = r_morphs.getptr(*mname);
-				// This can't never happen.
-				CRASH_COND(d == nullptr);
-				if (d->vertices.size() > old_index) {
-					d->vertices.push_back(d->vertices[old_index]);
-				}
-				if (d->normals.size() > old_index) {
-					d->normals.push_back(d->normals[old_index]);
-				}
-			}
-
-			if (vertex_weights.has(old_index)) {
-				vertex_weights.set(new_index, vertex_weights[old_index]);
-			}
-
-			duplicated_vertices[old_index].push_back(new_index);
-		} else {
-			if (r_normals_raw.has(index) &&
-					r_normals.has(index) == false) {
-				r_normals.set(index, this_vert_poly_normal);
-			}
-
-			if (r_colors_raw.has(index) && r_color.has(index) == false) {
-				r_color.set(index, this_vert_poly_color);
-			}
-
-			if (r_uv_1_raw.has(index) &&
-					r_uv_1.has(index) == false) {
-				r_uv_1.set(index, this_vert_poly_uv1);
-			}
-
-			if (r_uv_2_raw.has(index) &&
-					r_uv_2.has(index) == false) {
-				r_uv_2.set(index, this_vert_poly_uv2);
-			}
-		}
-	}
-}
-
-void FBXMeshData::add_vertex(
-		const ImportState &state,
-		Ref<SurfaceTool> p_surface_tool,
-		real_t p_scale,
-		Vertex p_vertex,
-		const std::vector<Vector3> &p_vertices_position,
-		const HashMap<int, Vector3> &p_normals,
-		const HashMap<int, Vector2> &p_uvs_0,
-		const HashMap<int, Vector2> &p_uvs_1,
-		const HashMap<int, Color> &p_colors,
-		const Vector3 &p_morph_value,
-		const Vector3 &p_morph_normal) {
-	ERR_FAIL_INDEX_MSG(p_vertex, (Vertex)p_vertices_position.size(), "FBX file is corrupted, the position of the vertex can't be retrieved.");
-
-	if (p_normals.has(p_vertex) && !state.is_blender_fbx) {
-		p_surface_tool->set_normal(p_normals[p_vertex] + p_morph_normal);
-	}
-
-	if (p_uvs_0.has(p_vertex)) {
-		//print_verbose("uv1: [" + itos(p_vertex) + "] " + p_uvs_0[p_vertex]);
-		// Inverts Y UV.
-		p_surface_tool->set_uv(Vector2(p_uvs_0[p_vertex].x, 1 - p_uvs_0[p_vertex].y));
-	}
-
-	if (p_uvs_1.has(p_vertex)) {
-		//print_verbose("uv2: [" + itos(p_vertex) + "] " + p_uvs_1[p_vertex]);
-		// Inverts Y UV.
-		p_surface_tool->set_uv2(Vector2(p_uvs_1[p_vertex].x, 1 - p_uvs_1[p_vertex].y));
-	}
-
-	if (p_colors.has(p_vertex)) {
-		p_surface_tool->set_color(p_colors[p_vertex]);
-	}
-
-	// TODO what about binormals?
-	// TODO there is other?
-
-	if (vertex_weights.has(p_vertex)) {
-		// Let's extract the weight info.
-		const VertexWeightMapping *vm = vertex_weights.getptr(p_vertex);
-		const Vector<int> &bones = vm->bones;
-
-		// the bug is that the bone idx is wrong because it is not ref'ing the skin.
-
-		if (bones.size() > RS::ARRAY_WEIGHTS_SIZE) {
-			print_error("[weight overflow detected]");
-		}
-
-		p_surface_tool->set_weights(vm->weights);
-		// 0 1 2 3 4 5 6 7 < local skeleton / skin for mesh
-		// 0 1 2 3 4 5 6 7 8 9 10  < actual skeleton with all joints
-		p_surface_tool->set_bones(bones);
-	}
-
-	// The surface tool want the vertex position as last thing.
-	p_surface_tool->add_vertex((p_vertices_position[p_vertex] + p_morph_value) * p_scale);
-}
-
-void FBXMeshData::triangulate_polygon(SurfaceData *surface, const Vector<int> &p_polygon_vertex, const std::vector<Vector3> &p_vertices) const {
-	Ref<SurfaceTool> st(surface->surface_tool);
-	const int polygon_vertex_count = p_polygon_vertex.size();
-	//const Vector<Vertex>& p_surface_vertex_map
-	if (polygon_vertex_count == 1) {
-		// point to triangle
-		st->add_index(p_polygon_vertex[0]);
-		st->add_index(p_polygon_vertex[0]);
-		st->add_index(p_polygon_vertex[0]);
-		return;
-	} else if (polygon_vertex_count == 2) {
-		// line to triangle
-		st->add_index(p_polygon_vertex[1]);
-		st->add_index(p_polygon_vertex[1]);
-		st->add_index(p_polygon_vertex[0]);
-		return;
-	} else if (polygon_vertex_count == 3) {
-		// triangle to triangle
-		st->add_index(p_polygon_vertex[0]);
-		st->add_index(p_polygon_vertex[2]);
-		st->add_index(p_polygon_vertex[1]);
-		return;
-	} else if (polygon_vertex_count == 4) {
-		// quad to triangle - this code is awesome for import times
-		// it prevents triangles being generated slowly
-		st->add_index(p_polygon_vertex[0]);
-		st->add_index(p_polygon_vertex[2]);
-		st->add_index(p_polygon_vertex[1]);
-		st->add_index(p_polygon_vertex[2]);
-		st->add_index(p_polygon_vertex[0]);
-		st->add_index(p_polygon_vertex[3]);
-		return;
-	} else {
-		// non triangulated - we must run the triangulation algorithm
-		bool is_simple_convex = false;
-		// this code is 'slow' but required it triangulates all the unsupported geometry.
-		// Doesn't allow for bigger polygons because those are unlikely be convex
-		if (polygon_vertex_count <= 6) {
-			// Start from true, check if it's false.
-			is_simple_convex = true;
-			Vector3 first_vec;
-			for (int i = 0; i < polygon_vertex_count; i += 1) {
-				const Vector3 p1 = p_vertices[surface->vertices_map[p_polygon_vertex[i]]];
-				const Vector3 p2 = p_vertices[surface->vertices_map[p_polygon_vertex[(i + 1) % polygon_vertex_count]]];
-				const Vector3 p3 = p_vertices[surface->vertices_map[p_polygon_vertex[(i + 2) % polygon_vertex_count]]];
-
-				const Vector3 edge1 = p1 - p2;
-				const Vector3 edge2 = p3 - p2;
-
-				const Vector3 res = edge1.normalized().cross(edge2.normalized()).normalized();
-				if (i == 0) {
-					first_vec = res;
-				} else {
-					if (first_vec.dot(res) < 0.0) {
-						// Ok we found an angle that is not the same dir of the
-						// others.
-						is_simple_convex = false;
-						break;
-					}
-				}
-			}
-		}
-
-		if (is_simple_convex) {
-			// This is a convex polygon, so just triangulate it.
-			for (int i = 0; i < (polygon_vertex_count - 2); i += 1) {
-				st->add_index(p_polygon_vertex[2 + i]);
-				st->add_index(p_polygon_vertex[1 + i]);
-				st->add_index(p_polygon_vertex[0]);
-			}
-			return;
-		}
-	}
-
-	{
-		// This is a concave polygon.
-
-		std::vector<Vector3> poly_vertices(polygon_vertex_count);
-		for (int i = 0; i < polygon_vertex_count; i += 1) {
-			poly_vertices[i] = p_vertices[surface->vertices_map[p_polygon_vertex[i]]];
-		}
-
-		const Vector3 poly_norm = get_poly_normal(poly_vertices);
-		if (poly_norm.length_squared() <= CMP_EPSILON) {
-			ERR_FAIL_COND_MSG(poly_norm.length_squared() <= CMP_EPSILON, "The normal of this poly was not computed. Is this FBX file corrupted.");
-		}
-
-		// Select the plan coordinate.
-		int axis_1_coord = 0;
-		int axis_2_coord = 1;
-		{
-			real_t inv = poly_norm.z;
-
-			const real_t axis_x = ABS(poly_norm.x);
-			const real_t axis_y = ABS(poly_norm.y);
-			const real_t axis_z = ABS(poly_norm.z);
-
-			if (axis_x > axis_y) {
-				if (axis_x > axis_z) {
-					// For the most part the normal point toward X.
-					axis_1_coord = 1;
-					axis_2_coord = 2;
-					inv = poly_norm.x;
-				}
-			} else if (axis_y > axis_z) {
-				// For the most part the normal point toward Y.
-				axis_1_coord = 2;
-				axis_2_coord = 0;
-				inv = poly_norm.y;
-			}
-
-			// Swap projection axes to take the negated projection vector into account
-			if (inv < 0.0f) {
-				SWAP(axis_1_coord, axis_2_coord);
-			}
-		}
-
-		TPPLPoly tppl_poly;
-		tppl_poly.Init(polygon_vertex_count);
-		std::vector<Vector2> projected_vertices(polygon_vertex_count);
-		for (int i = 0; i < polygon_vertex_count; i += 1) {
-			const Vector2 pv(poly_vertices[i][axis_1_coord], poly_vertices[i][axis_2_coord]);
-			projected_vertices[i] = pv;
-			tppl_poly.GetPoint(i) = pv;
-		}
-		tppl_poly.SetOrientation(TPPL_ORIENTATION_CCW);
-
-		List<TPPLPoly> out_poly;
-
-		TPPLPartition tppl_partition;
-		if (tppl_partition.Triangulate_OPT(&tppl_poly, &out_poly) == 0) { // Good result.
-			if (tppl_partition.Triangulate_EC(&tppl_poly, &out_poly) == 0) { // Medium result.
-				if (tppl_partition.Triangulate_MONO(&tppl_poly, &out_poly) == 0) { // Really poor result.
-					ERR_FAIL_MSG("The triangulation of this polygon failed, please try to triangulate your mesh or check if it has broken polygons.");
-				}
-			}
-		}
-
-		std::vector<Vector2> tris(out_poly.size());
-		for (List<TPPLPoly>::Element *I = out_poly.front(); I; I = I->next()) {
-			TPPLPoly &tp = I->get();
-
-			ERR_FAIL_COND_MSG(tp.GetNumPoints() != 3, "The triangulator returned more points, how this is possible?");
-			// Find Index
-			for (int i = 2; i >= 0; i -= 1) {
-				const Vector2 vertex = tp.GetPoint(i);
-				bool done = false;
-				// Find Index
-				for (int y = 0; y < polygon_vertex_count; y += 1) {
-					if ((projected_vertices[y] - vertex).length_squared() <= CMP_EPSILON) {
-						// This seems the right vertex
-						st->add_index(p_polygon_vertex[y]);
-						done = true;
-						break;
-					}
-				}
-				ERR_FAIL_COND(done == false);
-			}
-		}
-	}
-}
-
-void FBXMeshData::gen_weight_info(Ref<SurfaceTool> st, Vertex vertex_id) const {
-	if (vertex_weights.is_empty()) {
-		return;
-	}
-
-	if (vertex_weights.has(vertex_id)) {
-		// Let's extract the weight info.
-		const VertexWeightMapping *vm = vertex_weights.getptr(vertex_id);
-		st->set_weights(vm->weights);
-		st->set_bones(vm->bones);
-	}
-}
-
-int FBXMeshData::get_vertex_from_polygon_vertex(const std::vector<int> &p_polygon_indices, int p_index) const {
-	if (p_index < 0 || p_index >= (int)p_polygon_indices.size()) {
-		return -1;
-	}
-
-	const int vertex = p_polygon_indices[p_index];
-	if (vertex >= 0) {
-		return vertex;
-	} else {
-		// Negative numbers are the end of the face, reversing the bits is
-		// possible to obtain the positive correct vertex number.
-		return ~vertex;
-	}
-}
-
-bool FBXMeshData::is_end_of_polygon(const std::vector<int> &p_polygon_indices, int p_index) const {
-	if (p_index < 0 || p_index >= (int)p_polygon_indices.size()) {
-		return false;
-	}
-
-	const int vertex = p_polygon_indices[p_index];
-
-	// If the index is negative this is the end of the Polygon.
-	return vertex < 0;
-}
-
-bool FBXMeshData::is_start_of_polygon(const std::vector<int> &p_polygon_indices, int p_index) const {
-	if (p_index < 0 || p_index >= (int)p_polygon_indices.size()) {
-		return false;
-	}
-
-	if (p_index == 0) {
-		return true;
-	}
-
-	// If the previous indices is negative this is the begin of a new Polygon.
-	return p_polygon_indices[p_index - 1] < 0;
-}
-
-int FBXMeshData::count_polygons(const std::vector<int> &p_polygon_indices) const {
-	// The negative numbers define the end of the polygon. Counting the amount of
-	// negatives the numbers of polygons are obtained.
-	int count = 0;
-	for (size_t i = 0; i < p_polygon_indices.size(); i += 1) {
-		if (p_polygon_indices[i] < 0) {
-			count += 1;
-		}
-	}
-	return count;
-}
-
-template <class R, class T>
-HashMap<int, R> FBXMeshData::extract_per_vertex_data(
-		int p_vertex_count,
-		const std::vector<FBXDocParser::MeshGeometry::Edge> &p_edge_map,
-		const std::vector<int> &p_mesh_indices,
-		const FBXDocParser::MeshGeometry::MappingData<T> &p_mapping_data,
-		R (*collector_function)(const Vector<VertexData<T>> *p_vertex_data, R p_fall_back),
-		R p_fall_back) const {
-	/* When index_to_direct is set
-	 * index size is 184 ( contains index for the data array [values 0, 96] )
-	 * data size is 96 (contains uv coordinates)
-	 * this means index is simple data reduction basically
-	 */
-	////
-	if (p_mapping_data.ref_type == FBXDocParser::MeshGeometry::ReferenceType::index_to_direct && p_mapping_data.index.size() == 0) {
-		print_verbose("debug count: index size: " + itos(p_mapping_data.index.size()) + ", data size: " + itos(p_mapping_data.data.size()));
-		print_verbose("vertex indices count: " + itos(p_mesh_indices.size()));
-		print_verbose("Edge map size: " + itos(p_edge_map.size()));
-	}
-
-	ERR_FAIL_COND_V_MSG(p_mapping_data.ref_type == FBXDocParser::MeshGeometry::ReferenceType::index_to_direct && p_mapping_data.index.size() == 0, (HashMap<int, R>()), "FBX importer needs to map correctly to this field, please specify the override index name to fix this problem!");
-	ERR_FAIL_COND_V_MSG(p_mapping_data.ref_type == FBXDocParser::MeshGeometry::ReferenceType::index && p_mapping_data.index.size() == 0, (HashMap<int, R>()), "The FBX seems corrupted");
-
-	// Aggregate vertex data.
-	HashMap<Vertex, Vector<VertexData<T>>> aggregate_vertex_data;
-
-	switch (p_mapping_data.map_type) {
-		case FBXDocParser::MeshGeometry::MapType::none: {
-			// No data nothing to do.
-			return (HashMap<int, R>());
-		}
-		case FBXDocParser::MeshGeometry::MapType::vertex: {
-			ERR_FAIL_COND_V_MSG(p_mapping_data.ref_type == FBXDocParser::MeshGeometry::ReferenceType::index_to_direct, (HashMap<int, R>()), "We will support in future");
-
-			if (p_mapping_data.ref_type == FBXDocParser::MeshGeometry::ReferenceType::direct) {
-				// The data is mapped per vertex directly.
-				ERR_FAIL_COND_V_MSG((int)p_mapping_data.data.size() != p_vertex_count, (HashMap<int, R>()), "FBX file corrupted: #ERR01");
-				for (size_t vertex_index = 0; vertex_index < p_mapping_data.data.size(); vertex_index += 1) {
-					aggregate_vertex_data[vertex_index].push_back({ -1, p_mapping_data.data[vertex_index] });
-				}
-			} else {
-				// The data is mapped per vertex using a reference.
-				// The indices array, contains a *reference_id for each vertex.
-				// * Note that the reference_id is the id of data into the data array.
-				//
-				// https://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_class_fbx_layer_element_html
-				ERR_FAIL_COND_V_MSG((int)p_mapping_data.index.size() != p_vertex_count, (HashMap<int, R>()), "FBX file corrupted: #ERR02");
-				for (size_t vertex_index = 0; vertex_index < p_mapping_data.index.size(); vertex_index += 1) {
-					ERR_FAIL_INDEX_V_MSG(p_mapping_data.index[vertex_index], (int)p_mapping_data.data.size(), (HashMap<int, R>()), "FBX file seems corrupted: #ERR03.");
-					aggregate_vertex_data[vertex_index].push_back({ -1, p_mapping_data.data[p_mapping_data.index[vertex_index]] });
-				}
-			}
-		} break;
-		case FBXDocParser::MeshGeometry::MapType::polygon_vertex: {
-			if (p_mapping_data.ref_type == FBXDocParser::MeshGeometry::ReferenceType::index_to_direct) {
-				// The data is mapped using each index from the indexes array then direct to the data (data reduction algorithm)
-				ERR_FAIL_COND_V_MSG((int)p_mesh_indices.size() != (int)p_mapping_data.index.size(), (HashMap<int, R>()), "FBX file seems corrupted: #ERR04");
-				int polygon_id = -1;
-				for (size_t polygon_vertex_index = 0; polygon_vertex_index < p_mapping_data.index.size(); polygon_vertex_index += 1) {
-					if (is_start_of_polygon(p_mesh_indices, polygon_vertex_index)) {
-						polygon_id += 1;
-					}
-					const int vertex_index = get_vertex_from_polygon_vertex(p_mesh_indices, polygon_vertex_index);
-					ERR_FAIL_COND_V_MSG(vertex_index < 0, (HashMap<int, R>()), "FBX file corrupted: #ERR05");
-					ERR_FAIL_COND_V_MSG(vertex_index >= p_vertex_count, (HashMap<int, R>()), "FBX file corrupted: #ERR06");
-					const int index_to_direct = get_vertex_from_polygon_vertex(p_mapping_data.index, polygon_vertex_index);
-					T value = p_mapping_data.data[index_to_direct];
-					aggregate_vertex_data[vertex_index].push_back({ polygon_id, value });
-				}
-			} else if (p_mapping_data.ref_type == FBXDocParser::MeshGeometry::ReferenceType::direct) {
-				// The data are mapped per polygon vertex directly.
-				ERR_FAIL_COND_V_MSG((int)p_mesh_indices.size() != (int)p_mapping_data.data.size(), (HashMap<int, R>()), "FBX file seems corrupted: #ERR04");
-				int polygon_id = -1;
-				for (size_t polygon_vertex_index = 0; polygon_vertex_index < p_mapping_data.data.size(); polygon_vertex_index += 1) {
-					if (is_start_of_polygon(p_mesh_indices, polygon_vertex_index)) {
-						polygon_id += 1;
-					}
-					const int vertex_index = get_vertex_from_polygon_vertex(p_mesh_indices, polygon_vertex_index);
-					ERR_FAIL_COND_V_MSG(vertex_index < 0, (HashMap<int, R>()), "FBX file corrupted: #ERR05");
-					ERR_FAIL_COND_V_MSG(vertex_index >= p_vertex_count, (HashMap<int, R>()), "FBX file corrupted: #ERR06");
-
-					aggregate_vertex_data[vertex_index].push_back({ polygon_id, p_mapping_data.data[polygon_vertex_index] });
-				}
-			} else {
-				// The data is mapped per polygon_vertex using a reference.
-				// The indices array, contains a *reference_id for each polygon_vertex.
-				// * Note that the reference_id is the id of data into the data array.
-				//
-				// https://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_class_fbx_layer_element_html
-				ERR_FAIL_COND_V_MSG(p_mesh_indices.size() != p_mapping_data.index.size(), (HashMap<int, R>()), "FBX file corrupted: #ERR7");
-				int polygon_id = -1;
-				for (size_t polygon_vertex_index = 0; polygon_vertex_index < p_mapping_data.index.size(); polygon_vertex_index += 1) {
-					if (is_start_of_polygon(p_mesh_indices, polygon_vertex_index)) {
-						polygon_id += 1;
-					}
-					const int vertex_index = get_vertex_from_polygon_vertex(p_mesh_indices, polygon_vertex_index);
-					ERR_FAIL_COND_V_MSG(vertex_index < 0, (HashMap<int, R>()), "FBX file corrupted: #ERR8");
-					ERR_FAIL_COND_V_MSG(vertex_index >= p_vertex_count, (HashMap<int, R>()), "FBX file seems corrupted: #ERR9.");
-					ERR_FAIL_COND_V_MSG(p_mapping_data.index[polygon_vertex_index] < 0, (HashMap<int, R>()), "FBX file seems corrupted: #ERR10.");
-					ERR_FAIL_COND_V_MSG(p_mapping_data.index[polygon_vertex_index] >= (int)p_mapping_data.data.size(), (HashMap<int, R>()), "FBX file seems corrupted: #ERR11.");
-					aggregate_vertex_data[vertex_index].push_back({ polygon_id, p_mapping_data.data[p_mapping_data.index[polygon_vertex_index]] });
-				}
-			}
-		} break;
-		case FBXDocParser::MeshGeometry::MapType::polygon: {
-			if (p_mapping_data.ref_type == FBXDocParser::MeshGeometry::ReferenceType::direct) {
-				// The data are mapped per polygon directly.
-				const int polygon_count = count_polygons(p_mesh_indices);
-				ERR_FAIL_COND_V_MSG(polygon_count != (int)p_mapping_data.data.size(), (HashMap<int, R>()), "FBX file seems corrupted: #ERR12");
-
-				// Advance each polygon vertex, each new polygon advance the polygon index.
-				int polygon_index = -1;
-				for (size_t polygon_vertex_index = 0;
-						polygon_vertex_index < p_mesh_indices.size();
-						polygon_vertex_index += 1) {
-					if (is_start_of_polygon(p_mesh_indices, polygon_vertex_index)) {
-						polygon_index += 1;
-						ERR_FAIL_INDEX_V_MSG(polygon_index, (int)p_mapping_data.data.size(), (HashMap<int, R>()), "FBX file seems corrupted: #ERR13");
-					}
-
-					const int vertex_index = get_vertex_from_polygon_vertex(p_mesh_indices, polygon_vertex_index);
-					ERR_FAIL_INDEX_V_MSG(vertex_index, p_vertex_count, (HashMap<int, R>()), "FBX file corrupted: #ERR14");
-
-					aggregate_vertex_data[vertex_index].push_back({ polygon_index, p_mapping_data.data[polygon_index] });
-				}
-				ERR_FAIL_COND_V_MSG((polygon_index + 1) != polygon_count, (HashMap<int, R>()), "FBX file seems corrupted: #ERR16. Not all Polygons are present in the file.");
-			} else {
-				// The data is mapped per polygon using a reference.
-				// The indices array, contains a *reference_id for each polygon.
-				// * Note that the reference_id is the id of data into the data array.
-				//
-				// https://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_class_fbx_layer_element_html
-				const int polygon_count = count_polygons(p_mesh_indices);
-				ERR_FAIL_COND_V_MSG(polygon_count != (int)p_mapping_data.index.size(), (HashMap<int, R>()), "FBX file seems corrupted: #ERR17");
-
-				// Advance each polygon vertex, each new polygon advance the polygon index.
-				int polygon_index = -1;
-				for (size_t polygon_vertex_index = 0;
-						polygon_vertex_index < p_mesh_indices.size();
-						polygon_vertex_index += 1) {
-					if (is_start_of_polygon(p_mesh_indices, polygon_vertex_index)) {
-						polygon_index += 1;
-						ERR_FAIL_INDEX_V_MSG(polygon_index, (int)p_mapping_data.index.size(), (HashMap<int, R>()), "FBX file seems corrupted: #ERR18");
-						ERR_FAIL_INDEX_V_MSG(p_mapping_data.index[polygon_index], (int)p_mapping_data.data.size(), (HashMap<int, R>()), "FBX file seems corrupted: #ERR19");
-					}
-
-					const int vertex_index = get_vertex_from_polygon_vertex(p_mesh_indices, polygon_vertex_index);
-					ERR_FAIL_INDEX_V_MSG(vertex_index, p_vertex_count, (HashMap<int, R>()), "FBX file corrupted: #ERR20");
-
-					aggregate_vertex_data[vertex_index].push_back({ polygon_index, p_mapping_data.data[p_mapping_data.index[polygon_index]] });
-				}
-				ERR_FAIL_COND_V_MSG((polygon_index + 1) != polygon_count, (HashMap<int, R>()), "FBX file seems corrupted: #ERR22. Not all Polygons are present in the file.");
-			}
-		} break;
-		case FBXDocParser::MeshGeometry::MapType::edge: {
-			if (p_mapping_data.ref_type == FBXDocParser::MeshGeometry::ReferenceType::direct) {
-				// The data are mapped per edge directly.
-				ERR_FAIL_COND_V_MSG(p_edge_map.size() != p_mapping_data.data.size(), (HashMap<int, R>()), "FBX file seems corrupted: #ERR23");
-				for (size_t edge_index = 0; edge_index < p_mapping_data.data.size(); edge_index += 1) {
-					const FBXDocParser::MeshGeometry::Edge edge = FBXDocParser::MeshGeometry::get_edge(p_edge_map, edge_index);
-					ERR_FAIL_INDEX_V_MSG(edge.vertex_0, p_vertex_count, (HashMap<int, R>()), "FBX file corrupted: #ERR24");
-					ERR_FAIL_INDEX_V_MSG(edge.vertex_1, p_vertex_count, (HashMap<int, R>()), "FBX file corrupted: #ERR25");
-					ERR_FAIL_INDEX_V_MSG(edge.vertex_0, (int)p_mapping_data.data.size(), (HashMap<int, R>()), "FBX file corrupted: #ERR26");
-					ERR_FAIL_INDEX_V_MSG(edge.vertex_1, (int)p_mapping_data.data.size(), (HashMap<int, R>()), "FBX file corrupted: #ERR27");
-					aggregate_vertex_data[edge.vertex_0].push_back({ -1, p_mapping_data.data[edge_index] });
-					aggregate_vertex_data[edge.vertex_1].push_back({ -1, p_mapping_data.data[edge_index] });
-				}
-			} else {
-				// The data is mapped per edge using a reference.
-				// The indices array, contains a *reference_id for each polygon.
-				// * Note that the reference_id is the id of data into the data array.
-				//
-				// https://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_class_fbx_layer_element_html
-				ERR_FAIL_COND_V_MSG(p_edge_map.size() != p_mapping_data.index.size(), (HashMap<int, R>()), "FBX file seems corrupted: #ERR28");
-				for (size_t edge_index = 0; edge_index < p_mapping_data.data.size(); edge_index += 1) {
-					const FBXDocParser::MeshGeometry::Edge edge = FBXDocParser::MeshGeometry::get_edge(p_edge_map, edge_index);
-					ERR_FAIL_INDEX_V_MSG(edge.vertex_0, p_vertex_count, (HashMap<int, R>()), "FBX file corrupted: #ERR29");
-					ERR_FAIL_INDEX_V_MSG(edge.vertex_1, p_vertex_count, (HashMap<int, R>()), "FBX file corrupted: #ERR30");
-					ERR_FAIL_INDEX_V_MSG(edge.vertex_0, (int)p_mapping_data.index.size(), (HashMap<int, R>()), "FBX file corrupted: #ERR31");
-					ERR_FAIL_INDEX_V_MSG(edge.vertex_1, (int)p_mapping_data.index.size(), (HashMap<int, R>()), "FBX file corrupted: #ERR32");
-					ERR_FAIL_INDEX_V_MSG(p_mapping_data.index[edge.vertex_0], (int)p_mapping_data.data.size(), (HashMap<int, R>()), "FBX file corrupted: #ERR33");
-					ERR_FAIL_INDEX_V_MSG(p_mapping_data.index[edge.vertex_1], (int)p_mapping_data.data.size(), (HashMap<int, R>()), "FBX file corrupted: #ERR34");
-					aggregate_vertex_data[edge.vertex_0].push_back({ -1, p_mapping_data.data[p_mapping_data.index[edge_index]] });
-					aggregate_vertex_data[edge.vertex_1].push_back({ -1, p_mapping_data.data[p_mapping_data.index[edge_index]] });
-				}
-			}
-		} break;
-		case FBXDocParser::MeshGeometry::MapType::all_the_same: {
-			// No matter the mode, no matter the data size; The first always win
-			// and is set to all the vertices.
-			ERR_FAIL_COND_V_MSG(p_mapping_data.data.size() <= 0, (HashMap<int, R>()), "FBX file seems corrupted: #ERR35");
-			if (p_mapping_data.data.size() > 0) {
-				for (int vertex_index = 0; vertex_index < p_vertex_count; vertex_index += 1) {
-					aggregate_vertex_data[vertex_index].push_back({ -1, p_mapping_data.data[0] });
-				}
-			}
-		} break;
-	}
-
-	if (aggregate_vertex_data.size() == 0) {
-		return (HashMap<int, R>());
-	}
-
-	// A map is used because turns out that the some FBX file are not well organized
-	// with vertices well compacted. Using a map allows avoid those issues.
-	HashMap<Vertex, R> result;
-
-	// Aggregate the collected data.
-	for (const Vertex *index = aggregate_vertex_data.next(nullptr); index != nullptr; index = aggregate_vertex_data.next(index)) {
-		Vector<VertexData<T>> *aggregated_vertex = aggregate_vertex_data.getptr(*index);
-		// This can't be null because we are just iterating.
-		CRASH_COND(aggregated_vertex == nullptr);
-
-		ERR_FAIL_INDEX_V_MSG(0, aggregated_vertex->size(), (HashMap<int, R>()), "The FBX file is corrupted, No valid data for this vertex index.");
-		result[*index] = collector_function(aggregated_vertex, p_fall_back);
-	}
-
-	// Sanitize the data now, if the file is broken we can try import it anyway.
-	bool problem_found = false;
-	for (size_t i = 0; i < p_mesh_indices.size(); i += 1) {
-		const Vertex vertex = get_vertex_from_polygon_vertex(p_mesh_indices, i);
-		if (result.has(vertex) == false) {
-			result[vertex] = p_fall_back;
-			problem_found = true;
-		}
-	}
-	if (problem_found) {
-		WARN_PRINT("Some data is missing, this FBX file may be corrupted: #WARN0.");
-	}
-
-	return result;
-}
-
-template <class T>
-HashMap<int, T> FBXMeshData::extract_per_polygon(
-		int p_vertex_count,
-		const std::vector<int> &p_polygon_indices,
-		const FBXDocParser::MeshGeometry::MappingData<T> &p_fbx_data,
-		T p_fallback_value) const {
-	ERR_FAIL_COND_V_MSG(p_fbx_data.ref_type == FBXDocParser::MeshGeometry::ReferenceType::index_to_direct && p_fbx_data.data.size() == 0, (HashMap<int, T>()), "invalid index to direct array");
-	ERR_FAIL_COND_V_MSG(p_fbx_data.ref_type == FBXDocParser::MeshGeometry::ReferenceType::index && p_fbx_data.index.size() == 0, (HashMap<int, T>()), "The FBX seems corrupted");
-
-	const int polygon_count = count_polygons(p_polygon_indices);
-
-	// Aggregate vertex data.
-	HashMap<int, Vector<T>> aggregate_polygon_data;
-
-	switch (p_fbx_data.map_type) {
-		case FBXDocParser::MeshGeometry::MapType::none: {
-			// No data nothing to do.
-			return (HashMap<int, T>());
-		}
-		case FBXDocParser::MeshGeometry::MapType::vertex: {
-			ERR_FAIL_V_MSG((HashMap<int, T>()), "This data can't be extracted and organized per polygon, since into the FBX is mapped per vertex. This should not happen.");
-		} break;
-		case FBXDocParser::MeshGeometry::MapType::polygon_vertex: {
-			ERR_FAIL_V_MSG((HashMap<int, T>()), "This data can't be extracted and organized per polygon, since into the FBX is mapped per polygon vertex. This should not happen.");
-		} break;
-		case FBXDocParser::MeshGeometry::MapType::polygon: {
-			if (p_fbx_data.ref_type == FBXDocParser::MeshGeometry::ReferenceType::index_to_direct) {
-				// The data is stored efficiently index_to_direct allows less data in the FBX file.
-				for (int polygon_index = 0;
-						polygon_index < polygon_count;
-						polygon_index += 1) {
-					if (p_fbx_data.index.size() == 0) {
-						ERR_FAIL_INDEX_V_MSG(polygon_index, (int)p_fbx_data.data.size(), (HashMap<int, T>()), "FBX file is corrupted: #ERR62");
-						aggregate_polygon_data[polygon_index].push_back(p_fbx_data.data[polygon_index]);
-					} else {
-						ERR_FAIL_INDEX_V_MSG(polygon_index, (int)p_fbx_data.index.size(), (HashMap<int, T>()), "FBX file is corrupted: #ERR62");
-
-						const int index_to_direct = get_vertex_from_polygon_vertex(p_fbx_data.index, polygon_index);
-						T value = p_fbx_data.data[index_to_direct];
-						aggregate_polygon_data[polygon_index].push_back(value);
-					}
-				}
-			} else if (p_fbx_data.ref_type == FBXDocParser::MeshGeometry::ReferenceType::direct) {
-				// The data are mapped per polygon directly.
-				ERR_FAIL_COND_V_MSG(polygon_count != (int)p_fbx_data.data.size(), (HashMap<int, T>()), "FBX file is corrupted: #ERR51");
-
-				// Advance each polygon vertex, each new polygon advance the polygon index.
-				for (int polygon_index = 0;
-						polygon_index < polygon_count;
-						polygon_index += 1) {
-					ERR_FAIL_INDEX_V_MSG(polygon_index, (int)p_fbx_data.data.size(), (HashMap<int, T>()), "FBX file is corrupted: #ERR52");
-					aggregate_polygon_data[polygon_index].push_back(p_fbx_data.data[polygon_index]);
-				}
-			} else {
-				// The data is mapped per polygon using a reference.
-				// The indices array, contains a *reference_id for each polygon.
-				// * Note that the reference_id is the id of data into the data array.
-				//
-				// https://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_class_fbx_layer_element_html
-				ERR_FAIL_COND_V_MSG(polygon_count != (int)p_fbx_data.index.size(), (HashMap<int, T>()), "FBX file seems corrupted: #ERR52");
-
-				// Advance each polygon vertex, each new polygon advance the polygon index.
-				for (int polygon_index = 0;
-						polygon_index < polygon_count;
-						polygon_index += 1) {
-					ERR_FAIL_INDEX_V_MSG(polygon_index, (int)p_fbx_data.index.size(), (HashMap<int, T>()), "FBX file is corrupted: #ERR53");
-					ERR_FAIL_INDEX_V_MSG(p_fbx_data.index[polygon_index], (int)p_fbx_data.data.size(), (HashMap<int, T>()), "FBX file is corrupted: #ERR54");
-					aggregate_polygon_data[polygon_index].push_back(p_fbx_data.data[p_fbx_data.index[polygon_index]]);
-				}
-			}
-		} break;
-		case FBXDocParser::MeshGeometry::MapType::edge: {
-			ERR_FAIL_V_MSG((HashMap<int, T>()), "This data can't be extracted and organized per polygon, since into the FBX is mapped per edge. This should not happen.");
-		} break;
-		case FBXDocParser::MeshGeometry::MapType::all_the_same: {
-			// No matter the mode, no matter the data size; The first always win
-			// and is set to all the vertices.
-			ERR_FAIL_COND_V_MSG(p_fbx_data.data.size() <= 0, (HashMap<int, T>()), "FBX file seems corrupted: #ERR55");
-			if (p_fbx_data.data.size() > 0) {
-				for (int polygon_index = 0; polygon_index < polygon_count; polygon_index += 1) {
-					aggregate_polygon_data[polygon_index].push_back(p_fbx_data.data[0]);
-				}
-			}
-		} break;
-	}
-
-	if (aggregate_polygon_data.size() == 0) {
-		return (HashMap<int, T>());
-	}
-
-	// A map is used because turns out that the some FBX file are not well organized
-	// with vertices well compacted. Using a map allows avoid those issues.
-	HashMap<int, T> polygons;
-
-	// Take the first value for each vertex.
-	for (const Vertex *index = aggregate_polygon_data.next(nullptr); index != nullptr; index = aggregate_polygon_data.next(index)) {
-		Vector<T> *aggregated_polygon = aggregate_polygon_data.getptr(*index);
-		// This can't be null because we are just iterating.
-		CRASH_COND(aggregated_polygon == nullptr);
-
-		ERR_FAIL_INDEX_V_MSG(0, (int)aggregated_polygon->size(), (HashMap<int, T>()), "The FBX file is corrupted, No valid data for this polygon index.");
-
-		// Validate the final value.
-		polygons[*index] = (*aggregated_polygon)[0];
-	}
-
-	// Sanitize the data now, if the file is broken we can try import it anyway.
-	bool problem_found = false;
-	for (int polygon_i = 0; polygon_i < polygon_count; polygon_i += 1) {
-		if (polygons.has(polygon_i) == false) {
-			polygons[polygon_i] = p_fallback_value;
-			problem_found = true;
-		}
-	}
-	if (problem_found) {
-		WARN_PRINT("Some data is missing, this FBX file may be corrupted: #WARN1.");
-	}
-
-	return polygons;
-}
-
-void FBXMeshData::extract_morphs(const FBXDocParser::MeshGeometry *mesh_geometry, HashMap<String, MorphVertexData> &r_data) {
-	r_data.clear();
-
-	const int vertex_count = mesh_geometry->get_vertices().size();
-
-	for (const FBXDocParser::BlendShape *blend_shape : mesh_geometry->get_blend_shapes()) {
-		for (const FBXDocParser::BlendShapeChannel *blend_shape_channel : blend_shape->BlendShapeChannels()) {
-			const std::vector<const FBXDocParser::ShapeGeometry *> &shape_geometries = blend_shape_channel->GetShapeGeometries();
-			for (const FBXDocParser::ShapeGeometry *shape_geometry : shape_geometries) {
-				String morph_name = ImportUtils::FBXAnimMeshName(shape_geometry->Name()).c_str();
-				if (morph_name.is_empty()) {
-					morph_name = "morph";
-				}
-
-				// TODO we have only these??
-				const std::vector<unsigned int> &morphs_vertex_indices = shape_geometry->GetIndices();
-				const std::vector<Vector3> &morphs_vertices = shape_geometry->GetVertices();
-				const std::vector<Vector3> &morphs_normals = shape_geometry->GetNormals();
-
-				ERR_FAIL_COND_MSG((int)morphs_vertex_indices.size() > vertex_count, "The FBX file is corrupted: #ERR103");
-				ERR_FAIL_COND_MSG(morphs_vertex_indices.size() != morphs_vertices.size(), "The FBX file is corrupted: #ERR104");
-				ERR_FAIL_COND_MSG((int)morphs_vertices.size() > vertex_count, "The FBX file is corrupted: #ERR105");
-				ERR_FAIL_COND_MSG(morphs_normals.size() != 0 && morphs_normals.size() != morphs_vertices.size(), "The FBX file is corrupted: #ERR106");
-
-				if (r_data.has(morph_name) == false) {
-					// This morph doesn't exist yet.
-					// Create it.
-					MorphVertexData md;
-					md.vertices.resize(vertex_count);
-					md.normals.resize(vertex_count);
-					r_data.set(morph_name, md);
-				}
-
-				MorphVertexData *data = r_data.getptr(morph_name);
-				Vector3 *data_vertices_ptr = data->vertices.ptrw();
-				Vector3 *data_normals_ptr = data->normals.ptrw();
-
-				for (int i = 0; i < (int)morphs_vertex_indices.size(); i += 1) {
-					const Vertex vertex = morphs_vertex_indices[i];
-
-					ERR_FAIL_INDEX_MSG(vertex, vertex_count, "The blend shapes of this FBX file are corrupted. It has a not valid vertex.");
-
-					data_vertices_ptr[vertex] = morphs_vertices[i];
-
-					if (morphs_normals.size() != 0) {
-						data_normals_ptr[vertex] = morphs_normals[i];
-					}
-				}
-			}
-		}
-	}
-}

+ 0 - 200
modules/fbx/data/fbx_mesh_data.h

@@ -1,200 +0,0 @@
-/*************************************************************************/
-/*  fbx_mesh_data.h                                                      */
-/*************************************************************************/
-/*                       This file is part of:                           */
-/*                           GODOT ENGINE                                */
-/*                      https://godotengine.org                          */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2022 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.                */
-/*************************************************************************/
-
-#ifndef FBX_MESH_DATA_H
-#define FBX_MESH_DATA_H
-
-#include "core/templates/hash_map.h"
-#include "core/templates/local_vector.h"
-#include "core/templates/ordered_hash_map.h"
-#include "editor/import/resource_importer_scene.h"
-#include "scene/3d/importer_mesh_instance_3d.h"
-#include "scene/3d/mesh_instance_3d.h"
-#include "scene/resources/surface_tool.h"
-
-#include "fbx_bone.h"
-#include "fbx_parser/FBXMeshGeometry.h"
-#include "import_state.h"
-#include "tools/import_utils.h"
-
-struct FBXNode;
-struct FBXMeshData;
-struct FBXBone;
-struct ImportState;
-
-typedef int Vertex;
-typedef int SurfaceId;
-typedef int PolygonId;
-typedef int DataIndex;
-
-struct SurfaceData {
-	Ref<SurfaceTool> surface_tool;
-	OrderedHashMap<Vertex, int> lookup_table; // proposed fix is to replace lookup_table[vertex_id] to give the position of the vertices_map[int] index.
-	LocalVector<Vertex> vertices_map; // this must be ordered the same as insertion <-- slow to do find() operation.
-	Ref<Material> material;
-	HashMap<PolygonId, Vector<DataIndex>> surface_polygon_vertex;
-	Array morphs;
-};
-
-struct VertexWeightMapping {
-	Vector<float> weights;
-	Vector<int> bones;
-	// This extra vector is used because the bone id is computed in a second step.
-	// TODO Get rid of this extra step is a good idea.
-	Vector<Ref<FBXBone>> bones_ref;
-};
-
-template <class T>
-struct VertexData {
-	int polygon_index;
-	T data;
-};
-
-// Caches mesh information and instantiates meshes for you using helper functions.
-struct FBXMeshData : RefCounted {
-	struct MorphVertexData {
-		// TODO we have only these??
-		/// Each element is a vertex. Not supposed to be void.
-		Vector<Vector3> vertices;
-		/// Each element is a vertex. Not supposed to be void.
-		Vector<Vector3> normals;
-	};
-
-	// FIXME: remove this is a hack for testing only
-	mutable const FBXDocParser::MeshGeometry *mesh_geometry = nullptr;
-
-	Ref<FBXNode> mesh_node = nullptr;
-	/// vertex id, Weight Info
-	/// later: perf we can use array here
-	HashMap<int, VertexWeightMapping> vertex_weights;
-
-	// translate fbx mesh data from document context to FBX Mesh Geometry Context
-	bool valid_weight_indexes = false;
-
-	ImporterMeshInstance3D *create_fbx_mesh(const ImportState &state, const FBXDocParser::MeshGeometry *p_mesh_geometry, const FBXDocParser::Model *model, bool use_compression);
-
-	void gen_weight_info(Ref<SurfaceTool> st, int vertex_id) const;
-
-	/* mesh maximum weight count */
-	bool valid_weight_count = false;
-	int max_weight_count = 0;
-	uint64_t armature_id = 0;
-	bool valid_armature_id = false;
-	ImporterMeshInstance3D *godot_mesh_instance = nullptr;
-
-private:
-	void sanitize_vertex_weights(const ImportState &state);
-
-	/// Make sure to reorganize the vertices so that the correct UV is taken.
-	/// This step is needed because differently from the normal, that can be
-	/// combined, the UV may need its own triangle because sometimes they have
-	/// really different UV for the same vertex but different polygon.
-	/// This function make sure to add another vertex for those UVS.
-	void reorganize_vertices(
-			std::vector<int> &r_polygon_indices,
-			std::vector<Vector3> &r_vertices,
-			HashMap<int, Vector3> &r_normals,
-			HashMap<int, Vector2> &r_uv_1,
-			HashMap<int, Vector2> &r_uv_2,
-			HashMap<int, Color> &r_color,
-			HashMap<String, MorphVertexData> &r_morphs,
-			HashMap<int, HashMap<int, Vector3>> &r_normals_raw,
-			HashMap<int, HashMap<int, Color>> &r_colors_raw,
-			HashMap<int, HashMap<int, Vector2>> &r_uv_1_raw,
-			HashMap<int, HashMap<int, Vector2>> &r_uv_2_raw);
-
-	void add_vertex(
-			const ImportState &state,
-			Ref<SurfaceTool> p_surface_tool,
-			real_t p_scale,
-			int p_vertex,
-			const std::vector<Vector3> &p_vertices_position,
-			const HashMap<int, Vector3> &p_normals,
-			const HashMap<int, Vector2> &p_uvs_0,
-			const HashMap<int, Vector2> &p_uvs_1,
-			const HashMap<int, Color> &p_colors,
-			const Vector3 &p_morph_value = Vector3(),
-			const Vector3 &p_morph_normal = Vector3());
-
-	void triangulate_polygon(SurfaceData *surface, const Vector<int> &p_polygon_vertex, const std::vector<Vector3> &p_vertices) const;
-
-	/// This function is responsible to convert the FBX polygon vertex to
-	/// vertex index.
-	/// The polygon vertices are stored in an array with some negative
-	/// values. The negative values define the last face index.
-	/// For example the following `face_array` contains two faces, the former
-	/// with 3 vertices and the latter with a line:
-	/// [0,2,-2,3,-5]
-	/// Parsed as:
-	/// [0, 2, 1, 3, 4]
-	/// The negative values are computed using this formula: `(-value) - 1`
-	///
-	/// Returns the vertex index from the polygon vertex.
-	/// Returns -1 if `p_index` is invalid.
-	int get_vertex_from_polygon_vertex(const std::vector<int> &p_face_indices, int p_index) const;
-
-	/// Returns true if this polygon_vertex_index is the end of a new polygon.
-	bool is_end_of_polygon(const std::vector<int> &p_face_indices, int p_index) const;
-
-	/// Returns true if this polygon_vertex_index is the begin of a new polygon.
-	bool is_start_of_polygon(const std::vector<int> &p_face_indices, int p_index) const;
-
-	/// Returns the number of polygons.
-	int count_polygons(const std::vector<int> &p_face_indices) const;
-
-	/// Used to extract data from the `MappingData` aligned with vertex.
-	/// Useful to extract normal/uvs/colors/tangents/etc...
-	/// If the function fails somehow, it returns an hollow vector and print an error.
-	template <class R, class T>
-	HashMap<int, R> extract_per_vertex_data(
-			int p_vertex_count,
-			const std::vector<FBXDocParser::MeshGeometry::Edge> &p_edges,
-			const std::vector<int> &p_mesh_indices,
-			const FBXDocParser::MeshGeometry::MappingData<T> &p_mapping_data,
-			R (*collector_function)(const Vector<VertexData<T>> *p_vertex_data, R p_fall_back),
-			R p_fall_back) const;
-
-	/// Used to extract data from the `MappingData` organized per polygon.
-	/// Useful to extract the material
-	/// If the function fails somehow, it returns an hollow vector and print an error.
-	template <class T>
-	HashMap<int, T> extract_per_polygon(
-			int p_vertex_count,
-			const std::vector<int> &p_face_indices,
-			const FBXDocParser::MeshGeometry::MappingData<T> &p_fbx_data,
-			T p_fallback_value) const;
-
-	/// Extracts the morph data and organizes it per vertices.
-	/// The returned `MorphVertexData` arrays are never something different
-	/// then the `vertex_count`.
-	void extract_morphs(const FBXDocParser::MeshGeometry *mesh_geometry, HashMap<String, MorphVertexData> &r_data);
-};
-
-#endif // FBX_MESH_DATA_H

+ 0 - 63
modules/fbx/data/fbx_node.h

@@ -1,63 +0,0 @@
-/*************************************************************************/
-/*  fbx_node.h                                                           */
-/*************************************************************************/
-/*                       This file is part of:                           */
-/*                           GODOT ENGINE                                */
-/*                      https://godotengine.org                          */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2022 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.                */
-/*************************************************************************/
-
-#ifndef FBX_NODE_H
-#define FBX_NODE_H
-
-#include "fbx_skeleton.h"
-#include "model_abstraction.h"
-#include "pivot_transform.h"
-
-#include "fbx_parser/FBXDocument.h"
-
-class Node3D;
-struct PivotTransform;
-
-struct FBXNode : RefCounted, ModelAbstraction {
-	uint64_t current_node_id = 0;
-	String node_name = String();
-	Node3D *godot_node = nullptr;
-
-	// used to parent the skeleton once the tree is built.
-	Ref<FBXSkeleton> skeleton_node = Ref<FBXSkeleton>();
-
-	void set_parent(Ref<FBXNode> p_parent) {
-		fbx_parent = p_parent;
-	}
-
-	void set_pivot_transform(Ref<PivotTransform> p_pivot_transform) {
-		pivot_transform = p_pivot_transform;
-	}
-
-	Ref<PivotTransform> pivot_transform = Ref<PivotTransform>(); // local and global xform data
-	Ref<FBXNode> fbx_parent = Ref<FBXNode>(); // parent node
-};
-
-#endif // FBX_NODE_H

+ 0 - 130
modules/fbx/data/fbx_skeleton.cpp

@@ -1,130 +0,0 @@
-/*************************************************************************/
-/*  fbx_skeleton.cpp                                                     */
-/*************************************************************************/
-/*                       This file is part of:                           */
-/*                           GODOT ENGINE                                */
-/*                      https://godotengine.org                          */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2022 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 "fbx_skeleton.h"
-
-#include "import_state.h"
-
-#include "tools/import_utils.h"
-
-void FBXSkeleton::init_skeleton(const ImportState &state) {
-	int skeleton_bone_count = skeleton_bones.size();
-
-	if (skeleton == nullptr && skeleton_bone_count > 0) {
-		skeleton = memnew(Skeleton3D);
-
-		if (fbx_node.is_valid()) {
-			// cache skeleton attachment for later during node creation
-			// can't be done until after node hierarchy is built
-			if (fbx_node->godot_node != state.root) {
-				fbx_node->skeleton_node = Ref<FBXSkeleton>(this);
-				print_verbose("cached armature skeleton attachment for node " + fbx_node->node_name);
-			} else {
-				// root node must never be a skeleton to prevent cyclic skeletons from being allowed (skeleton in a skeleton)
-				fbx_node->godot_node->add_child(skeleton);
-				skeleton->set_owner(state.root_owner);
-				skeleton->set_name("Skeleton3D");
-				print_verbose("created armature skeleton for root");
-			}
-		} else {
-			memfree(skeleton);
-			skeleton = nullptr;
-			print_error("[doc] skeleton has no valid node to parent nodes to - erasing");
-			skeleton_bones.clear();
-			return;
-		}
-	}
-
-	// Make the bone name uniques.
-	for (int x = 0; x < skeleton_bone_count; x++) {
-		Ref<FBXBone> bone = skeleton_bones[x];
-		if (bone.is_valid()) {
-			// Make sure the bone name is unique.
-			const String bone_name = bone->bone_name;
-			int same_name_count = 0;
-			for (int y = x + 1; y < skeleton_bone_count; y++) {
-				Ref<FBXBone> other_bone = skeleton_bones[y];
-				if (other_bone.is_valid()) {
-					if (other_bone->bone_name == bone_name) {
-						same_name_count += 1;
-						other_bone->bone_name += "_" + itos(same_name_count);
-					}
-				}
-			}
-		}
-	}
-
-	Map<int, Ref<FBXBone>> bone_map;
-	// implement fbx cluster skin logic here this is where it goes
-	int bone_count = 0;
-	for (int x = 0; x < skeleton_bone_count; x++) {
-		Ref<FBXBone> bone = skeleton_bones[x];
-		if (bone.is_valid()) {
-			skeleton->add_bone(bone->bone_name);
-			bone->godot_bone_id = bone_count;
-			bone->fbx_skeleton = Ref<FBXSkeleton>(this);
-			bone_map.insert(bone_count, bone);
-			print_verbose("added bone " + itos(bone->bone_id) + " " + bone->bone_name);
-			bone_count++;
-		}
-	}
-
-	ERR_FAIL_COND_MSG(skeleton->get_bone_count() != bone_count, "Not all bones got added, is the file corrupted?");
-
-	for (const KeyValue<int, Ref<FBXBone>> &bone_element : bone_map) {
-		const Ref<FBXBone> bone = bone_element.value;
-		int bone_index = bone_element.key;
-		print_verbose("working on bone: " + itos(bone_index) + " bone name:" + bone->bone_name);
-
-		skeleton->set_bone_rest(bone->godot_bone_id, get_unscaled_transform(bone->node->pivot_transform->LocalTransform, state.scale));
-		{
-			Transform3D base_xform = bone->node->pivot_transform->LocalTransform;
-
-			skeleton->set_bone_pose_position(bone_index, base_xform.origin);
-			skeleton->set_bone_pose_rotation(bone_index, base_xform.basis.get_rotation_quaternion());
-			skeleton->set_bone_pose_scale(bone_index, base_xform.basis.get_scale());
-		}
-
-		// lookup parent ID
-		if (bone->valid_parent && state.fbx_bone_map.has(bone->parent_bone_id)) {
-			Ref<FBXBone> parent_bone = state.fbx_bone_map[bone->parent_bone_id];
-			int bone_id = skeleton->find_bone(parent_bone->bone_name);
-			if (bone_id != -1) {
-				skeleton->set_bone_parent(bone_index, bone_id);
-			} else {
-				print_error("invalid bone parent: " + parent_bone->bone_name);
-			}
-		} else {
-			if (bone->godot_bone_id != -1) {
-				skeleton->set_bone_parent(bone_index, -1); // no parent for this bone
-			}
-		}
-	}
-}

