49646383f1
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
(cherry picked from commit b5334d14f7
)
114 lines
5.2 KiB
C++
114 lines
5.2 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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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 IMPORT_STATE_H
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#define IMPORT_STATE_H
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#include "fbx_mesh_data.h"
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#include "tools/import_utils.h"
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#include "tools/validation_tools.h"
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#include "pivot_transform.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 "modules/fbx/fbx_parser/FBXDocument.h"
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#include "modules/fbx/fbx_parser/FBXImportSettings.h"
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#include "modules/fbx/fbx_parser/FBXMeshGeometry.h"
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#include "modules/fbx/fbx_parser/FBXParser.h"
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#include "modules/fbx/fbx_parser/FBXTokenizer.h"
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#include "modules/fbx/fbx_parser/FBXUtil.h"
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struct FBXBone;
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struct FBXMeshData;
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struct FBXNode;
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struct FBXSkeleton;
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struct ImportState {
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bool enable_material_import = true;
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bool enable_animation_import = true;
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bool is_blender_fbx = false;
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Map<StringName, Ref<Texture> > cached_image_searches;
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Map<uint64_t, Ref<SpatialMaterial> > cached_materials;
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String path = String();
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Spatial *root_owner = nullptr;
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Spatial *root = nullptr;
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real_t scale = 0.01;
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Ref<FBXNode> fbx_root_node = Ref<FBXNode>();
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// skeleton map - merged automatically when they are on the same x node in the tree so we can merge them automatically.
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Map<uint64_t, Ref<FBXSkeleton> > skeleton_map = Map<uint64_t, Ref<FBXSkeleton> >();
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// nodes on the same level get merged automatically.
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//Map<uint64_t, Skeleton *> armature_map;
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AnimationPlayer *animation_player = nullptr;
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// Generation 4 - Raw document accessing for bone/skin/joint/kLocators
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// joints are not necessarily bones but must be merged into the skeleton
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// (bone id), bone
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Map<uint64_t, Ref<FBXBone> > fbx_bone_map = Map<uint64_t, Ref<FBXBone> >(); // this is the bone name and setup information required for joints
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// this will never contain joints only bones attached to a mesh.
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// Generation 4 - Raw document for creating the nodes transforms in the scene
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// this is a list of the nodes in the scene
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// (id, node)
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List<Ref<FBXNode> > fbx_node_list = List<Ref<FBXNode> >();
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// All nodes which have been created in the scene
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// this will not contain the root node of the scene
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Map<uint64_t, Ref<FBXNode> > fbx_target_map = Map<uint64_t, Ref<FBXNode> >();
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// mesh nodes which are created in node / mesh step - used for populating skin poses in MeshSkins
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Map<uint64_t, Ref<FBXNode> > MeshNodes = Map<uint64_t, Ref<FBXNode> >();
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// mesh skin map
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Map<uint64_t, Ref<Skin> > MeshSkins = Map<uint64_t, Ref<Skin> >();
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// this is the container for the mesh weight information and eventually
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// any mesh data
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// but not the skin, just stuff important for rendering
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// skin is applied to mesh instance so not really required to be in here yet.
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// maybe later
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// fbx mesh id, FBXMeshData
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Map<uint64_t, Ref<FBXMeshData> > renderer_mesh_data = Map<uint64_t, Ref<FBXMeshData> >();
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};
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#endif // IMPORT_STATE_H
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