godot/editor/import/collada.h

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/**************************************************************************/
/* collada.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/**************************************************************************/
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#ifndef COLLADA_H
#define COLLADA_H
#include "core/config/project_settings.h"
#include "core/io/xml_parser.h"
#include "core/templates/rb_map.h"
#include "scene/resources/material.h"
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class Collada {
public:
enum ImportFlags {
IMPORT_FLAG_SCENE = 1,
IMPORT_FLAG_ANIMATION = 2
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};
struct Image {
String path;
};
struct Material {
String name;
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String instance_effect;
};
struct Effect {
String name;
HashMap<String, Variant> params;
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struct Channel {
int uv_idx = 0;
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String texture;
Color color;
Channel() {}
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};
Channel diffuse, specular, emission, bump;
float shininess = 40;
bool found_double_sided = false;
bool double_sided = true;
bool unshaded = false;
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String get_texture_path(const String &p_source, Collada &p_state) const;
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Effect() {
diffuse.color = Color(1, 1, 1, 1);
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}
};
struct CameraData {
enum Mode {
MODE_PERSPECTIVE,
MODE_ORTHOGONAL
};
Mode mode = MODE_PERSPECTIVE;
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union {
struct {
float x_fov = 0;
float y_fov = 0;
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} perspective;
struct {
float x_mag = 0;
float y_mag = 0;
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} orthogonal;
};
float aspect = 1;
float z_near = 0.05;
float z_far = 4000;
CameraData() {}
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};
struct LightData {
enum Mode {
MODE_AMBIENT,
MODE_DIRECTIONAL,
MODE_OMNI,
MODE_SPOT
};
Mode mode = MODE_AMBIENT;
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Color color = Color(1, 1, 1, 1);
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float constant_att = 0;
float linear_att = 0;
float quad_att = 0;
float spot_angle = 45;
float spot_exp = 1;
LightData() {}
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};
struct MeshData {
String name;
struct Source {
Vector<float> array;
int stride = 0;
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};
HashMap<String, Source> sources;
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struct Vertices {
HashMap<String, String> sources;
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};
HashMap<String, Vertices> vertices;
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struct Primitives {
struct SourceRef {
String source;
int offset = 0;
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};
String material;
HashMap<String, SourceRef> sources;
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Vector<float> polygons;
Vector<float> indices;
int count = 0;
int vertex_size = 0;
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};
Vector<Primitives> primitives;
bool found_double_sided = false;
bool double_sided = true;
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MeshData() {}
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};
struct CurveData {
String name;
bool closed = false;
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struct Source {
Vector<String> sarray;
Vector<float> array;
int stride = 0;
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};
HashMap<String, Source> sources;
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HashMap<String, String> control_vertices;
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CurveData() {}
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};
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struct SkinControllerData {
String base;
bool use_idrefs = false;
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Transform3D bind_shape;
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struct Source {
Vector<String> sarray; //maybe for names
Vector<float> array;
int stride = 1;
Source() {}
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};
HashMap<String, Source> sources;
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struct Joints {
HashMap<String, String> sources;
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} joints;
struct Weights {
struct SourceRef {
String source;
int offset = 0;
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};
String material;
HashMap<String, SourceRef> sources;
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Vector<float> sets;
Vector<float> indices;
int count = 0;
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} weights;
HashMap<String, Transform3D> bone_rest_map;
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SkinControllerData() {}
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};
struct MorphControllerData {
String mesh;
String mode;
struct Source {
int stride = 1;
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Vector<String> sarray; //maybe for names
Vector<float> array;
Source() {}