+ 0 - 53
modules/fbx/data/fbx_skeleton.h

@@ -1,53 +0,0 @@
-/*************************************************************************/
-/*  fbx_skeleton.h                                                       */
-/*************************************************************************/
-/*                       This file is part of:                           */
-/*                           GODOT ENGINE                                */
-/*                      https://godotengine.org                          */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2022 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.                */
-/*************************************************************************/
-
-#ifndef FBX_SKELETON_H
-#define FBX_SKELETON_H
-
-#include "fbx_bone.h"
-#include "fbx_node.h"
-#include "model_abstraction.h"
-
-#include "core/object/ref_counted.h"
-#include "scene/3d/skeleton_3d.h"
-
-struct FBXNode;
-struct ImportState;
-struct FBXBone;
-
-struct FBXSkeleton : RefCounted {
-	Ref<FBXNode> fbx_node = Ref<FBXNode>();
-	Vector<Ref<FBXBone>> skeleton_bones = Vector<Ref<FBXBone>>();
-	Skeleton3D *skeleton = nullptr;
-
-	void init_skeleton(const ImportState &state);
-};
-
-#endif // FBX_SKELETON_H

+ 0 - 112
modules/fbx/data/import_state.h

@@ -1,112 +0,0 @@
-/*************************************************************************/
-/*  import_state.h                                                       */
-/*************************************************************************/
-/*                       This file is part of:                           */
-/*                           GODOT ENGINE                                */
-/*                      https://godotengine.org                          */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2022 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.                */
-/*************************************************************************/
-
-#ifndef IMPORT_STATE_H
-#define IMPORT_STATE_H
-
-#include "fbx_mesh_data.h"
-#include "tools/import_utils.h"
-#include "tools/validation_tools.h"
-
-#include "pivot_transform.h"
-
-#include "core/io/resource_importer.h"
-#include "core/templates/vector.h"
-#include "editor/import/resource_importer_scene.h"
-#include "editor/project_settings_editor.h"
-#include "scene/3d/mesh_instance_3d.h"
-#include "scene/3d/node_3d.h"
-#include "scene/3d/skeleton_3d.h"
-#include "scene/animation/animation_player.h"
-#include "scene/resources/animation.h"
-#include "scene/resources/surface_tool.h"
-
-#include "modules/fbx/fbx_parser/FBXDocument.h"
-#include "modules/fbx/fbx_parser/FBXImportSettings.h"
-#include "modules/fbx/fbx_parser/FBXMeshGeometry.h"
-#include "modules/fbx/fbx_parser/FBXParser.h"
-#include "modules/fbx/fbx_parser/FBXTokenizer.h"
-#include "modules/fbx/fbx_parser/FBXUtil.h"
-
-struct FBXBone;
-struct FBXMeshData;
-struct FBXNode;
-struct FBXSkeleton;
-
-struct ImportState {
-	bool enable_material_import = true;
-	bool enable_animation_import = true;
-	bool is_blender_fbx = false;
-
-	Map<StringName, Ref<Texture>> cached_image_searches;
-	Map<uint64_t, Ref<Material>> cached_materials;
-
-	String path = String();
-	Node3D *root_owner = nullptr;
-	Node3D *root = nullptr;
-	real_t scale = 0.01;
-	Ref<FBXNode> fbx_root_node = Ref<FBXNode>();
-	// skeleton map - merged automatically when they are on the same x node in the tree so we can merge them automatically.
-	Map<uint64_t, Ref<FBXSkeleton>> skeleton_map = Map<uint64_t, Ref<FBXSkeleton>>();
-
-	// nodes on the same level get merged automatically.
-	//Map<uint64_t, Skeleton3D *> armature_map;
-	AnimationPlayer *animation_player = nullptr;
-
-	// Generation 4 - Raw document accessing for bone/skin/joint/kLocators
-	// joints are not necessarily bones but must be merged into the skeleton
-	// (bone id), bone
-	Map<uint64_t, Ref<FBXBone>> fbx_bone_map = Map<uint64_t, Ref<FBXBone>>(); // this is the bone name and setup information required for joints
-	// this will never contain joints only bones attached to a mesh.
-
-	// Generation 4 - Raw document for creating the nodes transforms in the scene
-	// this is a list of the nodes in the scene
-	// (id, node)
-	List<Ref<FBXNode>> fbx_node_list = List<Ref<FBXNode>>();
-
-	// All nodes which have been created in the scene
-	// this will not contain the root node of the scene
-	Map<uint64_t, Ref<FBXNode>> fbx_target_map = Map<uint64_t, Ref<FBXNode>>();
-
-	// mesh nodes which are created in node / mesh step - used for populating skin poses in MeshSkins
-	Map<uint64_t, Ref<FBXNode>> MeshNodes = Map<uint64_t, Ref<FBXNode>>();
-	// mesh skin map
-	Map<uint64_t, Ref<Skin>> MeshSkins = Map<uint64_t, Ref<Skin>>();
-
-	// this is the container for the mesh weight information and eventually
-	// any mesh data
-	// but not the skin, just stuff important for rendering
-	// skin is applied to mesh instance so not really required to be in here yet.
-	// maybe later
-	// fbx mesh id, FBXMeshData
-	Map<uint64_t, Ref<FBXMeshData>> renderer_mesh_data = Map<uint64_t, Ref<FBXMeshData>>();
-};
-
-#endif // IMPORT_STATE_H

+ 0 - 52
modules/fbx/data/model_abstraction.h

@@ -1,52 +0,0 @@
-/*************************************************************************/
-/*  model_abstraction.h                                                  */
-/*************************************************************************/
-/*                       This file is part of:                           */
-/*                           GODOT ENGINE                                */
-/*                      https://godotengine.org                          */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2022 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.                */
-/*************************************************************************/
-
-#ifndef MODEL_ABSTRACTION_H
-#define MODEL_ABSTRACTION_H
-
-#include "modules/fbx/fbx_parser/FBXDocument.h"
-
-struct ModelAbstraction {
-	mutable const FBXDocParser::Model *fbx_model = nullptr;
-
-	void set_model(const FBXDocParser::Model *p_model) {
-		fbx_model = p_model;
-	}
-
-	bool has_model() const {
-		return fbx_model != nullptr;
-	}
-
-	const FBXDocParser::Model *get_model() const {
-		return fbx_model;
-	}
-};
-
-#endif // MODEL_ABSTRACTION_H

+ 0 - 307
modules/fbx/data/pivot_transform.cpp

@@ -1,307 +0,0 @@
-/*************************************************************************/
-/*  pivot_transform.cpp                                                  */
-/*************************************************************************/
-/*                       This file is part of:                           */
-/*                           GODOT ENGINE                                */
-/*                      https://godotengine.org                          */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2022 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 "pivot_transform.h"
-
-#include "tools/import_utils.h"
-
-void PivotTransform::ReadTransformChain() {
-	const FBXDocParser::PropertyTable *props = fbx_model;
-	const FBXDocParser::Model::RotOrder &rot = fbx_model->RotationOrder();
-	const FBXDocParser::TransformInheritance &inheritType = fbx_model->InheritType();
-	inherit_type = inheritType; // copy the inherit type we need it in the second step.
-	print_verbose("Model: " + String(fbx_model->Name().c_str()) + " Has inherit type: " + itos(fbx_model->InheritType()));
-	bool ok = false;
-	raw_pre_rotation = ImportUtils::safe_import_vector3(FBXDocParser::PropertyGet<Vector3>(props, "PreRotation", ok));
-	if (ok) {
-		pre_rotation = ImportUtils::EulerToQuaternion(rot, ImportUtils::deg2rad(raw_pre_rotation));
-		print_verbose("valid pre_rotation: " + raw_pre_rotation + " euler conversion: " + (pre_rotation.get_euler() * (180 / Math_PI)));
-	}
-	raw_post_rotation = ImportUtils::safe_import_vector3(FBXDocParser::PropertyGet<Vector3>(props, "PostRotation", ok));
-	if (ok) {
-		post_rotation = ImportUtils::EulerToQuaternion(FBXDocParser::Model::RotOrder_EulerXYZ, ImportUtils::deg2rad(raw_post_rotation));
-		print_verbose("valid post_rotation: " + raw_post_rotation + " euler conversion: " + (pre_rotation.get_euler() * (180 / Math_PI)));
-	}
-	const Vector3 &RotationPivot = ImportUtils::safe_import_vector3(FBXDocParser::PropertyGet<Vector3>(props, "RotationPivot", ok));
-	if (ok) {
-		rotation_pivot = ImportUtils::FixAxisConversions(RotationPivot);
-	}
-	const Vector3 &RotationOffset = ImportUtils::safe_import_vector3(FBXDocParser::PropertyGet<Vector3>(props, "RotationOffset", ok));
-	if (ok) {
-		rotation_offset = ImportUtils::FixAxisConversions(RotationOffset);
-	}
-	const Vector3 &ScalingOffset = ImportUtils::safe_import_vector3(FBXDocParser::PropertyGet<Vector3>(props, "ScalingOffset", ok));
-	if (ok) {
-		scaling_offset = ImportUtils::FixAxisConversions(ScalingOffset);
-	}
-	const Vector3 &ScalingPivot = ImportUtils::safe_import_vector3(FBXDocParser::PropertyGet<Vector3>(props, "ScalingPivot", ok));
-	if (ok) {
-		scaling_pivot = ImportUtils::FixAxisConversions(ScalingPivot);
-	}
-	const Vector3 &Translation = ImportUtils::safe_import_vector3(FBXDocParser::PropertyGet<Vector3>(props, "Lcl Translation", ok));
-	if (ok) {
-		translation = ImportUtils::FixAxisConversions(Translation);
-	}
-	raw_rotation = ImportUtils::safe_import_vector3(FBXDocParser::PropertyGet<Vector3>(props, "Lcl Rotation", ok));
-	if (ok) {
-		rotation = ImportUtils::EulerToQuaternion(rot, ImportUtils::deg2rad(raw_rotation));
-	}
-	const Vector3 &Scaling = ImportUtils::safe_import_vector3(FBXDocParser::PropertyGet<Vector3>(props, "Lcl Scaling", ok));
-	if (ok) {
-		scaling = Scaling;
-	} else {
-		scaling = Vector3(1, 1, 1);
-	}
-	const Vector3 &GeometricScaling = ImportUtils::safe_import_vector3(FBXDocParser::PropertyGet<Vector3>(props, "GeometricScaling", ok));
-	if (ok) {
-		geometric_scaling = GeometricScaling;
-	} else {
-		geometric_scaling = Vector3(1, 1, 1);
-	}
-
-	const Vector3 &GeometricRotation = ImportUtils::safe_import_vector3(FBXDocParser::PropertyGet<Vector3>(props, "GeometricRotation", ok));
-	if (ok) {
-		geometric_rotation = ImportUtils::EulerToQuaternion(rot, ImportUtils::deg2rad(GeometricRotation));
-	} else {
-		geometric_rotation = Quaternion();
-	}
-
-	const Vector3 &GeometricTranslation = ImportUtils::safe_import_vector3(FBXDocParser::PropertyGet<Vector3>(props, "GeometricTranslation", ok));
-	if (ok) {
-		geometric_translation = ImportUtils::FixAxisConversions(GeometricTranslation);
-	} else {
-		geometric_translation = Vector3(0, 0, 0);
-	}
-
-	if (geometric_rotation != Quaternion()) {
-		print_error("geometric rotation is unsupported!");
-		//CRASH_COND(true);
-	}
-
-	if (!geometric_scaling.is_equal_approx(Vector3(1, 1, 1))) {
-		print_error("geometric scaling is unsupported!");
-		//CRASH_COND(true);
-	}
-
-	if (!geometric_translation.is_equal_approx(Vector3(0, 0, 0))) {
-		print_error("geometric translation is unsupported.");
-		//CRASH_COND(true);
-	}
-}
-
-Transform3D PivotTransform::ComputeLocalTransform(Vector3 p_translation, Quaternion p_rotation, Vector3 p_scaling) const {
-	Transform3D T, Roff, Rp, Soff, Sp, S;
-
-	// Here I assume this is the operation which needs done.
-	// Its WorldTransform * V
-
-	// Origin pivots
-	T.set_origin(p_translation);
-	Roff.set_origin(rotation_offset);
-	Rp.set_origin(rotation_pivot);
-	Soff.set_origin(scaling_offset);
-	Sp.set_origin(scaling_pivot);
-
-	// Scaling node
-	S.scale(p_scaling);
-	// Rotation pivots
-	Transform3D Rpre = Transform3D(pre_rotation);
-	Transform3D R = Transform3D(p_rotation);
-	Transform3D Rpost = Transform3D(post_rotation);
-
-	return T * Roff * Rp * Rpre * R * Rpost.affine_inverse() * Rp.affine_inverse() * Soff * Sp * S * Sp.affine_inverse();
-}
-
-Transform3D PivotTransform::ComputeGlobalTransform(Transform3D t) const {
-	Vector3 pos = t.origin;
-	Vector3 scale = t.basis.get_scale();
-	Quaternion rot = t.basis.get_rotation_quaternion();
-	return ComputeGlobalTransform(pos, rot, scale);
-}
-
-Transform3D PivotTransform::ComputeLocalTransform(Transform3D t) const {
-	Vector3 pos = t.origin;
-	Vector3 scale = t.basis.get_scale();
-	Quaternion rot = t.basis.get_rotation_quaternion();
-	return ComputeLocalTransform(pos, rot, scale);
-}
-
-Transform3D PivotTransform::ComputeGlobalTransform(Vector3 p_translation, Quaternion p_rotation, Vector3 p_scaling) const {
-	Transform3D T, Roff, Rp, Soff, Sp, S;
-
-	// Here I assume this is the operation which needs done.
-	// Its WorldTransform * V
-
-	// Origin pivots
-	T.set_origin(p_translation);
-	Roff.set_origin(rotation_offset);
-	Rp.set_origin(rotation_pivot);
-	Soff.set_origin(scaling_offset);
-	Sp.set_origin(scaling_pivot);
-
-	// Scaling node
-	S.scale(p_scaling);
-
-	// Rotation pivots
-	Transform3D Rpre = Transform3D(pre_rotation);
-	Transform3D R = Transform3D(p_rotation);
-	Transform3D Rpost = Transform3D(post_rotation);
-
-	Transform3D parent_global_xform;
-	Transform3D parent_local_scaling_m;
-
-	if (parent_transform.is_valid()) {
-		parent_global_xform = parent_transform->GlobalTransform;
-		parent_local_scaling_m = parent_transform->Local_Scaling_Matrix;
-	}
-
-	Transform3D local_rotation_m, parent_global_rotation_m;
-	Quaternion parent_global_rotation = parent_global_xform.basis.get_rotation_quaternion();
-	parent_global_rotation_m.basis.set_quaternion(parent_global_rotation);
-	local_rotation_m = Rpre * R * Rpost;
-
-	//Basis parent_global_rotation = Basis(parent_global_xform.get_basis().get_rotation_quaternion().normalized());
-
-	Transform3D local_shear_scaling, parent_shear_scaling, parent_shear_rotation, parent_shear_translation;
-	Vector3 parent_translation = parent_global_xform.get_origin();
-	parent_shear_translation.origin = parent_translation;
-	parent_shear_rotation = parent_shear_translation.affine_inverse() * parent_global_xform;
-	parent_shear_scaling = parent_global_rotation_m.affine_inverse() * parent_shear_rotation;
-	local_shear_scaling = S;
-
-	// Inherit type handler - we don't care about T here, just reordering RSrs etc.
-	Transform3D global_rotation_scale;
-	if (inherit_type == FBXDocParser::Transform_RrSs) {
-		global_rotation_scale = parent_global_rotation_m * local_rotation_m * parent_shear_scaling * local_shear_scaling;
-	} else if (inherit_type == FBXDocParser::Transform_RSrs) {
-		global_rotation_scale = parent_global_rotation_m * parent_shear_scaling * local_rotation_m * local_shear_scaling;
-	} else if (inherit_type == FBXDocParser::Transform_Rrs) {
-		Transform3D parent_global_shear_m_noLocal = parent_shear_scaling * parent_local_scaling_m.affine_inverse();
-		global_rotation_scale = parent_global_rotation_m * local_rotation_m * parent_global_shear_m_noLocal * local_shear_scaling;
-	}
-	Transform3D local_transform = T * Roff * Rp * Rpre * R * Rpost.affine_inverse() * Rp.affine_inverse() * Soff * Sp * S * Sp.affine_inverse();
-	//Transform3D local_translation_pivoted = Transform3D(Basis(), LocalTransform.origin);
-
-	ERR_FAIL_COND_V_MSG(local_transform.basis.determinant() == 0, Transform3D(), "Det == 0 prevented in scene file");
-
-	// manual hack to force SSC not to be compensated for - until we can handle it properly with tests
-	return parent_global_xform * local_transform;
-}
-
-void PivotTransform::ComputePivotTransform() {
-	Transform3D T, Roff, Rp, Soff, Sp, S;
-
-	// Here I assume this is the operation which needs done.
-	// Its WorldTransform * V
-
-	// Origin pivots
-	T.set_origin(translation);
-	Roff.set_origin(rotation_offset);
-	Rp.set_origin(rotation_pivot);
-	Soff.set_origin(scaling_offset);
-	Sp.set_origin(scaling_pivot);
-
-	// Scaling node
-	if (!scaling.is_equal_approx(Vector3())) {
-		S.scale(scaling);
-	} else {
-		S.scale(Vector3(1, 1, 1));
-	}
-	Local_Scaling_Matrix = S; // copy for when node / child is looking for the value of this.
-
-	// Rotation pivots
-	Transform3D Rpre = Transform3D(pre_rotation);
-	Transform3D R = Transform3D(rotation);
-	Transform3D Rpost = Transform3D(post_rotation);
-
-	Transform3D parent_global_xform;
-	Transform3D parent_local_scaling_m;
-
-	if (parent_transform.is_valid()) {
-		parent_global_xform = parent_transform->GlobalTransform;
-		parent_local_scaling_m = parent_transform->Local_Scaling_Matrix;
-	}
-
-	Transform3D local_rotation_m, parent_global_rotation_m;
-	Quaternion parent_global_rotation = parent_global_xform.basis.get_rotation_quaternion();
-	parent_global_rotation_m.basis.set_quaternion(parent_global_rotation);
-	local_rotation_m = Rpre * R * Rpost;
-
-	//Basis parent_global_rotation = Basis(parent_global_xform.get_basis().get_rotation_quaternion().normalized());
-
-	Transform3D local_shear_scaling, parent_shear_scaling, parent_shear_rotation, parent_shear_translation;
-	Vector3 parent_translation = parent_global_xform.get_origin();
-	parent_shear_translation.origin = parent_translation;
-	parent_shear_rotation = parent_shear_translation.affine_inverse() * parent_global_xform;
-	parent_shear_scaling = parent_global_rotation_m.affine_inverse() * parent_shear_rotation;
-	local_shear_scaling = S;
-
-	// Inherit type handler - we don't care about T here, just reordering RSrs etc.
-	Transform3D global_rotation_scale;
-	if (inherit_type == FBXDocParser::Transform_RrSs) {
-		global_rotation_scale = parent_global_rotation_m * local_rotation_m * parent_shear_scaling * local_shear_scaling;
-	} else if (inherit_type == FBXDocParser::Transform_RSrs) {
-		global_rotation_scale = parent_global_rotation_m * parent_shear_scaling * local_rotation_m * local_shear_scaling;
-	} else if (inherit_type == FBXDocParser::Transform_Rrs) {
-		Transform3D parent_global_shear_m_noLocal = parent_shear_scaling * parent_local_scaling_m.inverse();
-		global_rotation_scale = parent_global_rotation_m * local_rotation_m * parent_global_shear_m_noLocal * local_shear_scaling;
-	}
-	LocalTransform = Transform3D();
-	LocalTransform = T * Roff * Rp * Rpre * R * Rpost.affine_inverse() * Rp.affine_inverse() * Soff * Sp * S * Sp.affine_inverse();
-
-	ERR_FAIL_COND_MSG(LocalTransform.basis.determinant() == 0, "invalid scale reset");
-
-	Transform3D local_translation_pivoted = Transform3D(Basis(), LocalTransform.origin);
-	GlobalTransform = Transform3D();
-	//GlobalTransform = parent_global_xform * LocalTransform;
-	Transform3D global_origin = Transform3D(Basis(), parent_translation);
-	GlobalTransform = (global_origin * local_translation_pivoted) * global_rotation_scale;
-
-	ImportUtils::debug_xform("local xform calculation", LocalTransform);
-	print_verbose("scale of node: " + S.basis.get_scale_local());
-	print_verbose("---------------------------------------------------------------");
-}
-
-void PivotTransform::Execute() {
-	ReadTransformChain();
-	ComputePivotTransform();
-
-	ImportUtils::debug_xform("global xform: ", GlobalTransform);
-
-	if (LocalTransform.basis.determinant() == 0) {
-		print_error("Serious det == 0!");
-	}
-
-	if (GlobalTransform.basis.determinant() == 0) {
-		print_error("Serious! node has det == 0!");
-	}
-
-	computed_global_xform = true;
-}

+ 0 - 115
modules/fbx/data/pivot_transform.h

@@ -1,115 +0,0 @@
-/*************************************************************************/
-/*  pivot_transform.h                                                    */
-/*************************************************************************/
-/*                       This file is part of:                           */
-/*                           GODOT ENGINE                                */
-/*                      https://godotengine.org                          */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2022 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.                */
-/*************************************************************************/
-
-#ifndef PIVOT_TRANSFORM_H
-#define PIVOT_TRANSFORM_H
-
-#include "core/math/transform_3d.h"
-#include "core/object/ref_counted.h"
-
-#include "model_abstraction.h"
-
-#include "fbx_parser/FBXDocument.h"
-#include "tools/import_utils.h"
-
-enum TransformationComp {
-	TransformationComp_Translation,
-	TransformationComp_Scaling,
-	TransformationComp_Rotation,
-	TransformationComp_RotationOffset,
-	TransformationComp_RotationPivot,
-	TransformationComp_PreRotation,
-	TransformationComp_PostRotation,
-	TransformationComp_ScalingOffset,
-	TransformationComp_ScalingPivot,
-	TransformationComp_GeometricTranslation,
-	TransformationComp_GeometricRotation,
-	TransformationComp_GeometricScaling,
-	TransformationComp_MAXIMUM
-};
-// Abstract away pivot data so its simpler to handle
-struct PivotTransform : RefCounted, ModelAbstraction {
-	// at the end we want to keep geometric_ everything, post and pre rotation
-	// these are used during animation data processing / keyframe ingestion the rest can be simplified down / out.
-	Quaternion pre_rotation = Quaternion();
-	Quaternion post_rotation = Quaternion();
-	Quaternion rotation = Quaternion();
-	Quaternion geometric_rotation = Quaternion();
-	Vector3 rotation_pivot = Vector3();
-	Vector3 rotation_offset = Vector3();
-	Vector3 scaling_offset = Vector3(1.0, 1.0, 1.0);
-	Vector3 scaling_pivot = Vector3(1.0, 1.0, 1.0);
-	Vector3 translation = Vector3();
-	Vector3 scaling = Vector3(1.0, 1.0, 1.0);
-	Vector3 geometric_scaling = Vector3(1.0, 1.0, 1.0);
-	Vector3 geometric_translation = Vector3();
-
-	Vector3 raw_rotation = Vector3();
-	Vector3 raw_post_rotation = Vector3();
-	Vector3 raw_pre_rotation = Vector3();
-
-	/* Read pivots from the document */
-	void ReadTransformChain();
-
-	void debug_pivot_xform(String p_name) {
-		print_verbose("debugging node name: " + p_name);
-		print_verbose("raw rotation: " + raw_rotation * (180 / Math_PI));
-		print_verbose("raw pre_rotation " + raw_pre_rotation * (180 / Math_PI));
-		print_verbose("raw post_rotation " + raw_post_rotation * (180 / Math_PI));
-	}
-
-	Transform3D ComputeGlobalTransform(Transform3D t) const;
-	Transform3D ComputeLocalTransform(Transform3D t) const;
-	Transform3D ComputeGlobalTransform(Vector3 p_translation, Quaternion p_rotation, Vector3 p_scaling) const;
-	Transform3D ComputeLocalTransform(Vector3 p_translation, Quaternion p_rotation, Vector3 p_scaling) const;
-
-	/* Extract into xforms and calculate once */
-	void ComputePivotTransform();
-
-	/* Execute the command for the pivot generation */
-	void Execute();
-
-	void set_parent(Ref<PivotTransform> p_parent) {
-		parent_transform = p_parent;
-	}
-
-	bool computed_global_xform = false;
-	Ref<PivotTransform> parent_transform = Ref<PivotTransform>();
-	//Transform chain[TransformationComp_MAXIMUM];
-
-	// cached for later use
-	Transform3D GlobalTransform = Transform3D();
-	Transform3D LocalTransform = Transform3D();
-	Transform3D Local_Scaling_Matrix = Transform3D(); // used for inherit type.
-	Transform3D GeometricTransform = Transform3D(); // 3DS max only
-	FBXDocParser::TransformInheritance inherit_type = FBXDocParser::TransformInheritance_MAX; // maya fbx requires this - sorry <3
-};
-
-#endif // PIVOT_TRANSFORM_H

