/*************************************************************************/ /* collada.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* 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. */ /*************************************************************************/ #ifdef TOOLS_ENABLED #ifndef COLLADA_H #define COLLADA_H #include "scene/resources/material.h" #include "globals.h" #include "io/xml_parser.h" #include "map.h" class Collada { public: enum ImportFlags { IMPORT_FLAG_SCENE=1, IMPORT_FLAG_ANIMATION=2 }; struct Image { String path; }; struct Material { String instance_effect; }; struct Effect { Map params; struct Channel { int uv_idx; String texture; Color color; Channel() { uv_idx=0; } }; Channel diffuse,specular,emission,bump; float shininess; bool found_double_sided; bool double_sided; String get_texture_path(const String& p_source,Collada& state) const; Effect() { diffuse.color=Color(1,1,1,1); double_sided=true; found_double_sided=false; shininess=40; } }; struct CameraData { enum Mode { MODE_PERSPECTIVE, MODE_ORTHOGONAL }; Mode mode; union { struct { float x_fov; float y_fov; } perspective; struct { float x_mag; float y_mag; } orthogonal; }; float aspect; float z_near; float z_far; CameraData() { mode=MODE_PERSPECTIVE; perspective.y_fov=0; perspective.x_fov=0; aspect=1; z_near=0.1; z_far=100; } }; struct LightData { enum Mode { MODE_AMBIENT, MODE_DIRECTIONAL, MODE_OMNI, MODE_SPOT }; Mode mode; Color color; float constant_att; float linear_att; float quad_att; float spot_angle; float spot_exp; LightData() { mode=MODE_AMBIENT; color=Color(1,1,1,1); constant_att=0; linear_att=0; quad_att=0; spot_angle=45; spot_exp=1; } }; struct MeshData { String name; struct Source { Vector array; int stride; }; Map sources; struct Vertices { Map sources; }; Map vertices; struct Primitives { struct SourceRef { String source; int offset; }; String material; Map sources; Vector polygons; Vector indices; int count; int vertex_size; }; Vector primitives; bool found_double_sided; bool double_sided; MeshData() { found_double_sided=false; double_sided=true; } }; struct CurveData { String name; bool closed; struct Source { Vector sarray; Vector array; int stride; }; Map sources; Map control_vertices; CurveData() { closed=false; } }; struct SkinControllerData { String base; bool use_idrefs; Transform bind_shape; struct Source { Vector sarray; //maybe for names Vector array; int stride; Source() { stride=1; } }; Map sources; struct Joints { Map sources; } joints; struct Weights { struct SourceRef { String source; int offset; }; String material; Map sources; Vector sets; Vector indices; int count; } weights; Map bone_rest_map; SkinControllerData() { use_idrefs=false; } }; struct MorphControllerData { String mesh; String mode; struct Source { int stride; Vector sarray; //maybe for names Vector array; Source() { stride=1; } }; Map sources; Map targets; MorphControllerData() { } }; struct Vertex { int idx; Vector3 vertex; Vector3 normal; Vector3 uv; Vector3 uv2; Plane tangent; Color color; struct Weight { int bone_idx; float weight; bool operator<(const Weight w) const { return weight>w.weight; } //heaviest first }; Vector weights; void fix_weights() { weights.sort(); if (weights.size()>4) { //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[i].weight/=total; } } void fix_unit_scale(Collada &state); bool operator<(const Vertex& p_vert) const { if (vertex==p_vert.vertex) { if(normal==p_vert.normal) { if(uv==p_vert.uv) { if(uv2==p_vert.uv2) { return (color data; }; Type type; String name; String id; bool noname; Vector xform_list; Transform default_transform; Transform post_transform; Vector children; Node* parent; Transform compute_transform(Collada &state) const; Transform get_global_transform() const; Transform