godot/editor/import/editor_import_collada.cpp
reduz 77a045e902 Rework Mesh handling on scene importing.
-Reworked how meshes are treated by importer by using EditorSceneImporterMesh and EditorSceneImporterMeshNode. Instead of Mesh and MeshInstance, this allows more efficient processing of meshes before they are actually registered in the RenderingServer.
-Integrated MeshOptimizer
-Reworked internals of SurfaceTool to use arrays, making it more performant and easy to run optimizatons on.
2020-12-13 21:29:51 -03:00

1723 lines
56 KiB
C++

/*************************************************************************/
/* editor_import_collada.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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. */
/*************************************************************************/
#include "editor_import_collada.h"
#include "core/os/os.h"
#include "editor/editor_node.h"
#include "editor/import/collada.h"
#include "scene/3d/camera_3d.h"
#include "scene/3d/light_3d.h"
#include "scene/3d/mesh_instance_3d.h"
#include "scene/3d/node_3d.h"
#include "scene/3d/path_3d.h"
#include "scene/3d/skeleton_3d.h"
#include "scene/animation/animation_player.h"
#include "scene/resources/animation.h"
#include "scene/resources/packed_scene.h"
#include "scene/resources/surface_tool.h"
struct ColladaImport {
Collada collada;
Node3D *scene = nullptr;
Vector<Ref<Animation>> animations;
struct NodeMap {
//String path;
Node3D *node = nullptr;
int bone = -1;
List<int> anim_tracks;
};
bool found_ambient = false;
Color ambient;
bool found_directional = false;
bool force_make_tangents = false;
bool apply_mesh_xform_to_vertices = true;
bool use_mesh_builtin_materials = false;
float bake_fps = 15;
Map<String, NodeMap> node_map; //map from collada node to engine node
Map<String, String> node_name_map; //map from collada node to engine node
Map<String, Ref<EditorSceneImporterMesh>> mesh_cache;
Map<String, Ref<Curve3D>> curve_cache;
Map<String, Ref<Material>> material_cache;
Map<Collada::Node *, Skeleton3D *> skeleton_map;
Map<Skeleton3D *, Map<String, int>> skeleton_bone_map;
Set<String> valid_animated_nodes;
Vector<int> valid_animated_properties;
Map<String, bool> bones_with_animation;
Error _populate_skeleton(Skeleton3D *p_skeleton, Collada::Node *p_node, int &r_bone, int p_parent);
Error _create_scene_skeletons(Collada::Node *p_node);
Error _create_scene(Collada::Node *p_node, Node3D *p_parent);
Error _create_resources(Collada::Node *p_node, bool p_use_compression);
Error _create_material(const String &p_target);
Error _create_mesh_surfaces(bool p_optimize, Ref<EditorSceneImporterMesh> &p_mesh, const Map<String, Collada::NodeGeometry::Material> &p_material_map, const Collada::MeshData &meshdata, const Transform &p_local_xform, const Vector<int> &bone_remap, const Collada::SkinControllerData *p_skin_controller, const Collada::MorphControllerData *p_morph_data, Vector<Ref<EditorSceneImporterMesh>> p_morph_meshes = Vector<Ref<EditorSceneImporterMesh>>(), bool p_use_compression = false, bool p_use_mesh_material = false);
Error load(const String &p_path, int p_flags, bool p_force_make_tangents = false, bool p_use_compression = false);
void _fix_param_animation_tracks();
void create_animation(int p_clip, bool p_make_tracks_in_all_bones, bool p_import_value_tracks);
void create_animations(bool p_make_tracks_in_all_bones, bool p_import_value_tracks);
Set<String> tracks_in_clips;
Vector<String> missing_textures;
void _pre_process_lights(Collada::Node *p_node);
};
Error ColladaImport::_populate_skeleton(Skeleton3D *p_skeleton, Collada::Node *p_node, int &r_bone, int p_parent) {
if (p_node->type != Collada::Node::TYPE_JOINT) {
return OK;
}
Collada::NodeJoint *joint = static_cast<Collada::NodeJoint *>(p_node);
p_skeleton->add_bone(p_node->name);
if (p_parent >= 0) {
p_skeleton->set_bone_parent(r_bone, p_parent);
}
NodeMap nm;
nm.node = p_skeleton;
nm.bone = r_bone;
node_map[p_node->id] = nm;
node_name_map[p_node->name] = p_node->id;
skeleton_bone_map[p_skeleton][joint->sid] = r_bone;
if (collada.state.bone_rest_map.has(joint->sid)) {
p_skeleton->set_bone_rest(r_bone, collada.fix_transform(collada.state.bone_rest_map[joint->sid]));
//should map this bone to something for animation?
