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- /*************************************************************************/
- /* import_state.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2021 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/core_bind.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
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