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Implement naming version system for FBX and Blend importers like glTF

Aaron Franke 2 месяцев назад
Родитель
Сommit
a56b3a93d3

+ 11 - 0
modules/fbx/editor/editor_scene_importer_fbx2gltf.cpp

@@ -98,6 +98,10 @@ Node *EditorSceneFormatImporterFBX2GLTF::import_scene(const String &p_path, uint
 	gltf.instantiate();
 	Ref<GLTFState> state;
 	state.instantiate();
+	if (p_options.has("fbx/naming_version")) {
+		int naming_version = p_options["fbx/naming_version"];
+		gltf->set_naming_version(naming_version);
+	}
 	if (p_options.has(SNAME("nodes/import_as_skeleton_bones")) ? (bool)p_options[SNAME("nodes/import_as_skeleton_bones")] : false) {
 		state->set_import_as_skeleton_bones(true);
 	}
@@ -133,10 +137,17 @@ Variant EditorSceneFormatImporterFBX2GLTF::get_option_visibility(const String &p
 
 void EditorSceneFormatImporterFBX2GLTF::get_import_options(const String &p_path,
 		List<ResourceImporter::ImportOption> *r_options) {
+	// This function must be empty to avoid both FBX2glTF and UFBX adding the same options to FBX files.
 }
 
 void EditorSceneFormatImporterFBX2GLTF::handle_compatibility_options(HashMap<StringName, Variant> &p_import_params) const {
 	if (!p_import_params.has("fbx/importer")) {
 		p_import_params["fbx/importer"] = EditorSceneFormatImporterUFBX::FBX_IMPORTER_UFBX;
 	}
+	if (!p_import_params.has("fbx/naming_version")) {
+		// If a .fbx's existing import file is missing the FBX
+		// naming compatibility version, we need to use version 1.
+		// Version 1 is the behavior before this option was added.
+		p_import_params["fbx/naming_version"] = 1;
+	}
 }

+ 11 - 0
modules/fbx/editor/editor_scene_importer_ufbx.cpp

@@ -59,6 +59,10 @@ Node *EditorSceneFormatImporterUFBX::import_scene(const String &p_path, uint32_t
 	state.instantiate();
 	print_verbose(vformat("FBX path: %s", p_path));
 	String path = ProjectSettings::get_singleton()->globalize_path(p_path);
+	if (p_options.has("fbx/naming_version")) {
+		int naming_version = p_options["fbx/naming_version"];
+		fbx->set_naming_version(naming_version);
+	}
 	bool allow_geometry_helper_nodes = p_options.has("fbx/allow_geometry_helper_nodes") ? (bool)p_options["fbx/allow_geometry_helper_nodes"] : false;
 	if (allow_geometry_helper_nodes) {
 		state->set_allow_geometry_helper_nodes(allow_geometry_helper_nodes);
@@ -94,6 +98,7 @@ void EditorSceneFormatImporterUFBX::get_import_options(const String &p_path,
 		r_options->push_back(ResourceImporterScene::ImportOption(PropertyInfo(Variant::INT, "fbx/importer", PROPERTY_HINT_ENUM, "ufbx,FBX2glTF"), FBX_IMPORTER_UFBX));
 		r_options->push_back(ResourceImporterScene::ImportOption(PropertyInfo(Variant::BOOL, "fbx/allow_geometry_helper_nodes"), false));
 		r_options->push_back(ResourceImporterScene::ImportOption(PropertyInfo(Variant::INT, "fbx/embedded_image_handling", PROPERTY_HINT_ENUM, "Discard All Textures,Extract Textures,Embed as Basis Universal,Embed as Uncompressed", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), FBXState::HANDLE_BINARY_EXTRACT_TEXTURES));
+		r_options->push_back(ResourceImporterScene::ImportOption(PropertyInfo(Variant::INT, "fbx/naming_version", PROPERTY_HINT_ENUM, "Godot 4.0 or 4.1,Godot 4.2 to 4.4,Godot 4.5 or later"), 2));
 	}
 }
 
@@ -101,4 +106,10 @@ void EditorSceneFormatImporterUFBX::handle_compatibility_options(HashMap<StringN
 	if (!p_import_params.has("fbx/importer")) {
 		p_import_params["fbx/importer"] = EditorSceneFormatImporterUFBX::FBX_IMPORTER_FBX2GLTF;
 	}
+	if (!p_import_params.has("fbx/naming_version")) {
+		// If a .fbx's existing import file is missing the FBX
+		// naming compatibility version, we need to use version 1.
+		// Version 1 is the behavior before this option was added.
+		p_import_params["fbx/naming_version"] = 1;
+	}
 }

+ 13 - 1
modules/fbx/fbx_document.cpp

@@ -2217,7 +2217,11 @@ Error FBXDocument::_parse_fbx_state(Ref<FBXState> p_state, const String &p_searc
 	ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
 
