/*************************************************************************/ /* 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 IMPORT_STATE_H #define IMPORT_STATE_H #include "fbx_mesh_data.h" #include "modules/fbx/tools/import_utils.h" #include "pivot_transform.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 "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; Map<StringName, Ref<Texture> > cached_image_searches; Map<uint64_t, Ref<SpatialMaterial> > cached_materials; String path = String(); Spatial *root_owner = nullptr; Spatial *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, Skeleton *> 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