Merge pull request #107352 from aaronfranke/blend-fbx-naming-version

Implement naming version system for FBX and Blend importers like glTF
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Rémi Verschelde 2025-06-11 11:20:21 +02:00
commit c455d81c4c
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7 changed files with 55 additions and 2 deletions

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@ -98,6 +98,10 @@ Node *EditorSceneFormatImporterFBX2GLTF::import_scene(const String &p_path, uint
gltf.instantiate(); gltf.instantiate();
Ref<GLTFState> state; Ref<GLTFState> state;
state.instantiate(); 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) { 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); 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, void EditorSceneFormatImporterFBX2GLTF::get_import_options(const String &p_path,
List<ResourceImporter::ImportOption> *r_options) { 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 { void EditorSceneFormatImporterFBX2GLTF::handle_compatibility_options(HashMap<StringName, Variant> &p_import_params) const {
if (!p_import_params.has("fbx/importer")) { if (!p_import_params.has("fbx/importer")) {
p_import_params["fbx/importer"] = EditorSceneFormatImporterUFBX::FBX_IMPORTER_UFBX; 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;
}
} }

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@ -59,6 +59,10 @@ Node *EditorSceneFormatImporterUFBX::import_scene(const String &p_path, uint32_t
state.instantiate(); state.instantiate();
print_verbose(vformat("FBX path: %s", p_path)); print_verbose(vformat("FBX path: %s", p_path));
String path = ProjectSettings::get_singleton()->globalize_path(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; 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) { if (allow_geometry_helper_nodes) {
state->set_allow_geometry_helper_nodes(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::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::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/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")) { if (!p_import_params.has("fbx/importer")) {
p_import_params["fbx/importer"] = EditorSceneFormatImporterUFBX::FBX_IMPORTER_FBX2GLTF; 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;
}
} }

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@ -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); ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
/* DETERMINE SKELETONS */ /* 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); ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
/* CREATE SKELETONS */ /* CREATE SKELETONS */
@ -2490,6 +2494,14 @@ Error FBXDocument::append_from_scene(Node *p_node, Ref<GLTFState> p_state, uint3
return ERR_UNAVAILABLE; 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) { 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)); return Vector3(real_t(p_vector.x), real_t(p_vector.y), real_t(p_vector.z));
} }

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

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@ -306,6 +306,10 @@ Node *EditorSceneFormatImporterBlend::import_scene(const String &p_path, uint32_
Ref<GLTFState> state; Ref<GLTFState> state;
state.instantiate(); 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) { 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); state->set_import_as_skeleton_bones(true);
} }
@ -371,6 +375,17 @@ void EditorSceneFormatImporterBlend::get_import_options(const String &p_path, Li
ADD_OPTION_BOOL("blender/animation/limit_playback", true); ADD_OPTION_BOOL("blender/animation/limit_playback", true);
ADD_OPTION_BOOL("blender/animation/always_sample", true); ADD_OPTION_BOOL("blender/animation/always_sample", true);
ADD_OPTION_BOOL("blender/animation/group_tracks", 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;
}
} }
/////////////////////////// ///////////////////////////

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@ -73,6 +73,7 @@ public:
List<ResourceImporter::ImportOption> *r_options) override; 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, 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; const HashMap<StringName, Variant> &p_options) override;
virtual void handle_compatibility_options(HashMap<StringName, Variant> &p_import_params) const override;
}; };
class LineEdit; class LineEdit;

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