+ 0 - 1463
modules/fbx/editor_scene_importer_fbx.cpp

@@ -1,1463 +0,0 @@
-/*************************************************************************/
-/*  editor_scene_importer_fbx.cpp                                        */
-/*************************************************************************/
-/*                       This file is part of:                           */
-/*                           GODOT ENGINE                                */
-/*                      https://godotengine.org                          */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2022 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_fbx.h"
-
-#include "data/fbx_anim_container.h"
-#include "data/fbx_material.h"
-#include "data/fbx_mesh_data.h"
-#include "data/fbx_skeleton.h"
-#include "tools/import_utils.h"
-
-#include "core/io/image_loader.h"
-#include "editor/editor_log.h"
-#include "editor/editor_node.h"
-#include "editor/import/resource_importer_scene.h"
-#include "scene/3d/bone_attachment_3d.h"
-#include "scene/3d/camera_3d.h"
-#include "scene/3d/importer_mesh_instance_3d.h"
-#include "scene/3d/light_3d.h"
-#include "scene/main/node.h"
-#include "scene/resources/material.h"
-
-#include "fbx_parser/FBXDocument.h"
-#include "fbx_parser/FBXImportSettings.h"
-#include "fbx_parser/FBXMeshGeometry.h"
-#include "fbx_parser/FBXParser.h"
-#include "fbx_parser/FBXProperties.h"
-#include "fbx_parser/FBXTokenizer.h"
-
-#include <string>
-
-void EditorSceneFormatImporterFBX::get_extensions(List<String> *r_extensions) const {
-	// register FBX as the one and only format for FBX importing
-	if (GLOBAL_GET("filesystem/import/fbx/use_fbx")) {
-		r_extensions->push_back("fbx");
-	}
-}
-
-uint32_t EditorSceneFormatImporterFBX::get_import_flags() const {
-	return IMPORT_SCENE;
-}
-
-Node3D *EditorSceneFormatImporterFBX::import_scene(const String &p_path, uint32_t p_flags, const Map<StringName, Variant> &p_options, int p_bake_fps,
-		List<String> *r_missing_deps, Error *r_err) {
-	// done for performance when re-importing lots of files when testing importer in verbose only!
-	if (OS::get_singleton()->is_stdout_verbose()) {
-		EditorLog *log = EditorNode::get_log();
-		log->clear();
-	}
-	Error err;
-	FileAccessRef f = FileAccess::open(p_path, FileAccess::READ, &err);
-
-	ERR_FAIL_COND_V(!f, nullptr);
-
-	{
-		PackedByteArray data;
-		// broadphase tokenizing pass in which we identify the core
-		// syntax elements of FBX (brackets, commas, key:value mappings)
-		FBXDocParser::TokenList tokens;
-
-		bool is_binary = false;
-		data.resize(f->get_length());
-
-		ERR_FAIL_COND_V(data.size() < 64, nullptr);
-
-		f->get_buffer(data.ptrw(), data.size());
-		PackedByteArray fbx_header;
-		fbx_header.resize(64);
-		for (int32_t byte_i = 0; byte_i < 64; byte_i++) {
-			fbx_header.ptrw()[byte_i] = data.ptr()[byte_i];
-		}
-
-		String fbx_header_string;
-		if (fbx_header.size() >= 0) {
-			fbx_header_string.parse_utf8((const char *)fbx_header.ptr(), fbx_header.size());
-		}
-
-		print_verbose("[doc] opening fbx file: " + p_path);
-		print_verbose("[doc] fbx header: " + fbx_header_string);
-		bool corrupt = false;
-
-		// safer to check this way as there can be different formatted headers
-		if (fbx_header_string.contains("Kaydara FBX Binary")) {
-			is_binary = true;
-			print_verbose("[doc] is binary");
-
-			FBXDocParser::TokenizeBinary(tokens, (const char *)data.ptrw(), (size_t)data.size(), corrupt);
-
-		} else {
-			print_verbose("[doc] is ascii");
-			FBXDocParser::Tokenize(tokens, (const char *)data.ptrw(), (size_t)data.size(), corrupt);
-		}
-
-		if (corrupt) {
-			for (FBXDocParser::TokenPtr token : tokens) {
-				delete token;
-			}
-			tokens.clear();
-			ERR_PRINT(vformat("Cannot import FBX file: %s the file is corrupt so we safely exited parsing the file.", p_path));
-			return memnew(Node3D);
-		}
-
-		// The import process explained:
-		// 1. Tokens are made, these are then taken into the 'parser' below
-		// 2. The parser constructs 'Elements' and all 'real' FBX Types.
-		// 3. This creates a problem: shared_ptr ownership, should Elements later 'take ownership'
-		// 4. No, it shouldn't so we should either a.) use weak ref for elements; but this is not correct.
-
-		// use this information to construct a very rudimentary
-		// parse-tree representing the FBX scope structure
-		FBXDocParser::Parser parser(tokens, is_binary);
-
-		if (parser.IsCorrupt()) {
-			for (FBXDocParser::TokenPtr token : tokens) {
-				delete token;
-			}
-			tokens.clear();
-			ERR_PRINT(vformat("Cannot import FBX file: %s the file is corrupt so we safely exited parsing the file.", p_path));
-			return memnew(Node3D);
-		}
-
-		FBXDocParser::ImportSettings settings;
-		settings.strictMode = false;
-
-		// this function leaks a lot
-		FBXDocParser::Document doc(parser, settings);
-
-		// yeah so closing the file is a good idea (prevents readonly states)
-		f->close();
-
-		// safety for version handling
-		if (doc.IsSafeToImport()) {
-			bool is_blender_fbx = false;
-			const FBXDocParser::PropertyTable &import_props = doc.GetMetadataProperties();
-			const FBXDocParser::PropertyPtr app_name = import_props.Get("Original|ApplicationName");
-			const FBXDocParser::PropertyPtr app_vendor = import_props.Get("Original|ApplicationVendor");
-			const FBXDocParser::PropertyPtr app_version = import_props.Get("Original|ApplicationVersion");
-			//
-			if (app_name) {
-				const FBXDocParser::TypedProperty<std::string> *app_name_string = dynamic_cast<const FBXDocParser::TypedProperty<std::string> *>(app_name);
-				if (app_name_string) {
-					print_verbose("FBX App Name: " + String(app_name_string->Value().c_str()));
-				}
-			}
-
-			if (app_vendor) {
-				const FBXDocParser::TypedProperty<std::string> *app_vendor_string = dynamic_cast<const FBXDocParser::TypedProperty<std::string> *>(app_vendor);
-				if (app_vendor_string) {
-					print_verbose("FBX App Vendor: " + String(app_vendor_string->Value().c_str()));
-					is_blender_fbx = app_vendor_string->Value().find("Blender") != std::string::npos;
-				}
-			}
-
-			if (app_version) {
-				const FBXDocParser::TypedProperty<std::string> *app_version_string = dynamic_cast<const FBXDocParser::TypedProperty<std::string> *>(app_version);
-				if (app_version_string) {
-					print_verbose("FBX App Version: " + String(app_version_string->Value().c_str()));
-				}
-			}
-
-			if (is_blender_fbx) {
-				WARN_PRINT("We don't officially support Blender FBX animations yet, due to issues with upstream Blender,\n"
-						   "so please wait for us to work around remaining issues. We will continue to import the file but it may be broken.\n"
-						   "For minimal breakage, please export FBX from Blender with -Z forward, and Y up.");
-			}
-
-			Node3D *spatial = _generate_scene(p_path, &doc, p_flags, p_bake_fps, 8, is_blender_fbx);
-			// todo: move to document shutdown (will need to be validated after moving; this code has been validated already)
-			for (FBXDocParser::TokenPtr token : tokens) {
-				if (token) {
-					delete token;
-					token = nullptr;
-				}
-			}
-
-			return spatial;
-
-		} else {
-			for (FBXDocParser::TokenPtr token : tokens) {
-				delete token;
-			}
-			tokens.clear();
-
-			ERR_PRINT(vformat("Cannot import FBX file: %s. It uses file format %d which is unsupported by Godot. Please re-export it or convert it to a newer format.", p_path, doc.FBXVersion()));
-		}
-	}
-
-	return memnew(Node3D);
-}
-
-template <class T>
-struct EditorSceneFormatImporterAssetImportInterpolate {
-	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) {
-		const float t2 = t * t;
-		const 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. */
-		const real_t omt = (1.0 - t);
-		const real_t omt2 = omt * omt;
-		const real_t omt3 = omt2 * omt;
-		const real_t t2 = t * t;
-		const 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 EditorSceneFormatImporterAssetImportInterpolate<Quaternion> {
-	Quaternion lerp(const Quaternion &a, const Quaternion &b, float c) const {
-		ERR_FAIL_COND_V(!a.is_normalized(), Quaternion());
-		ERR_FAIL_COND_V(!b.is_normalized(), Quaternion());
-
-		return a.slerp(b, c).normalized();
-	}
-
-	Quaternion catmull_rom(const Quaternion &p0, const Quaternion &p1, const Quaternion &p2, const Quaternion &p3, float c) {
-		ERR_FAIL_COND_V(!p1.is_normalized(), Quaternion());
-		ERR_FAIL_COND_V(!p2.is_normalized(), Quaternion());
-
-		return p1.slerp(p2, c).normalized();
-	}
-
-	Quaternion bezier(Quaternion start, Quaternion control_1, Quaternion control_2, Quaternion end, float t) {
-		ERR_FAIL_COND_V(!start.is_normalized(), Quaternion());
-		ERR_FAIL_COND_V(!end.is_normalized(), Quaternion());
-
-		return start.slerp(end, t).normalized();
-	}
-};
-
-template <class T>
-T EditorSceneFormatImporterFBX::_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++;
-	}
-
-	EditorSceneFormatImporterAssetImportInterpolate<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]);
-}
-
-Node3D *EditorSceneFormatImporterFBX::_generate_scene(
-		const String &p_path,
-		const FBXDocParser::Document *p_document,
-		const uint32_t p_flags,
-		int p_bake_fps,
-		const int32_t p_max_bone_weights,
-		bool p_is_blender_fbx) {
-	ImportState state;
-	state.is_blender_fbx = p_is_blender_fbx;
-	state.path = p_path;
-	state.animation_player = nullptr;
-
-	// create new root node for scene
-	Node3D *scene_root = memnew(Node3D);
-	state.root = memnew(Node3D);
-	state.root_owner = scene_root; // the real scene root... sorry compatibility code is painful...
-
-	state.root->set_name("RootNode");
-	scene_root->add_child(state.root);
-	state.root->set_owner(scene_root);
-
-	state.fbx_root_node.instantiate();
-	state.fbx_root_node->godot_node = state.root;
-
-	// Size relative to cm.
-	const real_t fbx_unit_scale = p_document->GlobalSettingsPtr()->UnitScaleFactor();
-
-	print_verbose("FBX unit scale import value: " + rtos(fbx_unit_scale));
-	// Set FBX file scale is relative to CM must be converted to M
-	state.scale = fbx_unit_scale / 100.0;
-	print_verbose("FBX unit scale is: " + rtos(state.scale));
-
-	// Enabled by default.
-	state.enable_material_import = true;
-	// Enabled by default.
-	state.enable_animation_import = true;
-	Ref<FBXNode> root_node;
-	root_node.instantiate();
-
-	// make sure fake noFBXDocParser::PropertyPtr ptrde always has a transform too ;)
-	Ref<PivotTransform> pivot_transform;
-	pivot_transform.instantiate();
-	root_node->pivot_transform = pivot_transform;
-	root_node->node_name = "root node";
-	root_node->current_node_id = 0;
-	root_node->godot_node = state.root;
-
-	// cache this node onto the fbx_target map.
-	state.fbx_target_map.insert(0, root_node);
-
-	// cache basic node information from FBX document
-	// grabs all FBX bones
-	BuildDocumentBones(Ref<FBXBone>(), state, p_document, 0L);
-	BuildDocumentNodes(Ref<PivotTransform>(), state, p_document, 0L, nullptr);
-
-	// Build document skinning information
-
-	// Algorithm is this:
-	// Get Deformer: object with "Skin" class.
-	// Deformer:: has link to Geometry:: (correct mesh for skin)
-	// Deformer:: has Source which is the SubDeformer:: (e.g. the Cluster)
-	// Notes at the end it configures the vertex weight mapping.
-
-	for (uint64_t skin_id : p_document->GetSkinIDs()) {
-		// Validate the parser
-		FBXDocParser::LazyObject *lazy_skin = p_document->GetObject(skin_id);
-		ERR_CONTINUE_MSG(lazy_skin == nullptr, "invalid lazy object [serious parser bug]");
-
-		// Validate the parser
-		const FBXDocParser::Skin *skin = lazy_skin->Get<FBXDocParser::Skin>();
-		ERR_CONTINUE_MSG(skin == nullptr, "invalid skin added to skin list [parser bug]");
-
-		const std::vector<const FBXDocParser::Connection *> source_to_destination = p_document->GetConnectionsBySourceSequenced(skin_id);
-		FBXDocParser::MeshGeometry *mesh = nullptr;
-		uint64_t mesh_id = 0;
-
-		// Most likely only contains the mesh link for the skin
-		// The mesh geometry.
-		for (const FBXDocParser::Connection *con : source_to_destination) {
-			// do something
-			print_verbose("src: " + itos(con->src));
-			FBXDocParser::Object *ob = con->DestinationObject();
-			mesh = dynamic_cast<FBXDocParser::MeshGeometry *>(ob);
-
-			if (mesh) {
-				mesh_id = mesh->ID();
-				break;
-			}
-		}
-
-		// Validate the mesh exists and was retrieved
-		ERR_CONTINUE_MSG(mesh_id == 0, "mesh id is invalid");
-		const std::vector<const FBXDocParser::Cluster *> clusters = skin->Clusters();
-
-		// NOTE: this will ONLY work on skinned bones (it is by design.)
-		// A cluster is a skinned bone so SKINS won't contain unskinned bones so we need to pre-add all bones and parent them in a step beforehand.
-		for (const FBXDocParser::Cluster *cluster : clusters) {
-			ERR_CONTINUE_MSG(cluster == nullptr, "invalid bone cluster");
-			const uint64_t deformer_id = cluster->ID();
-			std::vector<const FBXDocParser::Connection *> connections = p_document->GetConnectionsByDestinationSequenced(deformer_id);
-
-			// Weight data always has a node in the scene lets grab the limb's node in the scene :) (reverse set to true since it's the opposite way around)
-			const FBXDocParser::ModelLimbNode *limb_node = ProcessDOMConnection<FBXDocParser::ModelLimbNode>(p_document, deformer_id, true);
-
-			ERR_CONTINUE_MSG(limb_node == nullptr, "unable to resolve model for skinned bone");
-
-			const uint64_t model_id = limb_node->ID();
-
-			// This will never happen, so if it does you know you fucked up.
-			ERR_CONTINUE_MSG(!state.fbx_bone_map.has(model_id), "missing LimbNode detected");
-
-			// new bone instance
-			Ref<FBXBone> bone_element = state.fbx_bone_map[model_id];
-
-			//
-			// Bone Weight Information Configuration
-			//
-
-			// Cache Weight Information into bone for later usage if you want the raw data.
-			const std::vector<unsigned int> &indexes = cluster->GetIndices();
-			const std::vector<float> &weights = cluster->GetWeights();
-			Ref<FBXMeshData> mesh_vertex_data;
-
-			// this data will pre-exist if vertex weight information is found
-			if (state.renderer_mesh_data.has(mesh_id)) {
-				mesh_vertex_data = state.renderer_mesh_data[mesh_id];
-			} else {
-				mesh_vertex_data.instantiate();
-				state.renderer_mesh_data.insert(mesh_id, mesh_vertex_data);
-			}
-
-			mesh_vertex_data->armature_id = bone_element->armature_id;
-			mesh_vertex_data->valid_armature_id = true;
-
-			//print_verbose("storing mesh vertex data for mesh to use later");
-			ERR_CONTINUE_MSG(indexes.size() != weights.size(), "[doc] error mismatch between weight info");
-
-			for (size_t idx = 0; idx < indexes.size(); idx++) {
-				const size_t vertex_index = indexes[idx];
-				const real_t influence_weight = weights[idx];
-
-				VertexWeightMapping &vm = mesh_vertex_data->vertex_weights[vertex_index];
-				vm.weights.push_back(influence_weight);
-				vm.bones.push_back(0); // bone id is pushed on here during sanitization phase
-				vm.bones_ref.push_back(bone_element);
-			}
-
-			for (const int *vertex_index = mesh_vertex_data->vertex_weights.next(nullptr);
-					vertex_index != nullptr;
-					vertex_index = mesh_vertex_data->vertex_weights.next(vertex_index)) {
-				VertexWeightMapping *vm = mesh_vertex_data->vertex_weights.getptr(*vertex_index);
-				const int influence_count = vm->weights.size();
-				if (influence_count > mesh_vertex_data->max_weight_count) {
-					mesh_vertex_data->max_weight_count = influence_count;
-					mesh_vertex_data->valid_weight_count = true;
-				}
-			}
-
-			if (mesh_vertex_data->max_weight_count > 4) {
-				if (mesh_vertex_data->max_weight_count > 8) {
-					ERR_PRINT("[doc] Serious: maximum bone influences is 8 in this branch.");
-				}
-				// Clamp to 8 bone vertex influences.
-				mesh_vertex_data->max_weight_count = 8;
-				print_verbose("[doc] Using 8 vertex bone influences configuration.");
-			} else {
-				mesh_vertex_data->max_weight_count = 4;
-				print_verbose("[doc] Using 4 vertex bone influences configuration.");
-			}
-		}
-	}
-
-	// do we globally allow for import of materials
-	// (prevents overwrite of materials; so you can handle them explicitly)
-	if (state.enable_material_import) {
-		const std::vector<uint64_t> &materials = p_document->GetMaterialIDs();
-
-		for (uint64_t material_id : materials) {
-			FBXDocParser::LazyObject *lazy_material = p_document->GetObject(material_id);
-			FBXDocParser::Material *mat = (FBXDocParser::Material *)lazy_material->Get<FBXDocParser::Material>();
-			ERR_CONTINUE_MSG(!mat, "Could not convert fbx material by id: " + itos(material_id));
-
-			Ref<FBXMaterial> material;
-			material.instantiate();
-			material->set_imported_material(mat);
-
-			Ref<StandardMaterial3D> godot_material = material->import_material(state);
-
-			state.cached_materials.insert(material_id, godot_material);
-		}
-	}
-
-	// build skin and skeleton information
-	print_verbose("[doc] Skeleton3D Bone count: " + itos(state.fbx_bone_map.size()));
-
-	// Importing bones using document based method from FBX directly
-	// We do not use the assimp bone format to determine this information anymore.
-	if (state.fbx_bone_map.size() > 0) {
-		// We are using a single skeleton only method here
-		// this is because we really have no concept of skeletons in FBX
-		// their are bones in a scene but they have no specific armature
-		// we can detect armatures but the issue lies in the complexity
-		// we opted to merge the entire scene onto one skeleton for now
-		// if we need to change this we have an archive of the old code.
-
-		// bind pose normally only has 1 per mesh but can have more than one
-		// this is the point of skins
-		// in FBX first bind pose is the master for the first skin
-
-		// In order to handle the FBX skeleton we must also inverse any parent transforms on the bones
-		// just to rule out any parent node transforms in the bone data
-		// this is trivial to do and allows us to use the single skeleton method and merge them
-		// this means that the nodes from maya kLocators will be preserved as bones
-		// in the same rig without having to match this across skeletons and merge by detection
-		// we can just merge and undo any parent transforms
-		for (KeyValue<uint64_t, Ref<FBXBone>> &bone_element : state.fbx_bone_map) {
-			Ref<FBXBone> bone = bone_element.value;
-			Ref<FBXSkeleton> fbx_skeleton_inst;
-
-			uint64_t armature_id = bone->armature_id;
-			if (state.skeleton_map.has(armature_id)) {
-				fbx_skeleton_inst = state.skeleton_map[armature_id];
-			} else {
-				fbx_skeleton_inst.instantiate();
-				state.skeleton_map.insert(armature_id, fbx_skeleton_inst);
-			}
-
-			print_verbose("populating skeleton with bone: " + bone->bone_name);
-
-			//// populate bone skeleton - since fbx has no DOM for the skeleton just a node.
-			//bone->bone_skeleton = fbx_skeleton_inst;
-
-			// now populate bone on the armature node list
-			fbx_skeleton_inst->skeleton_bones.push_back(bone);
-
-			CRASH_COND_MSG(!state.fbx_target_map.has(armature_id), "invalid armature [serious]");
-
-			Ref<FBXNode> node = state.fbx_target_map[armature_id];
-
-			CRASH_COND_MSG(node.is_null(), "invalid node [serious]");
-			CRASH_COND_MSG(node->pivot_transform.is_null(), "invalid pivot transform [serious]");
-			fbx_skeleton_inst->fbx_node = node;
-
-			ERR_CONTINUE_MSG(fbx_skeleton_inst->fbx_node.is_null(), "invalid skeleton node [serious]");
-
-			// we need to have a valid armature id and the model configured for the bone to be assigned fully.
-			// happens once per skeleton
-
-			if (state.fbx_target_map.has(armature_id) && !fbx_skeleton_inst->fbx_node->has_model()) {
-				print_verbose("allocated fbx skeleton primary / armature node for the level: " + fbx_skeleton_inst->fbx_node->node_name);
-			} else if (!state.fbx_target_map.has(armature_id) && !fbx_skeleton_inst->fbx_node->has_model()) {
-				print_error("bones are not mapped to an armature node for armature id: " + itos(armature_id) + " bone: " + bone->bone_name);
-				// this means bone will be removed and not used, which is safe actually and no skeleton will be created.
-			}
-		}
-
-		// setup skeleton instances if required :)
-		for (KeyValue<uint64_t, Ref<FBXSkeleton>> &skeleton_node : state.skeleton_map) {
-			Ref<FBXSkeleton> &skeleton = skeleton_node.value;
-			skeleton->init_skeleton(state);
-
-			ERR_CONTINUE_MSG(skeleton->fbx_node.is_null(), "invalid fbx target map, missing skeleton");
-		}
-
-		// This list is not populated
-		for (Map<uint64_t, Ref<FBXNode>>::Element *skin_mesh = state.MeshNodes.front(); skin_mesh; skin_mesh = skin_mesh->next()) {
-		}
-	}
-
-	// build godot node tree
-	if (state.fbx_node_list.size() > 0) {
-		for (List<Ref<FBXNode>>::Element *node_element = state.fbx_node_list.front();
-				node_element;
-				node_element = node_element->next()) {
-			Ref<FBXNode> fbx_node = node_element->get();
-			ImporterMeshInstance3D *mesh_node = nullptr;
-			Ref<FBXMeshData> mesh_data_precached;
-
-			// check for valid geometry
-			if (fbx_node->fbx_model == nullptr) {
-				print_error("[doc] fundamental flaw, submit bug immediately with full import log with verbose logging on");
-			} else {
-				const std::vector<const FBXDocParser::Geometry *> &geometry = fbx_node->fbx_model->GetGeometry();
-				for (const FBXDocParser::Geometry *mesh : geometry) {
-					print_verbose("[doc] [" + itos(mesh->ID()) + "] mesh: " + fbx_node->node_name);
-
-					if (mesh == nullptr) {
-						continue;
-					}
-
-					const FBXDocParser::MeshGeometry *mesh_geometry = dynamic_cast<const FBXDocParser::MeshGeometry *>(mesh);
-					if (mesh_geometry) {
-						uint64_t mesh_id = mesh_geometry->ID();
-
-						// this data will pre-exist if vertex weight information is found
-						if (state.renderer_mesh_data.has(mesh_id)) {
-							mesh_data_precached = state.renderer_mesh_data[mesh_id];
-						} else {
-							mesh_data_precached.instantiate();
-							state.renderer_mesh_data.insert(mesh_id, mesh_data_precached);
-						}
-
-						mesh_data_precached->mesh_node = fbx_node;
-
-						// mesh node, mesh id
-						mesh_node = mesh_data_precached->create_fbx_mesh(state, mesh_geometry, fbx_node->fbx_model, false);
-						if (!state.MeshNodes.has(mesh_id)) {
-							state.MeshNodes.insert(mesh_id, fbx_node);
-						}
-					}
-
-					const FBXDocParser::ShapeGeometry *shape_geometry = dynamic_cast<const FBXDocParser::ShapeGeometry *>(mesh);
-					if (shape_geometry != nullptr) {
-						print_verbose("[doc] valid shape geometry converted");
-					}
-				}
-			}
-
-			Ref<FBXSkeleton> node_skeleton = fbx_node->skeleton_node;
-
-			if (node_skeleton.is_valid()) {
-				Skeleton3D *skel = node_skeleton->skeleton;
-				fbx_node->godot_node = skel;
-			} else if (mesh_node == nullptr) {
-				fbx_node->godot_node = memnew(Node3D);
-			} else {
-				fbx_node->godot_node = mesh_node;
-			}
-
-			fbx_node->godot_node->set_name(fbx_node->node_name);
-
-			// assign parent if valid
-			if (fbx_node->fbx_parent.is_valid()) {
-				fbx_node->fbx_parent->godot_node->add_child(fbx_node->godot_node);
-				fbx_node->godot_node->set_owner(state.root_owner);
-			}
-
-			// Node Transform debug, set local xform data.
-			fbx_node->godot_node->set_transform(get_unscaled_transform(fbx_node->pivot_transform->LocalTransform, state.scale));
-
-			// populate our mesh node reference
-			if (mesh_node != nullptr && mesh_data_precached.is_valid()) {
-				mesh_data_precached->godot_mesh_instance = mesh_node;
-			}
-		}
-	}
-
-	for (KeyValue<uint64_t, Ref<FBXMeshData>> &mesh_data : state.renderer_mesh_data) {
-		const uint64_t mesh_id = mesh_data.key;
-		Ref<FBXMeshData> mesh = mesh_data.value;
-
-		const FBXDocParser::MeshGeometry *mesh_geometry = p_document->GetObject(mesh_id)->Get<FBXDocParser::MeshGeometry>();
-
-		ERR_CONTINUE_MSG(mesh->mesh_node.is_null(), "invalid mesh allocation");
-
-		const FBXDocParser::Skin *mesh_skin = mesh_geometry->DeformerSkin();
-
-		if (!mesh_skin) {
-			continue; // safe to continue
-		}
-
-		//
-		// Skin bone configuration
-		//
-
-		//
-		// Get Mesh Node Xform only
-		//
-		//ERR_CONTINUE_MSG(!state.fbx_target_map.has(mesh_id), "invalid xform for the skin pose: " + itos(mesh_id));
-		//Ref<FBXNode> mesh_node_xform_data = state.fbx_target_map[mesh_id];
-
-		if (!mesh_skin) {
-			continue; // not a deformer.
-		}
-
-		if (mesh_skin->Clusters().size() == 0) {
-			continue; // possibly buggy mesh
-		}
-
-		// Lookup skin or create it if it's not found.
-		Ref<Skin> skin;
-		if (!state.MeshSkins.has(mesh_id)) {
-			print_verbose("Created new skin");
-			skin.instantiate();
-			state.MeshSkins.insert(mesh_id, skin);
-		} else {
-			print_verbose("Grabbed skin");
-			skin = state.MeshSkins[mesh_id];
-		}
-
-		for (const FBXDocParser::Cluster *cluster : mesh_skin->Clusters()) {
-			// node or bone this cluster targets (in theory will only be a bone target)
-			uint64_t skin_target_id = cluster->TargetNode()->ID();
-
-			print_verbose("adding cluster [" + itos(cluster->ID()) + "] " + String(cluster->Name().c_str()) + " for target: [" + itos(skin_target_id) + "] " + String(cluster->TargetNode()->Name().c_str()));
-			ERR_CONTINUE_MSG(!state.fbx_bone_map.has(skin_target_id), "no bone found by that ID? locator");
-
-			const Ref<FBXBone> bone = state.fbx_bone_map[skin_target_id];
-			const Ref<FBXSkeleton> skeleton = bone->fbx_skeleton;
-			const Ref<FBXNode> skeleton_node = skeleton->fbx_node;
-
-			skin->add_named_bind(
-					bone->bone_name,
-					get_unscaled_transform(
-							skeleton_node->pivot_transform->GlobalTransform.affine_inverse() * cluster->TransformLink().affine_inverse(), state.scale));
-		}
-
-		print_verbose("cluster name / id: " + String(mesh_skin->Name().c_str()) + " [" + itos(mesh_skin->ID()) + "]");
-		print_verbose("skeleton has " + itos(state.fbx_bone_map.size()) + " binds");
-		print_verbose("fbx skin has " + itos(mesh_skin->Clusters().size()) + " binds");
-	}
-
-	// mesh data iteration for populating skeleton mapping
-	for (KeyValue<uint64_t, Ref<FBXMeshData>> &mesh_data : state.renderer_mesh_data) {
-		Ref<FBXMeshData> mesh = mesh_data.value;
-		const uint64_t mesh_id = mesh_data.key;
-		ImporterMeshInstance3D *mesh_instance = mesh->godot_mesh_instance;
-		const int mesh_weights = mesh->max_weight_count;
-		Ref<FBXSkeleton> skeleton;
-		const bool valid_armature = mesh->valid_armature_id;
-		const uint64_t armature = mesh->armature_id;
-
-		if (mesh_weights > 0) {
-			// this is a bug, it means the weights were found but the skeleton wasn't
-			ERR_CONTINUE_MSG(!valid_armature, "[doc] fbx armature is missing");
-		} else {
-			continue; // safe to continue not a bug just a normal mesh
-		}
-
-		if (state.skeleton_map.has(armature)) {
-			skeleton = state.skeleton_map[armature];
-			print_verbose("[doc] armature mesh to skeleton mapping has been allocated");
-		} else {
-			print_error("[doc] unable to find armature mapping");
-		}
-
-		ERR_CONTINUE_MSG(!mesh_instance, "[doc] invalid mesh mapping for skeleton assignment");
-		ERR_CONTINUE_MSG(skeleton.is_null(), "[doc] unable to resolve the correct skeleton but we have weights!");
-
-		mesh_instance->set_skeleton_path(mesh_instance->get_path_to(skeleton->skeleton));
-		print_verbose("[doc] allocated skeleton to mesh " + mesh_instance->get_name());
-
-		// do we have a mesh skin for this mesh
-		ERR_CONTINUE_MSG(!state.MeshSkins.has(mesh_id), "no skin found for mesh");
-
-		Ref<Skin> mesh_skin = state.MeshSkins[mesh_id];
-
-		ERR_CONTINUE_MSG(mesh_skin.is_null(), "invalid skin stored in map");
-		print_verbose("[doc] allocated skin to mesh " + mesh_instance->get_name());
-		mesh_instance->set_skin(mesh_skin);
-	}
-
-	// build skin and skeleton information
-	print_verbose("[doc] Skeleton3D Bone count: " + itos(state.fbx_bone_map.size()));
-	const FBXDocParser::FileGlobalSettings *FBXSettings = p_document->GlobalSettingsPtr();
-
-	// Configure constraints
-	// NOTE: constraints won't be added quite yet, we don't have a real need for them *yet*. (they can be supported later on)
-	// const std::vector<uint64_t> fbx_constraints = p_document->GetConstraintStackIDs();
-
-	// get the animation FPS
-	float fps_setting = ImportUtils::get_fbx_fps(FBXSettings);
-
-	// enable animation import, only if local animation is enabled
-	if (state.enable_animation_import && (p_flags & IMPORT_ANIMATION)) {
-		// document animation stack list - get by ID so we can unload any non used animation stack
-		const std::vector<uint64_t> animation_stack = p_document->GetAnimationStackIDs();
-
-		for (uint64_t anim_id : animation_stack) {
-			FBXDocParser::LazyObject *lazyObject = p_document->GetObject(anim_id);
-			const FBXDocParser::AnimationStack *stack = lazyObject->Get<FBXDocParser::AnimationStack>();
-
-			if (stack != nullptr) {
-				String animation_name = ImportUtils::FBXNodeToName(stack->Name());
-				print_verbose("Valid animation stack has been found: " + animation_name);
-				// ReferenceTime is the same for some animations?
-				// LocalStop time is the start and end time
-				float r_start = CONVERT_FBX_TIME(stack->ReferenceStart());
-				float r_stop = CONVERT_FBX_TIME(stack->ReferenceStop());
-				float start_time = CONVERT_FBX_TIME(stack->LocalStart());
-				float end_time = CONVERT_FBX_TIME(stack->LocalStop());
-				float duration = end_time - start_time;
-
-				print_verbose("r_start " + rtos(r_start) + ", r_stop " + rtos(r_stop));
-				print_verbose("start_time" + rtos(start_time) + " end_time " + rtos(end_time));
-				print_verbose("anim duration : " + rtos(duration));
-
-				// we can safely create the animation player
-				if (state.animation_player == nullptr) {
-					print_verbose("Creating animation player");
-					state.animation_player = memnew(AnimationPlayer);
-					state.root->add_child(state.animation_player, true);
-					state.animation_player->set_owner(state.root_owner);
-				}
-
-				Ref<Animation> animation;
-				animation.instantiate();
-				animation->set_name(animation_name);
-				animation->set_length(duration);
-
-				print_verbose("Animation length: " + rtos(animation->get_length()) + " seconds");
-
-				// i think assimp was duplicating things, this lets me know to just reference or ignore this to prevent duplicate information in tracks
-				// this would mean that we would be doing three times as much work per track if my theory is correct.
-				// this was not the case but this is a good sanity check for the animation handler from the document.
-				// it also lets us know if the FBX specification massively changes the animation system, in theory such a change would make this show
-				// an fbx specification error, so best keep it in
-				// the overhead is tiny.
-				Map<uint64_t, const FBXDocParser::AnimationCurve *> CheckForDuplication;
-
-				const std::vector<const FBXDocParser::AnimationLayer *> &layers = stack->Layers();
-				print_verbose("FBX Animation layers: " + itos(layers.size()));
-				for (const FBXDocParser::AnimationLayer *layer : layers) {
-					std::vector<const FBXDocParser::AnimationCurveNode *> node_list = layer->Nodes();
-					print_verbose("Layer: " + ImportUtils::FBXNodeToName(layer->Name()) + ", " + " AnimCurveNode count " + itos(node_list.size()));
-
-					// first thing to do here is that i need to first get the animcurvenode to a Vector3
-					// we now need to put this into the track information for godot.
-					// to do this we need to know which track is what?
-
-					// target id, [ track name, [time index, vector] ]
-					// new map needs to be [ track name, keyframe_data ]
-					Map<uint64_t, Map<StringName, FBXTrack>> AnimCurveNodes;
-
-					// struct AnimTrack {
-					// 	// Animation track can be
-					// 	// visible, T, R, S
-					// 	Map<StringName, Map<uint64_t, Vector3> > animation_track;
-					// };
-
-					// Map<uint64_t, AnimTrack> AnimCurveNodes;
-
-					// so really, what does this mean to make an animtion track.
-					// we need to know what object the curves are for.
-					// we need the target ID and the target name for the track reduction.
-
-					FBXDocParser::Model::RotOrder quaternion_rotation_order = FBXDocParser::Model::RotOrder_EulerXYZ;
-
-					// T:: R:: S:: Visible:: Custom::
-					for (const FBXDocParser::AnimationCurveNode *curve_node : node_list) {
-						// when Curves() is called the curves are actually read, we could replace this with our own ProcessDomConnection code here if required.
-						// We may need to do this but ideally we use Curves
-						// note: when you call this there might be a delay in opening it
-						// uses mutable type to 'cache' the response until the AnimationCurveNode is cleaned up.
-						std::map<std::string, const FBXDocParser::AnimationCurve *> curves = curve_node->Curves();
-						const FBXDocParser::Object *object = curve_node->Target();
-						const FBXDocParser::Model *target = curve_node->TargetAsModel();
-						if (target == nullptr) {
-							if (object != nullptr) {
-								print_error("[doc] warning failed to find a target Model for curve: " + String(object->Name().c_str()));
-							} else {
-								//print_error("[doc] failed to resolve object");
-								continue;
-							}
-
-							continue;
-						} else {
-							//print_verbose("[doc] applied rotation order: " + itos(target->RotationOrder()));
-							quaternion_rotation_order = target->RotationOrder();
-						}
-
-						uint64_t target_id = target->ID();
-						String target_name = ImportUtils::FBXNodeToName(target->Name());
-
-						const FBXDocParser::PropertyTable *properties = curve_node;
-						bool got_x = false, got_y = false, got_z = false;
-						float offset_x = FBXDocParser::PropertyGet<float>(properties, "d|X", got_x);
-						float offset_y = FBXDocParser::PropertyGet<float>(properties, "d|Y", got_y);
-						float offset_z = FBXDocParser::PropertyGet<float>(properties, "d|Z", got_z);
-
-						String curve_node_name = ImportUtils::FBXNodeToName(curve_node->Name());
-
-						// Reduce all curves for this node into a single container
-						// T, R, S is what we expect, although other tracks are possible
-						// like for example visibility tracks.
-
-						// We are not ordered here, we don't care about ordering, this happens automagically by godot when we insert with the
-						// key time :), so order is unimportant because the insertion will happen at a time index
-						// good to know: we do not need a list of these in another format :)
-						//Map<String, Vector<const Assimp::FBX::AnimationCurve *> > unordered_track;
-
-						// T
-						// R
-						// S
-						// Map[String, List<VECTOR>]
-
-						// So this is a reduction of the animation curve nodes
-						// We build this as a lookup, this is essentially our 'animation track'
-						//AnimCurveNodes.insert(curve_node_name, Map<uint64_t, Vector3>());
-
-						// create the animation curve information with the target id
-						// so the point of this makes a track with the name "T" for example
-						// the target ID is also set here, this means we don't need to do anything extra when we are in the 'create all animation tracks' step
-						FBXTrack &keyframe_map = AnimCurveNodes[target_id][StringName(curve_node_name)];
-
-						if (got_x && got_y && got_z) {
-							Vector3 default_value = Vector3(offset_x, offset_y, offset_z);
-							keyframe_map.default_value = default_value;
-							keyframe_map.has_default = true;
-							//print_verbose("track name: " + curve_node_name);
-							//print_verbose("xyz default: " + default_value);
-						}
-						// target id, [ track name, [time index, vector] ]
-						// Map<uint64_t, Map<StringName, Map<uint64_t, Vector3> > > AnimCurveNodes;
-
-						// we probably need the target id here.
-						// so map[uint64_t map]...
-						// Map<uint64_t, Vector3D> translation_keys, rotation_keys, scale_keys;
-
-						// extra const required by C++11 colon/Range operator
-						// note: do not use C++17 syntax here for dicts.
-						// this is banned in Godot.
-						for (const std::pair<const std::string, const FBXDocParser::AnimationCurve *> &kvp : curves) {
-							const String curve_element = ImportUtils::FBXNodeToName(kvp.first);
-							const FBXDocParser::AnimationCurve *curve = kvp.second;
-							String curve_name = ImportUtils::FBXNodeToName(curve->Name());
-							uint64_t curve_id = curve->ID();
-
-							if (CheckForDuplication.has(curve_id)) {
-								print_error("(FBX spec changed?) We found a duplicate curve being used for an alternative node - report to godot issue tracker");
-							} else {
-								CheckForDuplication.insert(curve_id, curve);
-							}
-
-							// FBX has no name for AnimCurveNode::, most of the time, not seen any with valid name here.
-							const std::map<int64_t, float> &track_time = curve->GetValueTimeTrack();
-
-							if (track_time.size() > 0) {
-								for (const std::pair<const int64_t, float> &keyframe : track_time) {
-									if (curve_element == "d|X") {
-										keyframe_map.keyframes[keyframe.first].x = keyframe.second;
-									} else if (curve_element == "d|Y") {
-										keyframe_map.keyframes[keyframe.first].y = keyframe.second;
-									} else if (curve_element == "d|Z") {
-										keyframe_map.keyframes[keyframe.first].z = keyframe.second;
-									} else {
-										//print_error("FBX Unsupported element: " + curve_element);
-									}
-
-									//print_verbose("[" + itos(target_id) + "] Keyframe added:  " + itos(keyframe_map.size()));
-
-									//print_verbose("Keyframe t:" + rtos(animation_track_time) + " v: " + rtos(keyframe.second));
-								}
-							}
-						}
-					}
-
-					// Map<uint64_t, Map<StringName, Map<uint64_t, Vector3> > > AnimCurveNodes;
-					// add this animation track here
-
-					// target id, [ track name, [time index, vector] ]
-					//std::map<uint64_t, std::map<StringName, FBXTrack > > AnimCurveNodes;
-					for (KeyValue<uint64_t, Map<StringName, FBXTrack>> &track : AnimCurveNodes) {
-						// 5 tracks
-						// current track index
-						// track count is 5
-						// track count is 5.
-						// next track id is 5.
-						const uint64_t target_id = track.key;
-
-						Ref<FBXBone> bone;
-
-						// note we must not run the below code if the entry doesn't exist, it will create dummy entries which is very bad.
-						// remember that state.fbx_bone_map[target_id] will create a new entry EVEN if you only read.
-						// this would break node animation targets, so if you change this be warned. :)
-						if (state.fbx_bone_map.has(target_id)) {
-							bone = state.fbx_bone_map[target_id];
-						}
-
-						Transform3D target_transform;
-
-						if (state.fbx_target_map.has(target_id)) {
-							Ref<FBXNode> node_ref = state.fbx_target_map[target_id];
-							target_transform = node_ref->pivot_transform->GlobalTransform;
-							//print_verbose("[doc] allocated animation node transform");
-						}
-
-						//int size_targets = state.fbx_target_map.size();
-						//print_verbose("Target ID map: " + itos(size_targets));
-						//print_verbose("[doc] debug bone map size: " + itos(state.fbx_bone_map.size()));
-
-						// if this is a skeleton mapped track we can just set the path for the track.
-						// todo: implement node paths here at some
-						NodePath track_path;
-						if (state.fbx_bone_map.size() > 0 && state.fbx_bone_map.has(target_id)) {
-							if (bone->fbx_skeleton.is_valid() && bone.is_valid()) {
-								Ref<FBXSkeleton> fbx_skeleton = bone->fbx_skeleton;
-								String bone_path = state.root->get_path_to(fbx_skeleton->skeleton);
-								bone_path += ":" + fbx_skeleton->skeleton->get_bone_name(bone->godot_bone_id);
-								print_verbose("[doc] track bone path: " + bone_path);
-								track_path = bone_path;
-							}
-						} else if (state.fbx_target_map.has(target_id)) {
-							//print_verbose("[doc] we have a valid target for a node animation");
-							Ref<FBXNode> target_node = state.fbx_target_map[target_id];
-							if (target_node.is_valid() && target_node->godot_node != nullptr) {
-								String node_path = state.root->get_path_to(target_node->godot_node);
-								track_path = node_path;
-								//print_verbose("[doc] node animation path: " + node_path);
-							}
-						} else {
-							// note: this could actually be unsafe this means we should be careful about continuing here, if we see bizarre effects later we should disable this.
-							// I am not sure if this is unsafe or not, testing will tell us this.
-							print_error("[doc] invalid fbx target detected for this track");
-							continue;
-						}
-
-						// everything in FBX and Maya is a node therefore if this happens something is seriously broken.
-						if (!state.fbx_target_map.has(target_id)) {
-							print_error("unable to resolve this to an FBX object.");
-							continue;
-						}
-
-						Ref<FBXNode> target_node = state.fbx_target_map[target_id];
-						const FBXDocParser::Model *model = target_node->fbx_model;
-						const FBXDocParser::PropertyTable *props = dynamic_cast<const FBXDocParser::PropertyTable *>(model);
-
-						Map<StringName, FBXTrack> &track_data = track.value;
-						FBXTrack &translation_keys = track_data[StringName("T")];
-						FBXTrack &rotation_keys = track_data[StringName("R")];
-						FBXTrack &scale_keys = track_data[StringName("S")];
-
-						double increment = 1.0f / fps_setting;
-						double time = 0.0f;
-
-						bool last = false;
-
-						Vector<Vector3> pos_values;
-						Vector<float> pos_times;
-						Vector<Vector3> scale_values;
-						Vector<float> scale_times;
-						Vector<Quaternion> rot_values;
-						Vector<float> rot_times;
-
-						double max_duration = 0;
-						double anim_length = animation->get_length();
-
-						for (const std::pair<const int64_t, Vector3> &position_key : translation_keys.keyframes) {
-							pos_values.push_back(position_key.second * state.scale);
-							double animation_track_time = CONVERT_FBX_TIME(position_key.first);
-
-							if (animation_track_time > max_duration) {
-								max_duration = animation_track_time;
-							}
-
-							//print_verbose("pos keyframe: t:" + rtos(animation_track_time) + " value " + position_key.second);
-							pos_times.push_back(animation_track_time);
-						}
-
-						for (const std::pair<const int64_t, Vector3> &scale_key : scale_keys.keyframes) {
-							scale_values.push_back(scale_key.second);
-							double animation_track_time = CONVERT_FBX_TIME(scale_key.first);
-
-							if (animation_track_time > max_duration) {
-								max_duration = animation_track_time;
-							}
-							//print_verbose("scale keyframe t:" + rtos(animation_track_time));
-							scale_times.push_back(animation_track_time);
-						}
-
-						//
-						// Pre and Post keyframe rotation handler
-						// -- Required because Maya and Autodesk <3 the pain when it comes to implementing animation code! enjoy <3
-
-						bool got_pre = false;
-						bool got_post = false;
-
-						Quaternion post_rotation;
-						Quaternion pre_rotation;
-
-						// Rotation matrix
-						const Vector3 &PreRotation = FBXDocParser::PropertyGet<Vector3>(props, "PreRotation", got_pre);
-						const Vector3 &PostRotation = FBXDocParser::PropertyGet<Vector3>(props, "PostRotation", got_post);
-
-						FBXDocParser::Model::RotOrder rot_order = model->RotationOrder();
-						if (got_pre) {
-							pre_rotation = ImportUtils::EulerToQuaternion(rot_order, ImportUtils::deg2rad(PreRotation));
-						}
-						if (got_post) {
-							post_rotation = ImportUtils::EulerToQuaternion(rot_order, ImportUtils::deg2rad(PostRotation));
-						}
-
-						Quaternion lastQuaternion = Quaternion();
-
-						for (const std::pair<const int64_t, Vector3> &rotation_key : rotation_keys.keyframes) {
-							double animation_track_time = CONVERT_FBX_TIME(rotation_key.first);
-
-							//print_verbose("euler rotation key: " + rotation_key.second);
-							Quaternion rot_key_value = ImportUtils::EulerToQuaternion(quaternion_rotation_order, ImportUtils::deg2rad(rotation_key.second));
-
-							if (lastQuaternion != Quaternion() && rot_key_value.dot(lastQuaternion) < 0) {
-								rot_key_value.x = -rot_key_value.x;
-								rot_key_value.y = -rot_key_value.y;
-								rot_key_value.z = -rot_key_value.z;
-								rot_key_value.w = -rot_key_value.w;
-							}
-							// pre_post rotation possibly could fix orientation
-							Quaternion final_rotation = pre_rotation * rot_key_value * post_rotation;
-
-							lastQuaternion = final_rotation;
-
-							if (animation_track_time > max_duration) {
-								max_duration = animation_track_time;
-							}
-
-							rot_values.push_back(final_rotation.normalized());
-							rot_times.push_back(animation_track_time);
-						}
-
-						bool valid_rest = false;
-						Transform3D bone_rest;
-						int skeleton_bone = -1;
-						if (state.fbx_bone_map.has(target_id)) {
-							if (bone.is_valid() && bone->fbx_skeleton.is_valid()) {
-								skeleton_bone = bone->godot_bone_id;
-								if (skeleton_bone >= 0) {
-									bone_rest = bone->fbx_skeleton->skeleton->get_bone_rest(skeleton_bone);
-									valid_rest = true;
-								}
-							}
-
-							if (!valid_rest) {
-								print_verbose("invalid rest!");
-							}
-						}
-
-						const Vector3 def_pos = translation_keys.has_default ? (translation_keys.default_value * state.scale) : bone_rest.origin;
-						const Quaternion def_rot = rotation_keys.has_default ? ImportUtils::EulerToQuaternion(quaternion_rotation_order, ImportUtils::deg2rad(rotation_keys.default_value)) : bone_rest.basis.get_rotation_quaternion();
-						const Vector3 def_scale = scale_keys.has_default ? scale_keys.default_value : bone_rest.basis.get_scale();
-						print_verbose("track defaults: p(" + def_pos + ") s(" + def_scale + ") r(" + def_rot + ")");
-
-						int position_idx = -1;
-						if (pos_values.size()) {
-							position_idx = animation->get_track_count();
-							animation->add_track(Animation::TYPE_POSITION_3D);
-							animation->track_set_path(position_idx, track_path);
-							animation->track_set_imported(position_idx, true);
-						}
-
-						int rotation_idx = -1;
-						if (pos_values.size()) {
-							rotation_idx = animation->get_track_count();
-							animation->add_track(Animation::TYPE_ROTATION_3D);
-							animation->track_set_path(rotation_idx, track_path);
-							animation->track_set_imported(rotation_idx, true);
-						}
-
-						int scale_idx = -1;
-						if (pos_values.size()) {
-							scale_idx = animation->get_track_count();
-							animation->add_track(Animation::TYPE_SCALE_3D);
-							animation->track_set_path(scale_idx, track_path);
-							animation->track_set_imported(scale_idx, true);
-						}
-
-						while (true) {
-							Vector3 pos = def_pos;
-							Quaternion rot = def_rot;
-							Vector3 scale = def_scale;
-
-							if (pos_values.size()) {
-								pos = _interpolate_track<Vector3>(pos_times, pos_values, time,
-										AssetImportAnimation::INTERP_LINEAR);
-							}
-
-							if (rot_values.size()) {
-								rot = _interpolate_track<Quaternion>(rot_times, rot_values, time,
-										AssetImportAnimation::INTERP_LINEAR);
-							}
-
-							if (scale_values.size()) {
-								scale = _interpolate_track<Vector3>(scale_times, scale_values, time,
-										AssetImportAnimation::INTERP_LINEAR);
-							}
-
-							if (position_idx >= 0) {
-								animation->position_track_insert_key(position_idx, time, pos);
-							}
-							if (rotation_idx >= 0) {
-								animation->rotation_track_insert_key(rotation_idx, time, rot);
-							}
-							if (scale_idx >= 0) {
-								animation->scale_track_insert_key(scale_idx, time, scale);
-							}
-
-							if (last) {
-								break;
-							}
-
-							time += increment;
-							if (time > anim_length) {
-								last = true;
-								time = anim_length;
-								break;
-							}
-						}
-					}
-				}
-				state.animation_player->add_animation(animation_name, animation);
-			}
-		}
-
-		// AnimStack elements contain start stop time and name of animation
-		// AnimLayer is the current active layer of the animation (multiple layers can be active we only support 1)
-		// AnimCurveNode has a OP link back to the model which is the real node.
-		// AnimCurveNode has a direct link to AnimationCurve (of which it may have more than one)
-
-		// Store animation stack in list
-		// iterate over all AnimStacks like the cache node algorithm recursively
-		// this can then be used with ProcessDomConnection<> to link from
-		// AnimStack:: <-- (OO) --> AnimLayer:: <-- (OO) --> AnimCurveNode:: (which can OP resolve) to Model::
-	}
-
-	//
-	// Cleanup operations - explicit to prevent errors on shutdown - found that ref to ref does behave badly sometimes.
-	//
-
-	state.renderer_mesh_data.clear();
-	state.MeshSkins.clear();
-	state.fbx_target_map.clear();
-	state.fbx_node_list.clear();
-
-	for (KeyValue<uint64_t, Ref<FBXBone>> &element : state.fbx_bone_map) {
-		Ref<FBXBone> bone = element.value;
-		bone->parent_bone.unref();
-		bone->node.unref();
-		bone->fbx_skeleton.unref();
-	}
-
-	for (KeyValue<uint64_t, Ref<FBXSkeleton>> &element : state.skeleton_map) {
-		Ref<FBXSkeleton> skel = element.value;
-		skel->fbx_node.unref();
-		skel->skeleton_bones.clear();
-	}
-
-	state.fbx_bone_map.clear();
-	state.skeleton_map.clear();
-	state.fbx_root_node.unref();
-
-	return scene_root;
-}
-
-void EditorSceneFormatImporterFBX::BuildDocumentBones(Ref<FBXBone> p_parent_bone,
-		ImportState &state, const FBXDocParser::Document *p_doc,
-		uint64_t p_id) {
-	const std::vector<const FBXDocParser::Connection *> &conns = p_doc->GetConnectionsByDestinationSequenced(p_id, "Model");
-	// FBX can do an join like this
-	// Model -> SubDeformer (bone) -> Deformer (skin pose)
-	// This is important because we need to somehow link skin back to bone id in skeleton :)
-	// The rules are:
-	// A subdeformer will exist if 'limbnode' class tag present
-	// The subdeformer will not necessarily have a deformer as joints do not have one
-	for (const FBXDocParser::Connection *con : conns) {
-		// goto: bone creation
-		//print_verbose("con: " + String(con->PropertyName().c_str()));
-
-		// ignore object-property links we want the object to object links nothing else
-		if (con->PropertyName().length()) {
-			continue;
-		}
-
-		// convert connection source object into Object base class
-		const FBXDocParser::Object *const object = con->SourceObject();
-
-		if (nullptr == object) {
-			print_verbose("failed to convert source object for Model link");
-			continue;
-		}
-
-		// FBX Model::Cube, Model::Bone001, etc elements
-		// This detects if we can cast the object into this model structure.
-		const FBXDocParser::Model *const model = dynamic_cast<const FBXDocParser::Model *>(object);
-
-		// declare our bone element reference (invalid, unless we create a bone in this step)
-		// this lets us pass valid armature information into children objects and this is why we moved this up here
-		// previously this was created .instantiated() on the same line.
-		Ref<FBXBone> bone_element;
-
-		if (model != nullptr) {
-			// model marked with limb node / casted.
-			const FBXDocParser::ModelLimbNode *const limb_node = dynamic_cast<const FBXDocParser::ModelLimbNode *>(model);
-			if (limb_node != nullptr) {
-				// Write bone into bone list for FBX
-
-				ERR_FAIL_COND_MSG(state.fbx_bone_map.has(limb_node->ID()), "[serious] duplicate LimbNode detected");
-
-				bool parent_is_bone = state.fbx_bone_map.find(p_id);
-				bone_element.instantiate();
-
-				// used to build the bone hierarchy in the skeleton
-				bone_element->parent_bone_id = parent_is_bone ? p_id : 0;
-				bone_element->valid_parent = parent_is_bone;
-				bone_element->limb_node = limb_node;
-
-				// parent is a node and this is the first bone
-				if (!parent_is_bone) {
-					uint64_t armature_id = p_id;
-					bone_element->valid_armature_id = true;
-					bone_element->armature_id = armature_id;
-					print_verbose("[doc] valid armature has been configured for first child: " + itos(armature_id));
-				} else if (p_parent_bone.is_valid()) {
-					if (p_parent_bone->valid_armature_id) {
-						bone_element->valid_armature_id = true;
-						bone_element->armature_id = p_parent_bone->armature_id;
-						print_verbose("[doc] bone has valid armature id:" + itos(bone_element->armature_id));
-					} else {
-						print_error("[doc] unassigned armature id: " + String(limb_node->Name().c_str()));
-					}
-				} else {
-					print_error("[doc] error is this a bone? " + String(limb_node->Name().c_str()));
-				}
-
-				if (!parent_is_bone) {
-					print_verbose("[doc] Root bone: " + bone_element->bone_name);
-				}
-
-				uint64_t limb_id = limb_node->ID();
-				bone_element->bone_id = limb_id;
-				bone_element->bone_name = ImportUtils::FBXNodeToName(model->Name());
-				bone_element->parent_bone = p_parent_bone;
-
-				// insert limb by ID into list.
-				state.fbx_bone_map.insert(limb_node->ID(), bone_element);
-			}
-
-			// recursion call - child nodes
-			BuildDocumentBones(bone_element, state, p_doc, model->ID());
-		}
-	}
-}
-
-void EditorSceneFormatImporterFBX::BuildDocumentNodes(
-		Ref<PivotTransform> parent_transform,
-		ImportState &state,
-		const FBXDocParser::Document *p_doc,
-		uint64_t id,
-		Ref<FBXNode> parent_node) {
-	// tree
-	// here we get the node 0 on the root by default
-	const std::vector<const FBXDocParser::Connection *> &conns = p_doc->GetConnectionsByDestinationSequenced(id, "Model");
-
-	// branch
-	for (const FBXDocParser::Connection *con : conns) {
-		// ignore object-property links
-		if (con->PropertyName().length()) {
-			// really important we document why this is ignored.
-			print_verbose("ignoring property link - no docs on why this is ignored");
-			continue;
-		}
-
-		// convert connection source object into Object base class
-		// Source objects can exist with 'null connections' this means that we only for sure know the source exists.
-		const FBXDocParser::Object *const source_object = con->SourceObject();
-
-		if (nullptr == source_object) {
-			print_verbose("failed to convert source object for Model link");
-			continue;
-		}
-
-		// FBX Model::Cube, Model::Bone001, etc elements
-		// This detects if we can cast the object into this model structure.
-		const FBXDocParser::Model *const model = dynamic_cast<const FBXDocParser::Model *>(source_object);
-		// model is the current node
-		if (nullptr != model) {
-			uint64_t current_node_id = model->ID();
-
-			Ref<FBXNode> new_node;
-			new_node.instantiate();
-			new_node->current_node_id = current_node_id;
-			new_node->node_name = ImportUtils::FBXNodeToName(model->Name());
-
-			Ref<PivotTransform> fbx_transform;
-			fbx_transform.instantiate();
-			fbx_transform->set_parent(parent_transform);
-			fbx_transform->set_model(model);
-			fbx_transform->debug_pivot_xform("name: " + new_node->node_name);
-			fbx_transform->Execute();
-
-			new_node->set_pivot_transform(fbx_transform);
-
-			// check if this node is a bone
-			if (state.fbx_bone_map.has(current_node_id)) {
-				Ref<FBXBone> bone = state.fbx_bone_map[current_node_id];
-				if (bone.is_valid()) {
-					bone->set_node(new_node);
-					print_verbose("allocated bone data: " + bone->bone_name);
-				}
-			}
-
-			// set the model, we can't just assign this safely
-			new_node->set_model(model);
-
-			if (parent_node.is_valid()) {
-				new_node->set_parent(parent_node);
-			} else {
-				new_node->set_parent(state.fbx_root_node);
-			}
-
-			CRASH_COND_MSG(new_node->pivot_transform.is_null(), "invalid fbx target map pivot transform [serious]");
-
-			// populate lookup tables with references
-			// [fbx_node_id, fbx_node]
-
-			state.fbx_node_list.push_back(new_node);
-			if (!state.fbx_target_map.has(new_node->current_node_id)) {
-				state.fbx_target_map[new_node->current_node_id] = new_node;
-			}
-
-			// print node name
-			print_verbose("[doc] new node " + new_node->node_name);
-
-			// sub branches
-			BuildDocumentNodes(new_node->pivot_transform, state, p_doc, current_node_id, new_node);
-		}
-	}
-}
-Ref<Animation> EditorSceneFormatImporterFBX::import_animation(const String &p_path,
-		uint32_t p_flags, const Map<StringName, Variant> &p_options,
-		int p_bake_fps) {
-	return Ref<Animation>();
-}
-
-EditorSceneFormatImporterFBX::EditorSceneFormatImporterFBX() {
-	_GLOBAL_DEF("filesystem/import/fbx/use_fbx", true, true);
-}

+ 0 - 136
modules/fbx/editor_scene_importer_fbx.h

@@ -1,136 +0,0 @@
-/*************************************************************************/
-/*  editor_scene_importer_fbx.h                                          */
-/*************************************************************************/
-/*                       This file is part of:                           */
-/*                           GODOT ENGINE                                */
-/*                      https://godotengine.org                          */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2022 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.                */
-/*************************************************************************/
-
-#ifndef EDITOR_SCENE_IMPORTER_FBX_H
-#define EDITOR_SCENE_IMPORTER_FBX_H
-
-#ifdef TOOLS_ENABLED
-
-#include "data/import_state.h"
-#include "tools/import_utils.h"
-
-#include "core/io/resource_importer.h"
-#include "core/string/ustring.h"
-#include "core/templates/local_vector.h"
-#include "core/templates/vector.h"
-#include "core/variant/dictionary.h"
-#include "editor/import/resource_importer_scene.h"
-#include "editor/project_settings_editor.h"
-#include "scene/3d/mesh_instance_3d.h"
-#include "scene/3d/node_3d.h"
-#include "scene/3d/skeleton_3d.h"
-#include "scene/animation/animation_player.h"
-#include "scene/resources/animation.h"
-#include "scene/resources/surface_tool.h"
-
-#include "fbx_parser/FBXDocument.h"
-#include "fbx_parser/FBXImportSettings.h"
-#include "fbx_parser/FBXMeshGeometry.h"
-#include "fbx_parser/FBXUtil.h"
-
-#define CONVERT_FBX_TIME(time) static_cast<double>(time) / 46186158000LL
-
-class EditorSceneFormatImporterFBX : public EditorSceneFormatImporter {
-private:
-	GDCLASS(EditorSceneFormatImporterFBX, EditorSceneFormatImporter);
-
-	struct AssetImportAnimation {
-		enum Interpolation {
-			INTERP_LINEAR,
-			INTERP_STEP,
-			INTERP_CATMULLROMSPLINE,
-			INTERP_CUBIC_SPLINE
-		};
-	};
-
-	// ------------------------------------------------------------------------------------------------
-	template <typename T>
-	const T *ProcessDOMConnection(
-			const FBXDocParser::Document *doc,
-			uint64_t current_element,
-			bool reverse_lookup = false) {
-		const std::vector<const FBXDocParser::Connection *> &conns = reverse_lookup ? doc->GetConnectionsByDestinationSequenced(current_element) : doc->GetConnectionsBySourceSequenced(current_element);
-		//print_verbose("[doc] looking for " + String(element_to_find));
-		// using the temp pattern here so we can debug before it returns
-		// in some cases we return too early, with 'deformer object base class' in wrong place
-		// in assimp this means we can accidentally return too early...
-		const T *return_obj = nullptr;
-
-		for (const FBXDocParser::Connection *con : conns) {
-			const FBXDocParser::Object *source_object = con->SourceObject();
-			const FBXDocParser::Object *dest_object = con->DestinationObject();
-			if (source_object && dest_object != nullptr) {
-				//print_verbose("[doc] connection name: " + String(source_object->Name().c_str()) + ", dest: " + String(dest_object->Name().c_str()));
-				const T *temp = dynamic_cast<const T *>(reverse_lookup ? source_object : dest_object);
-				if (temp) {
-					return_obj = temp;
-				}
-			}
-		}
-
-		if (return_obj != nullptr) {
-			//print_verbose("[doc] returned valid element");
-			//print_verbose("Found object for bone");
-			return return_obj;
-		}
-
-		// safe to return nothing, need to use nullptr here as nullptr is used internally for FBX document.
-		return nullptr;
-	}
-
-	void BuildDocumentBones(Ref<FBXBone> p_parent_bone,
-			ImportState &state, const FBXDocParser::Document *p_doc,
-			uint64_t p_id);
-
-	void BuildDocumentNodes(Ref<PivotTransform> parent_transform, ImportState &state, const FBXDocParser::Document *doc, uint64_t id, Ref<FBXNode> fbx_parent);
-
-	Node3D *_generate_scene(const String &p_path, const FBXDocParser::Document *p_document,
-			const uint32_t p_flags,
-			int p_bake_fps,
-			const int32_t p_max_bone_weights,
-			bool p_is_blender_fbx);
-
-	template <class T>
-	T _interpolate_track(const Vector<float> &p_times, const Vector<T> &p_values, float p_time, AssetImportAnimation::Interpolation p_interp);
-
-public:
-	EditorSceneFormatImporterFBX();
-	~EditorSceneFormatImporterFBX() {}
-
-	virtual void get_extensions(List<String> *r_extensions) const override;
-	virtual uint32_t get_import_flags() const override;
-	virtual Node3D *import_scene(const String &p_path, uint32_t p_flags, const Map<StringName, Variant> &p_options, int p_bake_fps, List<String> *r_missing_deps, Error *r_err = nullptr) override;
-	virtual Ref<Animation> import_animation(const String &p_path,
-			uint32_t p_flags, const Map<StringName, Variant> &p_options,
-			int p_bake_fps) override;
-};
-
-#endif // TOOLS_ENABLED
-#endif // EDITOR_SCENE_IMPORTER_FBX_H

+ 0 - 283
modules/fbx/fbx_parser/ByteSwapper.h

@@ -1,283 +0,0 @@
-/*************************************************************************/
-/*  ByteSwapper.h                                                        */
-/*************************************************************************/
-/*                       This file is part of:                           */
-/*                           GODOT ENGINE                                */
-/*                      https://godotengine.org                          */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2022 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.                */
-/*************************************************************************/
-
-/*
-Open Asset Import Library (assimp)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2020, assimp team
-
-
-All rights reserved.
-
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
-following conditions are met:
-
-* Redistributions of source code must retain the above
-  copyright notice, this list of conditions and the
-  following disclaimer.
-
-* Redistributions in binary form must reproduce the above
-  copyright notice, this list of conditions and the
-  following disclaimer in the documentation and/or other
-  materials provided with the distribution.
-
-* Neither the name of the assimp team, nor the names of its
-  contributors may be used to endorse or promote products
-  derived from this software without specific prior
-  written permission of the assimp team.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-
-----------------------------------------------------------------------
-*/
-
-/** @file Helper class tp perform various byte order swappings
-   (e.g. little to big endian) */
-#ifndef BYTE_SWAPPER_H
-#define BYTE_SWAPPER_H
-
-#include <stdint.h>
-#include <algorithm>
-#include <locale>
-
-namespace FBXDocParser {
-// --------------------------------------------------------------------------------------
-/** Defines some useful byte order swap routines.
- *
- * This is required to read big-endian model formats on little-endian machines,
- * and vice versa. Direct use of this class is DEPRECATED. Use #StreamReader instead. */
-// --------------------------------------------------------------------------------------
-class ByteSwap {
-	ByteSwap() {}
-
-public:
-	// ----------------------------------------------------------------------
-	/** Swap two bytes of data
-	 *  @param[inout] _szOut A void* to save the reintcasts for the caller. */
-	static inline void Swap2(void *_szOut) {
-		uint8_t *const szOut = reinterpret_cast<uint8_t *>(_szOut);
-		std::swap(szOut[0], szOut[1]);
-	}
-
-	// ----------------------------------------------------------------------
-	/** Swap four bytes of data
-	 *  @param[inout] _szOut A void* to save the reintcasts for the caller. */
-	static inline void Swap4(void *_szOut) {
-		uint8_t *const szOut = reinterpret_cast<uint8_t *>(_szOut);
-		std::swap(szOut[0], szOut[3]);
-		std::swap(szOut[1], szOut[2]);
-	}
-
-	// ----------------------------------------------------------------------
-	/** Swap eight bytes of data
-	 *  @param[inout] _szOut A void* to save the reintcasts for the caller. */
-	static inline void Swap8(void *_szOut) {
-		uint8_t *const szOut = reinterpret_cast<uint8_t *>(_szOut);
-		std::swap(szOut[0], szOut[7]);
-		std::swap(szOut[1], szOut[6]);
-		std::swap(szOut[2], szOut[5]);
-		std::swap(szOut[3], szOut[4]);
-	}
-
-	// ----------------------------------------------------------------------
-	/** ByteSwap a float. Not a joke.
-	 *  @param[inout] fOut ehm. .. */
-	static inline void Swap(float *fOut) {
-		Swap4(fOut);
-	}
-
-	// ----------------------------------------------------------------------
-	/** ByteSwap a double. Not a joke.
-	 *  @param[inout] fOut ehm. .. */
-	static inline void Swap(double *fOut) {
-		Swap8(fOut);
-	}
-
-	// ----------------------------------------------------------------------
-	/** ByteSwap an int16t. Not a joke.
-	 *  @param[inout] fOut ehm. .. */
-	static inline void Swap(int16_t *fOut) {
-		Swap2(fOut);
-	}
-
-	static inline void Swap(uint16_t *fOut) {
-		Swap2(fOut);
-	}
-
-	// ----------------------------------------------------------------------
-	/** ByteSwap an int32t. Not a joke.
-	 *  @param[inout] fOut ehm. .. */
-	static inline void Swap(int32_t *fOut) {
-		Swap4(fOut);
-	}
-
-	static inline void Swap(uint32_t *fOut) {
-		Swap4(fOut);
-	}
-
-	// ----------------------------------------------------------------------
-	/** ByteSwap an int64t. Not a joke.
-	 *  @param[inout] fOut ehm. .. */
-	static inline void Swap(int64_t *fOut) {
-		Swap8(fOut);
-	}
-
-	static inline void Swap(uint64_t *fOut) {
-		Swap8(fOut);
-	}
-
-	// ----------------------------------------------------------------------
-	//! Templatized ByteSwap
-	//! \returns param tOut as swapped
-	template <typename Type>
-	static inline Type Swapped(Type tOut) {
-		return _swapper<Type, sizeof(Type)>()(tOut);
-	}
-
-private:
-	template <typename T, size_t size>
-	struct _swapper;
-};
-
-template <typename T>
-struct ByteSwap::_swapper<T, 2> {
-	T operator()(T tOut) {
-		Swap2(&tOut);
-		return tOut;
-	}
-};
-
-template <typename T>
-struct ByteSwap::_swapper<T, 4> {
-	T operator()(T tOut) {
-		Swap4(&tOut);
-		return tOut;
-	}
-};
-
-template <typename T>
-struct ByteSwap::_swapper<T, 8> {
-	T operator()(T tOut) {
-		Swap8(&tOut);
-		return tOut;
-	}
-};
-
-// --------------------------------------------------------------------------------------
-// ByteSwap macros for BigEndian/LittleEndian support
-// --------------------------------------------------------------------------------------
-#if (defined AI_BUILD_BIG_ENDIAN)
-#define AI_LE(t) (t)
-#define AI_BE(t) ByteSwap::Swapped(t)
-#define AI_LSWAP2(p)
-#define AI_LSWAP4(p)
-#define AI_LSWAP8(p)
-#define AI_LSWAP2P(p)
-#define AI_LSWAP4P(p)
-#define AI_LSWAP8P(p)
-#define LE_NCONST const
-#define AI_SWAP2(p) ByteSwap::Swap2(&(p))
-#define AI_SWAP4(p) ByteSwap::Swap4(&(p))
-#define AI_SWAP8(p) ByteSwap::Swap8(&(p))
-#define AI_SWAP2P(p) ByteSwap::Swap2((p))
-#define AI_SWAP4P(p) ByteSwap::Swap4((p))
-#define AI_SWAP8P(p) ByteSwap::Swap8((p))
-#define BE_NCONST
-#else
-#define AI_BE(t) (t)
-#define AI_LE(t) ByteSwap::Swapped(t)
-#define AI_SWAP2(p)
-#define AI_SWAP4(p)
-#define AI_SWAP8(p)
-#define AI_SWAP2P(p)
-#define AI_SWAP4P(p)
-#define AI_SWAP8P(p)
-#define BE_NCONST const
-#define AI_LSWAP2(p) ByteSwap::Swap2(&(p))
-#define AI_LSWAP4(p) ByteSwap::Swap4(&(p))
-#define AI_LSWAP8(p) ByteSwap::Swap8(&(p))
-#define AI_LSWAP2P(p) ByteSwap::Swap2((p))
-#define AI_LSWAP4P(p) ByteSwap::Swap4((p))
-#define AI_LSWAP8P(p) ByteSwap::Swap8((p))
-#define LE_NCONST
-#endif
-
-namespace Intern {
-
-// --------------------------------------------------------------------------------------------
-template <typename T, bool doit>
-struct ByteSwapper {
-	void operator()(T *inout) {
-		ByteSwap::Swap(inout);
-	}
-};
-
-template <typename T>
-struct ByteSwapper<T, false> {
-	void operator()(T *) {
-	}
-};
-
-// --------------------------------------------------------------------------------------------
-template <bool SwapEndianess, typename T, bool RuntimeSwitch>
-struct Getter {
-	void operator()(T *inout, bool le) {
-		le = !le;
-		if (le) {
-			ByteSwapper<T, (sizeof(T) > 1 ? true : false)>()(inout);
-		} else {
-			ByteSwapper<T, false>()(inout);
-		}
-	}
-};
-
-template <bool SwapEndianess, typename T>
-struct Getter<SwapEndianess, T, false> {
-	void operator()(T *inout, bool /*le*/) {
-		// static branch
-		ByteSwapper<T, (SwapEndianess && sizeof(T) > 1)>()(inout);
-	}
-};
-} // namespace Intern
-} // namespace FBXDocParser
-
-#endif // BYTE_SWAPPER_H

+ 0 - 183
modules/fbx/fbx_parser/CREDITS

@@ -1,183 +0,0 @@
-===============================================================
-Open Asset Import Library (Assimp)
-Developers and Contributors
-===============================================================
-
-The following is a non-exhaustive list of all constributors over the years.
-If you think your name should be listed here, drop us a line and we'll add you.
-
-- Alexander Gessler,
-3DS-, BLEND-, ASE-, DXF-, HMP-, MDL-, MD2-, MD3-, MD5-, MDC-, NFF-, PLY-, STL-, RAW-, OFF-, MS3D-, Q3D- and LWO-Loader, Assimp-Viewer, assimp-cmd, -noboost, Website (Design).
-
-- Thomas Schulze,
-X-, Collada-, BVH-Loader, Postprocessing framework. Data structure & Interface design, documentation.
-
-- Kim Kulling,
-Obj-, Q3BSD-, OpenGEX-Loader, Logging system, CMake-build-environment, Linux-build, Website ( Admin ), Coverity ( Admin ), Glitter ( Admin ).
-
-- R.Schmidt,
-Linux build, eclipse support.
-
-- Matthias Gubisch,
-Assimp.net
-Visual Studio 9 support, bugfixes.
-
-- Mark Sibly
-B3D-Loader, Assimp testing
-
-- Jonathan Klein
-Ogre Loader, VC2010 fixes and CMake fixes.
-
-- Sebastian Hempel,
-PyAssimp (first version)
-Compile-Bugfixes for mingw, add environment for static library support in make.
-
-- Jonathan Pokrass
-Supplied a bugfix concerning the scaling in the md3 loader.
-
-- Andrew Galante,
-Submitted patches to make Assimp compile with GCC-4, a makefile and the xcode3 workspace.
-
-- Andreas Nagel
-First Assimp testing & verification under Windows Vista 64 Bit.
-
-- Marius Schr�der
-Allowed us to use many of his models for screenshots and testing.
-
-- Christian Schubert
-Supplied various XFiles for testing purposes.
-
-- Tizian Wieland
-Searched the web for hundreds of test models for internal use
-
-- John Connors
-Supplied patches for linux and SCons.
-
-- T. R.
-The GUY who performed some of the CSM mocaps.
-
-- Andy Maloney
-Contributed fixes for the documentation and the doxygen markup
-
-- Zhao Lei
-Contributed several bugfixes fixing memory leaks and improving float parsing
-
-- sueastside
-Updated PyAssimp to the latest Assimp data structures and provided a script to keep the Python binding up-to-date.
-
-- Tobias Rittig
-Collada testing with Cinema 4D
-
-- Brad Grantham
-Improvements in OpenGL-Sample.
-
-- Robert Ramirez
-Add group loading feature to Obj-Loader.
-
-- Chris Maiwald
-Many bugreports, improving Assimp's portability, regular testing & feedback.
-
-- Stepan Hrbek
-Bugreport and fix for a obj-materialloader crash.
-
-- David Nadlinger
-D bindings, CMake install support.
-
-- Dario Accornero
-Contributed several patches regarding Mac OS/XCode targets, bug reports.
-
-- Martin Walser (Samhayne)
-Contributed the 'SimpleTexturedOpenGl' sample.
-
-- Matthias Fauconneau
-Contributed a fix for the Q3-BSP loader.
-
-- Jørgen P. Tjernø
-Contributed updated and improved xcode workspaces
-
-- drparallax
-Contributed the /samples/SimpleAssimpViewX sample
-
-- Carsten Fuchs
-Contributed a fix for the Normalize method in aiQuaternion.
-
-- dbburgess
-Contributes a Android-specific build issue: log the hardware architecture for ARM.
-
-- alfiereinre7
-Contributes a obj-fileparser fix: missing tokens in the obj-token list.
-
-- Roman Kharitonov
-Contributes a fix for the configure script environment.
-
-- Ed Diana
-Contributed AssimpDelphi (/port/AssimpDelphi).
-
-- rdb
-Contributes a bundle of fixes and improvements for the bsp-importer.
-
-- Mick P
-For contributing the De-bone postprocessing step and filing various bug reports.
-
-- Rosen Diankov
-Contributed patches to build assimp debian packages using cmake.
-
-- Mark Page
-Contributed a patch to fix the VertexTriangleAdjacency postprocessing step.
-
-- IOhannes
-Contributed the Debian build fixes ( architecture macro ).
-
-- gellule
-Several LWO and LWS fixes (pivoting).
-
-- Marcel Metz
-GCC/Linux fixes for the SimpleOpenGL sample.
-
-- Brian Miller
-Bugfix for a compiler fix for iOS on arm.
-
-- Séverin Lemaignan
-Rewrite of PyAssimp, distutils and Python3 support
-
-- albert-wang
-Bugfixes for the collada parser
-
-- Ya ping Jin
-Bugfixes for uv-tanget calculation.
-
-- Jonne Nauha
-Ogre Binary format support
-
-- Filip Wasil, Tieto Poland Sp. z o.o.
-Android JNI asset extraction support
-
-- Richard Steffen
-Contributed ExportProperties interface
-Contributed X File exporter
-Contributed Step (stp) exporter
-
-- Thomas Iorns (mesilliac)
-Initial FBX Export support
-
-For a more detailed list just check: https://github.com/assimp/assimp/network/members
-
-
-========
-Patreons
-========
-
-Huge thanks to our Patreons!
-
-- migenius
-- Marcus
-- Cort
-- elect
-- Steffen
-
-
-===================
-Commercial Sponsors
-===================
-
-- MyDidimo (mydidimo.com): Sponsored development of FBX Export support