get_transform() const; bool ignore_anim; Node() {noname=false; type=TYPE_NODE; parent=NULL; ignore_anim=false; } virtual ~Node() { for(int i=0;i material_map; Vector skeletons; NodeGeometry() { type=TYPE_GEOMETRY; } }; struct NodeCamera : public Node { String camera; NodeCamera() { type=TYPE_CAMERA; } }; struct NodeLight : public Node { String light; NodeLight() { type=TYPE_LIGHT; } }; struct VisualScene { String name; Vector root_nodes; ~VisualScene() { for(int i=0;i tracks; AnimationClip() { begin=0; end=1; } }; struct AnimationTrack { String id; String target; String param; String component; bool property; enum InterpolationType { INTERP_LINEAR, INTERP_BEZIER }; struct Key { enum Type { TYPE_FLOAT, TYPE_MATRIX }; float time; Vector data; Point2 in_tangent; Point2 out_tangent; InterpolationType interp_type; Key() { interp_type=INTERP_LINEAR; } }; Vector get_value_at_time(float p_time); Vector keys; AnimationTrack() { property=false; } }; /****************/ /* IMPORT STATE */ /****************/ struct State { int import_flags; float unit_scale; Vector3::Axis up_axis; bool z_up; struct Version { int major,minor,rev; bool operator<(const Version& p_ver) const { return (major==p_ver.major)?((minor==p_ver.minor)?(rev camera_data_map; Map mesh_data_map; Map light_data_map; Map curve_data_map; Map mesh_name_map; Map morph_name_map; Map morph_ownership_map; Map skin_controller_data_map; Map morph_controller_data_map; Map image_map; Map material_map; Map effect_map; Map visual_scene_map; Map scene_map; Set idref_joints; //Map bone_map; Map bone_rest_map; String local_path; String root_visual_scene; String root_physics_scene; Vector animation_clips; Vector animation_tracks; Map > referenced_tracks; Map > by_id_tracks; float animation_length; State() { unit_scale=1.0; up_axis=Vector3::AXIS_Y; import_flags=0; animation_length=0; } } state; Error load(const String& p_path, int p_flags=0); Collada(); Transform fix_transform(const Transform& p_transform); Transform get_root_transform() const; int get_uv_channel(String p_name); private: // private stuff Map channel_map; void _parse_asset(XMLParser& parser); void _parse_image(XMLParser& parser); void _parse_material(XMLParser& parser); void _parse_effect_material(XMLParser& parser,Effect &effect,String &id); void _parse_effect(XMLParser& parser); void _parse_camera(XMLParser& parser); void _parse_light(XMLParser& parser); void _parse_animation_clip(XMLParser& parser); void _parse_mesh_geometry(XMLParser& parser,String p_id,String p_name); void _parse_curve_geometry(XMLParser& parser,String p_id,String p_name); void _parse_skin_controller(XMLParser& parser,String p_id); void _parse_morph_controller(XMLParser& parser, String id); void _parse_controller(XMLParser& parser); Node* _parse_visual_instance_geometry(XMLParser& parser); Node* _parse_visual_instance_camera(XMLParser& parser); Node* _parse_visual_instance_light(XMLParser& parser); Node* _parse_visual_node_instance_data(XMLParser& parser); Node* _parse_visual_scene_node(XMLParser& parser); void _parse_visual_scene(XMLParser& parser); void _parse_animation(XMLParser& parser); void _parse_scene(XMLParser& parser); void _parse_library(XMLParser& parser); Variant _parse_param(XMLParser& parser); Vector _read_float_array(XMLParser& parser); Vector _read_string_array(XMLParser& parser); Transform _read_transform(XMLParser& parser); void _joint_set_owner(Collada::Node *p_node, NodeSkeleton *p_owner); void _create_skeletons(Collada::Node **p_node); 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_skeletons(VisualScene *p_vscene,Node *p_node); bool _optimize_skeletons(VisualScene *p_vscene,Node *p_node); bool _move_geometry_to_skeletons(VisualScene *p_vscene,Node *p_node,List *p_mgeom); void _optimize(); }; #endif // COLLADA_H #endif