49c065d29c
The other subfolders of tools/ had already been moved to either editor/, misc/ or thirdparty/, so the hiding the editor code that deep was no longer meaningful.
664 lines
13 KiB
C++
664 lines
13 KiB
C++
/*************************************************************************/
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/* collada.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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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#ifdef TOOLS_ENABLED
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#ifndef COLLADA_H
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#define COLLADA_H
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#include "scene/resources/material.h"
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#include "global_config.h"
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#include "io/xml_parser.h"
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#include "map.h"
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class Collada {
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public:
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enum ImportFlags {
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IMPORT_FLAG_SCENE=1,
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IMPORT_FLAG_ANIMATION=2
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};
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struct Image {
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String path;
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};
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struct Material {
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String name;
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String instance_effect;
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};
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struct Effect {
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String name;
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Map<String, Variant> params;
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struct Channel {
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int uv_idx;
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String texture;
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Color color;
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Channel() { uv_idx=0; }
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};
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Channel diffuse,specular,emission,bump;
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float shininess;
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bool found_double_sided;
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bool double_sided;
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bool unshaded;
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String get_texture_path(const String& p_source,Collada& state) const;
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Effect() {
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diffuse.color=Color(1,1,1,1);
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double_sided=true;
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found_double_sided=false;
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shininess=40;
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unshaded=false;
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}
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};
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struct CameraData {
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enum Mode {
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MODE_PERSPECTIVE,
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MODE_ORTHOGONAL
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};
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Mode mode;
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union {
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struct {
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float x_fov;
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float y_fov;
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} perspective;
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struct {
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float x_mag;
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float y_mag;
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} orthogonal;
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};
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float aspect;
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float z_near;
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float z_far;
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CameraData() {
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mode=MODE_PERSPECTIVE;
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perspective.y_fov=0;
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perspective.x_fov=0;
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aspect=1;
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z_near=0.1;
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z_far=100;
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}
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};
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struct LightData {
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enum Mode {
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MODE_AMBIENT,
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MODE_DIRECTIONAL,
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MODE_OMNI,
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MODE_SPOT
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};
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Mode mode;
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Color color;
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float constant_att;
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float linear_att;
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float quad_att;
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float spot_angle;
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float spot_exp;
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LightData() {
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mode=MODE_AMBIENT;
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color=Color(1,1,1,1);
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constant_att=0;
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linear_att=0;
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quad_att=0;
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spot_angle=45;
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spot_exp=1;
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}
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};
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struct MeshData {
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String name;
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struct Source {
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Vector<float> array;
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int stride;
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};
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Map<String,Source> sources;
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struct Vertices {
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Map<String,String> sources;
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};
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Map<String,Vertices> vertices;
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struct Primitives {
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struct SourceRef {
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String source;
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int offset;
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};
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String material;
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Map<String,SourceRef> sources;
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Vector<float> polygons;
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Vector<float> indices;
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int count;
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int vertex_size;
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};
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Vector<Primitives> primitives;
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bool found_double_sided;
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bool double_sided;
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MeshData() { found_double_sided=false; double_sided=true; }
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};
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struct CurveData {
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String name;
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bool closed;
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struct Source {
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Vector<String> sarray;
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Vector<float> array;
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int stride;
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};
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Map<String,Source> sources;
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Map<String,String> control_vertices;
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CurveData() {
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closed=false;
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}
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};
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struct SkinControllerData {
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String base;
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bool use_idrefs;
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Transform bind_shape;
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struct Source {
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Vector<String> sarray; //maybe for names
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Vector<float> array;
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int stride;
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Source() {
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stride=1;
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}
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};
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Map<String,Source> sources;
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struct Joints {
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Map<String,String> sources;
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} joints;
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struct Weights {