+ 0 - 273
modules/fbx/fbx_parser/FBXAnimation.cpp

@@ -1,273 +0,0 @@
-/*************************************************************************/
-/*  FBXAnimation.cpp                                                     */
-/*************************************************************************/
-/*                       This file is part of:                           */
-/*                           GODOT ENGINE                                */
-/*                      https://godotengine.org                          */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2022 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.                */
-/*************************************************************************/
-
-/*
-Open Asset Import Library (assimp)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2019, assimp team
-
-
-All rights reserved.
-
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
-following conditions are met:
-
-* Redistributions of source code must retain the above
-  copyright notice, this list of conditions and the
-  following disclaimer.
-
-* Redistributions in binary form must reproduce the above
-  copyright notice, this list of conditions and the
-  following disclaimer in the documentation and/or other
-  materials provided with the distribution.
-
-* Neither the name of the assimp team, nor the names of its
-  contributors may be used to endorse or promote products
-  derived from this software without specific prior
-  written permission of the assimp team.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-
-----------------------------------------------------------------------
-*/
-
-/** @file  FBXAnimation.cpp
- *  @brief Assimp::FBX::AnimationCurve, Assimp::FBX::AnimationCurveNode,
- *         Assimp::FBX::AnimationLayer, Assimp::FBX::AnimationStack
- */
-
-#include "FBXCommon.h"
-#include "FBXDocument.h"
-#include "FBXDocumentUtil.h"
-#include "FBXParser.h"
-
-namespace FBXDocParser {
-
-using namespace Util;
-
-// ------------------------------------------------------------------------------------------------
-AnimationCurve::AnimationCurve(uint64_t id, const ElementPtr element, const std::string &name, const Document & /*doc*/) :
-		Object(id, element, name) {
-	const ScopePtr sc = GetRequiredScope(element);
-	const ElementPtr KeyTime = GetRequiredElement(sc, "KeyTime");
-	const ElementPtr KeyValueFloat = GetRequiredElement(sc, "KeyValueFloat");
-
-	// note preserved keys and values for legacy FBXConverter.cpp
-	// we can remove this once the animation system is written
-	// and clean up this code so we do not have copies everywhere.
-	ParseVectorDataArray(keys, KeyTime);
-	ParseVectorDataArray(values, KeyValueFloat);
-
-	if (keys.size() != values.size()) {
-		DOMError("the number of key times does not match the number of keyframe values", KeyTime);
-	}
-
-	// put the two lists into the map, underlying container is really just a dictionary
-	// these will always match, if not an error will throw and the file will not import
-	// this is useful because we then can report something and fix this later if it becomes an issue
-	// at this point we do not need a different count of these elements so this makes the
-	// most sense to do.
-	for (size_t x = 0; x < keys.size(); x++) {
-		keyvalues[keys[x]] = values[x];
-	}
-
-	const ElementPtr KeyAttrDataFloat = sc->GetElement("KeyAttrDataFloat");
-	if (KeyAttrDataFloat) {
-		ParseVectorDataArray(attributes, KeyAttrDataFloat);
-	}
-
-	const ElementPtr KeyAttrFlags = sc->GetElement("KeyAttrFlags");
-	if (KeyAttrFlags) {
-		ParseVectorDataArray(flags, KeyAttrFlags);
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-AnimationCurve::~AnimationCurve() {
-	// empty
-}
-
-// ------------------------------------------------------------------------------------------------
-AnimationCurveNode::AnimationCurveNode(uint64_t id, const ElementPtr element, const std::string &name,
-		const Document &doc, const char *const *target_prop_whitelist /*= nullptr*/,
-		size_t whitelist_size /*= 0*/) :
-		Object(id, element, name), doc(doc) {
-	// find target node
-	const char *whitelist[] = { "Model", "NodeAttribute", "Deformer" };
-	const std::vector<const Connection *> &conns = doc.GetConnectionsBySourceSequenced(ID(), whitelist, 3);
-
-	for (const Connection *con : conns) {
-		// link should go for a property
-		if (!con->PropertyName().length()) {
-			continue;
-		}
-
-		Object *object = con->DestinationObject();
-
-		if (!object) {
-			DOMWarning("failed to read destination object for AnimationCurveNode->Model link, ignoring", element);
-			continue;
-		}
-
-		target = object;
-		prop = con->PropertyName();
-		break;
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-AnimationCurveNode::~AnimationCurveNode() {
-	curves.clear();
-}
-
-// ------------------------------------------------------------------------------------------------
-const AnimationMap &AnimationCurveNode::Curves() const {
-	/* Lazy loaded animation curves, will only load if required */
-	if (curves.empty()) {
-		// resolve attached animation curves
-		const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(ID(), "AnimationCurve");
-
-		for (const Connection *con : conns) {
-			// So the advantage of having this STL boilerplate is that it's dead simple once you get it.
-			// The other advantage is casting is guaranteed to be safe and nullptr will be returned in the last step if it fails.
-			Object *ob = con->SourceObject();
-			AnimationCurve *anim_curve = dynamic_cast<AnimationCurve *>(ob);
-			ERR_CONTINUE_MSG(!anim_curve, "Failed to convert animation curve from object");
-
-			curves.insert(std::make_pair(con->PropertyName(), anim_curve));
-		}
-	}
-
-	return curves;
-}
-
-// ------------------------------------------------------------------------------------------------
-AnimationLayer::AnimationLayer(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc) :
-		Object(id, element, name), doc(doc) {
-}
-
-// ------------------------------------------------------------------------------------------------
-AnimationLayer::~AnimationLayer() {
-	// empty
-}
-
-// ------------------------------------------------------------------------------------------------
-const AnimationCurveNodeList AnimationLayer::Nodes(const char *const *target_prop_whitelist,
-		size_t whitelist_size /*= 0*/) const {
-	AnimationCurveNodeList nodes;
-
-	// resolve attached animation nodes
-	const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(ID(), "AnimationCurveNode");
-	nodes.reserve(conns.size());
-
-	for (const Connection *con : conns) {
-		// link should not go to a property
-		if (con->PropertyName().length()) {
-			continue;
-		}
-
-		Object *ob = con->SourceObject();
-
-		if (!ob) {
-			DOMWarning("failed to read source object for AnimationCurveNode->AnimationLayer link, ignoring", element);
-			continue;
-		}
-
-		const AnimationCurveNode *anim = dynamic_cast<AnimationCurveNode *>(ob);
-		if (!anim) {
-			DOMWarning("source object for ->AnimationLayer link is not an AnimationCurveNode", element);
-			continue;
-		}
-
-		if (target_prop_whitelist) {
-			const char *s = anim->TargetProperty().c_str();
-			bool ok = false;
-			for (size_t i = 0; i < whitelist_size; ++i) {
-				if (!strcmp(s, target_prop_whitelist[i])) {
-					ok = true;
-					break;
-				}
-			}
-			if (!ok) {
-				continue;
-			}
-		}
-		nodes.push_back(anim);
-	}
-
-	return nodes;
-}
-
-// ------------------------------------------------------------------------------------------------
-AnimationStack::AnimationStack(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc) :
-		Object(id, element, name) {
-	// resolve attached animation layers
-	const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(ID(), "AnimationLayer");
-	layers.reserve(conns.size());
-
-	for (const Connection *con : conns) {
-		// link should not go to a property
-		if (con->PropertyName().length()) {
-			continue;
-		}
-
-		Object *ob = con->SourceObject();
-		if (!ob) {
-			DOMWarning("failed to read source object for AnimationLayer->AnimationStack link, ignoring", element);
-			continue;
-		}
-
-		const AnimationLayer *anim = dynamic_cast<const AnimationLayer *>(ob);
-
-		if (!anim) {
-			DOMWarning("source object for ->AnimationStack link is not an AnimationLayer", element);
-			continue;
-		}
-
-		layers.push_back(anim);
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-AnimationStack::~AnimationStack() {
-}
-} // namespace FBXDocParser

+ 0 - 442
modules/fbx/fbx_parser/FBXBinaryTokenizer.cpp

@@ -1,442 +0,0 @@
-/*************************************************************************/
-/*  FBXBinaryTokenizer.cpp                                               */
-/*************************************************************************/
-/*                       This file is part of:                           */
-/*                           GODOT ENGINE                                */
-/*                      https://godotengine.org                          */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2022 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.                */
-/*************************************************************************/
-
-/*
-Open Asset Import Library (assimp)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2019, assimp team
-
-
-All rights reserved.
-
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
-following conditions are met:
-
-* Redistributions of source code must retain the above
-  copyright notice, this list of conditions and the
-  following disclaimer.
-
-* Redistributions in binary form must reproduce the above
-  copyright notice, this list of conditions and the
-  following disclaimer in the documentation and/or other
-  materials provided with the distribution.
-
-* Neither the name of the assimp team, nor the names of its
-  contributors may be used to endorse or promote products
-  derived from this software without specific prior
-  written permission of the assimp team.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-
-----------------------------------------------------------------------
-*/
-/** @file  FBXBinaryTokenizer.cpp
- *  @brief Implementation of a fake lexer for binary fbx files -
- *    we emit tokens so the parser needs almost no special handling
- *    for binary files.
- */
-
-#include "ByteSwapper.h"
-#include "FBXTokenizer.h"
-#include "core/string/print_string.h"
-
-#include <stdint.h>
-
-namespace FBXDocParser {
-// ------------------------------------------------------------------------------------------------
-Token::Token(const char *sbegin, const char *send, TokenType type, size_t offset) :
-		sbegin(sbegin),
-		send(send),
-		type(type),
-		line(offset),
-		column(BINARY_MARKER) {
-#ifdef DEBUG_ENABLED
-	// contents is bad.. :/
-	contents = std::string(sbegin, static_cast<size_t>(send - sbegin));
-#endif
-	// calc length
-	// measure from sBegin to sEnd and validate?
-}
-
-namespace {
-
-// ------------------------------------------------------------------------------------------------
-// signal tokenization error
-void TokenizeError(const std::string &message, size_t offset) {
-	print_error("[FBX-Tokenize] " + String(message.c_str()) + ", offset " + itos(offset));
-}
-
-// ------------------------------------------------------------------------------------------------
-size_t Offset(const char *begin, const char *cursor) {
-	//ai_assert(begin <= cursor);
-
-	return cursor - begin;
-}
-
-// ------------------------------------------------------------------------------------------------
-void TokenizeError(const std::string &message, const char *begin, const char *cursor) {
-	TokenizeError(message, Offset(begin, cursor));
-}
-
-// ------------------------------------------------------------------------------------------------
-uint32_t ReadWord(const char *input, const char *&cursor, const char *end) {
-	const size_t k_to_read = sizeof(uint32_t);
-	if (Offset(cursor, end) < k_to_read) {
-		TokenizeError("cannot ReadWord, out of bounds", input, cursor);
-	}
-
-	uint32_t word;
-	::memcpy(&word, cursor, 4);
-	AI_SWAP4(word);
-
-	cursor += k_to_read;
-
-	return word;
-}
-
-// ------------------------------------------------------------------------------------------------
-uint64_t ReadDoubleWord(const char *input, const char *&cursor, const char *end) {
-	const size_t k_to_read = sizeof(uint64_t);
-	if (Offset(cursor, end) < k_to_read) {
-		TokenizeError("cannot ReadDoubleWord, out of bounds", input, cursor);
-	}
-
-	uint64_t dword /*= *reinterpret_cast<const uint64_t*>(cursor)*/;
-	::memcpy(&dword, cursor, sizeof(uint64_t));
-	AI_SWAP8(dword);
-
-	cursor += k_to_read;
-
-	return dword;
-}
-
-// ------------------------------------------------------------------------------------------------
-uint8_t ReadByte(const char *input, const char *&cursor, const char *end) {
-	if (Offset(cursor, end) < sizeof(uint8_t)) {
-		TokenizeError("cannot ReadByte, out of bounds", input, cursor);
-	}
-
-	uint8_t word; /* = *reinterpret_cast< const uint8_t* >( cursor )*/
-	::memcpy(&word, cursor, sizeof(uint8_t));
-	++cursor;
-
-	return word;
-}
-
-// ------------------------------------------------------------------------------------------------
-unsigned int ReadString(const char *&sbegin_out, const char *&send_out, const char *input,
-		const char *&cursor, const char *end, bool long_length = false, bool allow_null = false) {
-	const uint32_t len_len = long_length ? 4 : 1;
-	if (Offset(cursor, end) < len_len) {
-		TokenizeError("cannot ReadString, out of bounds reading length", input, cursor);
-	}
-
-	const uint32_t length = long_length ? ReadWord(input, cursor, end) : ReadByte(input, cursor, end);
-
-	if (Offset(cursor, end) < length) {
-		TokenizeError("cannot ReadString, length is out of bounds", input, cursor);
-	}
-
-	sbegin_out = cursor;
-	cursor += length;
-
-	send_out = cursor;
-
-	if (!allow_null) {
-		for (unsigned int i = 0; i < length; ++i) {
-			if (sbegin_out[i] == '\0') {
-				TokenizeError("failed ReadString, unexpected NUL character in string", input, cursor);
-			}
-		}
-	}
-
-	return length;
-}
-
-// ------------------------------------------------------------------------------------------------
-void ReadData(const char *&sbegin_out, const char *&send_out, const char *input, const char *&cursor, const char *end, bool &corrupt) {
-	if (Offset(cursor, end) < 1) {
-		TokenizeError("cannot ReadData, out of bounds reading length", input, cursor);
-		corrupt = true;
-		return;
-	}
-
-	const char type = *cursor;
-	sbegin_out = cursor++;
-
-	switch (type) {
-		// 16 bit int
-		case 'Y':
-			cursor += 2;
-			break;
-
-			// 1 bit bool flag (yes/no)
-		case 'C':
-			cursor += 1;
-			break;
-
-			// 32 bit int
-		case 'I':
-			// <- fall through
-
-			// float
-		case 'F':
-			cursor += 4;
-			break;
-
-			// double
-		case 'D':
-			cursor += 8;
-			break;
-
-			// 64 bit int
-		case 'L':
-			cursor += 8;
-			break;
-
-			// note: do not write cursor += ReadWord(...cursor) as this would be UB
-
-			// raw binary data
-		case 'R': {
-			const uint32_t length = ReadWord(input, cursor, end);
-			cursor += length;
-			break;
-		}
-
-		case 'b':
-			// TODO: what is the 'b' type code? Right now we just skip over it /
-			// take the full range we could get
-			cursor = end;
-			break;
-
-			// array of *
-		case 'f':
-		case 'd':
-		case 'l':
-		case 'i':
-		case 'c': {
-			const uint32_t length = ReadWord(input, cursor, end);
-			const uint32_t encoding = ReadWord(input, cursor, end);
-
-			const uint32_t comp_len = ReadWord(input, cursor, end);
-
-			// compute length based on type and check against the stored value
-			if (encoding == 0) {
-				uint32_t stride = 0;
-				switch (type) {
-					case 'f':
-					case 'i':
-						stride = 4;
-						break;
-
-					case 'd':
-					case 'l':
-						stride = 8;
-						break;
-
-					case 'c':
-						stride = 1;
-						break;
-
-					default:
-						break;
-				};
-				//ai_assert(stride > 0);
-				if (length * stride != comp_len) {
-					TokenizeError("cannot ReadData, calculated data stride differs from what the file claims", input, cursor);
-				}
-			}
-			// zip/deflate algorithm (encoding==1)? take given length. anything else? die
-			else if (encoding != 1) {
-				TokenizeError("cannot ReadData, unknown encoding", input, cursor);
-			}
-			cursor += comp_len;
-			break;
-		} // string
-		case 'S': {
-			const char *sb, *se;
-			// 0 characters can legally happen in such strings
-			ReadString(sb, se, input, cursor, end, true, true);
-			break;
-		}
-		default:
-			corrupt = true; // must exit
-			TokenizeError("cannot ReadData, unexpected type code: " + std::string(&type, 1), input, cursor);
-			return;
-	}
-
-	if (cursor > end) {
-		corrupt = true; // must exit
-		TokenizeError("cannot ReadData, the remaining size is too small for the data type: " + std::string(&type, 1), input, cursor);
-		return;
-	}
-
-	// the type code is contained in the returned range
-	send_out = cursor;
-}
-
-// ------------------------------------------------------------------------------------------------
-bool ReadScope(TokenList &output_tokens, const char *input, const char *&cursor, const char *end, bool const is64bits, bool &corrupt) {
-	// the first word contains the offset at which this block ends
-	const uint64_t end_offset = is64bits ? ReadDoubleWord(input, cursor, end) : ReadWord(input, cursor, end);
-
-	// we may get 0 if reading reached the end of the file -
-	// fbx files have a mysterious extra footer which I don't know
-	// how to extract any information from, but at least it always
-	// starts with a 0.
-	if (!end_offset) {
-		return false;
-	}
-
-	if (end_offset > Offset(input, end)) {
-		TokenizeError("block offset is out of range", input, cursor);
-		corrupt = true;
-		return false;
-	} else if (end_offset < Offset(input, cursor)) {
-		TokenizeError("block offset is negative out of range", input, cursor);
-		corrupt = true;
-		return false;
-	}
-
-	// the second data word contains the number of properties in the scope
-	const uint64_t prop_count = is64bits ? ReadDoubleWord(input, cursor, end) : ReadWord(input, cursor, end);
-
-	// the third data word contains the length of the property list
-	const uint64_t prop_length = is64bits ? ReadDoubleWord(input, cursor, end) : ReadWord(input, cursor, end);
-
-	// now comes the name of the scope/key
-	const char *sbeg = nullptr, *send = nullptr;
-	ReadString(sbeg, send, input, cursor, end);
-
-	output_tokens.push_back(new_Token(sbeg, send, TokenType_KEY, Offset(input, cursor)));
-
-	// now come the individual properties
-	const char *begin_cursor = cursor;
-	for (unsigned int i = 0; i < prop_count; ++i) {
-		ReadData(sbeg, send, input, cursor, begin_cursor + prop_length, corrupt);
-		if (corrupt) {
-			return false;
-		}
-
-		output_tokens.push_back(new_Token(sbeg, send, TokenType_DATA, Offset(input, cursor)));
-
-		if (i != prop_count - 1) {
-			output_tokens.push_back(new_Token(cursor, cursor + 1, TokenType_COMMA, Offset(input, cursor)));
-		}
-	}
-
-	if (Offset(begin_cursor, cursor) != prop_length) {
-		TokenizeError("property length not reached, something is wrong", input, cursor);
-		corrupt = true;
-		return false;
-	}
-
-	// at the end of each nested block, there is a NUL record to indicate
-	// that the sub-scope exists (i.e. to distinguish between P: and P : {})
-	// this NUL record is 13 bytes long on 32 bit version and 25 bytes long on 64 bit.
-	const size_t sentinel_block_length = is64bits ? (sizeof(uint64_t) * 3 + 1) : (sizeof(uint32_t) * 3 + 1);
-
-	if (Offset(input, cursor) < end_offset) {
-		if (end_offset - Offset(input, cursor) < sentinel_block_length) {
-			TokenizeError("insufficient padding bytes at block end", input, cursor);
-		}
-
-		output_tokens.push_back(new_Token(cursor, cursor + 1, TokenType_OPEN_BRACKET, Offset(input, cursor)));
-
-		// XXX this is vulnerable to stack overflowing ..
-		while (Offset(input, cursor) < end_offset - sentinel_block_length) {
-			ReadScope(output_tokens, input, cursor, input + end_offset - sentinel_block_length, is64bits, corrupt);
-			if (corrupt) {
-				return false;
-			}
-		}
-		output_tokens.push_back(new_Token(cursor, cursor + 1, TokenType_CLOSE_BRACKET, Offset(input, cursor)));
-
-		for (unsigned int i = 0; i < sentinel_block_length; ++i) {
-			if (cursor[i] != '\0') {
-				TokenizeError("failed to read nested block sentinel, expected all bytes to be 0", input, cursor);
-				corrupt = true;
-				return false;
-			}
-		}
-		cursor += sentinel_block_length;
-	}
-
-	if (Offset(input, cursor) != end_offset) {
-		TokenizeError("scope length not reached, something is wrong", input, cursor);
-		corrupt = true;
-		return false;
-	}
-
-	return true;
-}
-} // anonymous namespace
-
-// ------------------------------------------------------------------------------------------------
-// TODO: Test FBX Binary files newer than the 7500 version to check if the 64 bits address behaviour is consistent
-void TokenizeBinary(TokenList &output_tokens, const char *input, size_t length, bool &corrupt) {
-	if (length < 0x1b) {
-		//TokenizeError("file is too short",0);
-	}
-
-	if (strncmp(input, "Kaydara FBX Binary", 18)) {
-		TokenizeError("magic bytes not found", 0);
-	}
-
-	const char *cursor = input + 18;
-	/*Result ignored*/ ReadByte(input, cursor, input + length);
-	/*Result ignored*/ ReadByte(input, cursor, input + length);
-	/*Result ignored*/ ReadByte(input, cursor, input + length);
-	/*Result ignored*/ ReadByte(input, cursor, input + length);
-	/*Result ignored*/ ReadByte(input, cursor, input + length);
-	const uint32_t version = ReadWord(input, cursor, input + length);
-	print_verbose("FBX Version: " + itos(version));
-	//ASSIMP_LOG_DEBUG_F("FBX version: ", version);
-	const bool is64bits = version >= 7500;
-	const char *end = input + length;
-	while (cursor < end) {
-		if (!ReadScope(output_tokens, input, cursor, input + length, is64bits, corrupt)) {
-			break;
-		}
-	}
-}
-} // namespace FBXDocParser

+ 0 - 110
modules/fbx/fbx_parser/FBXCommon.h

@@ -1,110 +0,0 @@
-/*************************************************************************/
-/*  FBXCommon.h                                                          */
-/*************************************************************************/
-/*                       This file is part of:                           */
-/*                           GODOT ENGINE                                */
-/*                      https://godotengine.org                          */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2022 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.                */
-/*************************************************************************/
-
-/*
-Open Asset Import Library (assimp)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2019, assimp team
-
-All rights reserved.
-
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
-following conditions are met:
-
-* Redistributions of source code must retain the above
-copyright notice, this list of conditions and the
-following disclaimer.
-
-* Redistributions in binary form must reproduce the above
-copyright notice, this list of conditions and the
-following disclaimer in the documentation and/or other
-materials provided with the distribution.
-
-* Neither the name of the assimp team, nor the names of its
-contributors may be used to endorse or promote products
-derived from this software without specific prior
-written permission of the assimp team.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-
-----------------------------------------------------------------------
-*/
-
-/** @file FBXCommon.h
- * Some useful constants and enums for dealing with FBX files.
- */
-#ifndef FBX_COMMON_H
-#define FBX_COMMON_H
-
-#include <string>
-
-namespace FBXDocParser {
-const std::string NULL_RECORD = { // 13 null bytes
-	'\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0'
-}; // who knows why
-const std::string SEPARATOR = { '\x00', '\x01' }; // for use inside strings
-const std::string MAGIC_NODE_TAG = "_$AssimpFbx$"; // from import
-const int64_t SECOND = 46186158000; // FBX's kTime unit
-
-// rotation order. We'll probably use EulerXYZ for everything
-enum RotOrder {
-	RotOrder_EulerXYZ = 0,
-	RotOrder_EulerXZY,
-	RotOrder_EulerYZX,
-	RotOrder_EulerYXZ,
-	RotOrder_EulerZXY,
-	RotOrder_EulerZYX,
-
-	RotOrder_SphericXYZ,
-
-	RotOrder_MAX // end-of-enum sentinel
-};
-
-enum TransformInheritance {
-	Transform_RrSs = 0,
-	Transform_RSrs = 1,
-	Transform_Rrs = 2,
-	TransformInheritance_MAX // end-of-enum sentinel
-};
-} // namespace FBXDocParser
-
-#endif // FBX_COMMON_H

+ 0 - 271
modules/fbx/fbx_parser/FBXDeformer.cpp

@@ -1,271 +0,0 @@
-/*************************************************************************/
-/*  FBXDeformer.cpp                                                      */
-/*************************************************************************/
-/*                       This file is part of:                           */
-/*                           GODOT ENGINE                                */
-/*                      https://godotengine.org                          */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2022 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.                */
-/*************************************************************************/
-
-/*
-Open Asset Import Library (assimp)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2019, assimp team
-
-All rights reserved.
-
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
-following conditions are met:
-
-* Redistributions of source code must retain the above
-  copyright notice, this list of conditions and the
-  following disclaimer.
-
-* Redistributions in binary form must reproduce the above
-  copyright notice, this list of conditions and the
-  following disclaimer in the documentation and/or other
-  materials provided with the distribution.
-
-* Neither the name of the assimp team, nor the names of its
-  contributors may be used to endorse or promote products
-  derived from this software without specific prior
-  written permission of the assimp team.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-
-----------------------------------------------------------------------
-*/
-
-/** @file  FBXNoteAttribute.cpp
- *  @brief Assimp::FBX::NodeAttribute (and subclasses) implementation
- */
-
-#include "FBXDocument.h"
-#include "FBXDocumentUtil.h"
-#include "FBXMeshGeometry.h"
-#include "FBXParser.h"
-#include "core/math/math_funcs.h"
-#include "core/math/transform_3d.h"
-
-#include <iostream>
-
-namespace FBXDocParser {
-
-using namespace Util;
-
-// ------------------------------------------------------------------------------------------------
-Deformer::Deformer(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name) :
-		Object(id, element, name) {
-}
-
-// ------------------------------------------------------------------------------------------------
-Deformer::~Deformer() {
-}
-
-Constraint::Constraint(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name) :
-		Object(id, element, name) {
-}
-
-Constraint::~Constraint() {
-}
-
-// ------------------------------------------------------------------------------------------------
-Cluster::Cluster(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name) :
-		Deformer(id, element, doc, name) {
-	const ScopePtr sc = GetRequiredScope(element);
-	//    for( auto element : sc.Elements())
-	//    {
-	//        std::cout << "cluster element: " << element.first << std::endl;
-	//    }
-	//
-	//    element: Indexes
-	//    element: Transform
-	//    element: TransformAssociateModel
-	//    element: TransformLink
-	//    element: UserData
-	//    element: Version
-	//    element: Weights
-
-	const ElementPtr Indexes = sc->GetElement("Indexes");
-	const ElementPtr Weights = sc->GetElement("Weights");
-
-	const ElementPtr TransformAssociateModel = sc->GetElement("TransformAssociateModel");
-	if (TransformAssociateModel != nullptr) {
-		//Transform t = ReadMatrix(*TransformAssociateModel);
-		link_mode = SkinLinkMode_Additive;
-		valid_transformAssociateModel = true;
-	} else {
-		link_mode = SkinLinkMode_Normalized;
-		valid_transformAssociateModel = false;
-	}
-
-	const ElementPtr Transform = GetRequiredElement(sc, "Transform", element);
-	const ElementPtr TransformLink = GetRequiredElement(sc, "TransformLink", element);
-
-	// todo: check if we need this
-	//const Element& TransformAssociateModel = GetRequiredElement(sc, "TransformAssociateModel", &element);
-
-	transform = ReadMatrix(Transform);
-	transformLink = ReadMatrix(TransformLink);
-
-	// it is actually possible that there be Deformer's with no weights
-	if (!!Indexes != !!Weights) {
-		DOMError("either Indexes or Weights are missing from Cluster", element);
-	}
-
-	if (Indexes) {
-		ParseVectorDataArray(indices, Indexes);
-		ParseVectorDataArray(weights, Weights);
-	}
-
-	if (indices.size() != weights.size()) {
-		DOMError("sizes of index and weight array don't match up", element);
-	}
-
-	// read assigned node
-	const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(ID(), "Model");
-	for (const Connection *con : conns) {
-		const Model *mod = ProcessSimpleConnection<Model>(*con, false, "Model -> Cluster", element);
-		if (mod) {
-			node = mod;
-			break;
-		}
-	}
-
-	if (!node) {
-		DOMError("failed to read target Node for Cluster", element);
-		node = nullptr;
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-Cluster::~Cluster() {
-}
-
-// ------------------------------------------------------------------------------------------------
-Skin::Skin(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name) :
-		Deformer(id, element, doc, name) {
-	const ScopePtr sc = GetRequiredScope(element);
-
-	// keep this it is used for debugging and any FBX format changes
-	// for (auto element : sc.Elements()) {
-	// 	std::cout << "skin element: " << element.first << std::endl;
-	// }
-
-	const ElementPtr Link_DeformAcuracy = sc->GetElement("Link_DeformAcuracy");
-	if (Link_DeformAcuracy) {
-		accuracy = ParseTokenAsFloat(GetRequiredToken(Link_DeformAcuracy, 0));
-	}
-
-	const ElementPtr SkinType = sc->GetElement("SkinningType");
-
-	if (SkinType) {
-		std::string skin_type = ParseTokenAsString(GetRequiredToken(SkinType, 0));
-
-		if (skin_type == "Linear") {
-			skinType = Skin_Linear;
-		} else if (skin_type == "Rigid") {
-			skinType = Skin_Rigid;
-		} else if (skin_type == "DualQuaternion") {
-			skinType = Skin_DualQuaternion;
-		} else if (skin_type == "Blend") {
-			skinType = Skin_Blend;
-		} else {
-			print_error("[doc:skin] could not find valid skin type: " + String(skin_type.c_str()));
-		}
-	}
-
-	// resolve assigned clusters
-	const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(ID(), "Deformer");
-
-	//
-
-	clusters.reserve(conns.size());
-	for (const Connection *con : conns) {
-		const Cluster *cluster = ProcessSimpleConnection<Cluster>(*con, false, "Cluster -> Skin", element);
-		if (cluster) {
-			clusters.push_back(cluster);
-			continue;
-		}
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-Skin::~Skin() {
-}
-// ------------------------------------------------------------------------------------------------
-BlendShape::BlendShape(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name) :
-		Deformer(id, element, doc, name) {
-	const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(ID(), "Deformer");
-	blendShapeChannels.reserve(conns.size());
-	for (const Connection *con : conns) {
-		const BlendShapeChannel *bspc = ProcessSimpleConnection<BlendShapeChannel>(*con, false, "BlendShapeChannel -> BlendShape", element);
-		if (bspc) {
-			blendShapeChannels.push_back(bspc);
-			continue;
-		}
-	}
-}
-// ------------------------------------------------------------------------------------------------
-BlendShape::~BlendShape() {
-}
-// ------------------------------------------------------------------------------------------------
-BlendShapeChannel::BlendShapeChannel(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name) :
-		Deformer(id, element, doc, name) {
-	const ScopePtr sc = GetRequiredScope(element);
-	const ElementPtr DeformPercent = sc->GetElement("DeformPercent");
-	if (DeformPercent) {
-		percent = ParseTokenAsFloat(GetRequiredToken(DeformPercent, 0));
-	}
-	const ElementPtr FullWeights = sc->GetElement("FullWeights");
-	if (FullWeights) {
-		ParseVectorDataArray(fullWeights, FullWeights);
-	}
-	const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(ID(), "Geometry");
-	shapeGeometries.reserve(conns.size());
-	for (const Connection *con : conns) {
-		const ShapeGeometry *const sg = ProcessSimpleConnection<ShapeGeometry>(*con, false, "Shape -> BlendShapeChannel", element);
-		if (sg) {
-			shapeGeometries.push_back(sg);
-			continue;
-		}
-	}
-}
-// ------------------------------------------------------------------------------------------------
-BlendShapeChannel::~BlendShapeChannel() {
-}
-// ------------------------------------------------------------------------------------------------
-} // namespace FBXDocParser

+ 0 - 636
modules/fbx/fbx_parser/FBXDocument.cpp

@@ -1,636 +0,0 @@
-/*************************************************************************/
-/*  FBXDocument.cpp                                                      */
-/*************************************************************************/
-/*                       This file is part of:                           */
-/*                           GODOT ENGINE                                */
-/*                      https://godotengine.org                          */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2022 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.                */
-/*************************************************************************/
-
-/*
-Open Asset Import Library (assimp)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2019, assimp team
-
-All rights reserved.
-
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
-following conditions are met:
-
-* Redistributions of source code must retain the above
-  copyright notice, this list of conditions and the
-  following disclaimer.
-
-* Redistributions in binary form must reproduce the above
-  copyright notice, this list of conditions and the*
-  following disclaimer in the documentation and/or other
-  materials provided with the distribution.
-
-* Neither the name of the assimp team, nor the names of its
-  contributors may be used to endorse or promote products
-  derived from this software without specific prior
-  written permission of the assimp team.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-
-----------------------------------------------------------------------
-*/
-
-/** @file  FBXDocument.cpp
- *  @brief Implementation of the FBX DOM classes
- */
-
-#include "FBXDocument.h"
-#include "FBXDocumentUtil.h"
-#include "FBXImportSettings.h"
-#include "FBXMeshGeometry.h"
-#include "FBXParser.h"
-#include "FBXProperties.h"
-#include "FBXUtil.h"
-
-#include <algorithm>
-#include <functional>
-#include <iostream>
-#include <map>
-#include <memory>
-
-namespace FBXDocParser {
-
-using namespace Util;
-
-// ------------------------------------------------------------------------------------------------
-LazyObject::LazyObject(uint64_t id, const ElementPtr element, const Document &doc) :
-		doc(doc), element(element), id(id) {
-	// empty
-}
-
-// ------------------------------------------------------------------------------------------------
-LazyObject::~LazyObject() {
-	object.reset();
-}
-
-ObjectPtr LazyObject::LoadObject() {
-	if (IsBeingConstructed() || FailedToConstruct()) {
-		return nullptr;
-	}
-
-	if (object) {
-		return object.get();
-	}
-
-	TokenPtr key = element->KeyToken();
-	ERR_FAIL_COND_V(!key, nullptr);
-	const TokenList &tokens = element->Tokens();
-
-	if (tokens.size() < 3) {
-		//DOMError("expected at least 3 tokens: id, name and class tag",&element);
-		return nullptr;
-	}
-
-	const char *err = nullptr;
-	std::string name = ParseTokenAsString(tokens[1], err);
-	if (err) {
-		DOMError(err, element);
-	}
-
-	// small fix for binary reading: binary fbx files don't use
-	// prefixes such as Model:: in front of their names. The
-	// loading code expects this at many places, though!
-	// so convert the binary representation (a 0x0001) to the
-	// double colon notation.
-	if (tokens[1]->IsBinary()) {
-		for (size_t i = 0; i < name.length(); ++i) {
-			if (name[i] == 0x0 && name[i + 1] == 0x1) {
-				name = name.substr(i + 2) + "::" + name.substr(0, i);
-			}
-		}
-	}
-
-	const std::string classtag = ParseTokenAsString(tokens[2], err);
-	if (err) {
-		DOMError(err, element);
-	}
-
-	// prevent recursive calls
-	flags |= BEING_CONSTRUCTED;
-
-	// this needs to be relatively fast since it happens a lot,
-	// so avoid constructing strings all the time.
-	const char *obtype = key->begin();
-	const size_t length = static_cast<size_t>(key->end() - key->begin());
-
-	if (!strncmp(obtype, "Pose", length)) {
-		object.reset(new FbxPose(id, element, doc, name));
-	} else if (!strncmp(obtype, "Geometry", length)) {
-		if (!strcmp(classtag.c_str(), "Mesh")) {
-			object.reset(new MeshGeometry(id, element, name, doc));
-		}
-		if (!strcmp(classtag.c_str(), "Shape")) {
-			object.reset(new ShapeGeometry(id, element, name, doc));
-		}
-		if (!strcmp(classtag.c_str(), "Line")) {
-			object.reset(new LineGeometry(id, element, name, doc));
-		}
-	} else if (!strncmp(obtype, "NodeAttribute", length)) {
-		if (!strcmp(classtag.c_str(), "Camera")) {
-			object.reset(new Camera(id, element, doc, name));
-		} else if (!strcmp(classtag.c_str(), "CameraSwitcher")) {
-			object.reset(new CameraSwitcher(id, element, doc, name));
-		} else if (!strcmp(classtag.c_str(), "Light")) {
-			object.reset(new Light(id, element, doc, name));
-		} else if (!strcmp(classtag.c_str(), "Null")) {
-			object.reset(new Null(id, element, doc, name));
-		} else if (!strcmp(classtag.c_str(), "LimbNode")) {
-			// This is an older format for bones
-			// this is what blender uses I believe
-			object.reset(new LimbNode(id, element, doc, name));
-		}
-	} else if (!strncmp(obtype, "Constraint", length)) {
-		object.reset(new Constraint(id, element, doc, name));
-	} else if (!strncmp(obtype, "Deformer", length)) {
-		if (!strcmp(classtag.c_str(), "Cluster")) {
-			object.reset(new Cluster(id, element, doc, name));
-		} else if (!strcmp(classtag.c_str(), "Skin")) {
-			object.reset(new Skin(id, element, doc, name));
-		} else if (!strcmp(classtag.c_str(), "BlendShape")) {
-			object.reset(new BlendShape(id, element, doc, name));
-		} else if (!strcmp(classtag.c_str(), "BlendShapeChannel")) {
-			object.reset(new BlendShapeChannel(id, element, doc, name));
-		}
-	} else if (!strncmp(obtype, "Model", length)) {
-		// Model is normal node
-
-		// LimbNode model is a 'bone' node.
-		if (!strcmp(classtag.c_str(), "LimbNode")) {
-			object.reset(new ModelLimbNode(id, element, doc, name));
-
-		} else if (strcmp(classtag.c_str(), "IKEffector") && strcmp(classtag.c_str(), "FKEffector")) {
-			// FK and IK effectors are not supported.
-			object.reset(new Model(id, element, doc, name));
-		}
-	} else if (!strncmp(obtype, "Material", length)) {
-		object.reset(new Material(id, element, doc, name));
-	} else if (!strncmp(obtype, "Texture", length)) {
-		object.reset(new Texture(id, element, doc, name));
-	} else if (!strncmp(obtype, "LayeredTexture", length)) {
-		object.reset(new LayeredTexture(id, element, doc, name));
-	} else if (!strncmp(obtype, "Video", length)) {
-		object.reset(new Video(id, element, doc, name));
-	} else if (!strncmp(obtype, "AnimationStack", length)) {
-		object.reset(new AnimationStack(id, element, name, doc));
-	} else if (!strncmp(obtype, "AnimationLayer", length)) {
-		object.reset(new AnimationLayer(id, element, name, doc));
-	} else if (!strncmp(obtype, "AnimationCurve", length)) {
-		object.reset(new AnimationCurve(id, element, name, doc));
-	} else if (!strncmp(obtype, "AnimationCurveNode", length)) {
-		object.reset(new AnimationCurveNode(id, element, name, doc));
-	} else {
-		ERR_FAIL_V_MSG(nullptr, "FBX contains unsupported object: " + String(obtype));
-	}
-
-	flags &= ~BEING_CONSTRUCTED;
-
-	return object.get();
-}
-
-// ------------------------------------------------------------------------------------------------
-Object::Object(uint64_t id, const ElementPtr element, const std::string &name) :
-		PropertyTable(element), element(element), name(name), id(id) {
-}
-
-// ------------------------------------------------------------------------------------------------
-Object::~Object() {
-	// empty
-}
-
-// ------------------------------------------------------------------------------------------------
-FileGlobalSettings::FileGlobalSettings(const Document &doc) :
-		PropertyTable(), doc(doc) {
-	// empty
-}
-
-// ------------------------------------------------------------------------------------------------
-FileGlobalSettings::~FileGlobalSettings() {
-}
-
-// ------------------------------------------------------------------------------------------------
-Document::Document(const Parser &parser, const ImportSettings &settings) :
-		settings(settings), parser(parser) {
-	// Cannot use array default initialization syntax because vc8 fails on it
-	for (unsigned int &timeStamp : creationTimeStamp) {
-		timeStamp = 0;
-	}
-
-	// we must check if we can read the header version safely, if its outdated then drop it.
-	if (ReadHeader()) {
-		SafeToImport = true;
-		ReadPropertyTemplates();
-
-		ReadGlobalSettings();
-
-		// This order is important, connections need parsed objects to check
-		// whether connections are ok or not. Objects may not be evaluated yet,
-		// though, since this may require valid connections.
-		ReadObjects();
-		ReadConnections();
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-Document::~Document() {
-	for (PropertyTemplateMap::value_type v : templates) {
-		delete v.second;
-	}
-
-	for (ObjectMap::value_type &v : objects) {
-		delete v.second;
-	}
-
-	for (ConnectionMap::value_type &v : src_connections) {
-		delete v.second;
-	}
-
-	// clear globals import pointer
-	globals.reset();
-}
-
-// ------------------------------------------------------------------------------------------------
-static const unsigned int LowerSupportedVersion = 7100;
-static const unsigned int UpperSupportedVersion = 7700;
-
-bool Document::ReadHeader() {
-	// Read ID objects from "Objects" section
-	ScopePtr sc = parser.GetRootScope();
-	ElementPtr ehead = sc->GetElement("FBXHeaderExtension");
-	if (!ehead || !ehead->Compound()) {
-		DOMError("no FBXHeaderExtension dictionary found");
-	}
-
-	if (parser.IsCorrupt()) {
-		DOMError("File is corrupt");
-		return false;
-	}
-
-	const ScopePtr shead = ehead->Compound();
-	fbxVersion = ParseTokenAsInt(GetRequiredToken(GetRequiredElement(shead, "FBXVersion", ehead), 0));
-
-	// While we may have some success with newer files, we don't support
-	// the older 6.n fbx format
-	if (fbxVersion < LowerSupportedVersion) {
-		DOMWarning("unsupported, old format version, FBX 2015-2020, you must re-export in a more modern version of your original modelling application");
-		return false;
-	}
-	if (fbxVersion > UpperSupportedVersion) {
-		DOMWarning("unsupported, newer format version, supported are only FBX 2015, up to FBX 2020"
-				   " trying to read it nevertheless");
-	}
-
-	const ElementPtr ecreator = shead->GetElement("Creator");
-	if (ecreator) {
-		creator = ParseTokenAsString(GetRequiredToken(ecreator, 0));
-	}
-
-	// Scene Info
-	const ElementPtr scene_info = shead->GetElement("SceneInfo");
-
-	if (scene_info) {
-		metadata_properties.Setup(scene_info);
-	}
-
-	const ElementPtr etimestamp = shead->GetElement("CreationTimeStamp");
-	if (etimestamp && etimestamp->Compound()) {
-		const ScopePtr stimestamp = etimestamp->Compound();
-		creationTimeStamp[0] = ParseTokenAsInt(GetRequiredToken(GetRequiredElement(stimestamp, "Year"), 0));
-		creationTimeStamp[1] = ParseTokenAsInt(GetRequiredToken(GetRequiredElement(stimestamp, "Month"), 0));
-		creationTimeStamp[2] = ParseTokenAsInt(GetRequiredToken(GetRequiredElement(stimestamp, "Day"), 0));
-		creationTimeStamp[3] = ParseTokenAsInt(GetRequiredToken(GetRequiredElement(stimestamp, "Hour"), 0));
-		creationTimeStamp[4] = ParseTokenAsInt(GetRequiredToken(GetRequiredElement(stimestamp, "Minute"), 0));
-		creationTimeStamp[5] = ParseTokenAsInt(GetRequiredToken(GetRequiredElement(stimestamp, "Second"), 0));
-		creationTimeStamp[6] = ParseTokenAsInt(GetRequiredToken(GetRequiredElement(stimestamp, "Millisecond"), 0));
-	}
-
-	return true;
-}
-
-// ------------------------------------------------------------------------------------------------
-void Document::ReadGlobalSettings() {
-	ERR_FAIL_COND_MSG(globals != nullptr, "Global settings is already setup this is a serious error and should be reported");
-
-	globals = std::make_shared<FileGlobalSettings>(*this);
-}
-
-// ------------------------------------------------------------------------------------------------
-void Document::ReadObjects() {
-	// read ID objects from "Objects" section
-	const ScopePtr sc = parser.GetRootScope();
-	const ElementPtr eobjects = sc->GetElement("Objects");
-	if (!eobjects || !eobjects->Compound()) {
-		DOMError("no Objects dictionary found");
-	}
-
-	// add a dummy entry to represent the Model::RootNode object (id 0),
-	// which is only indirectly defined in the input file
-	objects[0] = new LazyObject(0L, eobjects, *this);
-
-	const ScopePtr sobjects = eobjects->Compound();
-	for (const ElementMap::value_type &iter : sobjects->Elements()) {
-		// extract ID
-		const TokenList &tok = iter.second->Tokens();
-
-		if (tok.empty()) {
-			DOMError("expected ID after object key", iter.second);
-		}
-
-		const char *err;
-		const uint64_t id = ParseTokenAsID(tok[0], err);
-		if (err) {
-			DOMError(err, iter.second);
-		}
-
-		// id=0 is normally implicit
-		if (id == 0L) {
-			DOMError("encountered object with implicitly defined id 0", iter.second);
-		}
-
-		if (objects.find(id) != objects.end()) {
-			DOMWarning("encountered duplicate object id, ignoring first occurrence", iter.second);
-		}
-
-		objects[id] = new LazyObject(id, iter.second, *this);
-
-		// grab all animation stacks upfront since there is no listing of them
-		if (!strcmp(iter.first.c_str(), "AnimationStack")) {
-			animationStacks.push_back(id);
-		} else if (!strcmp(iter.first.c_str(), "Constraint")) {
-			constraints.push_back(id);
-		} else if (!strcmp(iter.first.c_str(), "Pose")) {
-			bind_poses.push_back(id);
-		} else if (!strcmp(iter.first.c_str(), "Material")) {
-			materials.push_back(id);
-		} else if (!strcmp(iter.first.c_str(), "Deformer")) {
-			TokenPtr key = iter.second->KeyToken();
-			ERR_CONTINUE_MSG(!key, "[parser bug] invalid token key for deformer");
-			const TokenList &tokens = iter.second->Tokens();
-			const std::string class_tag = ParseTokenAsString(tokens[2], err);
-
-			if (err) {
-				DOMError(err, iter.second);
-			}
-
-			if (class_tag == "Skin") {
-				//print_verbose("registered skin:" + itos(id));
-				skins.push_back(id);
-			}
-		}
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-void Document::ReadPropertyTemplates() {
-}
-
-// ------------------------------------------------------------------------------------------------
-void Document::ReadConnections() {
-	const ScopePtr sc = parser.GetRootScope();
-
-	// read property templates from "Definitions" section
-	const ElementPtr econns = sc->GetElement("Connections");
-	if (!econns || !econns->Compound()) {
-		DOMError("no Connections dictionary found");
-	}
-
-	uint64_t insertionOrder = 0l;
-	const ScopePtr sconns = econns->Compound();
-	const ElementCollection conns = sconns->GetCollection("C");
-	for (ElementMap::const_iterator it = conns.first; it != conns.second; ++it) {
-		const ElementPtr el = (*it).second;
-		const std::string &type = ParseTokenAsString(GetRequiredToken(el, 0));
-
-		// PP = property-property connection, ignored for now
-		// (tokens: "PP", ID1, "Property1", ID2, "Property2")
-		if (type == "PP") {
-			continue;
-		}
-
-		const uint64_t src = ParseTokenAsID(GetRequiredToken(el, 1));
-		const uint64_t dest = ParseTokenAsID(GetRequiredToken(el, 2));
-
-		// OO = object-object connection
-		// OP = object-property connection, in which case the destination property follows the object ID
-		const std::string &prop = (type == "OP" ? ParseTokenAsString(GetRequiredToken(el, 3)) : "");
-
-		if (objects.find(src) == objects.end()) {
-			DOMWarning("source object for connection does not exist", el);
-			continue;
-		}
-
-		// dest may be 0 (root node) but we added a dummy object before
-		if (objects.find(dest) == objects.end()) {
-			DOMWarning("destination object for connection does not exist", el);
-			continue;
-		}
-
-		// add new connection
-		const Connection *const c = new Connection(insertionOrder++, src, dest, prop, *this);
-		src_connections.insert(ConnectionMap::value_type(src, c));
-		dest_connections.insert(ConnectionMap::value_type(dest, c));
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-const std::vector<const AnimationStack *> &Document::AnimationStacks() const {
-	if (!animationStacksResolved.empty() || animationStacks.empty()) {
-		return animationStacksResolved;
-	}
-
-	animationStacksResolved.reserve(animationStacks.size());
-	for (uint64_t id : animationStacks) {
-		LazyObject *lazy = GetObject(id);
-
-		// Two things happen here:
-		// We cast internally an Object PTR to an Animation Stack PTR
-		// We return invalid weak_ptrs for objects which are invalid
-
-		const AnimationStack *stack = lazy->Get<AnimationStack>();
-		ERR_CONTINUE_MSG(!stack, "invalid ptr to AnimationStack - conversion failure");
-
-		// We push back the weak reference :) to keep things simple, as ownership is on the parser side so it won't be cleaned up.
-		animationStacksResolved.push_back(stack);
-	}
-
-	return animationStacksResolved;
-}
-
-// ------------------------------------------------------------------------------------------------
-LazyObject *Document::GetObject(uint64_t id) const {
-	ObjectMap::const_iterator it = objects.find(id);
-	return it == objects.end() ? nullptr : (*it).second;
-}
-
-#define MAX_CLASSNAMES 6
-
-// ------------------------------------------------------------------------------------------------
-std::vector<const Connection *> Document::GetConnectionsSequenced(uint64_t id, const ConnectionMap &conns) const {
-	std::vector<const Connection *> temp;
-
-	const std::pair<ConnectionMap::const_iterator, ConnectionMap::const_iterator> range =
-			conns.equal_range(id);
-
-	temp.reserve(std::distance(range.first, range.second));
-	for (ConnectionMap::const_iterator it = range.first; it != range.second; ++it) {
-		temp.push_back((*it).second);
-	}
-
-	std::sort(temp.begin(), temp.end(), std::mem_fn(&Connection::Compare));
-
-	return temp; // NRVO should handle this
-}
-
-// ------------------------------------------------------------------------------------------------
-std::vector<const Connection *> Document::GetConnectionsSequenced(uint64_t id, bool is_src,
-		const ConnectionMap &conns,
-		const char *const *classnames,
-		size_t count) const
-
-{
-	size_t lengths[MAX_CLASSNAMES];
-
-	const size_t c = count;
-	for (size_t i = 0; i < c; ++i) {
-		lengths[i] = strlen(classnames[i]);
-	}
-
-	std::vector<const Connection *> temp;
-	const std::pair<ConnectionMap::const_iterator, ConnectionMap::const_iterator> range =
-			conns.equal_range(id);
-
-	temp.reserve(std::distance(range.first, range.second));
-	for (ConnectionMap::const_iterator it = range.first; it != range.second; ++it) {
-		TokenPtr key = (is_src ? (*it).second->LazyDestinationObject() : (*it).second->LazySourceObject())->GetElement()->KeyToken();
-
-		const char *obtype = key->begin();
-
-		for (size_t i = 0; i < c; ++i) {
-			//ai_assert(classnames[i]);
-			if (static_cast<size_t>(std::distance(key->begin(), key->end())) == lengths[i] && !strncmp(classnames[i], obtype, lengths[i])) {
-				obtype = nullptr;
-				break;
-			}
-		}
-
-		if (obtype) {
-			continue;
-		}
-
-		temp.push_back((*it).second);
-	}
-
-	std::sort(temp.begin(), temp.end(), std::mem_fn(&Connection::Compare));
-	return temp; // NRVO should handle this
-}
-
-// ------------------------------------------------------------------------------------------------
-std::vector<const Connection *> Document::GetConnectionsBySourceSequenced(uint64_t source) const {
-	return GetConnectionsSequenced(source, ConnectionsBySource());
-}
-
-// ------------------------------------------------------------------------------------------------
-std::vector<const Connection *> Document::GetConnectionsBySourceSequenced(uint64_t src, const char *classname) const {
-	const char *arr[] = { classname };
-	return GetConnectionsBySourceSequenced(src, arr, 1);
-}
-
-// ------------------------------------------------------------------------------------------------
-std::vector<const Connection *> Document::GetConnectionsBySourceSequenced(uint64_t source,
-		const char *const *classnames, size_t count) const {
-	return GetConnectionsSequenced(source, true, ConnectionsBySource(), classnames, count);
-}
-
-// ------------------------------------------------------------------------------------------------
-std::vector<const Connection *> Document::GetConnectionsByDestinationSequenced(uint64_t dest,
-		const char *classname) const {
-	const char *arr[] = { classname };
-	return GetConnectionsByDestinationSequenced(dest, arr, 1);
-}
-
-// ------------------------------------------------------------------------------------------------
-std::vector<const Connection *> Document::GetConnectionsByDestinationSequenced(uint64_t dest) const {
-	return GetConnectionsSequenced(dest, ConnectionsByDestination());
-}
-
-// ------------------------------------------------------------------------------------------------
-std::vector<const Connection *> Document::GetConnectionsByDestinationSequenced(uint64_t dest,
-		const char *const *classnames, size_t count) const {
-	return GetConnectionsSequenced(dest, false, ConnectionsByDestination(), classnames, count);
-}
-
-// ------------------------------------------------------------------------------------------------
-Connection::Connection(uint64_t insertionOrder, uint64_t src, uint64_t dest, const std::string &prop,
-		const Document &doc) :
-		insertionOrder(insertionOrder), prop(prop), src(src), dest(dest), doc(doc) {
-}
-
-// ------------------------------------------------------------------------------------------------
-Connection::~Connection() {
-	// empty
-}
-
-// ------------------------------------------------------------------------------------------------
-LazyObject *Connection::LazySourceObject() const {
-	LazyObject *const lazy = doc.GetObject(src);
-	return lazy;
-}
-
-// ------------------------------------------------------------------------------------------------
-LazyObject *Connection::LazyDestinationObject() const {
-	LazyObject *const lazy = doc.GetObject(dest);
-	return lazy;
-}
-
-// ------------------------------------------------------------------------------------------------
-Object *Connection::SourceObject() const {
-	LazyObject *lazy = doc.GetObject(src);
-	//ai_assert(lazy);
-	return lazy->LoadObject();
-}
-
-// ------------------------------------------------------------------------------------------------
-Object *Connection::DestinationObject() const {
-	LazyObject *lazy = doc.GetObject(dest);
-	//ai_assert(lazy);
-	return lazy->LoadObject();
-}
-} // namespace FBXDocParser