 	/* DETERMINE SKELETONS */
-	err = SkinTool::_determine_skeletons(p_state->skins, p_state->nodes, p_state->skeletons, p_state->get_import_as_skeleton_bones() ? p_state->root_nodes : Vector<GLTFNodeIndex>());
+	if (p_state->get_import_as_skeleton_bones()) {
+		err = SkinTool::_determine_skeletons(p_state->skins, p_state->nodes, p_state->skeletons, p_state->root_nodes, true);
+	} else {
+		err = SkinTool::_determine_skeletons(p_state->skins, p_state->nodes, p_state->skeletons, Vector<GLTFNodeIndex>(), _naming_version < 2);
+	}
 	ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
 
 	/* CREATE SKELETONS */
@@ -2490,6 +2494,14 @@ Error FBXDocument::append_from_scene(Node *p_node, Ref<GLTFState> p_state, uint3
 	return ERR_UNAVAILABLE;
 }
 
+void FBXDocument::set_naming_version(int p_version) {
+	_naming_version = p_version;
+}
+
+int FBXDocument::get_naming_version() const {
+	return _naming_version;
+}
+
 Vector3 FBXDocument::_as_vec3(const ufbx_vec3 &p_vector) {
 	return Vector3(real_t(p_vector.x), real_t(p_vector.y), real_t(p_vector.z));
 }

+ 3 - 0
modules/fbx/fbx_document.h

@@ -62,6 +62,9 @@ public:
 	PackedByteArray generate_buffer(Ref<GLTFState> p_state) override;
 	Error write_to_filesystem(Ref<GLTFState> p_state, const String &p_path) override;
 
+	void set_naming_version(int p_version);
+	int get_naming_version() const;
+
 private:
 	String _get_texture_path(const String &p_base_directory, const String &p_source_file_path) const;
 	void _process_uv_set(PackedVector2Array &uv_array);

+ 15 - 0
modules/gltf/editor/editor_scene_importer_blend.cpp

@@ -299,6 +299,10 @@ Node *EditorSceneFormatImporterBlend::import_scene(const String &p_path, uint32_
 	Ref<GLTFState> state;
 	state.instantiate();
 
+	if (p_options.has("gltf/naming_version")) {
+		int naming_version = p_options["gltf/naming_version"];
+		gltf->set_naming_version(naming_version);
+	}
 	if (p_options.has(SNAME("nodes/import_as_skeleton_bones")) ? (bool)p_options[SNAME("nodes/import_as_skeleton_bones")] : false) {
 		state->set_import_as_skeleton_bones(true);
 	}
@@ -364,6 +368,17 @@ void EditorSceneFormatImporterBlend::get_import_options(const String &p_path, Li
 	ADD_OPTION_BOOL("blender/animation/limit_playback", true);
 	ADD_OPTION_BOOL("blender/animation/always_sample", true);
 	ADD_OPTION_BOOL("blender/animation/group_tracks", true);
+
+	r_options->push_back(ResourceImporterScene::ImportOption(PropertyInfo(Variant::INT, "gltf/naming_version", PROPERTY_HINT_ENUM, "Godot 4.0 or 4.1,Godot 4.2 to 4.4,Godot 4.5 or later"), 2));
+}
+
+void EditorSceneFormatImporterBlend::handle_compatibility_options(HashMap<StringName, Variant> &p_import_params) const {
+	if (!p_import_params.has("gltf/naming_version")) {
+		// If a .blend's existing import file is missing the glTF
+		// naming compatibility version, we need to use version 1.
+		// Version 1 is the behavior before this option was added.
+		p_import_params["gltf/naming_version"] = 1;
+	}
 }
 
 ///////////////////////////

+ 1 - 0
modules/gltf/editor/editor_scene_importer_blend.h

@@ -72,6 +72,7 @@ public:
 			List<ResourceImporter::ImportOption> *r_options) override;
 	virtual Variant get_option_visibility(const String &p_path, const String &p_scene_import_type, const String &p_option,
 			const HashMap<StringName, Variant> &p_options) override;
+	virtual void handle_compatibility_options(HashMap<StringName, Variant> &p_import_params) const override;
 };
 
 class LineEdit;

+ 1 - 1
modules/gltf/skin_tool.h

@@ -90,7 +90,7 @@ public:
 			Vector<Ref<GLTFNode>> &r_nodes,
 			Vector<Ref<GLTFSkeleton>> &r_skeletons,
 			const Vector<GLTFNodeIndex> &p_single_skeleton_root,
-			bool p_turn_non_joint_descendants_into_bones = false);
+			bool p_turn_non_joint_descendants_into_bones);
 	static Error _create_skeletons(
 			HashSet<String> &r_unique_names,
 			Vector<Ref<GLTFSkin>> &r_skins,