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struct SourceRef {
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String source;
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int offset;
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};
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String material;
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Map<String,SourceRef> sources;
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Vector<float> sets;
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Vector<float> indices;
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int count;
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} weights;
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Map<String,Transform> bone_rest_map;
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SkinControllerData() { use_idrefs=false; }
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};
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struct MorphControllerData {
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String mesh;
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String mode;
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struct Source {
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int stride;
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Vector<String> sarray; //maybe for names
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Vector<float> array;
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Source() { stride=1; }
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};
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Map<String,Source> sources;
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Map<String,String> targets;
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MorphControllerData() { }
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};
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struct Vertex {
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int idx;
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Vector3 vertex;
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Vector3 normal;
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Vector3 uv;
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Vector3 uv2;
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Plane tangent;
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Color color;
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int uid;
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struct Weight {
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int bone_idx;
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float weight;
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bool operator<(const Weight w) const { return weight>w.weight; } //heaviest first
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};
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Vector<Weight> weights;
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void fix_weights() {
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weights.sort();
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if (weights.size()>4) {
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//cap to 4 and make weights add up 1
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weights.resize(4);
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float total=0;
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for(int i=0;i<4;i++)
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total+=weights[i].weight;
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if (total)
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for(int i=0;i<4;i++)
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weights[i].weight/=total;
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}
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}
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void fix_unit_scale(Collada &state);
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bool operator<(const Vertex& p_vert) const {
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if (uid==p_vert.uid) {
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if (vertex==p_vert.vertex) {
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if(normal==p_vert.normal) {
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if(uv==p_vert.uv) {
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if(uv2==p_vert.uv2) {
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if (!weights.empty() || !p_vert.weights.empty()) {
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if (weights.size()==p_vert.weights.size()) {
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for(int i=0;i<weights.size();i++) {
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if (weights[i].bone_idx!=p_vert.weights[i].bone_idx)
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return weights[i].bone_idx<p_vert.weights[i].bone_idx;
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if (weights[i].weight!=p_vert.weights[i].weight)
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return weights[i].weight<p_vert.weights[i].weight;
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}
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} else {
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return weights.size() < p_vert.weights.size();
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}
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}
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return (color<p_vert.color);
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} else
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return (uv2<p_vert.uv2);
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} else
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return (uv<p_vert.uv);
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} else
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return (normal<p_vert.normal);
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} else
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return vertex<p_vert.vertex;
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} else
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return uid < p_vert.uid;
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}
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Vertex() { uid=0; idx=0; }
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};
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struct Node {
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enum Type {
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TYPE_NODE,
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TYPE_JOINT,
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TYPE_SKELETON, //this bone is not collada, it's added afterwards as optimization
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TYPE_LIGHT,
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TYPE_CAMERA,
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TYPE_GEOMETRY
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};
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struct XForm {
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enum Op {
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OP_ROTATE,
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OP_SCALE,
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OP_TRANSLATE,
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OP_MATRIX,
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OP_VISIBILITY
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};
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String id;
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Op op;
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Vector<float> data;
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};
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Type type;
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String name;
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String id;
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String empty_draw_type;
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bool noname;
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Vector<XForm> xform_list;
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Transform default_transform;
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Transform post_transform;
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Vector<Node*> children;
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Node* parent;
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Transform compute_transform(Collada &state) const;
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Transform get_global_transform() const;
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Transform get_transform() const;
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bool ignore_anim;
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Node() {noname=false; type=TYPE_NODE; parent=NULL; ignore_anim=false; }
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virtual ~Node() { for(int i=0;i<children.size();i++) memdelete( children[i] ); };
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};
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struct NodeSkeleton : public Node {
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NodeSkeleton() { type=TYPE_SKELETON; }
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};
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struct NodeJoint : public Node {
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NodeSkeleton *owner;
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String sid;
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NodeJoint() { type=TYPE_JOINT; owner=NULL; }
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};
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struct NodeGeometry : public Node {
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bool controller;
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String source;
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struct Material {
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String target;
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};
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Map<String,Material> material_map;
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Vector<String> skeletons;
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NodeGeometry() { type=TYPE_GEOMETRY; }
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};
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struct NodeCamera : public Node {
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String camera;
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NodeCamera() { type=TYPE_CAMERA; }
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};
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struct NodeLight : public Node {
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String light;
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NodeLight() { type=TYPE_LIGHT; }
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};