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};
HashMap<String, Source> sources;
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HashMap<String, String> targets;
MorphControllerData() {}
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};
struct Vertex {
int idx = 0;
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Vector3 vertex;
Vector3 normal;
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Vector3 uv;
Vector3 uv2;
Plane tangent;
Color color;
int uid = 0;
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struct Weight {
int bone_idx = 0;
float weight = 0;
bool operator<(const Weight w) const { return weight > w.weight; } //heaviest first
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};
Vector<Weight> weights;
void fix_weights() {
weights.sort();
if (weights.size() > 4) {
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//cap to 4 and make weights add up 1
weights.resize(4);
float total = 0;
for (int i = 0; i < 4; i++) {
total += weights[i].weight;
}
if (total) {
for (int i = 0; i < 4; i++) {
weights.write[i].weight /= total;
}
}
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}
}
void fix_unit_scale(const Collada &p_state);
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bool operator<(const Vertex &p_vert) const {
if (uid == p_vert.uid) {
if (vertex == p_vert.vertex) {
if (normal == p_vert.normal) {
if (uv == p_vert.uv) {
if (uv2 == p_vert.uv2) {
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if (!weights.is_empty() || !p_vert.weights.is_empty()) {
if (weights.size() == p_vert.weights.size()) {
for (int i = 0; i < weights.size(); i++) {
if (weights[i].bone_idx != p_vert.weights[i].bone_idx) {
return weights[i].bone_idx < p_vert.weights[i].bone_idx;
}
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if (weights[i].weight != p_vert.weights[i].weight) {
return weights[i].weight < p_vert.weights[i].weight;
}
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}
} else {
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return weights.size() < p_vert.weights.size();
}
}
return (color < p_vert.color);
} else {
return (uv2 < p_vert.uv2);
}
} else {
return (uv < p_vert.uv);
}
} else {
return (normal < p_vert.normal);
}
} else {
return vertex < p_vert.vertex;
}
} else {
return uid < p_vert.uid;
}
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}
Vertex() {}
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};
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struct Node {
enum Type {
TYPE_NODE,
TYPE_JOINT,
TYPE_SKELETON, //this bone is not collada, it's added afterwards as optimization
TYPE_LIGHT,
TYPE_CAMERA,
TYPE_GEOMETRY
};
struct XForm {
enum Op {
OP_ROTATE,
OP_SCALE,
OP_TRANSLATE,
OP_MATRIX,
OP_VISIBILITY
};
String id;
Op op = OP_ROTATE;
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Vector<float> data;
};
Type type = TYPE_NODE;
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String name;
String id;
String empty_draw_type;
bool noname = false;
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Vector<XForm> xform_list;
Transform3D default_transform;
Transform3D post_transform;
Vector<Node *> children;
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Node *parent = nullptr;
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Transform3D compute_transform(const Collada &p_state) const;
Transform3D get_global_transform() const;
Transform3D get_transform() const;
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bool ignore_anim = false;
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Node() {}
virtual ~Node() {
for (int i = 0; i < children.size(); i++) {
memdelete(children[i]);
}
};
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};
struct NodeSkeleton : public Node {
NodeSkeleton() { type = TYPE_SKELETON; }
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};
struct NodeJoint : public Node {
NodeSkeleton *owner = nullptr;
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String sid;
NodeJoint() {
type = TYPE_JOINT;
}
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};
struct NodeGeometry : public Node {
bool controller = false;
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String source;
struct Material {
String target;
};
HashMap<String, Material> material_map;
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Vector<String> skeletons;
NodeGeometry() { type = TYPE_GEOMETRY; }
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};
struct NodeCamera : public Node {
String camera;
NodeCamera() { type = TYPE_CAMERA; }
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};
struct NodeLight : public Node {
String light;
NodeLight() { type = TYPE_LIGHT; }
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};
struct VisualScene {
String name;
Vector<Node *> root_nodes;
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~VisualScene() {
for (int i = 0; i < root_nodes.size(); i++) {
memdelete(root_nodes[i]);
}
}
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};
struct AnimationClip {
String name;
float begin = 0;
float end = 1;
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Vector<String> tracks;
AnimationClip() {}
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};
struct AnimationTrack {
String id;
String target;
String param;
String component;
bool property = false;
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enum InterpolationType {
INTERP_LINEAR,
INTERP_BEZIER
};
struct Key {
