0be6d925dc
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
130 lines
5.0 KiB
C++
130 lines
5.0 KiB
C++
/*************************************************************************/
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/* import_state.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef EDITOR_SCENE_IMPORT_STATE_H
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#define EDITOR_SCENE_IMPORT_STATE_H
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#include "core/bind/core_bind.h"
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#include "core/io/resource_importer.h"
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#include "core/vector.h"
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#include "editor/import/resource_importer_scene.h"
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#include "editor/project_settings_editor.h"
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#include "scene/3d/mesh_instance_3d.h"
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#include "scene/3d/node_3d.h"
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#include "scene/3d/skeleton_3d.h"
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#include "scene/animation/animation_player.h"
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#include "scene/resources/animation.h"
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#include "scene/resources/surface_tool.h"
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#include <assimp/matrix4x4.h>
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#include <assimp/scene.h>
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#include <assimp/types.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/LogStream.hpp>
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#include <assimp/Logger.hpp>
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namespace AssimpImporter {
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/** Import state is for global scene import data
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* This makes the code simpler and contains useful lookups.
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*/
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struct ImportState {
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String path;
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Node3D *root;
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const aiScene *assimp_scene;
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uint32_t max_bone_weights;
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Map<String, Ref<Mesh>> mesh_cache;
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Map<int, Ref<Material>> material_cache;
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Map<String, int> light_cache;
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Map<String, int> camera_cache;
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// very useful for when you need to ask assimp for the bone mesh
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Map<const aiNode *, Node *> assimp_node_map;
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Map<String, Ref<Image>> path_to_image_cache;
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// Generation 3 - determinisitic iteration
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// to lower potential recursion errors
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List<const aiNode *> nodes;
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Map<const aiNode *, Node3D *> flat_node_map;
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AnimationPlayer *animation_player;
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// Generation 3 - deterministic armatures
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// list of armature nodes - flat and simple to parse
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// assimp node, node in godot
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List<aiNode *> armature_nodes;
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Map<const aiNode *, Skeleton3D *> armature_skeletons;
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Map<aiBone *, Skeleton3D *> skeleton_bone_map;
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// Generation 3 - deterministic bone handling
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// bones from the stack are popped when found
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// this means we can detect
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// what bones are for other armatures
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List<aiBone *> bone_stack;
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};
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struct AssimpImageData {
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Ref<Image> raw_image;
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Ref<ImageTexture> texture;
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aiTextureMapMode map_mode[2];
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};
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/** Recursive state is used to push state into functions instead of specifying them
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* This makes the code easier to handle too and add extra arguments without breaking things
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*/
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struct RecursiveState {
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RecursiveState() {} // do not construct :)
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RecursiveState(
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Transform &_node_transform,
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Skeleton3D *_skeleton,
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Node3D *_new_node,
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String &_node_name,
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aiNode *_assimp_node,
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Node *_parent_node,
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aiBone *_bone) :
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node_transform(_node_transform),
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skeleton(_skeleton),
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new_node(_new_node),
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node_name(_node_name),
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assimp_node(_assimp_node),
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parent_node(_parent_node),
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bone(_bone) {}
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Transform node_transform;
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Skeleton3D *skeleton = nullptr;
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Node3D *new_node = nullptr;
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String node_name;
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aiNode *assimp_node = nullptr;
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Node *parent_node = nullptr;
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aiBone *bone = nullptr;
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};
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} // namespace AssimpImporter
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#endif // EDITOR_SCENE_IMPORT_STATE_H
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