// // Copyright (c) 2008-2015 the Urho3D project. // // 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. // // Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved // Please see LICENSE.md in repository root for license information // https://github.com/AtomicGameEngine/AtomicGameEngine #pragma once #include "OpenAssetUtils.h" #include #include using namespace Atomic; namespace ToolCore { class OpenAssetImporter : public Object { OBJECT(OpenAssetImporter); public: struct AnimationInfo { String name_; String cacheFilename_; }; OpenAssetImporter(Context* context); virtual ~OpenAssetImporter(); bool Load(const String& assetPath); const String& GetErrorMessage() { return errorMessage_; } bool ExportModel(const String& outName, const String& animName = String::EMPTY, bool animationOnly = false); void SetImportNode(Node* node) { importNode_ = node; } void SetStartTime(float startTime) { startTime_ = startTime; } void SetEndTime(float endTime) { endTime_ = endTime; } void SetScale(float scale) { scale_ = scale; } void SetExportAnimations(bool exportAnimations) { noAnimations_ = !exportAnimations; } void SetVerboseLog(bool verboseLog) { verboseLog_ = verboseLog; } const Vector& GetAnimationInfos() { return animationInfos_; } private: void ApplyScale(); void ApplyScale(aiNode* node); bool BuildAndSaveModel(OutModel& model); bool BuildAndSaveAnimations(OutModel* model = 0, const String& animNameOverride = String::EMPTY); void ExportMaterials(HashSet& usedTextures); bool BuildAndSaveMaterial(aiMaterial* material, HashSet& usedTextures); void CollectSceneModels(OutScene& scene, aiNode* node); bool CollectBones(OutModel& model, bool animationOnly = false); void CollectBonesFinal(PODVector& dest, const HashSet& necessary, aiNode* node); void BuildBoneCollisionInfo(OutModel& model); void CollectAnimations(OutModel* model = 0); String GetMeshMaterialName(aiMesh* mesh); String GenerateMaterialName(aiMaterial* material); String GetMaterialTextureName(const String& nameIn); String GenerateTextureName(unsigned texIndex); // TODO: See AssetImporter // void CombineLods(const PODVector& lodDistances, const Vector& modelNames, const String& outName) void DumpNodes(aiNode* rootNode, unsigned level); String errorMessage_; const aiScene* scene_; aiNode* rootNode_; String inputName_; String sourceAssetPath_; String resourcePath_; String outPath_; bool useSubdirs_; bool localIDs_; bool saveBinary_; bool createZone_; bool noAnimations_; bool noHierarchy_; bool noMaterials_; bool noTextures_; bool noMaterialDiffuseColor_; bool noEmptyNodes_; bool saveMaterialList_; bool includeNonSkinningBones_; bool verboseLog_; bool emissiveAO_; bool noOverwriteMaterial_; bool noOverwriteTexture_; bool noOverwriteNewerTexture_; bool checkUniqueModel_; float scale_; unsigned maxBones_; unsigned aiFlagsDefault_; unsigned aiCurrentFlags_; Vector nonSkinningBoneIncludes_; Vector nonSkinningBoneExcludes_; HashSet allAnimations_; PODVector sceneAnimations_; Vector animationInfos_; SharedPtr importNode_; float defaultTicksPerSecond_; float startTime_; float endTime_; }; }