enum Type {
TYPE_FLOAT,
TYPE_MATRIX
};
float time = 0;
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Vector<float> data;
Point2 in_tangent;
Point2 out_tangent;
InterpolationType interp_type = INTERP_LINEAR;
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Key() {}
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};
Vector<float> get_value_at_time(float p_time) const;
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Vector<Key> keys;
AnimationTrack() {}
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};
/****************/
/* IMPORT STATE */
/****************/
struct State {
int import_flags = 0;
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float unit_scale = 1.0;
Vector3::Axis up_axis = Vector3::AXIS_Y;
bool z_up = false;
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struct Version {
int major = 0, minor = 0, rev = 0;
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bool operator<(const Version &p_ver) const { return (major == p_ver.major) ? ((minor == p_ver.minor) ? (rev < p_ver.rev) : minor < p_ver.minor) : major < p_ver.major; }
Version(int p_major = 0, int p_minor = 0, int p_rev = 0) {
major = p_major;
minor = p_minor;
rev = p_rev;
}
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} version;
HashMap<String, CameraData> camera_data_map;
HashMap<String, MeshData> mesh_data_map;
HashMap<String, LightData> light_data_map;
HashMap<String, CurveData> curve_data_map;
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HashMap<String, String> mesh_name_map;
HashMap<String, String> morph_name_map;
HashMap<String, String> morph_ownership_map;
HashMap<String, SkinControllerData> skin_controller_data_map;
HashMap<String, MorphControllerData> morph_controller_data_map;
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HashMap<String, Image> image_map;
HashMap<String, Material> material_map;
HashMap<String, Effect> effect_map;
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HashMap<String, VisualScene> visual_scene_map;
HashMap<String, Node *> scene_map;
HashSet<String> idref_joints;
HashMap<String, String> sid_to_node_map;
//RBMap<String,NodeJoint*> bone_map;
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HashMap<String, Transform3D> bone_rest_map;
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String local_path;
String root_visual_scene;
String root_physics_scene;
Vector<AnimationClip> animation_clips;
Vector<AnimationTrack> animation_tracks;
HashMap<String, Vector<int>> referenced_tracks;
HashMap<String, Vector<int>> by_id_tracks;
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float animation_length = 0;
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State() {}
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} state;
Error load(const String &p_path, int p_flags = 0);
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Collada();
Transform3D fix_transform(const Transform3D &p_transform);
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Transform3D get_root_transform() const;
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int get_uv_channel(String p_name);
private: // private stuff
HashMap<String, int> channel_map;
void _parse_asset(XMLParser &p_parser);
void _parse_image(XMLParser &p_parser);
void _parse_material(XMLParser &p_parser);
void _parse_effect_material(XMLParser &p_parser, Effect &p_effect, String &p_id);
void _parse_effect(XMLParser &p_parser);
void _parse_camera(XMLParser &p_parser);
void _parse_light(XMLParser &p_parser);
void _parse_animation_clip(XMLParser &p_parser);
void _parse_mesh_geometry(XMLParser &p_parser, String p_id, String p_name);
void _parse_curve_geometry(XMLParser &p_parser, String p_id, String p_name);
void _parse_skin_controller(XMLParser &p_parser, String p_id);
void _parse_morph_controller(XMLParser &p_parser, String p_id);
void _parse_controller(XMLParser &p_parser);
Node *_parse_visual_instance_geometry(XMLParser &p_parser);
Node *_parse_visual_instance_camera(XMLParser &p_parser);
Node *_parse_visual_instance_light(XMLParser &p_parser);
Node *_parse_visual_node_instance_data(XMLParser &p_parser);
Node *_parse_visual_scene_node(XMLParser &p_parser);
void _parse_visual_scene(XMLParser &p_parser);
void _parse_animation(XMLParser &p_parser);
void _parse_scene(XMLParser &p_parser);
void _parse_library(XMLParser &p_parser);
Variant _parse_param(XMLParser &p_parser);
Vector<float> _read_float_array(XMLParser &p_parser);
Vector<String> _read_string_array(XMLParser &p_parser);
Transform3D _read_transform(XMLParser &p_parser);
String _read_empty_draw_type(XMLParser &p_parser);
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void _joint_set_owner(Collada::Node *p_node, NodeSkeleton *p_owner);
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void _create_skeletons(Collada::Node **p_node, NodeSkeleton *p_skeleton = nullptr);
void _find_morph_nodes(VisualScene *p_vscene, Node *p_node);
bool _remove_node(Node *p_parent, Node *p_node);
void _remove_node(VisualScene *p_vscene, Node *p_node);
void _merge_skeletons2(VisualScene *p_vscene);
void _merge_skeletons(VisualScene *p_vscene, Node *p_node);
bool _optimize_skeletons(VisualScene *p_vscene, Node *p_node);
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bool _move_geometry_to_skeletons(VisualScene *p_vscene, Node *p_node, List<Node *> *p_mgeom);
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void _optimize();
};
#endif // COLLADA_H