} else {
WARN_PRINT("Collada: Joint has no rest.");
}
int id = r_bone++;
for (int i = 0; i < p_node->children.size(); i++) {
Error err = _populate_skeleton(p_skeleton, p_node->children[i], r_bone, id);
if (err) {
return err;
}
}
return OK;
}
void ColladaImport::_pre_process_lights(Collada::Node *p_node) {
if (p_node->type == Collada::Node::TYPE_LIGHT) {
Collada::NodeLight *light = static_cast<Collada::NodeLight *>(p_node);
if (collada.state.light_data_map.has(light->light)) {
Collada::LightData &ld = collada.state.light_data_map[light->light];
if (ld.mode == Collada::LightData::MODE_AMBIENT) {
found_ambient = true;
ambient = ld.color;
}
if (ld.mode == Collada::LightData::MODE_DIRECTIONAL) {
found_directional = true;
}
}
}
for (int i = 0; i < p_node->children.size(); i++) {
_pre_process_lights(p_node->children[i]);
}
}
Error ColladaImport::_create_scene_skeletons(Collada::Node *p_node) {
if (p_node->type == Collada::Node::TYPE_SKELETON) {
Skeleton3D *sk = memnew(Skeleton3D);
int bone = 0;
for (int i = 0; i < p_node->children.size(); i++) {
_populate_skeleton(sk, p_node->children[i], bone, -1);
}
sk->localize_rests(); //after creating skeleton, rests must be localized...!
skeleton_map[p_node] = sk;
}
for (int i = 0; i < p_node->children.size(); i++) {
Error err = _create_scene_skeletons(p_node->children[i]);
if (err) {
return err;
}
}
return OK;
}
Error ColladaImport::_create_scene(Collada::Node *p_node, Node3D *p_parent) {
Node3D *node = nullptr;
switch (p_node->type) {
case Collada::Node::TYPE_NODE: {
node = memnew(Node3D);
} break;
case Collada::Node::TYPE_JOINT: {
return OK; // do nothing
} break;
case Collada::Node::TYPE_LIGHT: {
//node = memnew( Light)
Collada::NodeLight *light = static_cast<Collada::NodeLight *>(p_node);
if (collada.state.light_data_map.has(light->light)) {
Collada::LightData &ld = collada.state.light_data_map[light->light];
if (ld.mode == Collada::LightData::MODE_AMBIENT) {
if (found_directional) {
return OK; //do nothing not needed
}
if (!bool(GLOBAL_DEF("collada/use_ambient", false))) {
return OK;
}
//well, it's an ambient light..
Light3D *l = memnew(DirectionalLight3D);
//l->set_color(Light::COLOR_AMBIENT,ld.color);
//l->set_color(Light::COLOR_DIFFUSE,Color(0,0,0));
//l->set_color(Light::COLOR_SPECULAR,Color(0,0,0));
node = l;
} else if (ld.mode == Collada::LightData::MODE_DIRECTIONAL) {
//well, it's an ambient light..
Light3D *l = memnew(DirectionalLight3D);
/*
if (found_ambient) //use it here
l->set_color(Light::COLOR_AMBIENT,ambient);
l->set_color(Light::COLOR_DIFFUSE,ld.color);
l->set_color(Light::COLOR_SPECULAR,Color(1,1,1));
*/
node = l;
} else {
Light3D *l;
if (ld.mode == Collada::LightData::MODE_OMNI) {
l = memnew(OmniLight3D);
} else {
l = memnew(SpotLight3D);
//l->set_parameter(Light::PARAM_SPOT_ANGLE,ld.spot_angle);
//l->set_parameter(Light::PARAM_SPOT_ATTENUATION,ld.spot_exp);
}
//
//l->set_color(Light::COLOR_DIFFUSE,ld.color);
//l->set_color(Light::COLOR_SPECULAR,Color(1,1,1));
//l->approximate_opengl_attenuation(ld.constant_att,ld.linear_att,ld.quad_att);
node = l;
}
} else {
node = memnew(Node3D);
}
} break;
case Collada::Node::TYPE_CAMERA: {
Collada::NodeCamera *cam = static_cast<Collada::NodeCamera *>(p_node);
Camera3D *camera = memnew(Camera3D);
if (collada.state.camera_data_map.has(cam->camera)) {
const Collada::CameraData &cd = collada.state.camera_data_map[cam->camera];
switch (cd.mode) {
case Collada::CameraData::MODE_ORTHOGONAL: {
if (cd.orthogonal.y_mag) {
camera->set_keep_aspect_mode(Camera3D::KEEP_HEIGHT);
camera->set_orthogonal(cd.orthogonal.y_mag * 2.0, cd.z_near, cd.z_far);
} else if (!cd.orthogonal.y_mag && cd.orthogonal.x_mag) {
camera->set_keep_aspect_mode(Camera3D::KEEP_WIDTH);
camera->set_orthogonal(cd.orthogonal.x_mag * 2.0, cd.z_near, cd.z_far);
}
} break;