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struct VisualScene {
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String name;
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Vector<Node*> root_nodes;
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~VisualScene() { for(int i=0;i<root_nodes.size();i++) memdelete( root_nodes[i] ); }
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};
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struct AnimationClip {
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String name;
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float begin;
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float end;
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Vector<String> tracks;
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AnimationClip() { begin=0; end=1; }
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};
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struct AnimationTrack {
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String id;
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String target;
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String param;
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String component;
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bool property;
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enum InterpolationType {
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INTERP_LINEAR,
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INTERP_BEZIER
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};
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struct Key {
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enum Type {
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TYPE_FLOAT,
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TYPE_MATRIX
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};
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float time;
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Vector<float> data;
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Point2 in_tangent;
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Point2 out_tangent;
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InterpolationType interp_type;
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Key() { interp_type=INTERP_LINEAR; }
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};
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Vector<float> get_value_at_time(float p_time);
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Vector<Key> keys;
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AnimationTrack() { property=false; }
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};
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/****************/
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/* IMPORT STATE */
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/****************/
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struct State {
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int import_flags;
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float unit_scale;
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Vector3::Axis up_axis;
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bool z_up;
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struct Version {
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int major,minor,rev;
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bool operator<(const Version& p_ver) const { return (major==p_ver.major)?((minor==p_ver.minor)?(rev<p_ver.rev):minor<p_ver.minor):major<p_ver.major; }
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Version(int p_major=0,int p_minor=0,int p_rev=0) { major=p_major; minor=p_minor; rev=p_rev; }
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} version;
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Map<String,CameraData> camera_data_map;
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Map<String,MeshData> mesh_data_map;
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Map<String,LightData> light_data_map;
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Map<String,CurveData> curve_data_map;
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Map<String,String> mesh_name_map;
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Map<String,String> morph_name_map;
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Map<String,String> morph_ownership_map;
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Map<String,SkinControllerData> skin_controller_data_map;
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Map<String,MorphControllerData> morph_controller_data_map;
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Map<String,Image > image_map;
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Map<String,Material> material_map;
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Map<String,Effect> effect_map;
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Map<String,VisualScene> visual_scene_map;
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Map<String,Node*> scene_map;
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Set<String> idref_joints;
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Map<String,String> sid_to_node_map;
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//Map<String,NodeJoint*> bone_map;
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Map<String,Transform> bone_rest_map;
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String local_path;
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String root_visual_scene;
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String root_physics_scene;
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Vector<AnimationClip> animation_clips;
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Vector<AnimationTrack> animation_tracks;
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Map<String,Vector<int> > referenced_tracks;
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Map<String,Vector<int> > by_id_tracks;
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float animation_length;
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State() { unit_scale=1.0; up_axis=Vector3::AXIS_Y; import_flags=0; animation_length=0; }
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} state;
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Error load(const String& p_path, int p_flags=0);
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Collada();
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Transform fix_transform(const Transform& p_transform);
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Transform get_root_transform() const;
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int get_uv_channel(String p_name);
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private: // private stuff
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Map<String,int> channel_map;
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void _parse_asset(XMLParser& parser);
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void _parse_image(XMLParser& parser);
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void _parse_material(XMLParser& parser);
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void _parse_effect_material(XMLParser& parser,Effect &effect,String &id);
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void _parse_effect(XMLParser& parser);
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void _parse_camera(XMLParser& parser);
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void _parse_light(XMLParser& parser);
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void _parse_animation_clip(XMLParser& parser);
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void _parse_mesh_geometry(XMLParser& parser,String p_id,String p_name);
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void _parse_curve_geometry(XMLParser& parser,String p_id,String p_name);
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void _parse_skin_controller(XMLParser& parser,String p_id);
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void _parse_morph_controller(XMLParser& parser, String id);
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void _parse_controller(XMLParser& parser);
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Node* _parse_visual_instance_geometry(XMLParser& parser);
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Node* _parse_visual_instance_camera(XMLParser& parser);
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Node* _parse_visual_instance_light(XMLParser& parser);
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Node* _parse_visual_node_instance_data(XMLParser& parser);
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Node* _parse_visual_scene_node(XMLParser& parser);
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void _parse_visual_scene(XMLParser& parser);
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void _parse_animation(XMLParser& parser);
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void _parse_scene(XMLParser& parser);
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void _parse_library(XMLParser& parser);
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Variant _parse_param(XMLParser& parser);
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Vector<float> _read_float_array(XMLParser& parser);
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Vector<String> _read_string_array(XMLParser& parser);
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Transform _read_transform(XMLParser& parser);
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String _read_empty_draw_type(XMLParser& parser);
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void _joint_set_owner(Collada::Node *p_node, NodeSkeleton *p_owner);
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void _create_skeletons(Collada::Node **p_node, NodeSkeleton *p_skeleton=NULL);
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void _find_morph_nodes(VisualScene *p_vscene,Node *p_node);
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bool _remove_node(Node *p_parent,Node *p_node);
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void _remove_node(VisualScene *p_vscene,Node *p_node);
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void _merge_skeletons2(VisualScene *p_vscene);
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void _merge_skeletons(VisualScene *p_vscene,Node *p_node);
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bool _optimize_skeletons(VisualScene *p_vscene,Node *p_node);
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bool _move_geometry_to_skeletons(VisualScene *p_vscene,Node *p_node,List<Node*> *p_mgeom);
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void _optimize();
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};
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#endif // COLLADA_H
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#endif
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