+ 0 - 1252
modules/fbx/fbx_parser/FBXDocument.h

@@ -1,1252 +0,0 @@
-/*************************************************************************/
-/*  FBXDocument.h                                                        */
-/*************************************************************************/
-/*                       This file is part of:                           */
-/*                           GODOT ENGINE                                */
-/*                      https://godotengine.org                          */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2022 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.                */
-/*************************************************************************/
-
-/** @file  FBXDocument.h
- *  @brief FBX DOM
- */
-#ifndef FBX_DOCUMENT_H
-#define FBX_DOCUMENT_H
-
-#include "FBXCommon.h"
-#include "FBXParser.h"
-#include "FBXProperties.h"
-#include "core/math/transform_3d.h"
-#include "core/math/vector2.h"
-#include "core/math/vector3.h"
-#include "core/string/print_string.h"
-#include <stdint.h>
-#include <numeric>
-
-#define _AI_CONCAT(a, b) a##b
-#define AI_CONCAT(a, b) _AI_CONCAT(a, b)
-
-namespace FBXDocParser {
-
-class Parser;
-class Object;
-struct ImportSettings;
-class Connection;
-
-class PropertyTable;
-class Document;
-class Material;
-class ShapeGeometry;
-class LineGeometry;
-class Geometry;
-
-class Video;
-
-class AnimationCurve;
-class AnimationCurveNode;
-class AnimationLayer;
-class AnimationStack;
-
-class BlendShapeChannel;
-class BlendShape;
-class Skin;
-class Cluster;
-
-typedef Object *ObjectPtr;
-#define new_Object new Object
-
-/** Represents a delay-parsed FBX objects. Many objects in the scene
- *  are not needed by assimp, so it makes no sense to parse them
- *  upfront. */
-class LazyObject {
-public:
-	LazyObject(uint64_t id, const ElementPtr element, const Document &doc);
-	~LazyObject();
-
-	ObjectPtr LoadObject();
-
-	/* Casting weak pointers to their templated type safely and preserving ref counting and safety
-	 * with lock() keyword to prevent leaking memory
-	 */
-	template <typename T>
-	const T *Get() {
-		ObjectPtr ob = LoadObject();
-		return dynamic_cast<const T *>(ob);
-	}
-
-	uint64_t ID() const {
-		return id;
-	}
-
-	bool IsBeingConstructed() const {
-		return (flags & BEING_CONSTRUCTED) != 0;
-	}
-
-	bool FailedToConstruct() const {
-		return (flags & FAILED_TO_CONSTRUCT) != 0;
-	}
-
-	ElementPtr GetElement() const {
-		return element;
-	}
-
-	const Document &GetDocument() const {
-		return doc;
-	}
-
-private:
-	const Document &doc;
-	ElementPtr element = nullptr;
-	std::shared_ptr<Object> object = nullptr;
-	const uint64_t id = 0;
-
-	enum Flags {
-		BEING_CONSTRUCTED = 0x1,
-		FAILED_TO_CONSTRUCT = 0x2
-	};
-
-	unsigned int flags = 0;
-};
-
-/** Base class for in-memory (DOM) representations of FBX objects */
-class Object : public PropertyTable {
-public:
-	Object(uint64_t id, const ElementPtr element, const std::string &name);
-
-	virtual ~Object();
-
-	ElementPtr SourceElement() const {
-		return element;
-	}
-
-	const std::string &Name() const {
-		return name;
-	}
-
-	uint64_t ID() const {
-		return id;
-	}
-
-protected:
-	const ElementPtr element = nullptr;
-	const std::string name;
-	const uint64_t id;
-};
-
-/** DOM class for generic FBX NoteAttribute blocks. NoteAttribute's just hold a property table,
- *  fixed members are added by deriving classes. */
-class NodeAttribute : public Object {
-public:
-	NodeAttribute(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name);
-	virtual ~NodeAttribute();
-};
-
-/** DOM base class for FBX camera settings attached to a node */
-class CameraSwitcher : public NodeAttribute {
-public:
-	CameraSwitcher(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name);
-	virtual ~CameraSwitcher();
-
-	int CameraID() const {
-		return cameraId;
-	}
-
-	const std::string &CameraName() const {
-		return cameraName;
-	}
-
-	const std::string &CameraIndexName() const {
-		return cameraIndexName;
-	}
-
-private:
-	int cameraId = 0;
-	std::string cameraName;
-	std::string cameraIndexName;
-};
-
-#define fbx_stringize(a) #a
-
-#define fbx_simple_property(name, type, default_value)                        \
-	type name() const {                                                       \
-		return PropertyGet<type>(this, fbx_stringize(name), (default_value)); \
-	}
-
-// XXX improve logging
-#define fbx_simple_enum_property(name, type, default_value)                                            \
-	type name() const {                                                                                \
-		const int ival = PropertyGet<int>(this, fbx_stringize(name), static_cast<int>(default_value)); \
-		if (ival < 0 || ival >= AI_CONCAT(type, _MAX)) {                                               \
-			return static_cast<type>(default_value);                                                   \
-		}                                                                                              \
-		return static_cast<type>(ival);                                                                \
-	}
-
-class FbxPoseNode;
-class FbxPose : public Object {
-public:
-	FbxPose(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name);
-
-	const std::vector<FbxPoseNode *> &GetBindPoses() const {
-		return pose_nodes;
-	}
-
-	virtual ~FbxPose();
-
-private:
-	std::vector<FbxPoseNode *> pose_nodes;
-};
-
-class FbxPoseNode {
-public:
-	FbxPoseNode(const ElementPtr element, const Document &doc, const std::string &name) {
-		const ScopePtr sc = GetRequiredScope(element);
-
-		// get pose node transform
-		const ElementPtr Transform = GetRequiredElement(sc, "Matrix", element);
-		transform = ReadMatrix(Transform);
-
-		// get node id this pose node is for
-		const ElementPtr NodeId = sc->GetElement("Node3D");
-		if (NodeId) {
-			target_id = ParseTokenAsInt64(GetRequiredToken(NodeId, 0));
-		}
-
-		print_verbose("added posenode " + itos(target_id) + " transform: " + transform);
-	}
-	virtual ~FbxPoseNode() {
-	}
-
-	uint64_t GetNodeID() const {
-		return target_id;
-	}
-
-	Transform3D GetBindPose() const {
-		return transform;
-	}
-
-private:
-	uint64_t target_id = 0;
-	Transform3D transform;
-};
-
-/** DOM base class for FBX cameras attached to a node */
-class Camera : public NodeAttribute {
-public:
-	Camera(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name);
-	virtual ~Camera();
-
-	fbx_simple_property(Position, Vector3, Vector3(0, 0, 0));
-	fbx_simple_property(UpVector, Vector3, Vector3(0, 1, 0));
-	fbx_simple_property(InterestPosition, Vector3, Vector3(0, 0, 0));
-
-	fbx_simple_property(AspectWidth, float, 1.0f);
-	fbx_simple_property(AspectHeight, float, 1.0f);
-	fbx_simple_property(FilmWidth, float, 1.0f);
-	fbx_simple_property(FilmHeight, float, 1.0f);
-
-	fbx_simple_property(NearPlane, float, 0.1f);
-	fbx_simple_property(FarPlane, float, 100.0f);
-
-	fbx_simple_property(FilmAspectRatio, float, 1.0f);
-	fbx_simple_property(ApertureMode, int, 0);
-
-	fbx_simple_property(FieldOfView, float, 1.0f);
-	fbx_simple_property(FocalLength, float, 1.0f);
-};
-
-/** DOM base class for FBX null markers attached to a node */
-class Null : public NodeAttribute {
-public:
-	Null(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name);
-	virtual ~Null();
-};
-
-/** DOM base class for FBX limb node markers attached to a node */
-class LimbNode : public NodeAttribute {
-public:
-	LimbNode(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name);
-	virtual ~LimbNode();
-};
-
-/** DOM base class for FBX lights attached to a node */
-class Light : public NodeAttribute {
-public:
-	Light(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name);
-	virtual ~Light();
-
-	enum Type {
-		Type_Point,
-		Type_Directional,
-		Type_Spot,
-		Type_Area,
-		Type_Volume,
-
-		Type_MAX // end-of-enum sentinel
-	};
-
-	enum Decay {
-		Decay_None,
-		Decay_Linear,
-		Decay_Quadratic,
-		Decay_Cubic,
-
-		Decay_MAX // end-of-enum sentinel
-	};
-
-	fbx_simple_property(Color, Vector3, Vector3(1, 1, 1));
-	fbx_simple_enum_property(LightType, Type, 0);
-	fbx_simple_property(CastLightOnObject, bool, false);
-	fbx_simple_property(DrawVolumetricLight, bool, true);
-	fbx_simple_property(DrawGroundProjection, bool, true);
-	fbx_simple_property(DrawFrontFacingVolumetricLight, bool, false);
-	fbx_simple_property(Intensity, float, 100.0f);
-	fbx_simple_property(InnerAngle, float, 0.0f);
-	fbx_simple_property(OuterAngle, float, 45.0f);
-	fbx_simple_property(Fog, int, 50);
-	fbx_simple_enum_property(DecayType, Decay, 2);
-	fbx_simple_property(DecayStart, float, 1.0f);
-	fbx_simple_property(FileName, std::string, "");
-
-	fbx_simple_property(EnableNearAttenuation, bool, false);
-	fbx_simple_property(NearAttenuationStart, float, 0.0f);
-	fbx_simple_property(NearAttenuationEnd, float, 0.0f);
-	fbx_simple_property(EnableFarAttenuation, bool, false);
-	fbx_simple_property(FarAttenuationStart, float, 0.0f);
-	fbx_simple_property(FarAttenuationEnd, float, 0.0f);
-
-	fbx_simple_property(CastShadows, bool, true);
-	fbx_simple_property(ShadowColor, Vector3, Vector3(0, 0, 0));
-
-	fbx_simple_property(AreaLightShape, int, 0);
-
-	fbx_simple_property(LeftBarnDoor, float, 20.0f);
-	fbx_simple_property(RightBarnDoor, float, 20.0f);
-	fbx_simple_property(TopBarnDoor, float, 20.0f);
-	fbx_simple_property(BottomBarnDoor, float, 20.0f);
-	fbx_simple_property(EnableBarnDoor, bool, true);
-};
-
-class Model;
-
-typedef Model *ModelPtr;
-#define new_Model new Model
-
-/** DOM base class for FBX models (even though its semantics are more "node" than "model" */
-class Model : public Object {
-public:
-	enum RotOrder {
-		RotOrder_EulerXYZ = 0,
-		RotOrder_EulerXZY,
-		RotOrder_EulerYZX,
-		RotOrder_EulerYXZ,
-		RotOrder_EulerZXY,
-		RotOrder_EulerZYX,
-
-		RotOrder_SphericXYZ,
-
-		RotOrder_MAX // end-of-enum sentinel
-	};
-
-	Model(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name);
-	virtual ~Model();
-
-	fbx_simple_property(QuaternionInterpolate, int, 0);
-
-	fbx_simple_property(RotationOffset, Vector3, Vector3());
-	fbx_simple_property(RotationPivot, Vector3, Vector3());
-	fbx_simple_property(ScalingOffset, Vector3, Vector3());
-	fbx_simple_property(ScalingPivot, Vector3, Vector3());
-	fbx_simple_property(TranslationActive, bool, false);
-	fbx_simple_property(TranslationMin, Vector3, Vector3());
-	fbx_simple_property(TranslationMax, Vector3, Vector3());
-
-	fbx_simple_property(TranslationMinX, bool, false);
-	fbx_simple_property(TranslationMaxX, bool, false);
-	fbx_simple_property(TranslationMinY, bool, false);
-	fbx_simple_property(TranslationMaxY, bool, false);
-	fbx_simple_property(TranslationMinZ, bool, false);
-	fbx_simple_property(TranslationMaxZ, bool, false);
-
-	fbx_simple_enum_property(RotationOrder, RotOrder, 0);
-	fbx_simple_property(RotationSpaceForLimitOnly, bool, false);
-	fbx_simple_property(RotationStiffnessX, float, 0.0f);
-	fbx_simple_property(RotationStiffnessY, float, 0.0f);
-	fbx_simple_property(RotationStiffnessZ, float, 0.0f);
-	fbx_simple_property(AxisLen, float, 0.0f);
-
-	fbx_simple_property(PreRotation, Vector3, Vector3());
-	fbx_simple_property(PostRotation, Vector3, Vector3());
-	fbx_simple_property(RotationActive, bool, false);
-
-	fbx_simple_property(RotationMin, Vector3, Vector3());
-	fbx_simple_property(RotationMax, Vector3, Vector3());
-
-	fbx_simple_property(RotationMinX, bool, false);
-	fbx_simple_property(RotationMaxX, bool, false);
-	fbx_simple_property(RotationMinY, bool, false);
-	fbx_simple_property(RotationMaxY, bool, false);
-	fbx_simple_property(RotationMinZ, bool, false);
-	fbx_simple_property(RotationMaxZ, bool, false);
-	fbx_simple_enum_property(InheritType, TransformInheritance, 0);
-
-	fbx_simple_property(ScalingActive, bool, false);
-	fbx_simple_property(ScalingMin, Vector3, Vector3());
-	fbx_simple_property(ScalingMax, Vector3, Vector3(1, 1, 1));
-	fbx_simple_property(ScalingMinX, bool, false);
-	fbx_simple_property(ScalingMaxX, bool, false);
-	fbx_simple_property(ScalingMinY, bool, false);
-	fbx_simple_property(ScalingMaxY, bool, false);
-	fbx_simple_property(ScalingMinZ, bool, false);
-	fbx_simple_property(ScalingMaxZ, bool, false);
-
-	fbx_simple_property(GeometricTranslation, Vector3, Vector3());
-	fbx_simple_property(GeometricRotation, Vector3, Vector3());
-	fbx_simple_property(GeometricScaling, Vector3, Vector3(1, 1, 1));
-
-	fbx_simple_property(MinDampRangeX, float, 0.0f);
-	fbx_simple_property(MinDampRangeY, float, 0.0f);
-	fbx_simple_property(MinDampRangeZ, float, 0.0f);
-	fbx_simple_property(MaxDampRangeX, float, 0.0f);
-	fbx_simple_property(MaxDampRangeY, float, 0.0f);
-	fbx_simple_property(MaxDampRangeZ, float, 0.0f);
-
-	fbx_simple_property(MinDampStrengthX, float, 0.0f);
-	fbx_simple_property(MinDampStrengthY, float, 0.0f);
-	fbx_simple_property(MinDampStrengthZ, float, 0.0f);
-	fbx_simple_property(MaxDampStrengthX, float, 0.0f);
-	fbx_simple_property(MaxDampStrengthY, float, 0.0f);
-	fbx_simple_property(MaxDampStrengthZ, float, 0.0f);
-
-	fbx_simple_property(PreferredAngleX, float, 0.0f);
-	fbx_simple_property(PreferredAngleY, float, 0.0f);
-	fbx_simple_property(PreferredAngleZ, float, 0.0f);
-
-	fbx_simple_property(Show, bool, true);
-	fbx_simple_property(LODBox, bool, false);
-	fbx_simple_property(Freeze, bool, false);
-
-	const std::string &Shading() const {
-		return shading;
-	}
-
-	const std::string &Culling() const {
-		return culling;
-	}
-
-	/** Get material links */
-	const std::vector<const Material *> &GetMaterials() const {
-		return materials;
-	}
-
-	/** Get geometry links */
-	const std::vector<const Geometry *> &GetGeometry() const {
-		return geometry;
-	}
-
-	/** Get node attachments */
-	const std::vector<const NodeAttribute *> &GetAttributes() const {
-		return attributes;
-	}
-
-	/** convenience method to check if the node has a Null node marker */
-	bool IsNull() const;
-
-private:
-	void ResolveLinks(const ElementPtr element, const Document &doc);
-
-private:
-	std::vector<const Material *> materials;
-	std::vector<const Geometry *> geometry;
-	std::vector<const NodeAttribute *> attributes;
-
-	std::string shading;
-	std::string culling;
-};
-
-class ModelLimbNode : public Model {
-public:
-	ModelLimbNode(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name);
-	virtual ~ModelLimbNode();
-};
-
-/** DOM class for generic FBX textures */
-class Texture : public Object {
-public:
-	Texture(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name);
-	virtual ~Texture();
-
-	const std::string &Type() const {
-		return type;
-	}
-
-	const std::string &FileName() const {
-		return fileName;
-	}
-
-	const std::string &RelativeFilename() const {
-		return relativeFileName;
-	}
-
-	const std::string &AlphaSource() const {
-		return alphaSource;
-	}
-
-	const Vector2 &UVTranslation() const {
-		return uvTrans;
-	}
-
-	const Vector2 &UVScaling() const {
-		return uvScaling;
-	}
-
-	// return a 4-tuple
-	const unsigned int *Crop() const {
-		return crop;
-	}
-
-	const Video *Media() const {
-		return media;
-	}
-
-private:
-	Vector2 uvTrans;
-	Vector2 uvScaling;
-
-	std::string type;
-	std::string relativeFileName;
-	std::string fileName;
-	std::string alphaSource;
-
-	unsigned int crop[4] = { 0 };
-	const Video *media = nullptr;
-};
-
-/** DOM class for layered FBX textures */
-class LayeredTexture : public Object {
-public:
-	LayeredTexture(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name);
-	virtual ~LayeredTexture();
-
-	// Can only be called after construction of the layered texture object due to construction flag.
-	void fillTexture(const Document &doc);
-
-	enum BlendMode {
-		BlendMode_Translucent,
-		BlendMode_Additive,
-		BlendMode_Modulate,
-		BlendMode_Modulate2,
-		BlendMode_Over,
-		BlendMode_Normal,
-		BlendMode_Dissolve,
-		BlendMode_Darken,
-		BlendMode_ColorBurn,
-		BlendMode_LinearBurn,
-		BlendMode_DarkerColor,
-		BlendMode_Lighten,
-		BlendMode_Screen,
-		BlendMode_ColorDodge,
-		BlendMode_LinearDodge,
-		BlendMode_LighterColor,
-		BlendMode_SoftLight,
-		BlendMode_HardLight,
-		BlendMode_VividLight,
-		BlendMode_LinearLight,
-		BlendMode_PinLight,
-		BlendMode_HardMix,
-		BlendMode_Difference,
-		BlendMode_Exclusion,
-		BlendMode_Subtract,
-		BlendMode_Divide,
-		BlendMode_Hue,
-		BlendMode_Saturation,
-		BlendMode_Color,
-		BlendMode_Luminosity,
-		BlendMode_Overlay,
-		BlendMode_BlendModeCount
-	};
-
-	const Texture *getTexture(int index = 0) const {
-		return textures[index];
-	}
-	int textureCount() const {
-		return static_cast<int>(textures.size());
-	}
-	BlendMode GetBlendMode() const {
-		return blendMode;
-	}
-	float Alpha() {
-		return alpha;
-	}
-
-private:
-	std::vector<const Texture *> textures;
-	BlendMode blendMode = BlendMode::BlendMode_Additive;
-	float alpha = 0;
-};
-
-typedef std::map<std::string, const Texture *> TextureMap;
-typedef std::map<std::string, const LayeredTexture *> LayeredTextureMap;
-
-/** DOM class for generic FBX videos */
-class Video : public Object {
-public:
-	Video(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name);
-
-	virtual ~Video();
-
-	const std::string &Type() const {
-		return type;
-	}
-
-	bool IsEmbedded() const {
-		return contentLength > 0;
-	}
-
-	const std::string &FileName() const {
-		return fileName;
-	}
-
-	const std::string &RelativeFilename() const {
-		return relativeFileName;
-	}
-
-	const uint8_t *Content() const {
-		return content;
-	}
-
-	uint64_t ContentLength() const {
-		return contentLength;
-	}
-
-	uint8_t *RelinquishContent() {
-		uint8_t *ptr = content;
-		content = nullptr;
-		return ptr;
-	}
-
-	bool operator==(const Video &other) const {
-		return (
-				type == other.type && relativeFileName == other.relativeFileName && fileName == other.fileName);
-	}
-
-	bool operator<(const Video &other) const {
-		return std::tie(type, relativeFileName, fileName) < std::tie(other.type, other.relativeFileName, other.fileName);
-	}
-
-private:
-	std::string type;
-	std::string relativeFileName;
-	std::string fileName;
-
-	uint64_t contentLength = 0;
-	uint8_t *content = nullptr;
-};
-
-/** DOM class for generic FBX materials */
-class Material : public Object {
-public:
-	Material(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name);
-
-	virtual ~Material();
-
-	const std::string &GetShadingModel() const {
-		return shading;
-	}
-
-	bool IsMultilayer() const {
-		return multilayer;
-	}
-
-	const TextureMap &Textures() const {
-		return textures;
-	}
-
-	const LayeredTextureMap &LayeredTextures() const {
-		return layeredTextures;
-	}
-
-private:
-	std::string shading;
-	bool multilayer = false;
-
-	TextureMap textures;
-	LayeredTextureMap layeredTextures;
-};
-
-// signed int keys (this can happen!)
-typedef std::vector<int64_t> KeyTimeList;
-typedef std::vector<float> KeyValueList;
-
-/** Represents a FBX animation curve (i.e. a 1-dimensional set of keyframes and values therefore) */
-class AnimationCurve : public Object {
-public:
-	AnimationCurve(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc);
-	virtual ~AnimationCurve();
-
-	/** get list of keyframe positions (time).
-	 *  Invariant: |GetKeys()| > 0 */
-	const KeyTimeList &GetKeys() const {
-		return keys;
-	}
-
-	/** get list of keyframe values.
-	 * Invariant: |GetKeys()| == |GetValues()| && |GetKeys()| > 0*/
-	const KeyValueList &GetValues() const {
-		return values;
-	}
-
-	const std::map<int64_t, float> &GetValueTimeTrack() const {
-		return keyvalues;
-	}
-
-	const std::vector<float> &GetAttributes() const {
-		return attributes;
-	}
-
-	const std::vector<unsigned int> &GetFlags() const {
-		return flags;
-	}
-
-private:
-	KeyTimeList keys;
-	KeyValueList values;
-	std::vector<float> attributes;
-	std::map<int64_t, float> keyvalues;
-	std::vector<unsigned int> flags;
-};
-
-/* Typedef for pointers for the animation handler */
-typedef std::shared_ptr<AnimationCurve> AnimationCurvePtr;
-typedef std::weak_ptr<AnimationCurve> AnimationCurveWeakPtr;
-typedef std::map<std::string, const AnimationCurve *> AnimationMap;
-
-/* Animation Curve node ptr */
-typedef std::shared_ptr<AnimationCurveNode> AnimationCurveNodePtr;
-typedef std::weak_ptr<AnimationCurveNode> AnimationCurveNodeWeakPtr;
-
-/** Represents a FBX animation curve (i.e. a mapping from single animation curves to nodes) */
-class AnimationCurveNode : public Object {
-public:
-	/* the optional white list specifies a list of property names for which the caller
-	wants animations for. If the curve node does not match one of these, std::range_error
-	will be thrown. */
-	AnimationCurveNode(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc,
-			const char *const *target_prop_whitelist = nullptr, size_t whitelist_size = 0);
-
-	virtual ~AnimationCurveNode();
-
-	const AnimationMap &Curves() const;
-
-	/** Object the curve is assigned to, this can be nullptr if the
-	 *  target object has no DOM representation or could not
-	 *  be read for other reasons.*/
-	Object *Target() const {
-		return target;
-	}
-
-	Model *TargetAsModel() const {
-		return dynamic_cast<Model *>(target);
-	}
-
-	NodeAttribute *TargetAsNodeAttribute() const {
-		return dynamic_cast<NodeAttribute *>(target);
-	}
-
-	/** Property of Target() that is being animated*/
-	const std::string &TargetProperty() const {
-		return prop;
-	}
-
-private:
-	Object *target = nullptr;
-	mutable AnimationMap curves;
-	std::string prop;
-	const Document &doc;
-};
-
-typedef std::vector<const AnimationCurveNode *> AnimationCurveNodeList;
-
-typedef std::shared_ptr<AnimationLayer> AnimationLayerPtr;
-typedef std::weak_ptr<AnimationLayer> AnimationLayerWeakPtr;
-typedef std::vector<const AnimationLayer *> AnimationLayerList;
-
-/** Represents a FBX animation layer (i.e. a list of node animations) */
-class AnimationLayer : public Object {
-public:
-	AnimationLayer(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc);
-	virtual ~AnimationLayer();
-
-	/* the optional white list specifies a list of property names for which the caller
-	wants animations for. Curves not matching this list will not be added to the
-	animation layer. */
-	const AnimationCurveNodeList Nodes(const char *const *target_prop_whitelist = nullptr, size_t whitelist_size = 0) const;
-
-private:
-	const Document &doc;
-};
-
-/** Represents a FBX animation stack (i.e. a list of animation layers) */
-class AnimationStack : public Object {
-public:
-	AnimationStack(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc);
-	virtual ~AnimationStack();
-
-	fbx_simple_property(LocalStart, int64_t, 0L);
-	fbx_simple_property(LocalStop, int64_t, 0L);
-	fbx_simple_property(ReferenceStart, int64_t, 0L);
-	fbx_simple_property(ReferenceStop, int64_t, 0L);
-
-	const AnimationLayerList &Layers() const {
-		return layers;
-	}
-
-private:
-	AnimationLayerList layers;
-};
-
-/** DOM class for deformers */
-class Deformer : public Object {
-public:
-	Deformer(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name);
-	virtual ~Deformer();
-};
-
-/** Constraints are from Maya they can help us with BoneAttachments :) **/
-class Constraint : public Object {
-public:
-	Constraint(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name);
-	virtual ~Constraint();
-};
-
-typedef std::vector<float> WeightArray;
-typedef std::vector<unsigned int> WeightIndexArray;
-
-/** DOM class for BlendShapeChannel deformers */
-class BlendShapeChannel : public Deformer {
-public:
-	BlendShapeChannel(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name);
-
-	virtual ~BlendShapeChannel();
-
-	float DeformPercent() const {
-		return percent;
-	}
-
-	const WeightArray &GetFullWeights() const {
-		return fullWeights;
-	}
-
-	const std::vector<const ShapeGeometry *> &GetShapeGeometries() const {
-		return shapeGeometries;
-	}
-
-private:
-	float percent = 0;
-	WeightArray fullWeights;
-	std::vector<const ShapeGeometry *> shapeGeometries;
-};
-
-/** DOM class for BlendShape deformers */
-class BlendShape : public Deformer {
-public:
-	BlendShape(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name);
-
-	virtual ~BlendShape();
-
-	const std::vector<const BlendShapeChannel *> &BlendShapeChannels() const {
-		return blendShapeChannels;
-	}
-
-private:
-	std::vector<const BlendShapeChannel *> blendShapeChannels;
-};
-
-/** DOM class for skin deformer clusters (aka sub-deformers) */
-class Cluster : public Deformer {
-public:
-	Cluster(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name);
-
-	virtual ~Cluster();
-
-	/** get the list of deformer weights associated with this cluster.
-	 *  Use #GetIndices() to get the associated vertices. Both arrays
-	 *  have the same size (and may also be empty). */
-	const std::vector<float> &GetWeights() const {
-		return weights;
-	}
-
-	/** get indices into the vertex data of the geometry associated
-	 *  with this cluster. Use #GetWeights() to get the associated weights.
-	 *  Both arrays have the same size (and may also be empty). */
-	const std::vector<unsigned int> &GetIndices() const {
-		return indices;
-	}
-
-	/** */
-	const Transform3D &GetTransform() const {
-		return transform;
-	}
-
-	const Transform3D &TransformLink() const {
-		return transformLink;
-	}
-
-	const Model *TargetNode() const {
-		return node;
-	}
-
-	const Transform3D &TransformAssociateModel() const {
-		return transformAssociateModel;
-	}
-
-	bool TransformAssociateModelValid() const {
-		return valid_transformAssociateModel;
-	}
-
-	// property is not in the fbx file
-	// if the cluster has an associate model
-	// we then have an additive type
-	enum SkinLinkMode {
-		SkinLinkMode_Normalized = 0,
-		SkinLinkMode_Additive = 1
-	};
-
-	SkinLinkMode GetLinkMode() {
-		return link_mode;
-	}
-
-private:
-	std::vector<float> weights;
-	std::vector<unsigned int> indices;
-
-	Transform3D transform;
-	Transform3D transformLink;
-	Transform3D transformAssociateModel;
-	SkinLinkMode link_mode;
-	bool valid_transformAssociateModel = false;
-	const Model *node = nullptr;
-};
-
-/** DOM class for skin deformers */
-class Skin : public Deformer {
-public:
-	Skin(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name);
-
-	virtual ~Skin();
-
-	float DeformAccuracy() const {
-		return accuracy;
-	}
-
-	const std::vector<const Cluster *> &Clusters() const {
-		return clusters;
-	}
-
-	enum SkinType {
-		Skin_Rigid = 0,
-		Skin_Linear,
-		Skin_DualQuaternion,
-		Skin_Blend
-	};
-
-	const SkinType &GetSkinType() const {
-		return skinType;
-	}
-
-private:
-	float accuracy = 0;
-	SkinType skinType = SkinType::Skin_Linear;
-	std::vector<const Cluster *> clusters;
-};
-
-/** Represents a link between two FBX objects. */
-class Connection {
-public:
-	Connection(uint64_t insertionOrder, uint64_t src, uint64_t dest, const std::string &prop, const Document &doc);
-	~Connection();
-
-	// note: a connection ensures that the source and dest objects exist, but
-	// not that they have DOM representations, so the return value of one of
-	// these functions can still be nullptr.
-	Object *SourceObject() const;
-	Object *DestinationObject() const;
-
-	// these, however, are always guaranteed to be valid
-	LazyObject *LazySourceObject() const;
-	LazyObject *LazyDestinationObject() const;
-
-	/** return the name of the property the connection is attached to.
-	 * this is an empty string for object to object (OO) connections. */
-	const std::string &PropertyName() const {
-		return prop;
-	}
-
-	uint64_t InsertionOrder() const {
-		return insertionOrder;
-	}
-
-	int CompareTo(const Connection *c) const {
-		//ai_assert(nullptr != c);
-
-		// note: can't subtract because this would overflow uint64_t
-		if (InsertionOrder() > c->InsertionOrder()) {
-			return 1;
-		} else if (InsertionOrder() < c->InsertionOrder()) {
-			return -1;
-		}
-		return 0;
-	}
-
-	bool Compare(const Connection *c) const {
-		//ai_assert(nullptr != c);
-
-		return InsertionOrder() < c->InsertionOrder();
-	}
-
-public:
-	uint64_t insertionOrder = 0;
-	const std::string prop;
-
-	uint64_t src = 0, dest = 0;
-	const Document &doc;
-};
-
-// XXX again, unique_ptr would be useful. shared_ptr is too
-// bloated since the objects have a well-defined single owner
-// during their entire lifetime (Document). FBX files have
-// up to many thousands of objects (most of which we never use),
-// so the memory overhead for them should be kept at a minimum.
-typedef std::map<uint64_t, LazyObject *> ObjectMap;
-typedef std::map<std::string, const PropertyTable *> PropertyTemplateMap;
-typedef std::multimap<uint64_t, const Connection *> ConnectionMap;
-
-/** DOM class for global document settings, a single instance per document can
- *  be accessed via Document.Globals(). */
-class FileGlobalSettings : public PropertyTable {
-public:
-	FileGlobalSettings(const Document &doc);
-	virtual ~FileGlobalSettings();
-
-	const Document &GetDocument() const {
-		return doc;
-	}
-
-	fbx_simple_property(UpAxis, int, 1);
-	fbx_simple_property(UpAxisSign, int, 1);
-	fbx_simple_property(FrontAxis, int, 2);
-	fbx_simple_property(FrontAxisSign, int, 1);
-	fbx_simple_property(CoordAxis, int, 0);
-	fbx_simple_property(CoordAxisSign, int, 1);
-	fbx_simple_property(OriginalUpAxis, int, 0);
-	fbx_simple_property(OriginalUpAxisSign, int, 1);
-	fbx_simple_property(UnitScaleFactor, float, 1);
-	fbx_simple_property(OriginalUnitScaleFactor, float, 1);
-	fbx_simple_property(AmbientColor, Vector3, Vector3(0, 0, 0));
-	fbx_simple_property(DefaultCamera, std::string, "");
-
-	enum FrameRate {
-		FrameRate_DEFAULT = 0,
-		FrameRate_120 = 1,
-		FrameRate_100 = 2,
-		FrameRate_60 = 3,
-		FrameRate_50 = 4,
-		FrameRate_48 = 5,
-		FrameRate_30 = 6,
-		FrameRate_30_DROP = 7,
-		FrameRate_NTSC_DROP_FRAME = 8,
-		FrameRate_NTSC_FULL_FRAME = 9,
-		FrameRate_PAL = 10,
-		FrameRate_CINEMA = 11,
-		FrameRate_1000 = 12,
-		FrameRate_CINEMA_ND = 13,
-		FrameRate_CUSTOM = 14,
-
-		FrameRate_MAX // end-of-enum sentinel
-	};
-
-	fbx_simple_enum_property(TimeMode, FrameRate, FrameRate_DEFAULT);
-	fbx_simple_property(TimeSpanStart, uint64_t, 0L);
-	fbx_simple_property(TimeSpanStop, uint64_t, 0L);
-	fbx_simple_property(CustomFrameRate, float, -1.0f);
-
-private:
-	const Document &doc;
-};
-
-/** DOM root for a FBX file */
-class Document {
-public:
-	Document(const Parser &parser, const ImportSettings &settings);
-
-	~Document();
-
-	LazyObject *GetObject(uint64_t id) const;
-
-	bool IsSafeToImport() const {
-		return SafeToImport;
-	}
-
-	bool IsBinary() const {
-		return parser.IsBinary();
-	}
-
-	unsigned int FBXVersion() const {
-		return fbxVersion;
-	}
-
-	const std::string &Creator() const {
-		return creator;
-	}
-
-	// elements (in this order): Year, Month, Day, Hour, Second, Millisecond
-	const unsigned int *CreationTimeStamp() const {
-		return creationTimeStamp;
-	}
-
-	const FileGlobalSettings *GlobalSettingsPtr() const {
-		return globals.get();
-	}
-
-	const PropertyTable &GetMetadataProperties() const {
-		return metadata_properties;
-	}
-
-	const PropertyTemplateMap &Templates() const {
-		return templates;
-	}
-
-	const ObjectMap &Objects() const {
-		return objects;
-	}
-
-	const ImportSettings &Settings() const {
-		return settings;
-	}
-
-	const ConnectionMap &ConnectionsBySource() const {
-		return src_connections;
-	}
-
-	const ConnectionMap &ConnectionsByDestination() const {
-		return dest_connections;
-	}
-
-	// note: the implicit rule in all DOM classes is to always resolve
-	// from destination to source (since the FBX object hierarchy is,
-	// with very few exceptions, a DAG, this avoids cycles). In all
-	// cases that may involve back-facing edges in the object graph,
-	// use LazyObject::IsBeingConstructed() to check.
-
-	std::vector<const Connection *> GetConnectionsBySourceSequenced(uint64_t source) const;
-	std::vector<const Connection *> GetConnectionsByDestinationSequenced(uint64_t dest) const;
-
-	std::vector<const Connection *> GetConnectionsBySourceSequenced(uint64_t source, const char *classname) const;
-	std::vector<const Connection *> GetConnectionsByDestinationSequenced(uint64_t dest, const char *classname) const;
-
-	std::vector<const Connection *> GetConnectionsBySourceSequenced(uint64_t source,
-			const char *const *classnames, size_t count) const;
-	std::vector<const Connection *> GetConnectionsByDestinationSequenced(uint64_t dest,
-			const char *const *classnames,
-			size_t count) const;
-
-	const std::vector<const AnimationStack *> &AnimationStacks() const;
-	const std::vector<uint64_t> &GetAnimationStackIDs() const {
-		return animationStacks;
-	}
-
-	const std::vector<uint64_t> &GetConstraintStackIDs() const {
-		return constraints;
-	}
-
-	const std::vector<uint64_t> &GetBindPoseIDs() const {
-		return bind_poses;
-	};
-
-	const std::vector<uint64_t> &GetMaterialIDs() const {
-		return materials;
-	};
-
-	const std::vector<uint64_t> &GetSkinIDs() const {
-		return skins;
-	}
-
-private:
-	std::vector<const Connection *> GetConnectionsSequenced(uint64_t id, const ConnectionMap &) const;
-	std::vector<const Connection *> GetConnectionsSequenced(uint64_t id, bool is_src,
-			const ConnectionMap &,
-			const char *const *classnames,
-			size_t count) const;
-	bool ReadHeader();
-	void ReadObjects();
-	void ReadPropertyTemplates();
-	void ReadConnections();
-	void ReadGlobalSettings();
-
-private:
-	const ImportSettings &settings;
-
-	ObjectMap objects;
-	const Parser &parser;
-	bool SafeToImport = false;
-
-	PropertyTemplateMap templates;
-	ConnectionMap src_connections;
-	ConnectionMap dest_connections;
-
-	unsigned int fbxVersion = 0;
-	std::string creator;
-	unsigned int creationTimeStamp[7] = { 0 };
-
-	std::vector<uint64_t> animationStacks;
-	std::vector<uint64_t> bind_poses;
-	// constraints aren't in the tree / at least they are not easy to access.
-	std::vector<uint64_t> constraints;
-	std::vector<uint64_t> materials;
-	std::vector<uint64_t> skins;
-	mutable std::vector<const AnimationStack *> animationStacksResolved;
-	PropertyTable metadata_properties;
-	std::shared_ptr<FileGlobalSettings> globals = nullptr;
-};
-} // namespace FBXDocParser
-
-namespace std {
-template <>
-struct hash<const FBXDocParser::Video> {
-	std::size_t operator()(const FBXDocParser::Video &video) const {
-		using std::hash;
-		using std::size_t;
-		using std::string;
-
-		size_t res = 17;
-		res = res * 31 + hash<string>()(video.Name());
-		res = res * 31 + hash<string>()(video.RelativeFilename());
-		res = res * 31 + hash<string>()(video.Type());
-
-		return res;
-	}
-};
-} // namespace std
-
-#endif // FBX_DOCUMENT_H

+ 0 - 141
modules/fbx/fbx_parser/FBXDocumentUtil.cpp

@@ -1,141 +0,0 @@
-/*************************************************************************/
-/*  FBXDocumentUtil.cpp                                                  */
-/*************************************************************************/
-/*                       This file is part of:                           */
-/*                           GODOT ENGINE                                */
-/*                      https://godotengine.org                          */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2022 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.                */
-/*************************************************************************/
-
-/*
-Open Asset Import Library (assimp)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2019, assimp team
-
-All rights reserved.
-
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
-following conditions are met:
-
-* Redistributions of source code must retain the above
-  copyright notice, this list of conditions and the
-  following disclaimer.
-
-* Redistributions in binary form must reproduce the above
-  copyright notice, this list of conditions and the
-  following disclaimer in the documentation and/or other
-  materials provided with the distribution.
-
-* Neither the name of the assimp team, nor the names of its
-  contributors may be used to endorse or promote products
-  derived from this software without specific prior
-  written permission of the assimp team.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-
-----------------------------------------------------------------------
-*/
-
-/** @file  FBXDocumentUtil.cpp
- *  @brief Implementation of the FBX DOM utility functions declared in FBXDocumentUtil.h
- */
-
-#include "FBXDocumentUtil.h"
-#include "FBXDocument.h"
-#include "FBXParser.h"
-#include "FBXProperties.h"
-#include "FBXUtil.h"
-#include "core/string/print_string.h"
-
-namespace FBXDocParser {
-namespace Util {
-
-void DOMError(const std::string &message) {
-	print_error("[FBX-DOM]" + String(message.c_str()));
-}
-
-void DOMError(const std::string &message, const Token *token) {
-	print_error("[FBX-DOM]" + String(message.c_str()) + ";" + String(token->StringContents().c_str()));
-}
-
-void DOMError(const std::string &message, const std::shared_ptr<Token> token) {
-	print_error("[FBX-DOM]" + String(message.c_str()) + ";" + String(token->StringContents().c_str()));
-}
-
-void DOMError(const std::string &message, const Element *element /*= nullptr*/) {
-	if (element) {
-		DOMError(message, element->KeyToken());
-	}
-	print_error("[FBX-DOM] " + String(message.c_str()));
-}
-
-void DOMError(const std::string &message, const std::shared_ptr<Element> element /*= nullptr*/) {
-	if (element) {
-		DOMError(message, element->KeyToken());
-	}
-	print_error("[FBX-DOM] " + String(message.c_str()));
-}
-
-void DOMWarning(const std::string &message) {
-	print_verbose("[FBX-DOM] warning:" + String(message.c_str()));
-}
-
-void DOMWarning(const std::string &message, const Token *token) {
-	print_verbose("[FBX-DOM] warning:" + String(message.c_str()) + ";" + String(token->StringContents().c_str()));
-}
-
-void DOMWarning(const std::string &message, const Element *element /*= nullptr*/) {
-	if (element) {
-		DOMWarning(message, element->KeyToken());
-		return;
-	}
-	print_verbose("[FBX-DOM] warning:" + String(message.c_str()));
-}
-
-void DOMWarning(const std::string &message, const std::shared_ptr<Token> token) {
-	print_verbose("[FBX-DOM] warning:" + String(message.c_str()) + ";" + String(token->StringContents().c_str()));
-}
-
-void DOMWarning(const std::string &message, const std::shared_ptr<Element> element /*= nullptr*/) {
-	if (element) {
-		DOMWarning(message, element->KeyToken());
-		return;
-	}
-	print_verbose("[FBX-DOM] warning:" + String(message.c_str()));
-}
-
-} // namespace Util
-} // namespace FBXDocParser

+ 0 - 134
modules/fbx/fbx_parser/FBXDocumentUtil.h

@@ -1,134 +0,0 @@
-/*************************************************************************/
-/*  FBXDocumentUtil.h                                                    */
-/*************************************************************************/
-/*                       This file is part of:                           */
-/*                           GODOT ENGINE                                */
-/*                      https://godotengine.org                          */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2022 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.                */
-/*************************************************************************/
-
-/*
-Open Asset Import Library (assimp)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2012, assimp team
-All rights reserved.
-
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
-following conditions are met:
-
-* Redistributions of source code must retain the above
-  copyright notice, this list of conditions and the
-  following disclaimer.
-
-* Redistributions in binary form must reproduce the above
-  copyright notice, this list of conditions and the
-  following disclaimer in the documentation and/or other
-  materials provided with the distribution.
-
-* Neither the name of the assimp team, nor the names of its
-  contributors may be used to endorse or promote products
-  derived from this software without specific prior
-  written permission of the assimp team.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-
-----------------------------------------------------------------------
-*/
-
-/** @file  FBXDocumentUtil.h
- *  @brief FBX internal utilities used by the DOM reading code
- */
-#ifndef FBX_DOCUMENT_UTIL_H
-#define FBX_DOCUMENT_UTIL_H
-
-#include "FBXDocument.h"
-#include <memory>
-#include <string>
-
-struct Token;
-struct Element;
-
-namespace FBXDocParser {
-namespace Util {
-
-// Parser errors
-void DOMError(const std::string &message);
-void DOMError(const std::string &message, const Token *token);
-void DOMError(const std::string &message, const Element *element);
-void DOMError(const std::string &message, const std::shared_ptr<Element> element);
-void DOMError(const std::string &message, const std::shared_ptr<Token> token);
-
-// Parser warnings
-void DOMWarning(const std::string &message);
-void DOMWarning(const std::string &message, const Token *token);
-void DOMWarning(const std::string &message, const Element *element);
-void DOMWarning(const std::string &message, const std::shared_ptr<Token> token);
-void DOMWarning(const std::string &message, const std::shared_ptr<Element> element);
-
-// ------------------------------------------------------------------------------------------------
-template <typename T>
-const T *ProcessSimpleConnection(const Connection &con,
-		bool is_object_property_conn,
-		const char *name,
-		const ElementPtr element,
-		const char **propNameOut = nullptr) {
-	if (is_object_property_conn && !con.PropertyName().length()) {
-		DOMWarning("expected incoming " + std::string(name) +
-						" link to be an object-object connection, ignoring",
-				element);
-		return nullptr;
-	} else if (!is_object_property_conn && con.PropertyName().length()) {
-		DOMWarning("expected incoming " + std::string(name) +
-						" link to be an object-property connection, ignoring",
-				element);
-		return nullptr;
-	}
-
-	if (is_object_property_conn && propNameOut) {
-		// note: this is ok, the return value of PropertyValue() is guaranteed to
-		// remain valid and unchanged as long as the document exists.
-		*propNameOut = con.PropertyName().c_str();
-	}
-
-	// Cast Object to AnimationPlayer for example using safe functions, which return nullptr etc
-	Object *ob = con.SourceObject();
-	ERR_FAIL_COND_V_MSG(!ob, nullptr, "Failed to load object from SourceObject ptr");
-	return dynamic_cast<const T *>(ob);
-}
-} // namespace Util
-} // namespace FBXDocParser
-
-#endif // FBX_DOCUMENT_UTIL_H

+ 0 - 162
modules/fbx/fbx_parser/FBXImportSettings.h

@@ -1,162 +0,0 @@
-/*************************************************************************/
-/*  FBXImportSettings.h                                                  */
-/*************************************************************************/
-/*                       This file is part of:                           */
-/*                           GODOT ENGINE                                */
-/*                      https://godotengine.org                          */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2022 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.                */
-/*************************************************************************/
-
-/*
-Open Asset Import Library (assimp)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2019, assimp team
-
-
-All rights reserved.
-
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
-following conditions are met:
-
-* Redistributions of source code must retain the above
-  copyright notice, this list of conditions and the
-  following disclaimer.
-
-* Redistributions in binary form must reproduce the above
-  copyright notice, this list of conditions and the
-  following disclaimer in the documentation and/or other
-  materials provided with the distribution.
-
-* Neither the name of the assimp team, nor the names of its
-  contributors may be used to endorse or promote products
-  derived from this software without specific prior
-  written permission of the assimp team.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-
-----------------------------------------------------------------------
-*/
-
-/** @file  FBXImportSettings.h
- *  @brief FBX importer runtime configuration
- */
-#ifndef FBX_IMPORT_SETTINGS_H
-#define FBX_IMPORT_SETTINGS_H
-
-namespace FBXDocParser {
-
-/** FBX import settings, parts of which are publicly accessible via their corresponding AI_CONFIG constants */
-struct ImportSettings {
-	/** enable strict mode:
-	 *   - only accept fbx 2012, 2013 files
-	 *   - on the slightest error, give up.
-	 *
-	 *  Basically, strict mode means that the fbx file will actually
-	 *  be validated.*/
-	bool strictMode = true;
-
-	/** specifies whether all geometry layers are read and scanned for
-	 * usable data channels. The FBX spec indicates that many readers
-	 * will only read the first channel and that this is in some way
-	 * the recommended way- in reality, however, it happens a lot that
-	 * vertex data is spread among multiple layers.*/
-	bool readAllLayers = true;
-
-	/** specifies whether all materials are read, or only those that
-	 *  are referenced by at least one mesh. Reading all materials
-	 *  may make FBX reading a lot slower since all objects
-	 *  need to be processed.
-	 *  This bit is ignored unless readMaterials=true.*/
-	bool readAllMaterials = true;
-
-	/** import materials (true) or skip them and assign a default
-	 *  material.*/
-	bool readMaterials = true;
-
-	/** import embedded textures?*/
-	bool readTextures = true;
-
-	/** import cameras?*/
-	bool readCameras = true;
-
-	/** import light sources?*/
-	bool readLights = true;
-
-	/** import animations (i.e. animation curves, the node
-	 *  skeleton is always imported).*/
-	bool readAnimations = true;
-
-	/** read bones (vertex weights and deform info).*/
-	bool readWeights = true;
-
-	/** preserve transformation pivots and offsets. Since these can
-	 *  not directly be represented in assimp, additional dummy
-	 *  nodes will be generated. Note that settings this to false
-	 *  can make animation import a lot slower.
-	 *
-	 *  The naming scheme for the generated nodes is:
-	 *    <OriginalName>_$AssimpFbx$_<TransformName>
-	 *
-	 *  where <TransformName> is one of
-	 *    RotationPivot
-	 *    RotationOffset
-	 *    PreRotation
-	 *    PostRotation
-	 *    ScalingPivot
-	 *    ScalingOffset
-	 *    Translation
-	 *    Scaling
-	 *    Rotation
-	 **/
-	bool preservePivots = true;
-
-	/** do not import animation curves that specify a constant
-	 *  values matching the corresponding node transformation.*/
-	bool optimizeEmptyAnimationCurves = true;
-
-	/** use legacy naming for embedded textures eg: (*0, *1, *2).*/
-	bool useLegacyEmbeddedTextureNaming = false;
-
-	/** Empty bones shall be removed.*/
-	bool removeEmptyBones = true;
-
-	/** Set to true to perform a conversion from cm to meter after
-	 *  the import.*/
-	bool convertToMeters = false;
-};
-} // namespace FBXDocParser
-
-#endif // FBX_IMPORT_SETTINGS_H

