cb282c6ef0
For us, it practically only changes the fact that `A<A<int>>` is now used instead of the C++03 compatible `A<A<int> >`. Note: clang-format 10+ changed the `Standard` arguments to fully specified `c++11`, `c++14`, etc. versions, but we can't use `c++17` now if we want to preserve compatibility with clang-format 8 and 9. `Cpp11` is still supported as deprecated alias for `Latest`.
131 lines
4.9 KiB
C++
131 lines
4.9 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.h"
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#include "scene/3d/skeleton.h"
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#include "scene/3d/spatial.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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Spatial *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 *, Spatial *> 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 *, Skeleton *> armature_skeletons;
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Map<aiBone *, Skeleton *> 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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Skeleton *_skeleton,
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Spatial *_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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Skeleton *skeleton = NULL;
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Spatial *new_node = NULL;
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String node_name;
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aiNode *assimp_node = NULL;
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Node *parent_node = NULL;
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aiBone *bone = NULL;
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};
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} // namespace AssimpImporter
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#endif // EDITOR_SCENE_IMPORT_STATE_H
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