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- /*************************************************************************/
- /* import_state.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2020 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_IMPORT_STATE_H
- #define EDITOR_SCENE_IMPORT_STATE_H
- #include "core/bind/core_bind.h"
- #include "core/io/resource_importer.h"
- #include "core/vector.h"
- #include "editor/import/resource_importer_scene.h"
- #include "editor/project_settings_editor.h"
- #include "scene/3d/mesh_instance.h"
- #include "scene/3d/skeleton.h"
- #include "scene/3d/spatial.h"
- #include "scene/animation/animation_player.h"
- #include "scene/resources/animation.h"
- #include "scene/resources/surface_tool.h"
- #include <assimp/matrix4x4.h>
- #include <assimp/scene.h>
- #include <assimp/types.h>
- #include <assimp/DefaultLogger.hpp>
- #include <assimp/LogStream.hpp>
- #include <assimp/Logger.hpp>
- namespace AssimpImporter {
- /** Import state is for global scene import data
- * This makes the code simpler and contains useful lookups.
- */
- struct ImportState {
- String path;
- Spatial *root;
- const aiScene *assimp_scene;
- uint32_t max_bone_weights;
- Map<String, Ref<Mesh> > mesh_cache;
- Map<int, Ref<Material> > material_cache;
- Map<String, int> light_cache;
- Map<String, int> camera_cache;
- // very useful for when you need to ask assimp for the bone mesh
- Map<const aiNode *, Node *> assimp_node_map;
- Map<String, Ref<Image> > path_to_image_cache;
- // Generation 3 - determinisitic iteration
- // to lower potential recursion errors
- List<const aiNode *> nodes;
- Map<const aiNode *, Spatial *> flat_node_map;
- AnimationPlayer *animation_player;
- // Generation 3 - deterministic armatures
- // list of armature nodes - flat and simple to parse
- // assimp node, node in godot
- List<aiNode *> armature_nodes;
- Map<const aiNode *, Skeleton *> armature_skeletons;
- Map<aiBone *, Skeleton *> skeleton_bone_map;
- // Generation 3 - deterministic bone handling
- // bones from the stack are popped when found
- // this means we can detect
- // what bones are for other armatures
- List<aiBone *> bone_stack;
- };
- struct AssimpImageData {
- Ref<Image> raw_image;
- Ref<ImageTexture> texture;
- aiTextureMapMode map_mode[2];
- };
- /** Recursive state is used to push state into functions instead of specifying them
- * This makes the code easier to handle too and add extra arguments without breaking things
- */
- struct RecursiveState {
- RecursiveState() {} // do not construct :)
- RecursiveState(
- Transform &_node_transform,
- Skeleton *_skeleton,
- Spatial *_new_node,
- String &_node_name,
- aiNode *_assimp_node,
- Node *_parent_node,
- aiBone *_bone) :
- node_transform(_node_transform),
- skeleton(_skeleton),
- new_node(_new_node),
- node_name(_node_name),
- assimp_node(_assimp_node),
- parent_node(_parent_node),
- bone(_bone) {}
- Transform node_transform;
- Skeleton *skeleton = NULL;
- Spatial *new_node = NULL;
- String node_name;
- aiNode *assimp_node = NULL;
- Node *parent_node = NULL;
- aiBone *bone = NULL;
- };
- } // namespace AssimpImporter
- #endif // EDITOR_SCENE_IMPORT_STATE_H
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