+ 0 - 388
modules/fbx/fbx_parser/FBXMaterial.cpp

@@ -1,388 +0,0 @@
-/*************************************************************************/
-/*  FBXMaterial.cpp                                                      */
-/*************************************************************************/
-/*                       This file is part of:                           */
-/*                           GODOT ENGINE                                */
-/*                      https://godotengine.org                          */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2022 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.                */
-/*************************************************************************/
-
-/*
-Open Asset Import Library (assimp)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2020, assimp team
-
-All rights reserved.
-
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
-following conditions are met:
-
-* Redistributions of source code must retain the above
-  copyright notice, this list of conditions and the
-  following disclaimer.
-
-* Redistributions in binary form must reproduce the above
-  copyright notice, this list of conditions and the
-  following disclaimer in the documentation and/or other
-  materials provided with the distribution.
-
-* Neither the name of the assimp team, nor the names of its
-  contributors may be used to endorse or promote products
-  derived from this software without specific prior
-  written permission of the assimp team.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-
-----------------------------------------------------------------------
-*/
-
-/** @file  FBXMaterial.cpp
- *  @brief Assimp::FBX::Material and Assimp::FBX::Texture implementation
- */
-
-#include "ByteSwapper.h"
-#include "FBXDocument.h"
-#include "FBXDocumentUtil.h"
-#include "FBXImportSettings.h"
-#include "FBXParser.h"
-#include "FBXProperties.h"
-
-#include "FBXUtil.h"
-#include <algorithm> // std::transform
-
-namespace FBXDocParser {
-
-using namespace Util;
-
-// ------------------------------------------------------------------------------------------------
-Material::Material(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name) :
-		Object(id, element, name) {
-	const ScopePtr sc = GetRequiredScope(element);
-
-	const ElementPtr ShadingModel = sc->GetElement("ShadingModel");
-	const ElementPtr MultiLayer = sc->GetElement("MultiLayer");
-
-	if (MultiLayer) {
-		multilayer = !!ParseTokenAsInt(GetRequiredToken(MultiLayer, 0));
-	}
-
-	if (ShadingModel) {
-		shading = ParseTokenAsString(GetRequiredToken(ShadingModel, 0));
-	} else {
-		DOMWarning("shading mode not specified, assuming phong", element);
-		shading = "phong";
-	}
-
-	std::string templateName;
-
-	if (shading == "phong") {
-		templateName = "Material.Phong";
-	} else if (shading == "lambert") {
-		templateName = "Material.Lambert";
-	} else if (shading == "unknown") {
-		templateName = "Material.StingRay";
-	} else {
-		DOMWarning("shading mode not recognized: " + shading, element);
-	}
-
-	// resolve texture links
-	const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(ID());
-	for (const Connection *con : conns) {
-		// texture link to properties, not objects
-		if (!con->PropertyName().length()) {
-			continue;
-		}
-
-		Object *ob = con->SourceObject();
-		if (!ob) {
-			DOMWarning("failed to read source object for texture link, ignoring", element);
-			continue;
-		}
-
-		const Texture *tex = dynamic_cast<const Texture *>(ob);
-		if (!tex) {
-			LayeredTexture *layeredTexture = dynamic_cast<LayeredTexture *>(ob);
-
-			if (!layeredTexture) {
-				DOMWarning("source object for texture link is not a texture or layered texture, ignoring", element);
-				continue;
-			}
-
-			const std::string &prop = con->PropertyName();
-			if (layeredTextures.find(prop) != layeredTextures.end()) {
-				DOMWarning("duplicate layered texture link: " + prop, element);
-			}
-
-			layeredTextures[prop] = layeredTexture;
-			layeredTexture->fillTexture(doc);
-		} else {
-			const std::string &prop = con->PropertyName();
-			if (textures.find(prop) != textures.end()) {
-				DOMWarning("duplicate texture link: " + prop, element);
-			}
-
-			textures[prop] = tex;
-		}
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-Material::~Material() {
-}
-
-// ------------------------------------------------------------------------------------------------
-Texture::Texture(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name) :
-		Object(id, element, name), uvScaling(1.0f, 1.0f) {
-	const ScopePtr sc = GetRequiredScope(element);
-
-	const ElementPtr Type = sc->GetElement("Type");
-	const ElementPtr FileName = sc->GetElement("FileName");
-	const ElementPtr RelativeFilename = sc->GetElement("RelativeFilename");
-	const ElementPtr ModelUVTranslation = sc->GetElement("ModelUVTranslation");
-	const ElementPtr ModelUVScaling = sc->GetElement("ModelUVScaling");
-	const ElementPtr Texture_Alpha_Source = sc->GetElement("Texture_Alpha_Source");
-	const ElementPtr Cropping = sc->GetElement("Cropping");
-
-	if (Type) {
-		type = ParseTokenAsString(GetRequiredToken(Type, 0));
-	}
-
-	if (FileName) {
-		fileName = ParseTokenAsString(GetRequiredToken(FileName, 0));
-	}
-
-	if (RelativeFilename) {
-		relativeFileName = ParseTokenAsString(GetRequiredToken(RelativeFilename, 0));
-	}
-
-	if (ModelUVTranslation) {
-		uvTrans = Vector2(ParseTokenAsFloat(GetRequiredToken(ModelUVTranslation, 0)),
-				ParseTokenAsFloat(GetRequiredToken(ModelUVTranslation, 1)));
-	}
-
-	if (ModelUVScaling) {
-		uvScaling = Vector2(ParseTokenAsFloat(GetRequiredToken(ModelUVScaling, 0)),
-				ParseTokenAsFloat(GetRequiredToken(ModelUVScaling, 1)));
-	}
-
-	if (Cropping) {
-		crop[0] = ParseTokenAsInt(GetRequiredToken(Cropping, 0));
-		crop[1] = ParseTokenAsInt(GetRequiredToken(Cropping, 1));
-		crop[2] = ParseTokenAsInt(GetRequiredToken(Cropping, 2));
-		crop[3] = ParseTokenAsInt(GetRequiredToken(Cropping, 3));
-	} else {
-		// vc8 doesn't support the crop() syntax in initialization lists
-		// (and vc9 WARNS about the new (i.e. compliant) behaviour).
-		crop[0] = crop[1] = crop[2] = crop[3] = 0;
-	}
-
-	if (Texture_Alpha_Source) {
-		alphaSource = ParseTokenAsString(GetRequiredToken(Texture_Alpha_Source, 0));
-	}
-
-	// 3DS Max and FBX SDK use "Scaling" and "Translation" instead of "ModelUVScaling" and "ModelUVTranslation". Use these properties if available.
-	bool ok = true;
-	const Vector3 &scaling = PropertyGet<Vector3>(this, "Scaling", ok);
-	if (ok) {
-		uvScaling.x = scaling.x;
-		uvScaling.y = scaling.y;
-	}
-
-	const Vector3 &trans = PropertyGet<Vector3>(this, "Translation", ok);
-	if (ok) {
-		uvTrans.x = trans.x;
-		uvTrans.y = trans.y;
-	}
-
-	// resolve video links
-	if (doc.Settings().readTextures) {
-		const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(ID());
-		for (const Connection *con : conns) {
-			const Object *const ob = con->SourceObject();
-			if (!ob) {
-				DOMWarning("failed to read source object for texture link, ignoring", element);
-				continue;
-			}
-
-			const Video *const video = dynamic_cast<const Video *>(ob);
-			if (video) {
-				media = video;
-			}
-		}
-	}
-}
-
-Texture::~Texture() {
-}
-
-LayeredTexture::LayeredTexture(uint64_t id, const ElementPtr element, const Document & /*doc*/, const std::string &name) :
-		Object(id, element, name), blendMode(BlendMode_Modulate), alpha(1) {
-	const ScopePtr sc = GetRequiredScope(element);
-
-	ElementPtr BlendModes = sc->GetElement("BlendModes");
-	ElementPtr Alphas = sc->GetElement("Alphas");
-
-	if (BlendModes != nullptr) {
-		blendMode = (BlendMode)ParseTokenAsInt(GetRequiredToken(BlendModes, 0));
-	}
-	if (Alphas != nullptr) {
-		alpha = ParseTokenAsFloat(GetRequiredToken(Alphas, 0));
-	}
-}
-
-LayeredTexture::~LayeredTexture() {
-}
-
-void LayeredTexture::fillTexture(const Document &doc) {
-	const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(ID());
-	for (size_t i = 0; i < conns.size(); ++i) {
-		const Connection *con = conns.at(i);
-
-		const Object *const ob = con->SourceObject();
-		if (!ob) {
-			DOMWarning("failed to read source object for texture link, ignoring", element);
-			continue;
-		}
-
-		const Texture *const tex = dynamic_cast<const Texture *>(ob);
-
-		textures.push_back(tex);
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-Video::Video(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name) :
-		Object(id, element, name) {
-	const ScopePtr sc = GetRequiredScope(element);
-
-	const ElementPtr Type = sc->GetElement("Type");
-	// File Version 7500 Crashes if this is not checked fully.
-	// As of writing this comment 7700 exists, in August 2020
-	ElementPtr FileName = nullptr;
-	if (HasElement(sc, "Filename")) {
-		FileName = (ElementPtr)sc->GetElement("Filename");
-	} else if (HasElement(sc, "FileName")) {
-		FileName = (ElementPtr)sc->GetElement("FileName");
-	} else {
-		print_error("file has invalid video material returning...");
-		return;
-	}
-	const ElementPtr RelativeFilename = sc->GetElement("RelativeFilename");
-	const ElementPtr Content = sc->GetElement("Content");
-
-	if (Type) {
-		type = ParseTokenAsString(GetRequiredToken(Type, 0));
-	}
-
-	if (FileName) {
-		fileName = ParseTokenAsString(GetRequiredToken(FileName, 0));
-	}
-
-	if (RelativeFilename) {
-		relativeFileName = ParseTokenAsString(GetRequiredToken(RelativeFilename, 0));
-	}
-
-	if (Content && !Content->Tokens().empty()) {
-		//this field is omitted when the embedded texture is already loaded, let's ignore if it's not found
-		try {
-			const Token *token = GetRequiredToken(Content, 0);
-			const char *data = token->begin();
-			if (!token->IsBinary()) {
-				if (*data != '"') {
-					DOMError("embedded content is not surrounded by quotation marks", element);
-				} else {
-					size_t targetLength = 0;
-					const size_t numTokens = Content->Tokens().size();
-					// First time compute size (it could be large like 64Gb and it is good to allocate it once)
-					for (uint32_t tokenIdx = 0; tokenIdx < numTokens; ++tokenIdx) {
-						const Token *dataToken = GetRequiredToken(Content, tokenIdx);
-						size_t tokenLength = dataToken->end() - dataToken->begin() - 2; // ignore double quotes
-						const char *base64data = dataToken->begin() + 1;
-						const size_t outLength = Util::ComputeDecodedSizeBase64(base64data, tokenLength);
-						if (outLength == 0) {
-							DOMError("Corrupted embedded content found", element);
-						}
-						targetLength += outLength;
-					}
-					if (targetLength == 0) {
-						DOMError("Corrupted embedded content found", element);
-					} else {
-						content = new uint8_t[targetLength];
-						contentLength = static_cast<uint64_t>(targetLength);
-						size_t dst_offset = 0;
-						for (uint32_t tokenIdx = 0; tokenIdx < numTokens; ++tokenIdx) {
-							const Token *dataToken = GetRequiredToken(Content, tokenIdx);
-							ERR_FAIL_COND(!dataToken);
-							size_t tokenLength = dataToken->end() - dataToken->begin() - 2; // ignore double quotes
-							const char *base64data = dataToken->begin() + 1;
-							dst_offset += Util::DecodeBase64(base64data, tokenLength, content + dst_offset, targetLength - dst_offset);
-						}
-						if (targetLength != dst_offset) {
-							delete[] content;
-							contentLength = 0;
-							DOMError("Corrupted embedded content found", element);
-						}
-					}
-				}
-			} else if (static_cast<size_t>(token->end() - data) < 5) {
-				DOMError("binary data array is too short, need five (5) bytes for type signature and element count", element);
-			} else if (*data != 'R') {
-				DOMWarning("video content is not raw binary data, ignoring", element);
-			} else {
-				// read number of elements
-				uint32_t len = 0;
-				::memcpy(&len, data + 1, sizeof(len));
-				AI_SWAP4(len);
-
-				contentLength = len;
-
-				content = new uint8_t[len];
-				::memcpy(content, data + 5, len);
-			}
-		} catch (...) {
-			//			//we don't need the content data for contents that has already been loaded
-			//			ASSIMP_LOG_VERBOSE_DEBUG_F("Caught exception in FBXMaterial (likely because content was already loaded): ",
-			//									   runtimeError.what());
-		}
-	}
-}
-
-Video::~Video() {
-	if (content) {
-		delete[] content;
-	}
-}
-} // namespace FBXDocParser

+ 0 - 459
modules/fbx/fbx_parser/FBXMeshGeometry.cpp

@@ -1,459 +0,0 @@
-/*************************************************************************/
-/*  FBXMeshGeometry.cpp                                                  */
-/*************************************************************************/
-/*                       This file is part of:                           */
-/*                           GODOT ENGINE                                */
-/*                      https://godotengine.org                          */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2022 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.                */
-/*************************************************************************/
-
-/*
-Open Asset Import Library (assimp)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2019, assimp team
-
-
-All rights reserved.
-
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
-following conditions are met:
-
-* Redistributions of source code must retain the above
-  copyright notice, this list of conditions and the
-  following disclaimer.
-
-* Redistributions in binary form must reproduce the above
-  copyright notice, this list of conditions and the
-  following disclaimer in the documentation and/or other
-  materials provided with the distribution.
-
-* Neither the name of the assimp team, nor the names of its
-  contributors may be used to endorse or promote products
-  derived from this software without specific prior
-  written permission of the assimp team.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-
-----------------------------------------------------------------------
-*/
-
-/** @file  FBXMeshGeometry.cpp
- *  @brief Assimp::FBX::MeshGeometry implementation
- */
-
-#include <functional>
-
-#include "FBXDocument.h"
-#include "FBXDocumentUtil.h"
-#include "FBXImportSettings.h"
-#include "FBXMeshGeometry.h"
-#include "core/math/vector3.h"
-
-namespace FBXDocParser {
-
-using namespace Util;
-
-// ------------------------------------------------------------------------------------------------
-Geometry::Geometry(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc) :
-		Object(id, element, name) {
-	const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(ID(), "Deformer");
-	for (const Connection *con : conns) {
-		const Skin *sk = ProcessSimpleConnection<Skin>(*con, false, "Skin -> Geometry", element);
-		if (sk) {
-			skin = sk;
-		}
-		const BlendShape *bsp = ProcessSimpleConnection<BlendShape>(*con, false, "BlendShape -> Geometry",
-				element);
-		if (bsp) {
-			blendShapes.push_back(bsp);
-		}
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-Geometry::~Geometry() {
-	// empty
-}
-
-// ------------------------------------------------------------------------------------------------
-const std::vector<const BlendShape *> &Geometry::get_blend_shapes() const {
-	return blendShapes;
-}
-
-// ------------------------------------------------------------------------------------------------
-const Skin *Geometry::DeformerSkin() const {
-	return skin;
-}
-
-// ------------------------------------------------------------------------------------------------
-MeshGeometry::MeshGeometry(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc) :
-		Geometry(id, element, name, doc) {
-	print_verbose("mesh name: " + String(name.c_str()));
-
-	ScopePtr sc = element->Compound();
-	ERR_FAIL_COND_MSG(sc == nullptr, "failed to read geometry, prevented crash");
-	ERR_FAIL_COND_MSG(!HasElement(sc, "Vertices"), "Detected mesh with no vertices, didn't populate the mesh");
-
-	// must have Mesh elements:
-	const ElementPtr Vertices = GetRequiredElement(sc, "Vertices", element);
-	const ElementPtr PolygonVertexIndex = GetRequiredElement(sc, "PolygonVertexIndex", element);
-
-	if (HasElement(sc, "Edges")) {
-		const ElementPtr element_edges = GetRequiredElement(sc, "Edges", element);
-		ParseVectorDataArray(m_edges, element_edges);
-	}
-
-	// read mesh data into arrays
-	ParseVectorDataArray(m_vertices, Vertices);
-	ParseVectorDataArray(m_face_indices, PolygonVertexIndex);
-
-	ERR_FAIL_COND_MSG(m_vertices.empty(), "mesh with no vertices in FBX file, did you mean to delete it?");
-	ERR_FAIL_COND_MSG(m_face_indices.empty(), "mesh has no faces, was this intended?");
-
-	// Retrieve layer elements, for all of the mesh
-	const ElementCollection &Layer = sc->GetCollection("Layer");
-
-	// Store all layers
-	std::vector<std::tuple<int, std::string>> valid_layers;
-
-	// now read the sub mesh information from the geometry (normals, uvs, etc)
-	for (ElementMap::const_iterator it = Layer.first; it != Layer.second; ++it) {
-		const ScopePtr layer = GetRequiredScope(it->second);
-		const ElementCollection &LayerElement = layer->GetCollection("LayerElement");
-		for (ElementMap::const_iterator eit = LayerElement.first; eit != LayerElement.second; ++eit) {
-			std::string layer_name = eit->first;
-			ElementPtr element_layer = eit->second;
-			const ScopePtr layer_element = GetRequiredScope(element_layer);
-
-			// Actual usable 'type' LayerElementUV, LayerElementNormal, etc
-			const ElementPtr Type = GetRequiredElement(layer_element, "Type");
-			const ElementPtr TypedIndex = GetRequiredElement(layer_element, "TypedIndex");
-			const std::string &type = ParseTokenAsString(GetRequiredToken(Type, 0));
-			const int typedIndex = ParseTokenAsInt(GetRequiredToken(TypedIndex, 0));
-
-			// we only need the layer name and the typed index.
-			valid_layers.push_back(std::tuple<int, std::string>(typedIndex, type));
-		}
-	}
-
-	// get object / mesh directly from the FBX by the element ID.
-	const ScopePtr top = GetRequiredScope(element);
-
-	// iterate over all layers for the mesh (uvs, normals, smoothing groups, colors, etc)
-	for (size_t x = 0; x < valid_layers.size(); x++) {
-		const int layer_id = std::get<0>(valid_layers[x]);
-		const std::string &layer_type_name = std::get<1>(valid_layers[x]);
-
-		// Get collection of elements from the XLayerMap (example: LayerElementUV)
-		// this must contain our proper elements.
-
-		// This is stupid, because it means we select them ALL not just the one we want.
-		// but it's fine we can match by id.
-
-		const ElementCollection &candidates = top->GetCollection(layer_type_name);
-
-		ElementMap::const_iterator iter;
-		for (iter = candidates.first; iter != candidates.second; ++iter) {
-			const ScopePtr layer_scope = GetRequiredScope(iter->second);
-			TokenPtr layer_token = GetRequiredToken(iter->second, 0);
-			const int index = ParseTokenAsInt(layer_token);
-
-			ERR_FAIL_COND_MSG(layer_scope == nullptr, "prevented crash, layer scope is invalid");
-
-			if (index == layer_id) {
-				const std::string &MappingInformationType = ParseTokenAsString(GetRequiredToken(
-						GetRequiredElement(layer_scope, "MappingInformationType"), 0));
-
-				const std::string &ReferenceInformationType = ParseTokenAsString(GetRequiredToken(
-						GetRequiredElement(layer_scope, "ReferenceInformationType"), 0));
-
-				if (layer_type_name == "LayerElementUV") {
-					if (index == 0) {
-						m_uv_0 = resolve_vertex_data_array<Vector2>(layer_scope, MappingInformationType, ReferenceInformationType, "UV");
-					} else if (index == 1) {
-						m_uv_1 = resolve_vertex_data_array<Vector2>(layer_scope, MappingInformationType, ReferenceInformationType, "UV");
-					}
-				} else if (layer_type_name == "LayerElementMaterial") {
-					m_material_allocation_ids = resolve_vertex_data_array<int>(layer_scope, MappingInformationType, ReferenceInformationType, "Materials");
-				} else if (layer_type_name == "LayerElementNormal") {
-					m_normals = resolve_vertex_data_array<Vector3>(layer_scope, MappingInformationType, ReferenceInformationType, "Normals");
-				} else if (layer_type_name == "LayerElementColor") {
-					m_colors = resolve_vertex_data_array<Color>(layer_scope, MappingInformationType, ReferenceInformationType, "Colors", "ColorIndex");
-				}
-			}
-		}
-	}
-
-	print_verbose("Mesh statistics \nuv_0: " + m_uv_0.debug_info() + "\nuv_1: " + m_uv_1.debug_info() + "\nvertices: " + itos(m_vertices.size()));
-
-	// Compose the edge of the mesh.
-	// You can see how the edges are stored into the FBX here: https://gist.github.com/AndreaCatania/da81840f5aa3b2feedf189e26c5a87e6
-	for (size_t i = 0; i < m_edges.size(); i += 1) {
-		ERR_FAIL_INDEX_MSG((size_t)m_edges[i], m_face_indices.size(), "The edge is pointing to a weird location in the face indices. The FBX is corrupted.");
-		int polygon_vertex_0 = m_face_indices[m_edges[i]];
-		int polygon_vertex_1;
-		if (polygon_vertex_0 < 0) {
-			// The polygon_vertex_0 points to the end of a polygon, so it's
-			// connected with the beginning of polygon in the edge list.
-
-			// Fist invert the vertex.
-			polygon_vertex_0 = ~polygon_vertex_0;
-
-			// Search the start vertex of the polygon.
-			// Iterate from the polygon_vertex_index backward till the start of
-			// the polygon is found.
-			ERR_FAIL_COND_MSG(m_edges[i] - 1 < 0, "The polygon is not yet started and we already need the final vertex. This FBX is corrupted.");
-			bool found_it = false;
-			for (int x = m_edges[i] - 1; x >= 0; x -= 1) {
-				if (x == 0) {
-					// This for sure is the start.
-					polygon_vertex_1 = m_face_indices[x];
-					found_it = true;
-					break;
-				} else if (m_face_indices[x] < 0) {
-					// This is the end of the previous polygon, so the next is
-					// the start of the polygon we need.
-					polygon_vertex_1 = m_face_indices[x + 1];
-					found_it = true;
-					break;
-				}
-			}
-			// As the algorithm above, this check is useless. Because the first
-			// ever vertex is always considered the beginning of a polygon.
-			ERR_FAIL_COND_MSG(found_it == false, "Was not possible to find the first vertex of this polygon. FBX file is corrupted.");
-
-		} else {
-			ERR_FAIL_INDEX_MSG((size_t)(m_edges[i] + 1), m_face_indices.size(), "FBX The other FBX edge seems to point to an invalid vertices. This FBX file is corrupted.");
-			// Take the next vertex
-			polygon_vertex_1 = m_face_indices[m_edges[i] + 1];
-		}
-
-		if (polygon_vertex_1 < 0) {
-			// We don't care if the `polygon_vertex_1` is the end of the polygon,
-			//  for `polygon_vertex_1` so we can just invert it.
-			polygon_vertex_1 = ~polygon_vertex_1;
-		}
-
-		ERR_FAIL_COND_MSG(polygon_vertex_0 == polygon_vertex_1, "The vertices of this edge can't be the same, Is this a point???. This FBX file is corrupted.");
-
-		// Just create the edge.
-		edge_map.push_back({ polygon_vertex_0, polygon_vertex_1 });
-	}
-}
-
-MeshGeometry::~MeshGeometry() {
-	// empty
-}
-
-const std::vector<Vector3> &MeshGeometry::get_vertices() const {
-	return m_vertices;
-}
-
-const std::vector<MeshGeometry::Edge> &MeshGeometry::get_edge_map() const {
-	return edge_map;
-}
-
-const std::vector<int> &MeshGeometry::get_polygon_indices() const {
-	return m_face_indices;
-}
-
-const std::vector<int> &MeshGeometry::get_edges() const {
-	return m_edges;
-}
-
-const MeshGeometry::MappingData<Vector3> &MeshGeometry::get_normals() const {
-	return m_normals;
-}
-
-const MeshGeometry::MappingData<Vector2> &MeshGeometry::get_uv_0() const {
-	//print_verbose("get uv_0 " + m_uv_0.debug_info() );
-	return m_uv_0;
-}
-
-const MeshGeometry::MappingData<Vector2> &MeshGeometry::get_uv_1() const {
-	//print_verbose("get uv_1 " + m_uv_1.debug_info() );
-	return m_uv_1;
-}
-
-const MeshGeometry::MappingData<Color> &MeshGeometry::get_colors() const {
-	return m_colors;
-}
-
-const MeshGeometry::MappingData<int> &MeshGeometry::get_material_allocation_id() const {
-	return m_material_allocation_ids;
-}
-
-int MeshGeometry::get_edge_id(const std::vector<Edge> &p_map, int p_vertex_a, int p_vertex_b) {
-	for (size_t i = 0; i < p_map.size(); i += 1) {
-		if ((p_map[i].vertex_0 == p_vertex_a && p_map[i].vertex_1 == p_vertex_b) || (p_map[i].vertex_1 == p_vertex_a && p_map[i].vertex_0 == p_vertex_b)) {
-			return i;
-		}
-	}
-	return -1;
-}
-
-MeshGeometry::Edge MeshGeometry::get_edge(const std::vector<Edge> &p_map, int p_id) {
-	ERR_FAIL_INDEX_V_MSG((size_t)p_id, p_map.size(), Edge({ -1, -1 }), "ID not found.");
-	return p_map[p_id];
-}
-
-template <class T>
-MeshGeometry::MappingData<T> MeshGeometry::resolve_vertex_data_array(
-		const ScopePtr source,
-		const std::string &MappingInformationType,
-		const std::string &ReferenceInformationType,
-		const std::string &dataElementName,
-		const std::string &indexOverride) {
-	ERR_FAIL_COND_V_MSG(source == nullptr, MappingData<T>(), "Invalid scope operator preventing memory corruption");
-
-	// UVIndex, MaterialIndex, NormalIndex, etc..
-	std::string indexDataElementName;
-
-	if (!indexOverride.empty()) {
-		// Colors should become ColorIndex
-		indexDataElementName = indexOverride;
-	} else {
-		// Some indexes will exist.
-		indexDataElementName = dataElementName + "Index";
-	}
-
-	// goal: expand everything to be per vertex
-
-	ReferenceType l_ref_type = ReferenceType::direct;
-
-	// Read the reference type into the enumeration
-	if (ReferenceInformationType == "IndexToDirect") {
-		l_ref_type = ReferenceType::index_to_direct;
-	} else if (ReferenceInformationType == "Index") {
-		// set non legacy index to direct mapping
-		l_ref_type = ReferenceType::index;
-	} else if (ReferenceInformationType == "Direct") {
-		l_ref_type = ReferenceType::direct;
-	} else {
-		ERR_FAIL_V_MSG(MappingData<T>(), "invalid reference type has the FBX format changed?");
-	}
-
-	MapType l_map_type = MapType::none;
-
-	if (MappingInformationType == "None") {
-		l_map_type = MapType::none;
-	} else if (MappingInformationType == "ByVertice") {
-		l_map_type = MapType::vertex;
-	} else if (MappingInformationType == "ByPolygonVertex") {
-		l_map_type = MapType::polygon_vertex;
-	} else if (MappingInformationType == "ByPolygon") {
-		l_map_type = MapType::polygon;
-	} else if (MappingInformationType == "ByEdge") {
-		l_map_type = MapType::edge;
-	} else if (MappingInformationType == "AllSame") {
-		l_map_type = MapType::all_the_same;
-	} else {
-		print_error("invalid mapping type: " + String(MappingInformationType.c_str()));
-	}
-
-	// create mapping data
-	MeshGeometry::MappingData<T> tempData;
-	tempData.map_type = l_map_type;
-	tempData.ref_type = l_ref_type;
-
-	// parse data into array
-	ParseVectorDataArray(tempData.data, GetRequiredElement(source, dataElementName));
-
-	// index array won't always exist
-	const ElementPtr element = GetOptionalElement(source, indexDataElementName);
-	if (element) {
-		ParseVectorDataArray(tempData.index, element);
-	}
-
-	return tempData;
-}
-// ------------------------------------------------------------------------------------------------
-ShapeGeometry::ShapeGeometry(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc) :
-		Geometry(id, element, name, doc) {
-	const ScopePtr sc = element->Compound();
-	if (nullptr == sc) {
-		DOMError("failed to read Geometry object (class: Shape), no data scope found");
-	}
-	const ElementPtr Indexes = GetRequiredElement(sc, "Indexes", element);
-	const ElementPtr Normals = GetRequiredElement(sc, "Normals", element);
-	const ElementPtr Vertices = GetRequiredElement(sc, "Vertices", element);
-	ParseVectorDataArray(m_indices, Indexes);
-	ParseVectorDataArray(m_vertices, Vertices);
-	ParseVectorDataArray(m_normals, Normals);
-}
-
-// ------------------------------------------------------------------------------------------------
-ShapeGeometry::~ShapeGeometry() {
-	// empty
-}
-// ------------------------------------------------------------------------------------------------
-const std::vector<Vector3> &ShapeGeometry::GetVertices() const {
-	return m_vertices;
-}
-// ------------------------------------------------------------------------------------------------
-const std::vector<Vector3> &ShapeGeometry::GetNormals() const {
-	return m_normals;
-}
-// ------------------------------------------------------------------------------------------------
-const std::vector<unsigned int> &ShapeGeometry::GetIndices() const {
-	return m_indices;
-}
-// ------------------------------------------------------------------------------------------------
-LineGeometry::LineGeometry(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc) :
-		Geometry(id, element, name, doc) {
-	const ScopePtr sc = element->Compound();
-	if (!sc) {
-		DOMError("failed to read Geometry object (class: Line), no data scope found");
-	}
-	const ElementPtr Points = GetRequiredElement(sc, "Points", element);
-	const ElementPtr PointsIndex = GetRequiredElement(sc, "PointsIndex", element);
-	ParseVectorDataArray(m_vertices, Points);
-	ParseVectorDataArray(m_indices, PointsIndex);
-}
-
-// ------------------------------------------------------------------------------------------------
-LineGeometry::~LineGeometry() {
-	// empty
-}
-// ------------------------------------------------------------------------------------------------
-const std::vector<Vector3> &LineGeometry::GetVertices() const {
-	return m_vertices;
-}
-// ------------------------------------------------------------------------------------------------
-const std::vector<int> &LineGeometry::GetIndices() const {
-	return m_indices;
-}
-} // namespace FBXDocParser

+ 0 - 263
modules/fbx/fbx_parser/FBXMeshGeometry.h

@@ -1,263 +0,0 @@
-/*************************************************************************/
-/*  FBXMeshGeometry.h                                                    */
-/*************************************************************************/
-/*                       This file is part of:                           */
-/*                           GODOT ENGINE                                */
-/*                      https://godotengine.org                          */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2022 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.                */
-/*************************************************************************/
-
-/*
-Open Asset Import Library (assimp)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2019, assimp team
-
-
-All rights reserved.
-
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
-following conditions are met:
-
-* Redistributions of source code must retain the above
-copyright notice, this list of conditions and the
-following disclaimer.
-
-* Redistributions in binary form must reproduce the above
-copyright notice, this list of conditions and the
-following disclaimer in the documentation and/or other
-materials provided with the distribution.
-
-* Neither the name of the assimp team, nor the names of its
-contributors may be used to endorse or promote products
-derived from this software without specific prior
-written permission of the assimp team.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-
-----------------------------------------------------------------------
-*/
-
-#ifndef FBX_MESH_GEOMETRY_H
-#define FBX_MESH_GEOMETRY_H
-
-#include "core/math/color.h"
-#include "core/math/vector2.h"
-#include "core/math/vector3.h"
-#include "core/templates/vector.h"
-
-#include "FBXDocument.h"
-#include "FBXParser.h"
-
-#include <iostream>
-
-#define AI_MAX_NUMBER_OF_TEXTURECOORDS 4
-#define AI_MAX_NUMBER_OF_COLOR_SETS 8
-
-namespace FBXDocParser {
-
-/*
- * DOM base class for all kinds of FBX geometry
- */
-class Geometry : public Object {
-public:
-	Geometry(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc);
-	virtual ~Geometry();
-
-	/** Get the Skin attached to this geometry or nullptr */
-	const Skin *DeformerSkin() const;
-
-	const std::vector<const BlendShape *> &get_blend_shapes() const;
-
-	size_t get_blend_shape_count() const {
-		return blendShapes.size();
-	}
-
-private:
-	const Skin *skin = nullptr;
-	std::vector<const BlendShape *> blendShapes;
-};
-
-typedef std::vector<int> MatIndexArray;
-
-/// Map Geometry stores the FBX file information.
-///
-/// # FBX doc.
-/// ## Reference type declared:
-/// 	- Direct (directly related to the mapping information type)
-/// 	- IndexToDirect (Map with key value, meaning depends on the MappingInformationType)
-///
-/// ## Map Type:
-/// 	* None The mapping is undetermined.
-/// 	* ByVertex There will be one mapping coordinate for each surface control point/vertex (ControlPoint is a vertex).
-/// 		* If you have direct reference type vertices[x]
-/// 		* If you have IndexToDirect reference type the UV
-/// 	* ByPolygonVertex There will be one mapping coordinate for each vertex, for every polygon of which it is a part. This means that a vertex will have as many mapping coordinates as polygons of which it is a part. (Sorted by polygon, referencing vertex)
-/// 	* ByPolygon There can be only one mapping coordinate for the whole polygon.
-/// 		* One mapping per polygon polygon x has this normal x
-/// 		* For each vertex of the polygon then set the normal to x
-/// 	* ByEdge There will be one mapping coordinate for each unique edge in the mesh. This is meant to be used with smoothing layer elements. (Mapping is referencing the edge id)
-/// 	* AllSame There can be only one mapping coordinate for the whole surface.
-class MeshGeometry : public Geometry {
-public:
-	enum class MapType {
-		none = 0, // No mapping type. Stored as "None".
-		vertex, // Maps per vertex. Stored as "ByVertice".
-		polygon_vertex, // Maps per polygon vertex. Stored as "ByPolygonVertex".
-		polygon, // Maps per polygon. Stored as "ByPolygon".
-		edge, // Maps per edge. Stored as "ByEdge".
-		all_the_same // Uaps to everything. Stored as "AllSame".
-	};
-
-	enum class ReferenceType {
-		direct = 0,
-		index = 1,
-		index_to_direct = 2
-	};
-
-	template <class T>
-	struct MappingData {
-		MapType map_type = MapType::none;
-		ReferenceType ref_type = ReferenceType::direct;
-		std::vector<T> data;
-		/// The meaning of the indices depends from the `MapType`.
-		/// If `ref_type` is `direct` this map is hollow.
-		std::vector<int> index;
-
-		String debug_info() const {
-			return "indexes: " + itos(index.size()) + " data: " + itos(data.size());
-		}
-	};
-
-	struct Edge {
-		int vertex_0 = 0, vertex_1 = 0;
-		Edge(int v0, int v1) :
-				vertex_0(v0), vertex_1(v1) {}
-		Edge() {}
-	};
-
-public:
-	MeshGeometry(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc);
-
-	virtual ~MeshGeometry();
-
-	const std::vector<Vector3> &get_vertices() const;
-	const std::vector<Edge> &get_edge_map() const;
-	const std::vector<int> &get_polygon_indices() const;
-	const std::vector<int> &get_edges() const;
-	const MappingData<Vector3> &get_normals() const;
-	const MappingData<Vector2> &get_uv_0() const;
-	const MappingData<Vector2> &get_uv_1() const;
-	const MappingData<Color> &get_colors() const;
-	const MappingData<int> &get_material_allocation_id() const;
-
-	/// Returns -1 if the vertices doesn't form an edge. Vertex order, doesn't
-	// matter.
-	static int get_edge_id(const std::vector<Edge> &p_map, int p_vertex_a, int p_vertex_b);
-	// Returns the edge point bu that ID, or the edge with -1 vertices if the
-	// id is not valid.
-	static Edge get_edge(const std::vector<Edge> &p_map, int p_id);
-
-private:
-	// Read directly from the FBX file.
-	std::vector<Vector3> m_vertices;
-	std::vector<Edge> edge_map;
-	std::vector<int> m_face_indices;
-	std::vector<int> m_edges;
-	MappingData<Vector3> m_normals;
-	MappingData<Vector2> m_uv_0; // first uv coordinates
-	MappingData<Vector2> m_uv_1; // second uv coordinates
-	MappingData<Color> m_colors; // colors for the mesh
-	MappingData<int> m_material_allocation_ids; // slot of material used
-
-	template <class T>
-	MappingData<T> resolve_vertex_data_array(
-			const ScopePtr source,
-			const std::string &MappingInformationType,
-			const std::string &ReferenceInformationType,
-			const std::string &dataElementName,
-			const std::string &indexOverride = "");
-};
-
-/*
- * DOM class for FBX geometry of type "Shape"
- */
-class ShapeGeometry : public Geometry {
-public:
-	/** The class constructor */
-	ShapeGeometry(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc);
-
-	/** The class destructor */
-	virtual ~ShapeGeometry();
-
-	/** Get a list of all vertex points, non-unique*/
-	const std::vector<Vector3> &GetVertices() const;
-
-	/** Get a list of all vertex normals or an empty array if
-	 *  no normals are specified. */
-	const std::vector<Vector3> &GetNormals() const;
-
-	/** Return list of vertex indices. */
-	const std::vector<unsigned int> &GetIndices() const;
-
-private:
-	std::vector<Vector3> m_vertices;
-	std::vector<Vector3> m_normals;
-	std::vector<unsigned int> m_indices;
-};
-/**
- *  DOM class for FBX geometry of type "Line"
- */
-class LineGeometry : public Geometry {
-public:
-	/** The class constructor */
-	LineGeometry(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc);
-
-	/** The class destructor */
-	virtual ~LineGeometry();
-
-	/** Get a list of all vertex points, non-unique*/
-	const std::vector<Vector3> &GetVertices() const;
-
-	/** Return list of vertex indices. */
-	const std::vector<int> &GetIndices() const;
-
-private:
-	std::vector<Vector3> m_vertices;
-	std::vector<int> m_indices;
-};
-} // namespace FBXDocParser
-
-#endif // FBX_MESH_GEOMETRY_H

+ 0 - 171
modules/fbx/fbx_parser/FBXModel.cpp

@@ -1,171 +0,0 @@
-/*************************************************************************/
-/*  FBXModel.cpp                                                         */
-/*************************************************************************/
-/*                       This file is part of:                           */
-/*                           GODOT ENGINE                                */
-/*                      https://godotengine.org                          */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2022 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.                */
-/*************************************************************************/
-
-/*
-Open Asset Import Library (assimp)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2019, assimp team
-
-
-All rights reserved.
-
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
-following conditions are met:
-
-* Redistributions of source code must retain the above
-  copyright notice, this list of conditions and the
-  following disclaimer.
-
-* Redistributions in binary form must reproduce the above
-  copyright notice, this list of conditions and the
-  following disclaimer in the documentation and/or other
-  materials provided with the distribution.
-
-* Neither the name of the assimp team, nor the names of its
-  contributors may be used to endorse or promote products
-  derived from this software without specific prior
-  written permission of the assimp team.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-
-----------------------------------------------------------------------
-*/
-
-/** @file  FBXModel.cpp
- *  @brief Assimp::FBX::Model implementation
- */
-
-#include "FBXDocument.h"
-#include "FBXDocumentUtil.h"
-#include "FBXMeshGeometry.h"
-#include "FBXParser.h"
-
-namespace FBXDocParser {
-
-using namespace Util;
-
-// ------------------------------------------------------------------------------------------------
-Model::Model(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name) :
-		Object(id, element, name), shading("Y") {
-	const ScopePtr sc = GetRequiredScope(element);
-	const ElementPtr Shading = sc->GetElement("Shading");
-	const ElementPtr Culling = sc->GetElement("Culling");
-
-	if (Shading) {
-		shading = GetRequiredToken(Shading, 0)->StringContents();
-	}
-
-	if (Culling) {
-		culling = ParseTokenAsString(GetRequiredToken(Culling, 0));
-	}
-
-	ResolveLinks(element, doc);
-}
-
-// ------------------------------------------------------------------------------------------------
-Model::~Model() {
-}
-
-ModelLimbNode::ModelLimbNode(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name) :
-		Model(id, element, doc, name){};
-
-ModelLimbNode::~ModelLimbNode() {
-}
-
-// ------------------------------------------------------------------------------------------------
-void Model::ResolveLinks(const ElementPtr element, const Document &doc) {
-	const char *const arr[] = { "Geometry", "Material", "NodeAttribute" };
-
-	// resolve material
-	const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(ID(), arr, 3);
-
-	materials.reserve(conns.size());
-	geometry.reserve(conns.size());
-	attributes.reserve(conns.size());
-	for (const Connection *con : conns) {
-		// material and geometry links should be Object-Object connections
-		if (con->PropertyName().length()) {
-			continue;
-		}
-
-		const Object *const ob = con->SourceObject();
-		if (!ob) {
-			//DOMWarning("failed to read source object for incoming Model link, ignoring",&element);
-			continue;
-		}
-
-		const Material *const mat = dynamic_cast<const Material *>(ob);
-		if (mat) {
-			materials.push_back(mat);
-			continue;
-		}
-
-		const Geometry *const geo = dynamic_cast<const Geometry *>(ob);
-		if (geo) {
-			geometry.push_back(geo);
-			continue;
-		}
-
-		const NodeAttribute *const att = dynamic_cast<const NodeAttribute *>(ob);
-		if (att) {
-			attributes.push_back(att);
-			continue;
-		}
-
-		DOMWarning("source object for model link is neither Material, NodeAttribute nor Geometry, ignoring", element);
-		continue;
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-bool Model::IsNull() const {
-	const std::vector<const NodeAttribute *> &attrs = GetAttributes();
-	for (const NodeAttribute *att : attrs) {
-		const Null *null_tag = dynamic_cast<const Null *>(att);
-		if (null_tag) {
-			return true;
-		}
-	}
-
-	return false;
-}
-} // namespace FBXDocParser

+ 0 - 174
modules/fbx/fbx_parser/FBXNodeAttribute.cpp

@@ -1,174 +0,0 @@
-/*************************************************************************/
-/*  FBXNodeAttribute.cpp                                                 */
-/*************************************************************************/
-/*                       This file is part of:                           */
-/*                           GODOT ENGINE                                */
-/*                      https://godotengine.org                          */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2022 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.                */
-/*************************************************************************/
-
-/*
-Open Asset Import Library (assimp)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2019, assimp team
-
-
-All rights reserved.
-
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
-following conditions are met:
-
-* Redistributions of source code must retain the above
-  copyright notice, this list of conditions and the
-  following disclaimer.
-
-* Redistributions in binary form must reproduce the above
-  copyright notice, this list of conditions and the
-  following disclaimer in the documentation and/or other
-  materials provided with the distribution.
-
-* Neither the name of the assimp team, nor the names of its
-  contributors may be used to endorse or promote products
-  derived from this software without specific prior
-  written permission of the assimp team.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-
-----------------------------------------------------------------------
-*/
-
-/** @file  FBXNoteAttribute.cpp
- *  @brief Assimp::FBX::NodeAttribute (and subclasses) implementation
- */
-
-#include "FBXDocument.h"
-#include "FBXDocumentUtil.h"
-#include "FBXParser.h"
-#include <iostream>
-
-namespace FBXDocParser {
-using namespace Util;
-
-// ------------------------------------------------------------------------------------------------
-NodeAttribute::NodeAttribute(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name) :
-		Object(id, element, name) {
-}
-
-// ------------------------------------------------------------------------------------------------
-NodeAttribute::~NodeAttribute() {
-	// empty
-}
-
-// ------------------------------------------------------------------------------------------------
-CameraSwitcher::CameraSwitcher(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name) :
-		NodeAttribute(id, element, doc, name) {
-	const ScopePtr sc = GetRequiredScope(element);
-	const ElementPtr CameraId = sc->GetElement("CameraId");
-	const ElementPtr CameraName = sc->GetElement("CameraName");
-	const ElementPtr CameraIndexName = sc->GetElement("CameraIndexName");
-
-	if (CameraId) {
-		cameraId = ParseTokenAsInt(GetRequiredToken(CameraId, 0));
-	}
-
-	if (CameraName) {
-		cameraName = GetRequiredToken(CameraName, 0)->StringContents();
-	}
-
-	if (CameraIndexName && CameraIndexName->Tokens().size()) {
-		cameraIndexName = GetRequiredToken(CameraIndexName, 0)->StringContents();
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-CameraSwitcher::~CameraSwitcher() {
-	// empty
-}
-
-// ------------------------------------------------------------------------------------------------
-Camera::Camera(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name) :
-		NodeAttribute(id, element, doc, name) {
-	// empty
-}
-
-// ------------------------------------------------------------------------------------------------
-Camera::~Camera() {
-	// empty
-}
-
-// ------------------------------------------------------------------------------------------------
-Light::Light(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name) :
-		NodeAttribute(id, element, doc, name) {
-	// empty
-}
-
-// ------------------------------------------------------------------------------------------------
-Light::~Light() {
-}
-
-// ------------------------------------------------------------------------------------------------
-Null::Null(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name) :
-		NodeAttribute(id, element, doc, name) {
-}
-
-// ------------------------------------------------------------------------------------------------
-Null::~Null() {
-}
-
-// ------------------------------------------------------------------------------------------------
-LimbNode::LimbNode(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name) :
-		NodeAttribute(id, element, doc, name) {
-	//std::cout << "limb node: " << name << std::endl;
-	//const Scope &sc = GetRequiredScope(element);
-
-	//const ElementPtr const TypeFlag = sc["TypeFlags"];
-
-	// keep this it can dump new properties for you
-	// for( auto element : sc.Elements())
-	// {
-	//     std::cout << "limbnode element: " << element.first << std::endl;
-	// }
-
-	// if(TypeFlag)
-	// {
-	// //    std::cout << "type flag: " << GetRequiredToken(*TypeFlag, 0).StringContents() << std::endl;
-	// }
-}
-
-// ------------------------------------------------------------------------------------------------
-LimbNode::~LimbNode() {
-}
-} // namespace FBXDocParser

+ 0 - 111
modules/fbx/fbx_parser/FBXParseTools.h

@@ -1,111 +0,0 @@
-/*************************************************************************/
-/*  FBXParseTools.h                                                      */
-/*************************************************************************/
-/*                       This file is part of:                           */
-/*                           GODOT ENGINE                                */
-/*                      https://godotengine.org                          */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2022 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.                */
-/*************************************************************************/
-
-#ifndef FBX_PARSE_TOOLS_H
-#define FBX_PARSE_TOOLS_H
-
-#include "core/error/error_macros.h"
-#include "core/string/ustring.h"
-
-#include <stdint.h>
-#include <algorithm>
-#include <locale>
-
-template <class char_t>
-inline bool IsNewLine(char_t c) {
-	return c == '\n' || c == '\r';
-}
-template <class char_t>
-inline bool IsSpace(char_t c) {
-	return (c == (char_t)' ' || c == (char_t)'\t');
-}
-
-template <class char_t>
-inline bool IsSpaceOrNewLine(char_t c) {
-	return IsNewLine(c) || IsSpace(c);
-}
-
-template <class char_t>
-inline bool IsLineEnd(char_t c) {
-	return (c == (char_t)'\r' || c == (char_t)'\n' || c == (char_t)'\0' || c == (char_t)'\f');
-}
-
-// ------------------------------------------------------------------------------------
-// Special version of the function, providing higher accuracy and safety
-// It is mainly used by fast_atof to prevent ugly and unwanted integer overflows.
-// ------------------------------------------------------------------------------------
-inline uint64_t strtoul10_64(const char *in, bool &errored, const char **out = nullptr, unsigned int *max_inout = nullptr) {
-	unsigned int cur = 0;
-	uint64_t value = 0;
-
-	errored = *in < '0' || *in > '9';
-	ERR_FAIL_COND_V_MSG(errored, 0, "The string cannot be converted parser error");
-
-	for (;;) {
-		if (*in < '0' || *in > '9') {
-			break;
-		}
-
-		const uint64_t new_value = (value * (uint64_t)10) + ((uint64_t)(*in - '0'));
-
-		// numeric overflow, we rely on you
-		if (new_value < value) {
-			//WARN_PRINT( "Converting the string \" " + in + " \" into a value resulted in overflow." );
-			return 0;
-		}
-
-		value = new_value;
-
-		++in;
-		++cur;
-
-		if (max_inout && *max_inout == cur) {
-			if (out) { /* skip to end */
-				while (*in >= '0' && *in <= '9') {
-					++in;
-				}
-				*out = in;
-			}
-
-			return value;
-		}
-	}
-	if (out) {
-		*out = in;
-	}
-
-	if (max_inout) {
-		*max_inout = cur;
-	}
-
-	return value;
-}
-
-#endif // FBX_PARSE_TOOLS_H

