godot/modules/assimp/import_state.h

116 lines
4.6 KiB
C++

/*************************************************************************/
/* import_state.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 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;
const aiScene *assimp_scene;
uint32_t max_bone_weights;
Spatial *root;
Map<String, Ref<Mesh> > mesh_cache;
Map<int, Ref<Material> > material_cache;
Map<String, int> light_cache;
Map<String, int> camera_cache;
//Vector<Skeleton *> skeletons;
Map<Skeleton *, const Spatial *> armature_skeletons; // maps skeletons based on their armature nodes.
Map<const aiBone *, Skeleton *> bone_to_skeleton_lookup; // maps bones back into their skeleton
// very useful for when you need to ask assimp for the bone mesh
Map<String, Node *> node_map;
Map<const aiNode *, const Node *> assimp_node_map;
Map<String, Ref<Image> > path_to_image_cache;
bool fbx; //for some reason assimp does some things different for FBX
AnimationPlayer *animation_player;
};
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(
Transform &_node_transform,
Skeleton *_skeleton,
Spatial *_new_node,
const String &_node_name,
const aiNode *_assimp_node,
Node *_parent_node,
const 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;
Spatial *new_node;
const String &node_name;
const aiNode *assimp_node;
Node *parent_node;
const aiBone *bone;
};
} // namespace AssimpImporter
#endif // EDITOR_SCENE_IMPORT_STATE_H