+ 0 - 1322
modules/fbx/fbx_parser/FBXParser.cpp

@@ -1,1322 +0,0 @@
-/*************************************************************************/
-/*  FBXParser.cpp                                                        */
-/*************************************************************************/
-/*                       This file is part of:                           */
-/*                           GODOT ENGINE                                */
-/*                      https://godotengine.org                          */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2022 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.                */
-/*************************************************************************/
-
-/*
-Open Asset Import Library (assimp)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2019, assimp team
-
-
-All rights reserved.
-
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
-following conditions are met:
-
-* Redistributions of source code must retain the above
-  copyright notice, this list of conditions and the
-  following disclaimer.
-
-* Redistributions in binary form must reproduce the above
-  copyright notice, this list of conditions and the
-  following disclaimer in the documentation and/or other
-  materials provided with the distribution.
-
-* Neither the name of the assimp team, nor the names of its
-  contributors may be used to endorse or promote products
-  derived from this software without specific prior
-  written permission of the assimp team.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-
-----------------------------------------------------------------------
-*/
-
-/** @file  FBXParser.cpp
- *  @brief Implementation of the FBX parser and the rudimentary DOM that we use
- */
-
-#include <stdlib.h> /* strtol */
-#include <zlib.h>
-
-#include "ByteSwapper.h"
-#include "FBXParseTools.h"
-#include "FBXParser.h"
-#include "FBXTokenizer.h"
-#include "core/math/math_defs.h"
-#include "core/math/transform_3d.h"
-#include "core/math/vector3.h"
-#include "core/string/print_string.h"
-
-using namespace FBXDocParser;
-namespace {
-
-// Initially, we did reinterpret_cast, breaking strict aliasing rules.
-// This actually caused trouble on Android, so let's be safe this time.
-// https://github.com/assimp/assimp/issues/24
-template <typename T>
-T SafeParse(const char *data, const char *end) {
-	// Actual size validation happens during Tokenization so
-	// this is valid as an assertion.
-	(void)(end);
-	//ai_assert(static_cast<size_t>(end - data) >= sizeof(T));
-	T result = static_cast<T>(0);
-	::memcpy(&result, data, sizeof(T));
-	return result;
-}
-} // namespace
-
-namespace FBXDocParser {
-
-// ------------------------------------------------------------------------------------------------
-Element::Element(const TokenPtr key_token, Parser &parser) :
-		key_token(key_token) {
-	TokenPtr n = nullptr;
-	do {
-		n = parser.AdvanceToNextToken();
-		if (n == nullptr) {
-			continue;
-		}
-
-		if (!n) {
-			print_error("unexpected end of file, expected closing bracket" + String(parser.LastToken()->StringContents().c_str()));
-		}
-
-		if (n && n->Type() == TokenType_DATA) {
-			tokens.push_back(n);
-			TokenPtr prev = n;
-			n = parser.AdvanceToNextToken();
-
-			if (n == nullptr) {
-				break;
-			}
-
-			if (!n) {
-				print_error("unexpected end of file, expected bracket, comma or key" + String(parser.LastToken()->StringContents().c_str()));
-				parser.corrupt = true;
-				return;
-			}
-
-			const TokenType ty = n->Type();
-
-			// some exporters are missing a comma on the next line
-			if (ty == TokenType_DATA && prev->Type() == TokenType_DATA && (n->Line() == prev->Line() + 1)) {
-				tokens.push_back(n);
-				continue;
-			}
-
-			if (ty != TokenType_OPEN_BRACKET && ty != TokenType_CLOSE_BRACKET && ty != TokenType_COMMA && ty != TokenType_KEY) {
-				print_error("unexpected token; expected bracket, comma or key" + String(n->StringContents().c_str()));
-				parser.corrupt = true;
-				return;
-			}
-		}
-
-		if (n && n->Type() == TokenType_OPEN_BRACKET) {
-			compound = new_Scope(parser);
-			parser.scopes.push_back(compound);
-
-			if (parser.corrupt) {
-				return;
-			}
-
-			// current token should be a TOK_CLOSE_BRACKET
-			n = parser.CurrentToken();
-
-			if (n && n->Type() != TokenType_CLOSE_BRACKET) {
-				print_error("expected closing bracket" + String(n->StringContents().c_str()));
-				parser.corrupt = true;
-				return;
-			}
-
-			parser.AdvanceToNextToken();
-			return;
-		}
-	} while (n && n->Type() != TokenType_KEY && n->Type() != TokenType_CLOSE_BRACKET);
-}
-
-// ------------------------------------------------------------------------------------------------
-Element::~Element() {
-}
-
-// ------------------------------------------------------------------------------------------------
-Scope::Scope(Parser &parser, bool topLevel) {
-	if (!topLevel) {
-		TokenPtr t = parser.CurrentToken();
-		if (t->Type() != TokenType_OPEN_BRACKET) {
-			print_error("expected open bracket" + String(t->StringContents().c_str()));
-			parser.corrupt = true;
-			return;
-		}
-	}
-
-	TokenPtr n = parser.AdvanceToNextToken();
-	if (n == nullptr) {
-		print_error("unexpected end of file");
-		parser.corrupt = true;
-		return;
-	}
-
-	// note: empty scopes are allowed
-	while (n && n->Type() != TokenType_CLOSE_BRACKET) {
-		if (n->Type() != TokenType_KEY) {
-			print_error("unexpected token, expected TOK_KEY" + String(n->StringContents().c_str()));
-			parser.corrupt = true;
-			return;
-		}
-
-		const std::string str = n->StringContents();
-
-		if (parser.corrupt) {
-			return;
-		}
-		// std::multimap<std::string, ElementPtr> (key and value)
-		elements.insert(ElementMap::value_type(str, new_Element(n, parser)));
-
-		// Element() should stop at the next Key token (or right after a Close token)
-		n = parser.CurrentToken();
-		if (n == nullptr) {
-			if (topLevel) {
-				return;
-			}
-
-			//print_error("unexpected end of file" + String(parser.LastToken()->StringContents().c_str()));
-		}
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-Scope::~Scope() {
-	for (ElementMap::value_type &v : elements) {
-		delete v.second;
-		v.second = nullptr;
-	}
-
-	elements.clear();
-}
-
-// ------------------------------------------------------------------------------------------------
-Parser::Parser(const TokenList &tokens, bool is_binary) :
-		tokens(tokens), cursor(tokens.begin()), is_binary(is_binary) {
-	root = new_Scope(*this, true);
-	scopes.push_back(root);
-}
-
-// ------------------------------------------------------------------------------------------------
-Parser::~Parser() {
-	for (ScopePtr scope : scopes) {
-		delete scope;
-		scope = nullptr;
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-TokenPtr Parser::AdvanceToNextToken() {
-	last = current;
-	if (cursor == tokens.end()) {
-		current = nullptr;
-	} else {
-		current = *cursor++;
-	}
-	return current;
-}
-
-// ------------------------------------------------------------------------------------------------
-TokenPtr Parser::CurrentToken() const {
-	return current;
-}
-
-// ------------------------------------------------------------------------------------------------
-TokenPtr Parser::LastToken() const {
-	return last;
-}
-
-// ------------------------------------------------------------------------------------------------
-uint64_t ParseTokenAsID(const TokenPtr t, const char *&err_out) {
-	ERR_FAIL_COND_V_MSG(t == nullptr, 0L, "Invalid token passed to ParseTokenAsID");
-	err_out = nullptr;
-
-	if (t->Type() != TokenType_DATA) {
-		err_out = "expected TOK_DATA token";
-		return 0L;
-	}
-
-	if (t->IsBinary()) {
-		const char *data = t->begin();
-		if (data[0] != 'L') {
-			err_out = "failed to parse ID, unexpected data type, expected L(ong) (binary)";
-			return 0L;
-		}
-
-		uint64_t id = SafeParse<uint64_t>(data + 1, t->end());
-		return id;
-	}
-
-	// XXX: should use size_t here
-	unsigned int length = static_cast<unsigned int>(t->end() - t->begin());
-	//ai_assert(length > 0);
-
-	const char *out = nullptr;
-	bool errored = false;
-
-	const uint64_t id = strtoul10_64(t->begin(), errored, &out, &length);
-	if (errored || out > t->end()) {
-		err_out = "failed to parse ID (text)";
-		return 0L;
-	}
-
-	return id;
-}
-
-// ------------------------------------------------------------------------------------------------
-// wrapper around ParseTokenAsID() with print_error handling
-uint64_t ParseTokenAsID(const TokenPtr t) {
-	const char *err = nullptr;
-	const uint64_t i = ParseTokenAsID(t, err);
-	if (err) {
-		print_error(String(err) + " " + String(t->StringContents().c_str()));
-	}
-	return i;
-}
-
-// ------------------------------------------------------------------------------------------------
-size_t ParseTokenAsDim(const TokenPtr t, const char *&err_out) {
-	// same as ID parsing, except there is a trailing asterisk
-	err_out = nullptr;
-
-	if (t->Type() != TokenType_DATA) {
-		err_out = "expected TOK_DATA token";
-		return 0;
-	}
-
-	if (t->IsBinary()) {
-		const char *data = t->begin();
-		if (data[0] != 'L') {
-			err_out = "failed to parse ID, unexpected data type, expected L(ong) (binary)";
-			return 0;
-		}
-
-		uint64_t id = SafeParse<uint64_t>(data + 1, t->end());
-		AI_SWAP8(id);
-		return static_cast<size_t>(id);
-	}
-
-	if (*t->begin() != '*') {
-		err_out = "expected asterisk before array dimension";
-		return 0;
-	}
-
-	// XXX: should use size_t here
-	unsigned int length = static_cast<unsigned int>(t->end() - t->begin());
-	if (length == 0) {
-		err_out = "expected valid integer number after asterisk";
-		return 0;
-	}
-
-	const char *out = nullptr;
-	bool errored = false;
-	const size_t id = static_cast<size_t>(strtoul10_64(t->begin() + 1, errored, &out, &length));
-	if (errored || out > t->end()) {
-		print_error("failed to parse id");
-		err_out = "failed to parse ID";
-		return 0;
-	}
-
-	return id;
-}
-
-// ------------------------------------------------------------------------------------------------
-float ParseTokenAsFloat(const TokenPtr t, const char *&err_out) {
-	err_out = nullptr;
-
-	if (t->Type() != TokenType_DATA) {
-		err_out = "expected TOK_DATA token";
-		return 0.0f;
-	}
-
-	if (t->IsBinary()) {
-		const char *data = t->begin();
-		if (data[0] != 'F' && data[0] != 'D') {
-			err_out = "failed to parse F(loat) or D(ouble), unexpected data type (binary)";
-			return 0.0f;
-		}
-
-		if (data[0] == 'F') {
-			return SafeParse<float>(data + 1, t->end());
-		} else {
-			return static_cast<float>(SafeParse<double>(data + 1, t->end()));
-		}
-	}
-
-// need to copy the input string to a temporary buffer
-// first - next in the fbx token stream comes ',',
-// which fast_atof could interpret as decimal point.
-#define MAX_FLOAT_LENGTH 31
-	char temp[MAX_FLOAT_LENGTH + 1];
-	const size_t length = static_cast<size_t>(t->end() - t->begin());
-	std::copy(t->begin(), t->end(), temp);
-	temp[std::min(static_cast<size_t>(MAX_FLOAT_LENGTH), length)] = '\0';
-
-	return atof(temp);
-}
-
-// ------------------------------------------------------------------------------------------------
-int ParseTokenAsInt(const TokenPtr t, const char *&err_out) {
-	err_out = nullptr;
-
-	if (t->Type() != TokenType_DATA) {
-		err_out = "expected TOK_DATA token";
-		return 0;
-	}
-
-	// binary files are simple to parse
-	if (t->IsBinary()) {
-		const char *data = t->begin();
-		if (data[0] != 'I') {
-			err_out = "failed to parse I(nt), unexpected data type (binary)";
-			return 0;
-		}
-
-		int32_t ival = SafeParse<int32_t>(data + 1, t->end());
-		AI_SWAP4(ival);
-		return static_cast<int>(ival);
-	}
-
-	// ASCII files are unsafe.
-	const size_t length = static_cast<size_t>(t->end() - t->begin());
-	if (length == 0) {
-		err_out = "expected valid integer number after asterisk";
-		ERR_FAIL_V_MSG(0, "expected valid integer number after asterisk");
-	}
-
-	// must not be null for strtol to work
-	char *out = (char *)t->end();
-	// string begin, end ptr ref, base 10
-	const int value = strtol(t->begin(), &out, 10);
-	if (out == nullptr || out != t->end()) {
-		err_out = "failed to parse ID";
-		ERR_FAIL_V_MSG(0, "failed to parse ID");
-	}
-
-	return value;
-}
-
-// ------------------------------------------------------------------------------------------------
-int64_t ParseTokenAsInt64(const TokenPtr t, const char *&err_out) {
-	err_out = nullptr;
-
-	if (t->Type() != TokenType_DATA) {
-		err_out = "expected TOK_DATA token";
-		return 0L;
-	}
-
-	if (t->IsBinary()) {
-		const char *data = t->begin();
-		if (data[0] != 'L') {
-			err_out = "failed to parse Int64, unexpected data type";
-			return 0L;
-		}
-
-		int64_t id = SafeParse<int64_t>(data + 1, t->end());
-		AI_SWAP8(id);
-		return id;
-	}
-
-	// XXX: should use size_t here
-	unsigned int length = static_cast<unsigned int>(t->end() - t->begin());
-	//ai_assert(length > 0);
-
-	char *out = nullptr;
-	const int64_t id = strtol(t->begin(), &out, length);
-	if (out > t->end()) {
-		err_out = "failed to parse Int64 (text)";
-		return 0L;
-	}
-
-	return id;
-}
-
-// ------------------------------------------------------------------------------------------------
-std::string ParseTokenAsString(const TokenPtr t, const char *&err_out) {
-	err_out = nullptr;
-
-	if (t->Type() != TokenType_DATA) {
-		err_out = "expected TOK_DATA token";
-		return "";
-	}
-
-	if (t->IsBinary()) {
-		const char *data = t->begin();
-		if (data[0] != 'S') {
-			err_out = "failed to parse String, unexpected data type (binary)";
-			return "";
-		}
-
-		// read string length
-		int32_t len = SafeParse<int32_t>(data + 1, t->end());
-		AI_SWAP4(len);
-
-		//ai_assert(t.end() - data == 5 + len);
-		return std::string(data + 5, len);
-	}
-
-	const size_t length = static_cast<size_t>(t->end() - t->begin());
-	if (length < 2) {
-		err_out = "token is too short to hold a string";
-		return "";
-	}
-
-	const char *s = t->begin(), *e = t->end() - 1;
-	if (*s != '\"' || *e != '\"') {
-		err_out = "expected double quoted string";
-		return "";
-	}
-
-	return std::string(s + 1, length - 2);
-}
-
-namespace {
-
-// ------------------------------------------------------------------------------------------------
-// read the type code and element count of a binary data array and stop there
-void ReadBinaryDataArrayHead(const char *&data, const char *end, char &type, uint32_t &count,
-		const ElementPtr el) {
-	TokenPtr token = el->KeyToken();
-	if (static_cast<size_t>(end - data) < 5) {
-		print_error("binary data array is too short, need five (5) bytes for type signature and element count: " + String(token->StringContents().c_str()));
-	}
-
-	// data type
-	type = *data;
-
-	// read number of elements
-	uint32_t len = SafeParse<uint32_t>(data + 1, end);
-	AI_SWAP4(len);
-
-	count = len;
-	data += 5;
-}
-
-// ------------------------------------------------------------------------------------------------
-// read binary data array, assume cursor points to the 'compression mode' field (i.e. behind the header)
-void ReadBinaryDataArray(char type, uint32_t count, const char *&data, const char *end,
-		std::vector<char> &buff,
-		const ElementPtr /*el*/) {
-	uint32_t encmode = SafeParse<uint32_t>(data, end);
-	AI_SWAP4(encmode);
-	data += 4;
-
-	// next comes the compressed length
-	uint32_t comp_len = SafeParse<uint32_t>(data, end);
-	AI_SWAP4(comp_len);
-	data += 4;
-
-	//ai_assert(data + comp_len == end);
-
-	// determine the length of the uncompressed data by looking at the type signature
-	uint32_t stride = 0;
-	switch (type) {
-		case 'f':
-		case 'i':
-			stride = 4;
-			break;
-
-		case 'd':
-		case 'l':
-			stride = 8;
-			break;
-	}
-
-	const uint32_t full_length = stride * count;
-	buff.resize(full_length);
-
-	if (encmode == 0) {
-		//ai_assert(full_length == comp_len);
-
-		// plain data, no compression
-		std::copy(data, end, buff.begin());
-	} else if (encmode == 1) {
-		// zlib/deflate, next comes ZIP head (0x78 0x01)
-		// see https://www.ietf.org/rfc/rfc1950.txt
-
-		z_stream zstream;
-		zstream.opaque = Z_NULL;
-		zstream.zalloc = Z_NULL;
-		zstream.zfree = Z_NULL;
-		zstream.data_type = Z_BINARY;
-
-		// http://hewgill.com/journal/entries/349-how-to-decompress-gzip-stream-with-zlib
-		if (Z_OK != inflateInit(&zstream)) {
-			print_error("failure initializing zlib");
-		}
-
-		zstream.next_in = reinterpret_cast<Bytef *>(const_cast<char *>(data));
-		zstream.avail_in = comp_len;
-
-		zstream.avail_out = static_cast<uInt>(buff.size());
-		zstream.next_out = reinterpret_cast<Bytef *>(&*buff.begin());
-		const int ret = inflate(&zstream, Z_FINISH);
-
-		if (ret != Z_STREAM_END && ret != Z_OK) {
-			print_error("failure decompressing compressed data section");
-		}
-
-		// terminate zlib
-		inflateEnd(&zstream);
-	}
-#ifdef ASSIMP_BUILD_DEBUG
-	else {
-		// runtime check for this happens at tokenization stage
-		//ai_assert(false);
-	}
-#endif
-
-	data += comp_len;
-	//ai_assert(data == end);
-}
-} // namespace
-
-// ------------------------------------------------------------------------------------------------
-// read an array of float3 tuples
-void ParseVectorDataArray(std::vector<Vector3> &out, const ElementPtr el) {
-	out.resize(0);
-
-	const TokenList &tok = el->Tokens();
-	TokenPtr token = el->KeyToken();
-	if (tok.empty()) {
-		print_error("unexpected empty element" + String(token->StringContents().c_str()));
-	}
-
-	if (tok[0]->IsBinary()) {
-		const char *data = tok[0]->begin(), *end = tok[0]->end();
-
-		char type;
-		uint32_t count;
-		ReadBinaryDataArrayHead(data, end, type, count, el);
-
-		if (count % 3 != 0) {
-			print_error("number of floats is not a multiple of three (3) (binary)" + String(token->StringContents().c_str()));
-		}
-
-		if (!count) {
-			return;
-		}
-
-		if (type != 'd' && type != 'f') {
-			print_error("expected float or double array (binary)" + String(token->StringContents().c_str()));
-		}
-
-		std::vector<char> buff;
-		ReadBinaryDataArray(type, count, data, end, buff, el);
-
-		//ai_assert(data == end);
-		//ai_assert(buff.size() == count * (type == 'd' ? 8 : 4));
-
-		const uint32_t count3 = count / 3;
-		out.reserve(count3);
-
-		if (type == 'd') {
-			const double *d = reinterpret_cast<const double *>(&buff[0]);
-			for (unsigned int i = 0; i < count3; ++i, d += 3) {
-				out.push_back(Vector3(static_cast<real_t>(d[0]),
-						static_cast<real_t>(d[1]),
-						static_cast<real_t>(d[2])));
-			}
-		} else if (type == 'f') {
-			const float *f = reinterpret_cast<const float *>(&buff[0]);
-			for (unsigned int i = 0; i < count3; ++i, f += 3) {
-				out.push_back(Vector3(f[0], f[1], f[2]));
-			}
-		}
-
-		return;
-	}
-
-	const size_t dim = ParseTokenAsDim(tok[0]);
-
-	// may throw bad_alloc if the input is rubbish, but this need
-	// not to be prevented - importing would fail but we wouldn't
-	// crash since assimp handles this case properly.
-	out.reserve(dim);
-
-	const ScopePtr scope = GetRequiredScope(el);
-	const ElementPtr a = GetRequiredElement(scope, "a", el);
-
-	if (a->Tokens().size() % 3 != 0) {
-		print_error("number of floats is not a multiple of three (3)" + String(token->StringContents().c_str()));
-	} else {
-		for (TokenList::const_iterator it = a->Tokens().begin(), end = a->Tokens().end(); it != end;) {
-			Vector3 v;
-			v.x = ParseTokenAsFloat(*it++);
-			v.y = ParseTokenAsFloat(*it++);
-			v.z = ParseTokenAsFloat(*it++);
-
-			out.push_back(v);
-		}
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-// read an array of color4 tuples
-void ParseVectorDataArray(std::vector<Color> &out, const ElementPtr el) {
-	out.resize(0);
-	const TokenList &tok = el->Tokens();
-
-	TokenPtr token = el->KeyToken();
-
-	if (tok.empty()) {
-		print_error("unexpected empty element" + String(token->StringContents().c_str()));
-	}
-
-	if (tok[0]->IsBinary()) {
-		const char *data = tok[0]->begin(), *end = tok[0]->end();
-
-		char type;
-		uint32_t count;
-		ReadBinaryDataArrayHead(data, end, type, count, el);
-
-		if (count % 4 != 0) {
-			print_error("number of floats is not a multiple of four (4) (binary)" + String(token->StringContents().c_str()));
-		}
-
-		if (!count) {
-			return;
-		}
-
-		if (type != 'd' && type != 'f') {
-			print_error("expected float or double array (binary)" + String(token->StringContents().c_str()));
-		}
-
-		std::vector<char> buff;
-		ReadBinaryDataArray(type, count, data, end, buff, el);
-
-		//ai_assert(data == end);
-		//ai_assert(buff.size() == count * (type == 'd' ? 8 : 4));
-
-		const uint32_t count4 = count / 4;
-		out.reserve(count4);
-
-		if (type == 'd') {
-			const double *d = reinterpret_cast<const double *>(&buff[0]);
-			for (unsigned int i = 0; i < count4; ++i, d += 4) {
-				out.push_back(Color(static_cast<float>(d[0]),
-						static_cast<float>(d[1]),
-						static_cast<float>(d[2]),
-						static_cast<float>(d[3])));
-			}
-		} else if (type == 'f') {
-			const float *f = reinterpret_cast<const float *>(&buff[0]);
-			for (unsigned int i = 0; i < count4; ++i, f += 4) {
-				out.push_back(Color(f[0], f[1], f[2], f[3]));
-			}
-		}
-		return;
-	}
-
-	const size_t dim = ParseTokenAsDim(tok[0]);
-
-	//  see notes in ParseVectorDataArray() above
-	out.reserve(dim);
-
-	const ScopePtr scope = GetRequiredScope(el);
-	const ElementPtr a = GetRequiredElement(scope, "a", el);
-
-	if (a->Tokens().size() % 4 != 0) {
-		print_error("number of floats is not a multiple of four (4)" + String(token->StringContents().c_str()));
-	}
-	for (TokenList::const_iterator it = a->Tokens().begin(), end = a->Tokens().end(); it != end;) {
-		Color v;
-		v.r = ParseTokenAsFloat(*it++);
-		v.g = ParseTokenAsFloat(*it++);
-		v.b = ParseTokenAsFloat(*it++);
-		v.a = ParseTokenAsFloat(*it++);
-
-		out.push_back(v);
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-// read an array of float2 tuples
-void ParseVectorDataArray(std::vector<Vector2> &out, const ElementPtr el) {
-	out.resize(0);
-	const TokenList &tok = el->Tokens();
-	TokenPtr token = el->KeyToken();
-	if (tok.empty()) {
-		print_error("unexpected empty element" + String(token->StringContents().c_str()));
-	}
-
-	if (tok[0]->IsBinary()) {
-		const char *data = tok[0]->begin(), *end = tok[0]->end();
-
-		char type;
-		uint32_t count;
-		ReadBinaryDataArrayHead(data, end, type, count, el);
-
-		if (count % 2 != 0) {
-			print_error("number of floats is not a multiple of two (2) (binary)" + String(token->StringContents().c_str()));
-		}
-
-		if (!count) {
-			return;
-		}
-
-		if (type != 'd' && type != 'f') {
-			print_error("expected float or double array (binary)" + String(token->StringContents().c_str()));
-		}
-
-		std::vector<char> buff;
-		ReadBinaryDataArray(type, count, data, end, buff, el);
-
-		//ai_assert(data == end);
-		//ai_assert(buff.size() == count * (type == 'd' ? 8 : 4));
-
-		const uint32_t count2 = count / 2;
-		out.reserve(count2);
-
-		if (type == 'd') {
-			const double *d = reinterpret_cast<const double *>(&buff[0]);
-			for (unsigned int i = 0; i < count2; ++i, d += 2) {
-				out.push_back(Vector2(static_cast<float>(d[0]),
-						static_cast<float>(d[1])));
-			}
-		} else if (type == 'f') {
-			const float *f = reinterpret_cast<const float *>(&buff[0]);
-			for (unsigned int i = 0; i < count2; ++i, f += 2) {
-				out.push_back(Vector2(f[0], f[1]));
-			}
-		}
-
-		return;
-	}
-
-	const size_t dim = ParseTokenAsDim(tok[0]);
-
-	// see notes in ParseVectorDataArray() above
-	out.reserve(dim);
-
-	const ScopePtr scope = GetRequiredScope(el);
-	const ElementPtr a = GetRequiredElement(scope, "a", el);
-
-	if (a->Tokens().size() % 2 != 0) {
-		print_error("number of floats is not a multiple of two (2)" + String(token->StringContents().c_str()));
-	} else {
-		for (TokenList::const_iterator it = a->Tokens().begin(), end = a->Tokens().end(); it != end;) {
-			Vector2 v;
-			v.x = ParseTokenAsFloat(*it++);
-			v.y = ParseTokenAsFloat(*it++);
-			out.push_back(v);
-		}
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-// read an array of ints
-void ParseVectorDataArray(std::vector<int> &out, const ElementPtr el) {
-	out.resize(0);
-	const TokenList &tok = el->Tokens();
-	TokenPtr token = el->KeyToken();
-	if (tok.empty()) {
-		print_error("unexpected empty element" + String(token->StringContents().c_str()));
-	}
-
-	if (tok[0]->IsBinary()) {
-		const char *data = tok[0]->begin(), *end = tok[0]->end();
-
-		char type;
-		uint32_t count;
-		ReadBinaryDataArrayHead(data, end, type, count, el);
-
-		if (!count) {
-			return;
-		}
-
-		if (type != 'i') {
-			print_error("expected int array (binary)" + String(token->StringContents().c_str()));
-		}
-
-		std::vector<char> buff;
-		ReadBinaryDataArray(type, count, data, end, buff, el);
-
-		//ai_assert(data == end);
-		//ai_assert(buff.size() == count * 4);
-
-		out.reserve(count);
-
-		const int32_t *ip = reinterpret_cast<const int32_t *>(&buff[0]);
-		for (unsigned int i = 0; i < count; ++i, ++ip) {
-			int32_t val = *ip;
-			AI_SWAP4(val);
-			out.push_back(val);
-		}
-
-		return;
-	}
-
-	const size_t dim = ParseTokenAsDim(tok[0]);
-
-	// see notes in ParseVectorDataArray()
-	out.reserve(dim);
-
-	const ScopePtr scope = GetRequiredScope(el);
-	const ElementPtr a = GetRequiredElement(scope, "a", el);
-
-	for (TokenList::const_iterator it = a->Tokens().begin(), end = a->Tokens().end(); it != end;) {
-		const int ival = ParseTokenAsInt(*it++);
-		out.push_back(ival);
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-// read an array of floats
-void ParseVectorDataArray(std::vector<float> &out, const ElementPtr el) {
-	out.resize(0);
-	const TokenList &tok = el->Tokens();
-	TokenPtr token = el->KeyToken();
-	if (tok.empty()) {
-		print_error("unexpected empty element: " + String(token->StringContents().c_str()));
-	}
-
-	if (tok[0]->IsBinary()) {
-		const char *data = tok[0]->begin(), *end = tok[0]->end();
-
-		char type;
-		uint32_t count;
-		ReadBinaryDataArrayHead(data, end, type, count, el);
-
-		if (!count) {
-			return;
-		}
-
-		if (type != 'd' && type != 'f') {
-			print_error("expected float or double array (binary) " + String(token->StringContents().c_str()));
-		}
-
-		std::vector<char> buff;
-		ReadBinaryDataArray(type, count, data, end, buff, el);
-
-		//ai_assert(data == end);
-		//ai_assert(buff.size() == count * (type == 'd' ? 8 : 4));
-
-		if (type == 'd') {
-			const double *d = reinterpret_cast<const double *>(&buff[0]);
-			for (unsigned int i = 0; i < count; ++i, ++d) {
-				out.push_back(static_cast<float>(*d));
-			}
-		} else if (type == 'f') {
-			const float *f = reinterpret_cast<const float *>(&buff[0]);
-			for (unsigned int i = 0; i < count; ++i, ++f) {
-				out.push_back(*f);
-			}
-		}
-
-		return;
-	}
-
-	const size_t dim = ParseTokenAsDim(tok[0]);
-
-	// see notes in ParseVectorDataArray()
-	out.reserve(dim);
-
-	const ScopePtr scope = GetRequiredScope(el);
-	const ElementPtr a = GetRequiredElement(scope, "a", el);
-
-	for (TokenList::const_iterator it = a->Tokens().begin(), end = a->Tokens().end(); it != end;) {
-		const float ival = ParseTokenAsFloat(*it++);
-		out.push_back(ival);
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-// read an array of uints
-void ParseVectorDataArray(std::vector<unsigned int> &out, const ElementPtr el) {
-	out.resize(0);
-	const TokenList &tok = el->Tokens();
-	const TokenPtr token = el->KeyToken();
-
-	ERR_FAIL_COND_MSG(!token, "invalid ParseVectorDataArrat token invalid");
-
-	if (tok.empty()) {
-		print_error("unexpected empty element: " + String(token->StringContents().c_str()));
-	}
-
-	if (tok[0]->IsBinary()) {
-		const char *data = tok[0]->begin(), *end = tok[0]->end();
-
-		char type;
-		uint32_t count;
-		ReadBinaryDataArrayHead(data, end, type, count, el);
-
-		if (!count) {
-			return;
-		}
-
-		if (type != 'i') {
-			print_error("expected (u)int array (binary)" + String(token->StringContents().c_str()));
-		}
-
-		std::vector<char> buff;
-		ReadBinaryDataArray(type, count, data, end, buff, el);
-
-		//ai_assert(data == end);
-		//ai_assert(buff.size() == count * 4);
-
-		out.reserve(count);
-
-		const int32_t *ip = reinterpret_cast<const int32_t *>(&buff[0]);
-		for (unsigned int i = 0; i < count; ++i, ++ip) {
-			int32_t val = *ip;
-			if (val < 0) {
-				print_error("encountered negative integer index (binary)");
-			}
-
-			out.push_back(val);
-		}
-
-		return;
-	}
-
-	const size_t dim = ParseTokenAsDim(tok[0]);
-
-	// see notes in ParseVectorDataArray()
-	out.reserve(dim);
-
-	const ScopePtr scope = GetRequiredScope(el);
-	const ElementPtr a = GetRequiredElement(scope, "a", el);
-
-	for (TokenList::const_iterator it = a->Tokens().begin(), end = a->Tokens().end(); it != end;) {
-		const int ival = ParseTokenAsInt(*it++);
-		if (ival < 0) {
-			print_error("encountered negative integer index");
-		}
-		out.push_back(static_cast<unsigned int>(ival));
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-// read an array of uint64_ts
-void ParseVectorDataArray(std::vector<uint64_t> &out, const ElementPtr el) {
-	out.resize(0);
-
-	const TokenList &tok = el->Tokens();
-	TokenPtr token = el->KeyToken();
-	ERR_FAIL_COND(!token);
-
-	if (tok.empty()) {
-		print_error("unexpected empty element " + String(token->StringContents().c_str()));
-	}
-
-	if (tok[0]->IsBinary()) {
-		const char *data = tok[0]->begin(), *end = tok[0]->end();
-
-		char type;
-		uint32_t count;
-		ReadBinaryDataArrayHead(data, end, type, count, el);
-
-		if (!count) {
-			return;
-		}
-
-		if (type != 'l') {
-			print_error("expected long array (binary): " + String(token->StringContents().c_str()));
-		}
-
-		std::vector<char> buff;
-		ReadBinaryDataArray(type, count, data, end, buff, el);
-
-		//ai_assert(data == end);
-		//ai_assert(buff.size() == count * 8);
-
-		out.reserve(count);
-
-		const uint64_t *ip = reinterpret_cast<const uint64_t *>(&buff[0]);
-		for (unsigned int i = 0; i < count; ++i, ++ip) {
-			uint64_t val = *ip;
-			AI_SWAP8(val);
-			out.push_back(val);
-		}
-
-		return;
-	}
-
-	const size_t dim = ParseTokenAsDim(tok[0]);
-
-	// see notes in ParseVectorDataArray()
-	out.reserve(dim);
-
-	const ScopePtr scope = GetRequiredScope(el);
-	const ElementPtr a = GetRequiredElement(scope, "a", el);
-
-	for (TokenList::const_iterator it = a->Tokens().begin(), end = a->Tokens().end(); it != end;) {
-		const uint64_t ival = ParseTokenAsID(*it++);
-
-		out.push_back(ival);
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-// read an array of int64_ts
-void ParseVectorDataArray(std::vector<int64_t> &out, const ElementPtr el) {
-	out.resize(0);
-	const TokenList &tok = el->Tokens();
-	TokenPtr token = el->KeyToken();
-	ERR_FAIL_COND(!token);
-	if (tok.empty()) {
-		print_error("unexpected empty element: " + String(token->StringContents().c_str()));
-	}
-
-	if (tok[0]->IsBinary()) {
-		const char *data = tok[0]->begin(), *end = tok[0]->end();
-
-		char type;
-		uint32_t count;
-		ReadBinaryDataArrayHead(data, end, type, count, el);
-
-		if (!count) {
-			return;
-		}
-
-		if (type != 'l') {
-			print_error("expected long array (binary) " + String(token->StringContents().c_str()));
-		}
-
-		std::vector<char> buff;
-		ReadBinaryDataArray(type, count, data, end, buff, el);
-
-		//ai_assert(data == end);
-		//ai_assert(buff.size() == count * 8);
-
-		out.reserve(count);
-
-		const int64_t *ip = reinterpret_cast<const int64_t *>(&buff[0]);
-		for (unsigned int i = 0; i < count; ++i, ++ip) {
-			int64_t val = *ip;
-			AI_SWAP8(val);
-			out.push_back(val);
-		}
-
-		return;
-	}
-
-	const size_t dim = ParseTokenAsDim(tok[0]);
-
-	// see notes in ParseVectorDataArray()
-	out.reserve(dim);
-
-	const ScopePtr scope = GetRequiredScope(el);
-	const ElementPtr a = GetRequiredElement(scope, "a", el);
-
-	for (TokenList::const_iterator it = a->Tokens().begin(), end = a->Tokens().end(); it != end;) {
-		const int64_t val = ParseTokenAsInt64(*it++);
-		out.push_back(val);
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-Transform3D ReadMatrix(const ElementPtr element) {
-	std::vector<float> values;
-	ParseVectorDataArray(values, element);
-
-	if (values.size() != 16) {
-		print_error("expected 16 matrix elements");
-	}
-
-	// clean values to prevent any IBM damage on inverse() / affine_inverse()
-	for (float &value : values) {
-		if (::Math::is_zero_approx(value)) {
-			value = 0;
-		}
-	}
-
-	Transform3D xform;
-	Basis basis;
-
-	basis.set(
-			Vector3(values[0], values[1], values[2]),
-			Vector3(values[4], values[5], values[6]),
-			Vector3(values[8], values[9], values[10]));
-
-	xform.basis = basis;
-	xform.origin = Vector3(values[12], values[13], values[14]);
-	// determine if we need to think about this with dynamic rotation order?
-	// for example:
-	// xform.basis = z_axis * y_axis * x_axis;
-	//xform.basis.transpose();
-
-	print_verbose("xform verbose basis: " + (xform.basis.get_euler() * (180 / Math_PI)) + " xform origin:" + xform.origin);
-
-	return xform;
-}
-
-// ------------------------------------------------------------------------------------------------
-// wrapper around ParseTokenAsString() with print_error handling
-std::string ParseTokenAsString(const TokenPtr t) {
-	ERR_FAIL_COND_V(!t, "");
-	const char *err;
-	const std::string &i = ParseTokenAsString(t, err);
-	if (err) {
-		print_error(String(err) + ", " + String(t->StringContents().c_str()));
-	}
-	return i;
-}
-
-// ------------------------------------------------------------------------------------------------
-// extract a required element from a scope, abort if the element cannot be found
-ElementPtr GetRequiredElement(const ScopePtr sc, const std::string &index, const ElementPtr element /*= nullptr*/) {
-	const ElementPtr el = sc->GetElement(index);
-	TokenPtr token = el->KeyToken();
-	ERR_FAIL_COND_V(!token, nullptr);
-	if (!el) {
-		print_error("did not find required element \"" + String(index.c_str()) + "\" " + String(token->StringContents().c_str()));
-	}
-	return el;
-}
-
-bool HasElement(const ScopePtr sc, const std::string &index) {
-	const ElementPtr el = sc->GetElement(index);
-	if (nullptr == el) {
-		return false;
-	}
-
-	return true;
-}
-
-// ------------------------------------------------------------------------------------------------
-// extract a required element from a scope, abort if the element cannot be found
-ElementPtr GetOptionalElement(const ScopePtr sc, const std::string &index, const ElementPtr element /*= nullptr*/) {
-	const ElementPtr el = sc->GetElement(index);
-	return el;
-}
-
-// ------------------------------------------------------------------------------------------------
-// extract required compound scope
-ScopePtr GetRequiredScope(const ElementPtr el) {
-	if (el) {
-		ScopePtr s = el->Compound();
-		TokenPtr token = el->KeyToken();
-		ERR_FAIL_COND_V(!token, nullptr);
-		if (s) {
-			return s;
-		}
-
-		ERR_FAIL_V_MSG(nullptr, "expected compound scope " + String(token->StringContents().c_str()));
-	}
-
-	ERR_FAIL_V_MSG(nullptr, "Invalid element supplied to parser");
-}
-
-// ------------------------------------------------------------------------------------------------
-// extract optional compound scope
-ScopePtr GetOptionalScope(const ElementPtr el) {
-	if (el) {
-		ScopePtr s = el->Compound();
-		TokenPtr token = el->KeyToken();
-
-		if (token && s) {
-			return s;
-		}
-	}
-
-	return nullptr;
-}
-
-// ------------------------------------------------------------------------------------------------
-// get token at a particular index
-TokenPtr GetRequiredToken(const ElementPtr el, unsigned int index) {
-	if (el) {
-		const TokenList &x = el->Tokens();
-		TokenPtr token = el->KeyToken();
-
-		ERR_FAIL_COND_V(!token, nullptr);
-
-		if (index >= x.size()) {
-			ERR_FAIL_V_MSG(nullptr, "missing token at index: " + itos(index) + " " + String(token->StringContents().c_str()));
-		}
-
-		return x[index];
-	}
-
-	return nullptr;
-}
-
-// ------------------------------------------------------------------------------------------------
-// wrapper around ParseTokenAsDim() with print_error handling
-size_t ParseTokenAsDim(const TokenPtr t) {
-	const char *err;
-	const size_t i = ParseTokenAsDim(t, err);
-	if (err) {
-		print_error(String(err) + " " + String(t->StringContents().c_str()));
-	}
-	return i;
-}
-
-// ------------------------------------------------------------------------------------------------
-// wrapper around ParseTokenAsFloat() with print_error handling
-float ParseTokenAsFloat(const TokenPtr t) {
-	const char *err;
-	const float i = ParseTokenAsFloat(t, err);
-	if (err) {
-		print_error(String(err) + " " + String(t->StringContents().c_str()));
-	}
-	return i;
-}
-
-// ------------------------------------------------------------------------------------------------
-// wrapper around ParseTokenAsInt() with print_error handling
-int ParseTokenAsInt(const TokenPtr t) {
-	const char *err;
-	const int i = ParseTokenAsInt(t, err);
-	if (err) {
-		print_error(String(err) + " " + String(t->StringContents().c_str()));
-	}
-	return i;
-}
-
-// ------------------------------------------------------------------------------------------------
-// wrapper around ParseTokenAsInt64() with print_error handling
-int64_t ParseTokenAsInt64(const TokenPtr t) {
-	const char *err;
-	const int64_t i = ParseTokenAsInt64(t, err);
-	if (err) {
-		print_error(String(err) + " " + String(t->StringContents().c_str()));
-	}
-	return i;
-}
-} // namespace FBXDocParser

+ 0 - 270
modules/fbx/fbx_parser/FBXParser.h

@@ -1,270 +0,0 @@
-/*************************************************************************/
-/*  FBXParser.h                                                          */
-/*************************************************************************/
-/*                       This file is part of:                           */
-/*                           GODOT ENGINE                                */
-/*                      https://godotengine.org                          */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2022 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.                */
-/*************************************************************************/
-
-/*
-Open Asset Import Library (assimp)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2019, assimp team
-
-
-All rights reserved.
-
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
-following conditions are met:
-
-* Redistributions of source code must retain the above
-  copyright notice, this list of conditions and the
-  following disclaimer.
-
-* Redistributions in binary form must reproduce the above
-  copyright notice, this list of conditions and the
-  following disclaimer in the documentation and/or other
-  materials provided with the distribution.
-
-* Neither the name of the assimp team, nor the names of its
-  contributors may be used to endorse or promote products
-  derived from this software without specific prior
-  written permission of the assimp team.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-
-----------------------------------------------------------------------
-*/
-
-/** @file  FBXParser.h
- *  @brief FBX parsing code
- */
-#ifndef FBX_PARSER_H
-#define FBX_PARSER_H
-
-#include <stdint.h>
-#include <map>
-#include <memory>
-
-#include "core/math/color.h"
-#include "core/math/transform_3d.h"
-#include "core/math/vector2.h"
-#include "core/math/vector3.h"
-
-#include "FBXTokenizer.h"
-
-namespace FBXDocParser {
-
-class Scope;
-class Parser;
-class Element;
-
-typedef Element *ElementPtr;
-typedef Scope *ScopePtr;
-
-typedef std::vector<ScopePtr> ScopeList;
-typedef std::multimap<std::string, ElementPtr> ElementMap;
-typedef std::pair<ElementMap::const_iterator, ElementMap::const_iterator> ElementCollection;
-
-#define new_Scope new Scope
-#define new_Element new Element
-
-/** FBX data entity that consists of a key:value tuple.
- *
- *  Example:
- *  @verbatim
- *    AnimationCurve: 23, "AnimCurve::", "" {
- *        [..]
- *    }
- *  @endverbatim
- *
- *  As can be seen in this sample, elements can contain nested #Scope
- *  as their trailing member.  **/
-class Element {
-public:
-	Element(TokenPtr key_token, Parser &parser);
-	~Element();
-
-	ScopePtr Compound() const {
-		return compound;
-	}
-
-	TokenPtr KeyToken() const {
-		return key_token;
-	}
-
-	const TokenList &Tokens() const {
-		return tokens;
-	}
-
-private:
-	TokenList tokens;
-	ScopePtr compound = nullptr;
-	std::vector<ScopePtr> compound_scope;
-	TokenPtr key_token = nullptr;
-};
-
-/** FBX data entity that consists of a 'scope', a collection
- *  of not necessarily unique #Element instances.
- *
- *  Example:
- *  @verbatim
- *    GlobalSettings:  {
- *        Version: 1000
- *        Properties70:
- *        [...]
- *    }
- *  @endverbatim  */
-class Scope {
-public:
-	Scope(Parser &parser, bool topLevel = false);
-	~Scope();
-
-	ElementPtr GetElement(const std::string &index) const {
-		ElementMap::const_iterator it = elements.find(index);
-		return it == elements.end() ? nullptr : (*it).second;
-	}
-
-	ElementPtr FindElementCaseInsensitive(const std::string &elementName) const {
-		for (FBXDocParser::ElementMap::const_iterator element = elements.begin(); element != elements.end(); ++element) {
-			if (element->first.compare(elementName)) {
-				return element->second;
-			}
-		}
-
-		// nothing to reference / expired.
-		return nullptr;
-	}
-
-	ElementCollection GetCollection(const std::string &index) const {
-		return elements.equal_range(index);
-	}
-
-	const ElementMap &Elements() const {
-		return elements;
-	}
-
-private:
-	ElementMap elements;
-};
-
-/** FBX parsing class, takes a list of input tokens and generates a hierarchy
- *  of nested #Scope instances, representing the fbx DOM.*/
-class Parser {
-public:
-	/** Parse given a token list. Does not take ownership of the tokens -
-	 *  the objects must persist during the entire parser lifetime */
-	Parser(const TokenList &tokens, bool is_binary);
-	~Parser();
-
-	ScopePtr GetRootScope() const {
-		return root;
-	}
-
-	bool IsBinary() const {
-		return is_binary;
-	}
-
-	bool IsCorrupt() const {
-		return corrupt;
-	}
-
-private:
-	friend class Scope;
-	friend class Element;
-
-	TokenPtr AdvanceToNextToken();
-	TokenPtr LastToken() const;
-	TokenPtr CurrentToken() const;
-
-private:
-	bool corrupt = false;
-	ScopeList scopes;
-	const TokenList &tokens;
-
-	TokenPtr last = nullptr, current = nullptr;
-	TokenList::const_iterator cursor;
-	ScopePtr root = nullptr;
-
-	const bool is_binary;
-};
-
-/* token parsing - this happens when building the DOM out of the parse-tree*/
-uint64_t ParseTokenAsID(const TokenPtr t, const char *&err_out);
-size_t ParseTokenAsDim(const TokenPtr t, const char *&err_out);
-float ParseTokenAsFloat(const TokenPtr t, const char *&err_out);
-int ParseTokenAsInt(const TokenPtr t, const char *&err_out);
-int64_t ParseTokenAsInt64(const TokenPtr t, const char *&err_out);
-std::string ParseTokenAsString(const TokenPtr t, const char *&err_out);
-
-/* wrapper around ParseTokenAsXXX() with DOMError handling */
-uint64_t ParseTokenAsID(const TokenPtr t);
-size_t ParseTokenAsDim(const TokenPtr t);
-float ParseTokenAsFloat(const TokenPtr t);
-int ParseTokenAsInt(const TokenPtr t);
-int64_t ParseTokenAsInt64(const TokenPtr t);
-std::string ParseTokenAsString(const TokenPtr t);
-
-/* read data arrays */
-void ParseVectorDataArray(std::vector<Vector3> &out, const ElementPtr el);
-void ParseVectorDataArray(std::vector<Color> &out, const ElementPtr el);
-void ParseVectorDataArray(std::vector<Vector2> &out, const ElementPtr el);
-void ParseVectorDataArray(std::vector<int> &out, const ElementPtr el);
-void ParseVectorDataArray(std::vector<float> &out, const ElementPtr el);
-void ParseVectorDataArray(std::vector<float> &out, const ElementPtr el);
-void ParseVectorDataArray(std::vector<unsigned int> &out, const ElementPtr el);
-void ParseVectorDataArray(std::vector<uint64_t> &out, const ElementPtr ep);
-void ParseVectorDataArray(std::vector<int64_t> &out, const ElementPtr el);
-bool HasElement(const ScopePtr sc, const std::string &index);
-
-// extract a required element from a scope, abort if the element cannot be found
-ElementPtr GetRequiredElement(const ScopePtr sc, const std::string &index, const ElementPtr element = nullptr);
-ScopePtr GetRequiredScope(const ElementPtr el); // New in 2020. (less likely to destroy application)
-ScopePtr GetOptionalScope(const ElementPtr el); // New in 2021. (even LESS likely to destroy application now)
-
-ElementPtr GetOptionalElement(const ScopePtr sc, const std::string &index, const ElementPtr element = nullptr);
-// extract required compound scope
-ScopePtr GetRequiredScope(const ElementPtr el);
-// get token at a particular index
-TokenPtr GetRequiredToken(const ElementPtr el, unsigned int index);
-
-// ------------------------------------------------------------------------------------------------
-// read a 4x4 matrix from an array of 16 floats
-Transform3D ReadMatrix(const ElementPtr element);
-} // namespace FBXDocParser
-
-#endif // FBX_PARSER_H

+ 0 - 104
modules/fbx/fbx_parser/FBXPose.cpp

@@ -1,104 +0,0 @@
-/*************************************************************************/
-/*  FBXPose.cpp                                                          */
-/*************************************************************************/
-/*                       This file is part of:                           */
-/*                           GODOT ENGINE                                */
-/*                      https://godotengine.org                          */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2022 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.                */
-/*************************************************************************/
-
-/*
-Open Asset Import Library (assimp)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2019, assimp team
-
-
-All rights reserved.
-
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
-following conditions are met:
-
-* Redistributions of source code must retain the above
-  copyright notice, this list of conditions and the
-  following disclaimer.
-
-* Redistributions in binary form must reproduce the above
-  copyright notice, this list of conditions and the
-  following disclaimer in the documentation and/or other
-  materials provided with the distribution.
-
-* Neither the name of the assimp team, nor the names of its
-  contributors may be used to endorse or promote products
-  derived from this software without specific prior
-  written permission of the assimp team.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-
-----------------------------------------------------------------------
-*/
-
-/** @file  FBXNoteAttribute.cpp
- *  @brief Assimp::FBX::NodeAttribute (and subclasses) implementation
- */
-
-#include "FBXDocument.h"
-#include "FBXParser.h"
-#include <iostream>
-
-namespace FBXDocParser {
-
-class FbxPoseNode;
-// ------------------------------------------------------------------------------------------------
-FbxPose::FbxPose(uint64_t id, const ElementPtr element, const Document &doc, const std::string &name) :
-		Object(id, element, name) {
-	const ScopePtr sc = GetRequiredScope(element);
-	//const std::string &classname = ParseTokenAsString(GetRequiredToken(element, 2));
-
-	const ElementCollection &PoseNodes = sc->GetCollection("PoseNode");
-	for (ElementMap::const_iterator it = PoseNodes.first; it != PoseNodes.second; ++it) {
-		std::string entry_name = (*it).first;
-		ElementPtr some_element = (*it).second;
-		FbxPoseNode *pose_node = new FbxPoseNode(some_element, doc, entry_name);
-		pose_nodes.push_back(pose_node);
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-FbxPose::~FbxPose() {
-	pose_nodes.clear();
-	// empty
-}
-} // namespace FBXDocParser

+ 0 - 245
modules/fbx/fbx_parser/FBXProperties.cpp

@@ -1,245 +0,0 @@
-/*************************************************************************/
-/*  FBXProperties.cpp                                                    */
-/*************************************************************************/
-/*                       This file is part of:                           */
-/*                           GODOT ENGINE                                */
-/*                      https://godotengine.org                          */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2022 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.                */
-/*************************************************************************/
-
-/*
-Open Asset Import Library (assimp)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2019, assimp team
-
-
-All rights reserved.
-
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
-following conditions are met:
-
-* Redistributions of source code must retain the above
-  copyright notice, this list of conditions and the
-  following disclaimer.
-
-* Redistributions in binary form must reproduce the above
-  copyright notice, this list of conditions and the
-  following disclaimer in the documentation and/or other
-  materials provided with the distribution.
-
-* Neither the name of the assimp team, nor the names of its
-  contributors may be used to endorse or promote products
-  derived from this software without specific prior
-  written permission of the assimp team.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-
-----------------------------------------------------------------------
-*/
-
-/** @file  FBXProperties.cpp
- *  @brief Implementation of the FBX dynamic properties system
- */
-
-#include "FBXProperties.h"
-#include "FBXDocumentUtil.h"
-#include "FBXParser.h"
-#include "FBXTokenizer.h"
-
-namespace FBXDocParser {
-
-using namespace Util;
-
-// ------------------------------------------------------------------------------------------------
-Property::Property() {
-}
-
-// ------------------------------------------------------------------------------------------------
-Property::~Property() {
-}
-
-namespace {
-
-// ------------------------------------------------------------------------------------------------
-// read a typed property out of a FBX element. The return value is nullptr if the property cannot be read.
-PropertyPtr ReadTypedProperty(const ElementPtr element) {
-	//ai_assert(element.KeyToken().StringContents() == "P");
-
-	const TokenList &tok = element->Tokens();
-	//ai_assert(tok.size() >= 5);
-
-	const std::string &s = ParseTokenAsString(tok[1]);
-	const char *const cs = s.c_str();
-	if (!strcmp(cs, "KString")) {
-		return new TypedProperty<std::string>(ParseTokenAsString(tok[4]));
-	} else if (!strcmp(cs, "bool") || !strcmp(cs, "Bool")) {
-		return new TypedProperty<bool>(ParseTokenAsInt(tok[4]) != 0);
-	} else if (!strcmp(cs, "int") || !strcmp(cs, "Int") || !strcmp(cs, "enum") || !strcmp(cs, "Enum")) {
-		return new TypedProperty<int>(ParseTokenAsInt(tok[4]));
-	} else if (!strcmp(cs, "ULongLong")) {
-		return new TypedProperty<uint64_t>(ParseTokenAsID(tok[4]));
-	} else if (!strcmp(cs, "KTime")) {
-		return new TypedProperty<int64_t>(ParseTokenAsInt64(tok[4]));
-	} else if (!strcmp(cs, "Vector3D") ||
-			!strcmp(cs, "ColorRGB") ||
-			!strcmp(cs, "Vector") ||
-			!strcmp(cs, "Color") ||
-			!strcmp(cs, "Lcl Translation") ||
-			!strcmp(cs, "Lcl Rotation") ||
-			!strcmp(cs, "Lcl Scaling")) {
-		return new TypedProperty<Vector3>(Vector3(
-				ParseTokenAsFloat(tok[4]),
-				ParseTokenAsFloat(tok[5]),
-				ParseTokenAsFloat(tok[6])));
-	} else if (!strcmp(cs, "double") || !strcmp(cs, "Number") || !strcmp(cs, "Float") || !strcmp(cs, "float") || !strcmp(cs, "FieldOfView") || !strcmp(cs, "UnitScaleFactor")) {
-		return new TypedProperty<float>(ParseTokenAsFloat(tok[4]));
-	}
-
-	return nullptr;
-}
-
-// ------------------------------------------------------------------------------------------------
-// peek into an element and check if it contains a FBX property, if so return its name.
-std::string PeekPropertyName(const Element &element) {
-	//ai_assert(element.KeyToken().StringContents() == "P");
-	const TokenList &tok = element.Tokens();
-	if (tok.size() < 4) {
-		return "";
-	}
-
-	return ParseTokenAsString(tok[0]);
-}
-} // namespace
-
-// ------------------------------------------------------------------------------------------------
-PropertyTable::PropertyTable() {
-}
-
-// Is used when dealing with FBX Objects not metadata.
-PropertyTable::PropertyTable(const ElementPtr element) :
-		element(element) {
-	Setup(element);
-}
-
-// ------------------------------------------------------------------------------------------------
-PropertyTable::~PropertyTable() {
-	for (PropertyMap::value_type &v : props) {
-		delete v.second;
-	}
-}
-
-void PropertyTable::Setup(ElementPtr ptr) {
-	const ScopePtr sc = GetRequiredScope(ptr);
-	const ElementPtr Properties70 = sc->GetElement("Properties70");
-	const ScopePtr scope = GetOptionalScope(Properties70);
-
-	// no scope, no care.
-	if (!scope) {
-		return; // NOTE: this is not an error this is actually a Object, without properties, here we will nullptr it.
-	}
-
-	for (const ElementMap::value_type &v : scope->Elements()) {
-		if (v.first != "P") {
-			DOMWarning("expected only P elements in property table", v.second);
-			continue;
-		}
-
-		const std::string &name = PeekPropertyName(*v.second);
-		if (!name.length()) {
-			DOMWarning("could not read property name", v.second);
-			continue;
-		}
-
-		LazyPropertyMap::const_iterator it = lazyProps.find(name);
-		if (it != lazyProps.end()) {
-			DOMWarning("duplicate property name, will hide previous value: " + name, v.second);
-			continue;
-		}
-
-		// since the above checks for duplicates we can be sure to insert the only match here.
-		lazyProps[name] = v.second;
-	}
-}
-
-// ------------------------------------------------------------------------------------------------
-PropertyPtr PropertyTable::Get(const std::string &name) const {
-	PropertyMap::const_iterator it = props.find(name);
-	if (it == props.end()) {
-		// hasn't been parsed yet?
-		LazyPropertyMap::const_iterator lit = lazyProps.find(name);
-		if (lit != lazyProps.end()) {
-			props[name] = ReadTypedProperty(lit->second);
-			it = props.find(name);
-
-			//ai_assert(it != props.end());
-		}
-
-		if (it == props.end()) {
-			// check property template
-			return nullptr;
-		}
-	}
-
-	return (*it).second;
-}
-
-DirectPropertyMap PropertyTable::GetUnparsedProperties() const {
-	DirectPropertyMap result;
-
-	// Loop through all the lazy properties (which is all the properties)
-	for (const LazyPropertyMap::value_type &element : lazyProps) {
-		// Skip parsed properties
-		if (props.end() != props.find(element.first)) {
-			continue;
-		}
-
-		// Read the element's value.
-		// Wrap the naked pointer (since the call site is required to acquire ownership)
-		// std::unique_ptr from C++11 would be preferred both as a wrapper and a return value.
-		Property *prop = ReadTypedProperty(element.second);
-
-		// Element could not be read. Skip it.
-		if (!prop) {
-			continue;
-		}
-
-		// Add to result
-		result[element.first] = prop;
-	}
-
-	return result;
-}
-} // namespace FBXDocParser

+ 0 - 212
modules/fbx/fbx_parser/FBXProperties.h

@@ -1,212 +0,0 @@
-/*************************************************************************/
-/*  FBXProperties.h                                                      */
-/*************************************************************************/
-/*                       This file is part of:                           */
-/*                           GODOT ENGINE                                */
-/*                      https://godotengine.org                          */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2022 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.                */
-/*************************************************************************/
-
-/*
-Open Asset Import Library (assimp)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2019, assimp team
-
-
-All rights reserved.
-
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
-following conditions are met:
-
-* Redistributions of source code must retain the above
-  copyright notice, this list of conditions and the
-  following disclaimer.
-
-* Redistributions in binary form must reproduce the above
-  copyright notice, this list of conditions and the
-  following disclaimer in the documentation and/or other
-  materials provided with the distribution.
-
-* Neither the name of the assimp team, nor the names of its
-  contributors may be used to endorse or promote products
-  derived from this software without specific prior
-  written permission of the assimp team.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-
-----------------------------------------------------------------------
-*/
-
-/** @file  FBXProperties.h
- *  @brief FBX dynamic properties
- */
-#ifndef FBX_PROPERTIES_H
-#define FBX_PROPERTIES_H
-
-#include "FBXParser.h"
-#include <map>
-#include <memory>
-#include <string>
-#include <vector>
-
-namespace FBXDocParser {
-
-// Forward declarations
-class Element;
-
-/** Represents a dynamic property. Type info added by deriving classes,
- *  see #TypedProperty.
- Example:
- @verbatim
-   P: "ShininessExponent", "double", "Number", "",0.5
- @endvebatim
-*/
-class Property {
-protected:
-	Property();
-
-public:
-	virtual ~Property();
-
-public:
-	template <typename T>
-	const T *As() const {
-		return dynamic_cast<const T *>(this);
-	}
-};
-
-template <typename T>
-class TypedProperty : public Property {
-public:
-	explicit TypedProperty(const T &value) :
-			value(value) {
-		// empty
-	}
-
-	const T &Value() const {
-		return value;
-	}
-
-private:
-	T value;
-};
-
-#define new_Property new Property
-typedef Property *PropertyPtr;
-typedef std::map<std::string, PropertyPtr> DirectPropertyMap;
-typedef std::map<std::string, PropertyPtr> PropertyMap;
-typedef std::map<std::string, ElementPtr> LazyPropertyMap;
-
-/**
- *  Represents a property table as can be found in the newer FBX files (Properties60, Properties70)
- */
-class PropertyTable {
-public:
-	// in-memory property table with no source element
-	PropertyTable();
-	PropertyTable(const ElementPtr element);
-	virtual ~PropertyTable();
-
-	PropertyPtr Get(const std::string &name) const;
-	void Setup(ElementPtr ptr);
-
-	// PropertyTable's need not be coupled with FBX elements so this can be NULL
-	ElementPtr GetElement() {
-		return element;
-	}
-
-	PropertyMap &GetProperties() {
-		return props;
-	}
-
-	const LazyPropertyMap &GetLazyProperties() {
-		return lazyProps;
-	}
-
-	DirectPropertyMap GetUnparsedProperties() const;
-
-private:
-	LazyPropertyMap lazyProps;
-	mutable PropertyMap props;
-	ElementPtr element = nullptr;
-};
-
-// ------------------------------------------------------------------------------------------------
-template <typename T>
-inline T PropertyGet(const PropertyTable *in, const std::string &name, const T &defaultValue) {
-	PropertyPtr prop = in->Get(name);
-	if (nullptr == prop) {
-		return defaultValue;
-	}
-
-	// strong typing, no need to be lenient
-	const TypedProperty<T> *const tprop = prop->As<TypedProperty<T>>();
-	if (nullptr == tprop) {
-		return defaultValue;
-	}
-
-	return tprop->Value();
-}
-
-// ------------------------------------------------------------------------------------------------
-template <typename T>
-inline T PropertyGet(const PropertyTable *in, const std::string &name, bool &result, bool useTemplate = false) {
-	PropertyPtr prop = in->Get(name);
-	if (nullptr == prop) {
-		if (nullptr == in) {
-			result = false;
-			return T();
-		}
-		prop = in->Get(name);
-		if (nullptr == prop) {
-			result = false;
-			return T();
-		}
-	}
-
-	// strong typing, no need to be lenient
-	const TypedProperty<T> *const tprop = prop->As<TypedProperty<T>>();
-	if (nullptr == tprop) {
-		result = false;
-		return T();
-	}
-
-	result = true;
-	return tprop->Value();
-}
-} // namespace FBXDocParser
-
-#endif // FBX_PROPERTIES_H

+ 0 - 253
modules/fbx/fbx_parser/FBXTokenizer.cpp

@@ -1,253 +0,0 @@
-/*************************************************************************/
-/*  FBXTokenizer.cpp                                                     */
-/*************************************************************************/
-/*                       This file is part of:                           */
-/*                           GODOT ENGINE                                */
-/*                      https://godotengine.org                          */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2022 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.                */
-/*************************************************************************/
-
-/*
-Open Asset Import Library (assimp)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2019, assimp team
-
-
-All rights reserved.
-
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
-following conditions are met:
-
-* Redistributions of source code must retain the above
-  copyright notice, this list of conditions and the
-  following disclaimer.
-
-* Redistributions in binary form must reproduce the above
-  copyright notice, this list of conditions and the
-  following disclaimer in the documentation and/or other
-  materials provided with the distribution.
-
-* Neither the name of the assimp team, nor the names of its
-  contributors may be used to endorse or promote products
-  derived from this software without specific prior
-  written permission of the assimp team.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-
-----------------------------------------------------------------------
-*/
-
-/** @file  FBXTokenizer.cpp
- *  @brief Implementation of the FBX broadphase lexer
- */
-
-// tab width for logging columns
-#define ASSIMP_FBX_TAB_WIDTH 4
-
-#include "FBXTokenizer.h"
-#include "core/string/print_string.h"
-
-namespace FBXDocParser {
-
-// ------------------------------------------------------------------------------------------------
-Token::Token(const char *p_sbegin, const char *p_send, TokenType p_type, unsigned int p_line, unsigned int p_column) :
-		sbegin(p_sbegin),
-		send(p_send),
-		type(p_type),
-		line(p_line),
-		column(p_column) {
-#ifdef DEBUG_ENABLED
-	contents = std::string(sbegin, static_cast<size_t>(send - sbegin));
-#endif
-}
-
-// ------------------------------------------------------------------------------------------------
-Token::~Token() {
-}
-
-namespace {
-
-// ------------------------------------------------------------------------------------------------
-void TokenizeError(const std::string &message, unsigned int line, unsigned int column) {
-	print_error("[FBX-Tokenize]" + String(message.c_str()) + " " + itos(line) + ":" + itos(column));
-}
-
-// process a potential data token up to 'cur', adding it to 'output_tokens'.
-// ------------------------------------------------------------------------------------------------
-void ProcessDataToken(TokenList &output_tokens, const char *&start, const char *&end,
-		unsigned int line,
-		unsigned int column,
-		TokenType type = TokenType_DATA,
-		bool must_have_token = false) {
-	if (start && end) {
-		// sanity check:
-		// tokens should have no whitespace outside quoted text and [start,end] should
-		// properly delimit the valid range.
-		bool in_double_quotes = false;
-		for (const char *c = start; c != end + 1; ++c) {
-			if (*c == '\"') {
-				in_double_quotes = !in_double_quotes;
-			}
-
-			if (!in_double_quotes && IsSpaceOrNewLine(*c)) {
-				TokenizeError("unexpected whitespace in token", line, column);
-			}
-		}
-
-		if (in_double_quotes) {
-			TokenizeError("non-terminated double quotes", line, column);
-		}
-
-		output_tokens.push_back(new_Token(start, end + 1, type, line, column));
-	} else if (must_have_token) {
-		TokenizeError("unexpected character, expected data token", line, column);
-	}
-
-	start = end = nullptr;
-}
-} // namespace
-
-// ------------------------------------------------------------------------------------------------
-void Tokenize(TokenList &output_tokens, const char *input, size_t length, bool &corrupt) {
-	// line and column numbers numbers are one-based
-	unsigned int line = 1;
-	unsigned int column = 1;
-
-	bool comment = false;
-	bool in_double_quotes = false;
-	bool pending_data_token = false;
-
-	const char *token_begin = nullptr, *token_end = nullptr;
-
-	// input (starting string), *cur the current string, column +=
-	// modified to fix strlen() and stop buffer overflow
-	for (size_t x = 0; x < length; x++) {
-		const char c = input[x];
-		const char *cur = &input[x];
-		column += (c == '\t' ? ASSIMP_FBX_TAB_WIDTH : 1);
-
-		if (IsLineEnd(c)) {
-			comment = false;
-
-			column = 0;
-			++line;
-		}
-
-		if (comment) {
-			continue;
-		}
-
-		if (in_double_quotes) {
-			if (c == '\"') {
-				in_double_quotes = false;
-				token_end = cur;
-
-				ProcessDataToken(output_tokens, token_begin, token_end, line, column);
-				pending_data_token = false;
-			}
-			continue;
-		}
-
-		switch (c) {
-			case '\"':
-				if (token_begin) {
-					TokenizeError("unexpected double-quote", line, column);
-					corrupt = true;
-					return;
-				}
-				token_begin = cur;
-				in_double_quotes = true;
-				continue;
-
-			case ';':
-				ProcessDataToken(output_tokens, token_begin, token_end, line, column);
-				comment = true;
-				continue;
-
-			case '{':
-				ProcessDataToken(output_tokens, token_begin, token_end, line, column);
-				output_tokens.push_back(new_Token(cur, cur + 1, TokenType_OPEN_BRACKET, line, column));
-				continue;
-
-			case '}':
-				ProcessDataToken(output_tokens, token_begin, token_end, line, column);
-				output_tokens.push_back(new_Token(cur, cur + 1, TokenType_CLOSE_BRACKET, line, column));
-				continue;
-
-			case ',':
-				if (pending_data_token) {
-					ProcessDataToken(output_tokens, token_begin, token_end, line, column, TokenType_DATA, true);
-				}
-				output_tokens.push_back(new_Token(cur, cur + 1, TokenType_COMMA, line, column));
-				continue;
-
-			case ':':
-				if (pending_data_token) {
-					ProcessDataToken(output_tokens, token_begin, token_end, line, column, TokenType_KEY, true);
-				} else {
-					TokenizeError("unexpected colon", line, column);
-				}
-				continue;
-		}
-
-		if (IsSpaceOrNewLine(c)) {
-			if (token_begin) {
-				// peek ahead and check if the next token is a colon in which
-				// case this counts as KEY token.
-				TokenType type = TokenType_DATA;
-				for (const char *peek = cur; *peek && IsSpaceOrNewLine(*peek); ++peek) {
-					if (*peek == ':') {
-						type = TokenType_KEY;
-						cur = peek;
-						break;
-					}
-				}
-
-				ProcessDataToken(output_tokens, token_begin, token_end, line, column, type);
-			}
-
-			pending_data_token = false;
-		} else {
-			token_end = cur;
-			if (!token_begin) {
-				token_begin = cur;
-			}
-
-			pending_data_token = true;
-		}
-	}
-}
-} // namespace FBXDocParser

+ 0 - 203
modules/fbx/fbx_parser/FBXTokenizer.h

@@ -1,203 +0,0 @@
-/*************************************************************************/
-/*  FBXTokenizer.h                                                       */
-/*************************************************************************/
-/*                       This file is part of:                           */
-/*                           GODOT ENGINE                                */
-/*                      https://godotengine.org                          */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2022 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.                */
-/*************************************************************************/
-
-/*
-Open Asset Import Library (assimp)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2019, assimp team
-
-
-All rights reserved.
-
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
-following conditions are met:
-
-* Redistributions of source code must retain the above
-  copyright notice, this list of conditions and the
-  following disclaimer.
-
-* Redistributions in binary form must reproduce the above
-  copyright notice, this list of conditions and the
-  following disclaimer in the documentation and/or other
-  materials provided with the distribution.
-
-* Neither the name of the assimp team, nor the names of its
-  contributors may be used to endorse or promote products
-  derived from this software without specific prior
-  written permission of the assimp team.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-
-----------------------------------------------------------------------
-*/
-
-/** @file  FBXTokenizer.h
- *  @brief FBX lexer
- */
-#ifndef FBX_TOKENIZER_H
-#define FBX_TOKENIZER_H
-
-#include "FBXParseTools.h"
-#include "core/string/ustring.h"
-#include <iostream>
-#include <memory>
-#include <string>
-#include <vector>
-
-namespace FBXDocParser {
-/** Rough classification for text FBX tokens used for constructing the
- *  basic scope hierarchy. */
-enum TokenType {
-	// {
-	TokenType_OPEN_BRACKET = 0,
-
-	// }
-	TokenType_CLOSE_BRACKET,
-
-	// '"blablubb"', '2', '*14' - very general token class,
-	// further processing happens at a later stage.
-	TokenType_DATA,
-
-	//
-	TokenType_BINARY_DATA,
-
-	// ,
-	TokenType_COMMA,
-
-	// blubb:
-	TokenType_KEY
-};
-
-/** Represents a single token in a FBX file. Tokens are
- *  classified by the #TokenType enumerated types.
- *
- *  Offers iterator protocol. Tokens are immutable. */
-class Token {
-private:
-	static const unsigned int BINARY_MARKER = static_cast<unsigned int>(-1);
-
-public:
-	/** construct a textual token */
-	Token(const char *p_sbegin, const char *p_send, TokenType p_type, unsigned int p_line, unsigned int p_column);
-
-	/** construct a binary token */
-	Token(const char *p_sbegin, const char *p_send, TokenType p_type, size_t p_offset);
-	~Token();
-
-public:
-	std::string StringContents() const {
-		return std::string(begin(), end());
-	}
-
-	bool IsBinary() const {
-		return column == BINARY_MARKER;
-	}
-
-	const char *begin() const {
-		return sbegin;
-	}
-
-	const char *end() const {
-		return send;
-	}
-
-	TokenType Type() const {
-		return type;
-	}
-
-	size_t Offset() const {
-		return offset;
-	}
-
-	unsigned int Line() const {
-		return static_cast<unsigned int>(line);
-	}
-
-	unsigned int Column() const {
-		return column;
-	}
-
-private:
-#ifdef DEBUG_ENABLED
-	// full string copy for the sole purpose that it nicely appears
-	// in msvc's debugger window.
-	std::string contents;
-#endif
-
-	const char *sbegin = nullptr;
-	const char *send = nullptr;
-	const TokenType type;
-
-	union {
-		size_t line;
-		size_t offset;
-	};
-	const unsigned int column = 0;
-};
-
-// Fixed leak by using shared_ptr for tokens
-typedef Token *TokenPtr;
-typedef std::vector<TokenPtr> TokenList;
-
-#define new_Token new Token
-
-/** Main FBX tokenizer function. Transform input buffer into a list of preprocessed tokens.
- *
- *  Skips over comments and generates line and column numbers.
- *
- * @param output_tokens Receives a list of all tokens in the input data.
- * @param input_buffer Textual input buffer to be processed, 0-terminated.
- * @print_error if something goes wrong */
-void Tokenize(TokenList &output_tokens, const char *input, size_t length, bool &corrupt);
-
-/** Tokenizer function for binary FBX files.
- *
- *  Emits a token list suitable for direct parsing.
- *
- * @param output_tokens Receives a list of all tokens in the input data.
- * @param input_buffer Binary input buffer to be processed.
- * @param length Length of input buffer, in bytes. There is no 0-terminal.
- * @print_error if something goes wrong */
-void TokenizeBinary(TokenList &output_tokens, const char *input, size_t length, bool &corrupt);
-} // namespace FBXDocParser
-
-#endif // FBX_TOKENIZER_H

+ 0 - 222
modules/fbx/fbx_parser/FBXUtil.cpp

@@ -1,222 +0,0 @@
-/*************************************************************************/
-/*  FBXUtil.cpp                                                          */
-/*************************************************************************/
-/*                       This file is part of:                           */
-/*                           GODOT ENGINE                                */
-/*                      https://godotengine.org                          */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2022 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.                */
-/*************************************************************************/
-
-/*
-Open Asset Import Library (assimp)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2019, assimp team
-
-
-All rights reserved.
-
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
-following conditions are met:
-
-* Redistributions of source code must retain the above
-  copyright notice, this list of conditions and the
-  following disclaimer.
-
-* Redistributions in binary form must reproduce the above
-  copyright notice, this list of conditions and the
-  following disclaimer in the documentation and/or other
-  materials provided with the distribution.
-
-* Neither the name of the assimp team, nor the names of its
-  contributors may be used to endorse or promote products
-  derived from this software without specific prior
-  written permission of the assimp team.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-
-----------------------------------------------------------------------
-*/
-
-/** @file  FBXUtil.cpp
- *  @brief Implementation of internal FBX utility functions
- */
-
-#include "FBXUtil.h"
-#include "FBXTokenizer.h"
-#include <cstring>
-#include <string>
-
-namespace FBXDocParser {
-namespace Util {
-
-// ------------------------------------------------------------------------------------------------
-const char *TokenTypeString(TokenType t) {
-	switch (t) {
-		case TokenType_OPEN_BRACKET:
-			return "TOK_OPEN_BRACKET";
-
-		case TokenType_CLOSE_BRACKET:
-			return "TOK_CLOSE_BRACKET";
-
-		case TokenType_DATA:
-			return "TOK_DATA";
-
-		case TokenType_COMMA:
-			return "TOK_COMMA";
-
-		case TokenType_KEY:
-			return "TOK_KEY";
-
-		case TokenType_BINARY_DATA:
-			return "TOK_BINARY_DATA";
-	}
-
-	//ai_assert(false);
-	return "";
-}
-
-// Generated by this formula: T["ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/"[i]] = i;
-static const uint8_t base64DecodeTable[128] = {
-	255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
-	255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255,
-	255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 62, 255, 255, 255, 63,
-	52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 255, 255, 255, 255, 255, 255,
-	255, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14,
-	15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 255, 255, 255, 255, 255,
-	255, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40,
-	41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 255, 255, 255, 255, 255
-};
-
-uint8_t DecodeBase64(char ch) {
-	const uint8_t idx = static_cast<uint8_t>(ch);
-	if (idx > 127) {
-		return 255;
-	}
-	return base64DecodeTable[idx];
-}
-
-size_t ComputeDecodedSizeBase64(const char *in, size_t inLength) {
-	if (inLength < 2) {
-		return 0;
-	}
-	const size_t equals = size_t(in[inLength - 1] == '=') + size_t(in[inLength - 2] == '=');
-	const size_t full_length = (inLength * 3) >> 2; // div by 4
-	if (full_length < equals) {
-		return 0;
-	}
-	return full_length - equals;
-}
-
-size_t DecodeBase64(const char *in, size_t inLength, uint8_t *out, size_t maxOutLength) {
-	if (maxOutLength == 0 || inLength < 2) {
-		return 0;
-	}
-	const size_t realLength = inLength - size_t(in[inLength - 1] == '=') - size_t(in[inLength - 2] == '=');
-	size_t dst_offset = 0;
-	int val = 0, valb = -8;
-	for (size_t src_offset = 0; src_offset < realLength; ++src_offset) {
-		const uint8_t table_value = Util::DecodeBase64(in[src_offset]);
-		if (table_value == 255) {
-			return 0;
-		}
-		val = (val << 6) + table_value;
-		valb += 6;
-		if (valb >= 0) {
-			out[dst_offset++] = static_cast<uint8_t>((val >> valb) & 0xFF);
-			valb -= 8;
-			val &= 0xFFF;
-		}
-	}
-	return dst_offset;
-}
-
-static const char to_base64_string[] = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/";
-char EncodeBase64(char byte) {
-	return to_base64_string[(size_t)byte];
-}
-
-/** Encodes a block of 4 bytes to base64 encoding
- *  @param bytes Bytes to encode.
- *  @param out_string String to write encoded values to.
- *  @param string_pos Position in out_string.
- */
-void EncodeByteBlock(const char *bytes, std::string &out_string, size_t string_pos) {
-	char b0 = (bytes[0] & 0xFC) >> 2;
-	char b1 = (bytes[0] & 0x03) << 4 | ((bytes[1] & 0xF0) >> 4);
-	char b2 = (bytes[1] & 0x0F) << 2 | ((bytes[2] & 0xC0) >> 6);
-	char b3 = (bytes[2] & 0x3F);
-
-	out_string[string_pos + 0] = EncodeBase64(b0);
-	out_string[string_pos + 1] = EncodeBase64(b1);
-	out_string[string_pos + 2] = EncodeBase64(b2);
-	out_string[string_pos + 3] = EncodeBase64(b3);
-}
-
-std::string EncodeBase64(const char *data, size_t length) {
-	// calculate extra bytes needed to get a multiple of 3
-	size_t extraBytes = 3 - length % 3;
-
-	// number of base64 bytes
-	size_t encodedBytes = 4 * (length + extraBytes) / 3;
-
-	std::string encoded_string(encodedBytes, '=');
-
-	// read blocks of 3 bytes
-	for (size_t ib3 = 0; ib3 < length / 3; ib3++) {
-		const size_t iByte = ib3 * 3;
-		const size_t iEncodedByte = ib3 * 4;
-		const char *currData = &data[iByte];
-
-		EncodeByteBlock(currData, encoded_string, iEncodedByte);
-	}
-
-	// if size of data is not a multiple of 3, also encode the final bytes (and add zeros where needed)
-	if (extraBytes > 0) {
-		char finalBytes[4] = { 0, 0, 0, 0 };
-		memcpy(&finalBytes[0], &data[length - length % 3], length % 3);
-
-		const size_t iEncodedByte = encodedBytes - 4;
-		EncodeByteBlock(&finalBytes[0], encoded_string, iEncodedByte);
-
-		// add '=' at the end
-		for (size_t i = 0; i < 4 * extraBytes / 3; i++) {
-			encoded_string[encodedBytes - i - 1] = '=';
-		}
-	}
-	return encoded_string;
-}
-} // namespace Util
-} // namespace FBXDocParser

+ 0 - 122
modules/fbx/fbx_parser/FBXUtil.h

@@ -1,122 +0,0 @@
-/*************************************************************************/
-/*  FBXUtil.h                                                            */
-/*************************************************************************/
-/*                       This file is part of:                           */
-/*                           GODOT ENGINE                                */
-/*                      https://godotengine.org                          */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2022 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.                */
-/*************************************************************************/
-
-/*
-Open Asset Import Library (assimp)
-----------------------------------------------------------------------
-
-Copyright (c) 2006-2019, assimp team
-
-
-All rights reserved.
-
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
-following conditions are met:
-
-* Redistributions of source code must retain the above
-  copyright notice, this list of conditions and the
-  following disclaimer.
-
-* Redistributions in binary form must reproduce the above
-  copyright notice, this list of conditions and the
-  following disclaimer in the documentation and/or other
-  materials provided with the distribution.
-
-* Neither the name of the assimp team, nor the names of its
-  contributors may be used to endorse or promote products
-  derived from this software without specific prior
-  written permission of the assimp team.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-
-----------------------------------------------------------------------
-*/
-
-/** @file  FBXUtil.h
- *  @brief FBX utility functions for internal use
- */
-#ifndef FBX_UTIL_H
-#define FBX_UTIL_H
-
-#include "FBXTokenizer.h"
-#include <stdint.h>
-
-namespace FBXDocParser {
-
-namespace Util {
-
-/** Get a string representation for a #TokenType. */
-const char *TokenTypeString(TokenType t);
-
-/** Decode a single Base64-encoded character.
- *
- *  @param ch Character to decode (from base64 to binary).
- *  @return decoded byte value*/
-uint8_t DecodeBase64(char ch);
-
-/** Compute decoded size of a Base64-encoded string
- *
- *  @param in Characters to decode.
- *  @param inLength Number of characters to decode.
- *  @return size of the decoded data (number of bytes)*/
-size_t ComputeDecodedSizeBase64(const char *in, size_t inLength);
-
-/** Decode a Base64-encoded string
- *
- *  @param in Characters to decode.
- *  @param inLength Number of characters to decode.
- *  @param out Pointer where we will store the decoded data.
- *  @param maxOutLength Size of output buffer.
- *  @return size of the decoded data (number of bytes)*/
-size_t DecodeBase64(const char *in, size_t inLength, uint8_t *out, size_t maxOutLength);
-
-char EncodeBase64(char byte);
-
-/** Encode bytes in base64-encoding
- *
- *  @param data Binary data to encode.
- *  @param inLength Number of bytes to encode.
- *  @return base64-encoded string*/
-std::string EncodeBase64(const char *data, size_t length);
-} // namespace Util
-} // namespace FBXDocParser
-
-#endif // FBX_UTIL_H

+ 0 - 39
modules/fbx/fbx_parser/LICENSE

@@ -1,39 +0,0 @@
-The files in this folder were originally from ASSIMP, but have been heavily modified to fix bugs and match coding
-conventions of the Godot Engine project. We have kept a copy of the applicable licenses in the folder as required by
-the license.
-
-Open Asset Import Library (assimp)
-
-Copyright (c) 2006-2020, assimp team
-All rights reserved.
-
-Redistribution and use of this software in source and binary forms,
-with or without modification, are permitted provided that the
-following conditions are met:
-
-* Redistributions of source code must retain the above
-  copyright notice, this list of conditions and the
-  following disclaimer.
-
-* Redistributions in binary form must reproduce the above
-  copyright notice, this list of conditions and the
-  following disclaimer in the documentation and/or other
-  materials provided with the distribution.
-
-* Neither the name of the assimp team, nor the names of its
-  contributors may be used to endorse or promote products
-  derived from this software without specific prior
-  written permission of the assimp team.
-
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-

+ 0 - 58
modules/fbx/register_types.cpp

@@ -1,58 +0,0 @@
-/*************************************************************************/
-/*  register_types.cpp                                                   */
-/*************************************************************************/
-/*                       This file is part of:                           */
-/*                           GODOT ENGINE                                */
-/*                      https://godotengine.org                          */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2022 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 "register_types.h"
-
-#include "editor/editor_node.h"
-#include "modules/fbx/editor_scene_importer_fbx.h"
-
-#ifdef TOOLS_ENABLED
-static void _editor_init() {
-	Ref<EditorSceneFormatImporterFBX> import_fbx;
-	import_fbx.instantiate();
-	ResourceImporterScene::get_singleton()->add_importer(import_fbx);
-}
-#endif
-
-void register_fbx_types() {
-#ifdef TOOLS_ENABLED
-	ClassDB::APIType prev_api = ClassDB::get_current_api();
-	ClassDB::set_current_api(ClassDB::API_EDITOR);
-
-	GDREGISTER_CLASS(EditorSceneFormatImporterFBX);
-
-	ClassDB::set_current_api(prev_api);
-
-	EditorNode::add_init_callback(_editor_init);
-#endif
-}
-
-void unregister_fbx_types() {
-}

+ 0 - 37
modules/fbx/register_types.h

@@ -1,37 +0,0 @@
-/*************************************************************************/
-/*  register_types.h                                                     */
-/*************************************************************************/
-/*                       This file is part of:                           */
-/*                           GODOT ENGINE                                */
-/*                      https://godotengine.org                          */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2022 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.                */
-/*************************************************************************/
-
-#ifndef FBX_REGISTER_TYPES_H
-#define FBX_REGISTER_TYPES_H
-
-void register_fbx_types();
-void unregister_fbx_types();
-
-#endif // FBX_REGISTER_TYPES_H

+ 0 - 151
modules/fbx/tools/import_utils.cpp

@@ -1,151 +0,0 @@
-/*************************************************************************/
-/*  import_utils.cpp                                                     */
-/*************************************************************************/
-/*                       This file is part of:                           */
-/*                           GODOT ENGINE                                */
-/*                      https://godotengine.org                          */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2022 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 "import_utils.h"
-
-Vector3 ImportUtils::deg2rad(const Vector3 &p_rotation) {
-	return p_rotation / 180.0 * Math_PI;
-}
-
-Vector3 ImportUtils::rad2deg(const Vector3 &p_rotation) {
-	return p_rotation / Math_PI * 180.0;
-}
-
-Basis ImportUtils::EulerToBasis(FBXDocParser::Model::RotOrder mode, const Vector3 &p_rotation) {
-	Basis ret;
-
-	// FBX is using intrinsic euler, we can convert intrinsic to extrinsic (the one used in godot
-	// by simply invert its order: https://www.cs.utexas.edu/~theshark/courses/cs354/lectures/cs354-14.pdf
-	switch (mode) {
-		case FBXDocParser::Model::RotOrder_EulerXYZ:
-			ret.set_euler(p_rotation, Basis::EULER_ORDER_XYZ);
-			break;
-
-		case FBXDocParser::Model::RotOrder_EulerXZY:
-			ret.set_euler(p_rotation, Basis::EULER_ORDER_XZY);
-			break;
-
-		case FBXDocParser::Model::RotOrder_EulerYZX:
-			ret.set_euler(p_rotation, Basis::EULER_ORDER_YZX);
-			break;
-
-		case FBXDocParser::Model::RotOrder_EulerYXZ:
-			ret.set_euler(p_rotation, Basis::EULER_ORDER_YXZ);
-			break;
-
-		case FBXDocParser::Model::RotOrder_EulerZXY:
-			ret.set_euler(p_rotation, Basis::EULER_ORDER_ZXY);
-			break;
-
-		case FBXDocParser::Model::RotOrder_EulerZYX:
-			ret.set_euler(p_rotation, Basis::EULER_ORDER_ZYX);
-			break;
-
-		case FBXDocParser::Model::RotOrder_SphericXYZ:
-			// TODO do this.
-			break;
-
-		default:
-			// If you land here, Please integrate all enums.
-			CRASH_NOW_MSG("This is not unreachable.");
-	}
-
-	return ret;
-}
-
-Quaternion ImportUtils::EulerToQuaternion(FBXDocParser::Model::RotOrder mode, const Vector3 &p_rotation) {
-	return ImportUtils::EulerToBasis(mode, p_rotation);
-}
-
-Vector3 ImportUtils::BasisToEuler(FBXDocParser::Model::RotOrder mode, const Basis &p_rotation) {
-	// FBX is using intrinsic euler, we can convert intrinsic to extrinsic (the one used in godot
-	// by simply invert its order: https://www.cs.utexas.edu/~theshark/courses/cs354/lectures/cs354-14.pdf
-	switch (mode) {
-		case FBXDocParser::Model::RotOrder_EulerXYZ:
-			return p_rotation.get_euler(Basis::EULER_ORDER_XYZ);
-
-		case FBXDocParser::Model::RotOrder_EulerXZY:
-			return p_rotation.get_euler(Basis::EULER_ORDER_XZY);
-
-		case FBXDocParser::Model::RotOrder_EulerYZX:
-			return p_rotation.get_euler(Basis::EULER_ORDER_YZX);
-
-		case FBXDocParser::Model::RotOrder_EulerYXZ:
-			return p_rotation.get_euler(Basis::EULER_ORDER_YXZ);
-
-		case FBXDocParser::Model::RotOrder_EulerZXY:
-			return p_rotation.get_euler(Basis::EULER_ORDER_ZXY);
-
-		case FBXDocParser::Model::RotOrder_EulerZYX:
-			return p_rotation.get_euler(Basis::EULER_ORDER_ZYX);
-
-		case FBXDocParser::Model::RotOrder_SphericXYZ:
-			// TODO
-			return Vector3();
-
-		default:
-			// If you land here, Please integrate all enums.
-			CRASH_NOW_MSG("This is not unreachable.");
-			return Vector3();
-	}
-}
-
-Vector3 ImportUtils::QuaternionToEuler(FBXDocParser::Model::RotOrder mode, const Quaternion &p_rotation) {
-	return BasisToEuler(mode, p_rotation);
-}
-
-Transform3D get_unscaled_transform(const Transform3D &p_initial, real_t p_scale) {
-	Transform3D unscaled = Transform3D(p_initial.basis, p_initial.origin * p_scale);
-	ERR_FAIL_COND_V_MSG(unscaled.basis.determinant() == 0, Transform3D(), "det is zero unscaled?");
-	return unscaled;
-}
-
-Vector3 get_poly_normal(const std::vector<Vector3> &p_vertices) {
-	ERR_FAIL_COND_V_MSG(p_vertices.size() < 3, Vector3(0, 0, 0), "At least 3 vertices are necessary");
-	// Using long double to make sure that normal is computed for even really tiny objects.
-	typedef long double ldouble;
-	ldouble x = 0.0;
-	ldouble y = 0.0;
-	ldouble z = 0.0;
-	for (size_t i = 0; i < p_vertices.size(); i += 1) {
-		const Vector3 current = p_vertices[i];
-		const Vector3 next = p_vertices[(i + 1) % p_vertices.size()];
-		x += (ldouble(current.y) - ldouble(next.y)) * (ldouble(current.z) + ldouble(next.z));
-		y += (ldouble(current.z) - ldouble(next.z)) * (ldouble(current.x) + ldouble(next.x));
-		z += (ldouble(current.x) - ldouble(next.x)) * (ldouble(current.y) + ldouble(next.y));
-	}
-	const ldouble l2 = x * x + y * y + z * z;
-	if (l2 == 0.0) {
-		return (p_vertices[0] - p_vertices[1]).normalized().cross((p_vertices[0] - p_vertices[2]).normalized()).normalized();
-	} else {
-		const double l = Math::sqrt(double(l2));
-		return Vector3(x / l, y / l, z / l);
-	}
-}

+ 0 - 400
modules/fbx/tools/import_utils.h

@@ -1,400 +0,0 @@
-/*************************************************************************/
-/*  import_utils.h                                                       */
-/*************************************************************************/
-/*                       This file is part of:                           */
-/*                           GODOT ENGINE                                */
-/*                      https://godotengine.org                          */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2022 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.                */
-/*************************************************************************/
-
-#ifndef IMPORT_UTILS_FBX_IMPORTER_H
-#define IMPORT_UTILS_FBX_IMPORTER_H
-
-#include "core/io/image_loader.h"
-
-#include "data/import_state.h"
-#include "fbx_parser/FBXDocument.h"
-
-#include <string>
-
-#define CONVERT_FBX_TIME(time) static_cast<double>(time) / 46186158000LL
-
-/**
- * Import Utils
- * Conversion tools / glue code to convert from FBX to Godot
- */
-class ImportUtils {
-public:
-	///	Convert a vector from degrees to radians.
-	static Vector3 deg2rad(const Vector3 &p_rotation);
-
-	///	Convert a vector from radians to degrees.
-	static Vector3 rad2deg(const Vector3 &p_rotation);
-
-	/// Converts rotation order vector (in rad) to quaternion.
-	static Basis EulerToBasis(FBXDocParser::Model::RotOrder mode, const Vector3 &p_rotation);
-
-	/// Converts rotation order vector (in rad) to quaternion.
-	static Quaternion EulerToQuaternion(FBXDocParser::Model::RotOrder mode, const Vector3 &p_rotation);
-
-	/// Converts basis into rotation order vector (in rad).
-	static Vector3 BasisToEuler(FBXDocParser::Model::RotOrder mode, const Basis &p_rotation);
-
-	/// Converts quaternion into rotation order vector (in rad).
-	static Vector3 QuaternionToEuler(FBXDocParser::Model::RotOrder mode, const Quaternion &p_rotation);
-
-	static void debug_xform(String name, const Transform3D &t) {
-		print_verbose(name + " " + t.origin + " rotation: " + (t.basis.get_euler() * (180 / Math_PI)));
-	}
-
-	static String FBXNodeToName(const std::string &name) {
-		// strip Model:: prefix, avoiding ambiguities (i.e. don't strip if
-		// this causes ambiguities, well possible between empty identifiers,
-		// such as "Model::" and ""). Make sure the behaviour is consistent
-		// across multiple calls to FixNodeName().
-
-		// We must remove this from the name
-		// Some bones have this
-		// SubDeformer::
-		// Meshes, Joints have this, some other IK elements too.
-		// Model::
-
-		String node_name = String(name.c_str());
-
-		if (node_name.substr(0, 7) == "Model::") {
-			node_name = node_name.substr(7, node_name.length() - 7);
-			return node_name.replace(":", "");
-		}
-
-		if (node_name.substr(0, 13) == "SubDeformer::") {
-			node_name = node_name.substr(13, node_name.length() - 13);
-			return node_name.replace(":", "");
-		}
-
-		if (node_name.substr(0, 11) == "AnimStack::") {
-			node_name = node_name.substr(11, node_name.length() - 11);
-			return node_name.replace(":", "");
-		}
-
-		if (node_name.substr(0, 15) == "AnimCurveNode::") {
-			node_name = node_name.substr(15, node_name.length() - 15);
-			return node_name.replace(":", "");
-		}
-
-		if (node_name.substr(0, 11) == "AnimCurve::") {
-			node_name = node_name.substr(11, node_name.length() - 11);
-			return node_name.replace(":", "");
-		}
-
-		if (node_name.substr(0, 10) == "Geometry::") {
-			node_name = node_name.substr(10, node_name.length() - 10);
-			return node_name.replace(":", "");
-		}
-
-		if (node_name.substr(0, 10) == "Material::") {
-			node_name = node_name.substr(10, node_name.length() - 10);
-			return node_name.replace(":", "");
-		}
-
-		if (node_name.substr(0, 9) == "Texture::") {
-			node_name = node_name.substr(9, node_name.length() - 9);
-			return node_name.replace(":", "");
-		}
-
-		return node_name.replace(":", "");
-	}
-
-	static std::string FBXAnimMeshName(const std::string &name) {
-		if (name.length()) {
-			size_t indexOf = name.find_first_of("::");
-			if (indexOf != std::string::npos && indexOf < name.size() - 2) {
-				return name.substr(indexOf + 2);
-			}
-		}
-		return name.length() ? name : "AnimMesh";
-	}
-
-	static Vector3 safe_import_vector3(const Vector3 &p_vec) {
-		Vector3 vector = p_vec;
-		if (Math::is_zero_approx(vector.x)) {
-			vector.x = 0;
-		}
-
-		if (Math::is_zero_approx(vector.y)) {
-			vector.y = 0;
-		}
-
-		if (Math::is_zero_approx(vector.z)) {
-			vector.z = 0;
-		}
-		return vector;
-	}
-
-	static void debug_xform(String name, const Basis &t) {
-		//print_verbose(name + " rotation: " + (t.get_euler() * (180 / Math_PI)));
-	}
-
-	static Vector3 FixAxisConversions(Vector3 input) {
-		return Vector3(input.x, input.y, input.z);
-	}
-
-	static void AlignMeshAxes(std::vector<Vector3> &vertex_data) {
-		for (size_t x = 0; x < vertex_data.size(); x++) {
-			vertex_data[x] = FixAxisConversions(vertex_data[x]);
-		}
-	}
-
-	struct AssetImportFbx {
-		enum ETimeMode {
-			TIME_MODE_DEFAULT = 0,
-			TIME_MODE_120 = 1,
-			TIME_MODE_100 = 2,
-			TIME_MODE_60 = 3,
-			TIME_MODE_50 = 4,
-			TIME_MODE_48 = 5,
-			TIME_MODE_30 = 6,
-			TIME_MODE_30_DROP = 7,
-			TIME_MODE_NTSC_DROP_FRAME = 8,
-			TIME_MODE_NTSC_FULL_FRAME = 9,
-			TIME_MODE_PAL = 10,
-			TIME_MODE_CINEMA = 11,
-			TIME_MODE_1000 = 12,
-			TIME_MODE_CINEMA_ND = 13,
-			TIME_MODE_CUSTOM = 14,
-			TIME_MODE_TIME_MODE_COUNT = 15
-		};
-		enum UpAxis {
-			UP_VECTOR_AXIS_X = 1,
-			UP_VECTOR_AXIS_Y = 2,
-			UP_VECTOR_AXIS_Z = 3
-		};
-		enum FrontAxis {
-			FRONT_PARITY_EVEN = 1,
-			FRONT_PARITY_ODD = 2,
-		};
-
-		enum CoordAxis {
-			COORD_RIGHT = 0,
-			COORD_LEFT = 1
-		};
-	};
-
-	/** Get fbx fps for time mode meta data
-	 */
-	static float get_fbx_fps(int32_t time_mode) {
-		switch (time_mode) {
-			case AssetImportFbx::TIME_MODE_DEFAULT:
-				return 24;
-			case AssetImportFbx::TIME_MODE_120:
-				return 120;
-			case AssetImportFbx::TIME_MODE_100:
-				return 100;
-			case AssetImportFbx::TIME_MODE_60:
-				return 60;
-			case AssetImportFbx::TIME_MODE_50:
-				return 50;
-			case AssetImportFbx::TIME_MODE_48:
-				return 48;
-			case AssetImportFbx::TIME_MODE_30:
-				return 30;
-			case AssetImportFbx::TIME_MODE_30_DROP:
-				return 30;
-			case AssetImportFbx::TIME_MODE_NTSC_DROP_FRAME:
-				return 29.9700262f;
-			case AssetImportFbx::TIME_MODE_NTSC_FULL_FRAME:
-				return 29.9700262f;
-			case AssetImportFbx::TIME_MODE_PAL:
-				return 25;
-			case AssetImportFbx::TIME_MODE_CINEMA:
-				return 24;
-			case AssetImportFbx::TIME_MODE_1000:
-				return 1000;
-			case AssetImportFbx::TIME_MODE_CINEMA_ND:
-				return 23.976f;
-			case AssetImportFbx::TIME_MODE_CUSTOM:
-				return -1;
-		}
-		return 0;
-	}
-
-	static float get_fbx_fps(const FBXDocParser::FileGlobalSettings *FBXSettings) {
-		int time_mode = FBXSettings->TimeMode();
-
-		// get the animation FPS
-		float frames_per_second = get_fbx_fps(time_mode);
-
-		// handle animation custom FPS time.
-		if (time_mode == ImportUtils::AssetImportFbx::TIME_MODE_CUSTOM) {
-			print_verbose("FBX Animation has custom FPS setting");
-			frames_per_second = FBXSettings->CustomFrameRate();
-
-			// not our problem this is the modeller, we can print as an error so they can fix the source.
-			if (frames_per_second == 0) {
-				print_error("Custom animation time in file is set to 0 value, animation won't play, please edit your file to correct the FPS value");
-			}
-		}
-		return frames_per_second;
-	}
-
-	/**
-	 * Find hardcoded textures from assimp which could be in many different directories
-	 */
-
-	/**
-	 * set_texture_mapping_mode
-	 * Helper to check the mapping mode of the texture (repeat, clamp and mirror)
-	 */
-	// static void set_texture_mapping_mode(aiTextureMapMode *map_mode, Ref<ImageTexture> texture) {
-	// 	ERR_FAIL_COND(texture.is_null());
-	// 	ERR_FAIL_COND(map_mode == nullptr);
-	// 	aiTextureMapMode tex_mode = map_mode[0];
-
-	// 	int32_t flags = Texture::FLAGS_DEFAULT;
-	// 	if (tex_mode == aiTextureMapMode_Wrap) {
-	// 		//Default
-	// 	} else if (tex_mode == aiTextureMapMode_Clamp) {
-	// 		flags = flags & ~Texture::FLAG_REPEAT;
-	// 	} else if (tex_mode == aiTextureMapMode_Mirror) {
-	// 		flags = flags | Texture::FLAG_MIRRORED_REPEAT;
-	// 	}
-	// 	texture->set_flags(flags);
-	// }
-
-	/**
-	 * Load or load from cache image :)
-	 * We need to upgrade this in the later version :) should not be hard
-	 */
-	//static Ref<Image> load_image(ImportState &state, const aiScene *p_scene, String p_path){
-	// Map<String, Ref<Image> >::Element *match = state.path_to_image_cache.find(p_path);
-
-	// // if our cache contains this image then don't bother
-	// if (match) {
-	// 	return match->get();
-	// }
-
-	// Vector<String> split_path = p_path.get_basename().split("*");
-	// if (split_path.size() == 2) {
-	// 	size_t texture_idx = split_path[1].to_int();
-	// 	ERR_FAIL_COND_V(texture_idx >= p_scene->mNumTextures, Ref<Image>());
-	// 	aiTexture *tex = p_scene->mTextures[texture_idx];
-	// 	String filename = AssimpUtils::get_raw_string_from_assimp(tex->mFilename);
-	// 	filename = filename.get_file();
-	// 	print_verbose("Open Asset Import: Loading embedded texture " + filename);
-	// 	if (tex->mHeight == 0) {
-	// 		if (tex->CheckFormat("png")) {
-	// 			Ref<Image> img = Image::_png_mem_loader_func((uint8_t *)tex->pcData, tex->mWidth);
-	// 			ERR_FAIL_COND_V(img.is_null(), Ref<Image>());
-	// 			state.path_to_image_cache.insert(p_path, img);
-	// 			return img;
-	// 		} else if (tex->CheckFormat("jpg")) {
-	// 			Ref<Image> img = Image::_jpg_mem_loader_func((uint8_t *)tex->pcData, tex->mWidth);
-	// 			ERR_FAIL_COND_V(img.is_null(), Ref<Image>());
-	// 			state.path_to_image_cache.insert(p_path, img);
-	// 			return img;
-	// 		} else if (tex->CheckFormat("dds")) {
-	// 			ERR_FAIL_COND_V_MSG(true, Ref<Image>(), "Open Asset Import: Embedded dds not implemented");
-	// 		}
-	// 	} else {
-	// 		Ref<Image> img;
-	// 		img.instantiate();
-	// 		PoolByteArray arr;
-	// 		uint32_t size = tex->mWidth * tex->mHeight;
-	// 		arr.resize(size);
-	// 		memcpy(arr.write().ptr(), tex->pcData, size);
-	// 		ERR_FAIL_COND_V(arr.size() % 4 != 0, Ref<Image>());
-	// 		//ARGB8888 to RGBA8888
-	// 		for (int32_t i = 0; i < arr.size() / 4; i++) {
-	// 			arr.write().ptr()[(4 * i) + 3] = arr[(4 * i) + 0];
-	// 			arr.write().ptr()[(4 * i) + 0] = arr[(4 * i) + 1];
-	// 			arr.write().ptr()[(4 * i) + 1] = arr[(4 * i) + 2];
-	// 			arr.write().ptr()[(4 * i) + 2] = arr[(4 * i) + 3];
-	// 		}
-	// 		img->create(tex->mWidth, tex->mHeight, true, Image::FORMAT_RGBA8, arr);
-	// 		ERR_FAIL_COND_V(img.is_null(), Ref<Image>());
-	// 		state.path_to_image_cache.insert(p_path, img);
-	// 		return img;
-	// 	}
-	// 	return Ref<Image>();
-	// } else {
-	// 	Ref<Texture> texture = ResourceLoader::load(p_path);
-	// 	ERR_FAIL_COND_V(texture.is_null(), Ref<Image>());
-	// 	Ref<Image> image = texture->get_image();
-	// 	ERR_FAIL_COND_V(image.is_null(), Ref<Image>());
-	// 	state.path_to_image_cache.insert(p_path, image);
-	// 	return image;
-	// }
-
-	// return Ref<Image>();
-	//}
-
-	// /* create texture from assimp data, if found in path */
-	// static bool CreateAssimpTexture(
-	// 		AssimpImporter::ImportState &state,
-	// 		aiString texture_path,
-	// 		String &filename,
-	// 		String &path,
-	// 		AssimpImageData &image_state) {
-	// 	filename = get_raw_string_from_assimp(texture_path);
-	// 	path = state.path.get_base_dir().plus_file(filename.replace("\\", "/"));
-	// 	bool found = false;
-	// 	find_texture_path(state.path, path, found);
-	// 	if (found) {
-	// 		image_state.raw_image = AssimpUtils::load_image(state, state.assimp_scene, path);
-	// 		if (image_state.raw_image.is_valid()) {
-	// 			image_state.texture.instantiate();
-	// 			image_state.texture->create_from_image(image_state.raw_image);
-	// 			image_state.texture->set_storage(ImageTexture::STORAGE_COMPRESS_LOSSY);
-	// 			return true;
-	// 		}
-	// 	}
-
-	// 	return false;
-	// }
-	// /** GetAssimpTexture
-	//   * Designed to retrieve textures for you
-	//   */
-	// static bool GetAssimpTexture(
-	// 		AssimpImporter::ImportState &state,
-	// 		aiMaterial *ai_material,
-	// 		aiTextureType texture_type,
-	// 		String &filename,
-	// 		String &path,
-	// 		AssimpImageData &image_state) {
-	// 	aiString ai_filename = aiString();
-	// 	if (AI_SUCCESS == ai_material->GetTexture(texture_type, 0, &ai_filename, nullptr, nullptr, nullptr, nullptr, image_state.map_mode)) {
-	// 		return CreateAssimpTexture(state, ai_filename, filename, path, image_state);
-	// 	}
-
-	// 	return false;
-	// }
-};
-
-// Apply the transforms so the basis will have scale 1.
-Transform3D get_unscaled_transform(const Transform3D &p_initial, real_t p_scale);
-
-/// Uses the Newell's method to compute any polygon normal.
-/// The polygon must be at least size of 3 or bigger.
-Vector3 get_poly_normal(const std::vector<Vector3> &p_vertices);
-
-#endif // IMPORT_UTILS_FBX_IMPORTER_H

+ 0 - 48
modules/fbx/tools/validation_tools.cpp

@@ -1,48 +0,0 @@
-/*************************************************************************/
-/*  validation_tools.cpp                                                 */
-/*************************************************************************/
-/*                       This file is part of:                           */
-/*                           GODOT ENGINE                                */
-/*                      https://godotengine.org                          */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2022 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 "validation_tools.h"
-
-#ifdef TOOLS_ENABLED
-
-#include "core/string/print_string.h"
-#include "core/string/ustring.h"
-
-ValidationTracker::Entries *ValidationTracker::entries_singleton = memnew(ValidationTracker::Entries);
-
-// for printing our CSV to dump validation problems of files
-// later we can make some agnostic tooling for this but this is fine for the time being.
-void ValidationTracker::Entries::add_validation_error(String asset_path, String message) {
-	print_error(message);
-	// note: implementation is static
-	validation_entries[asset_path].push_back(message);
-}
-
-#endif // TOOLS_ENABLED

+ 0 - 92
modules/fbx/tools/validation_tools.h

@@ -1,92 +0,0 @@
-/*************************************************************************/
-/*  validation_tools.h                                                   */
-/*************************************************************************/
-/*                       This file is part of:                           */
-/*                           GODOT ENGINE                                */
-/*                      https://godotengine.org                          */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2022 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.                */
-/*************************************************************************/
-
-#ifndef FBX_VALIDATION_TOOLS_H
-#define FBX_VALIDATION_TOOLS_H
-
-#ifdef TOOLS_ENABLED
-
-#include "core/io/file_access.h"
-#include "core/string/print_string.h"
-#include "core/templates/local_vector.h"
-#include "core/templates/map.h"
-
-class ValidationTracker {
-protected:
-	struct Entries {
-		Map<String, LocalVector<String>> validation_entries = Map<String, LocalVector<String>>();
-
-		// for printing our CSV to dump validation problems of files
-		// later we can make some agnostic tooling for this but this is fine for the time being.
-		void add_validation_error(String asset_path, String message);
-		void print_to_csv() {
-			print_verbose("Exporting assset validation log please wait");
-			String massive_log_file;
-
-			String csv_header = "file_path, error message, extra data\n";
-			massive_log_file += csv_header;
-
-			for (const KeyValue<String, LocalVector<String>> &element : validation_entries) {
-				for (unsigned int x = 0; x < element.value.size(); x++) {
-					const String &line_entry = element.key + ", " + element.value[x].c_escape() + "\n";
-					massive_log_file += line_entry;
-				}
-			}
-
-			String path = "asset_validation_errors.csv";
-			Error err;
-			FileAccess *file = FileAccess::open(path, FileAccess::WRITE, &err);
-			if (!file || err) {
-				if (file) {
-					memdelete(file);
-				}
-				print_error("ValidationTracker Error - failed to create file - path: %s\n" + path);
-				return;
-			}
-
-			file->store_string(massive_log_file);
-			if (file->get_error() != OK && file->get_error() != ERR_FILE_EOF) {
-				print_error("ValidationTracker Error - failed to write to file - path: %s\n" + path);
-			}
-			file->close();
-			memdelete(file);
-		}
-	};
-	// asset path, error messages
-	static Entries *entries_singleton;
-
-public:
-	static Entries *get_singleton() {
-		return entries_singleton;
-	}
-};
-
-#endif // TOOLS_ENABLED
-#endif // FBX_VALIDATION_TOOLS_H