case Collada::CameraData::MODE_PERSPECTIVE: {
if (cd.perspective.y_fov) {
camera->set_perspective(cd.perspective.y_fov, cd.z_near, cd.z_far);
} else if (!cd.perspective.y_fov && cd.perspective.x_fov) {
camera->set_perspective(cd.perspective.x_fov / cd.aspect, cd.z_near, cd.z_far);
}
} break;
}
}
node = camera;
} break;
case Collada::Node::TYPE_GEOMETRY: {
Collada::NodeGeometry *ng = static_cast<Collada::NodeGeometry *>(p_node);
if (collada.state.curve_data_map.has(ng->source)) {
node = memnew(Path3D);
} else {
//mesh since nothing else
node = memnew(EditorSceneImporterMeshNode);
//Object::cast_to<EditorSceneImporterMeshNode>(node)->set_flag(GeometryInstance3D::FLAG_USE_BAKED_LIGHT, true);
}
} break;
case Collada::Node::TYPE_SKELETON: {
ERR_FAIL_COND_V(!skeleton_map.has(p_node), ERR_CANT_CREATE);
Skeleton3D *sk = skeleton_map[p_node];
node = sk;
} break;
}
if (p_node->name != "") {
node->set_name(p_node->name);
}
NodeMap nm;
nm.node = node;
node_map[p_node->id] = nm;
node_name_map[node->get_name()] = p_node->id;
Transform xf = p_node->default_transform;
xf = collada.fix_transform(xf) * p_node->post_transform;
node->set_transform(xf);
p_parent->add_child(node);
node->set_owner(scene);
if (p_node->empty_draw_type != "") {
node->set_meta("empty_draw_type", Variant(p_node->empty_draw_type));
}
for (int i = 0; i < p_node->children.size(); i++) {
Error err = _create_scene(p_node->children[i], node);
if (err) {
return err;
}
}
return OK;
}
Error ColladaImport::_create_material(const String &p_target) {
ERR_FAIL_COND_V(material_cache.has(p_target), ERR_ALREADY_EXISTS);
ERR_FAIL_COND_V(!collada.state.material_map.has(p_target), ERR_INVALID_PARAMETER);
Collada::Material &src_mat = collada.state.material_map[p_target];
ERR_FAIL_COND_V(!collada.state.effect_map.has(src_mat.instance_effect), ERR_INVALID_PARAMETER);
Collada::Effect &effect = collada.state.effect_map[src_mat.instance_effect];
Ref<StandardMaterial3D> material = memnew(StandardMaterial3D);
if (src_mat.name != "") {
material->set_name(src_mat.name);
} else if (effect.name != "") {
material->set_name(effect.name);
}
// DIFFUSE
if (effect.diffuse.texture != "") {
String texfile = effect.get_texture_path(effect.diffuse.texture, collada);
if (texfile != "") {
if (texfile.begins_with("/")) {
texfile = texfile.replace_first("/", "res://");
}
Ref<Texture2D> texture = ResourceLoader::load(texfile, "Texture2D");
if (texture.is_valid()) {
material->set_texture(StandardMaterial3D::TEXTURE_ALBEDO, texture);
material->set_albedo(Color(1, 1, 1, 1));
//material->set_parameter(StandardMaterial3D::PARAM_DIFFUSE,Color(1,1,1,1));
} else {
missing_textures.push_back(texfile.get_file());
}
}
} else {
material->set_albedo(effect.diffuse.color);
}
// SPECULAR
if (effect.specular.texture != "") {
String texfile = effect.get_texture_path(effect.specular.texture, collada);
if (texfile != "") {
if (texfile.begins_with("/")) {
texfile = texfile.replace_first("/", "res://");
}
Ref<Texture2D> texture = ResourceLoader::load(texfile, "Texture2D");
if (texture.is_valid()) {
material->set_texture(StandardMaterial3D::TEXTURE_METALLIC, texture);
material->set_specular(1.0);
//material->set_texture(StandardMaterial3D::PARAM_SPECULAR,texture);
//material->set_parameter(StandardMaterial3D::PARAM_SPECULAR,Color(1,1,1,1));
} else {
missing_textures.push_back(texfile.get_file());
}
}
} else {
material->set_metallic(effect.specular.color.get_v());
}
// EMISSION
if (effect.emission.texture != "") {
String texfile = effect.get_texture_path(effect.emission.texture, collada);
if (texfile != "") {
if (texfile.begins_with("/")) {
texfile = texfile.replace_first("/", "res://");
}
Ref<Texture2D> texture = ResourceLoader::load(texfile, "Texture2D");
if (texture.is_valid()) {
material->set_feature(StandardMaterial3D::FEATURE_EMISSION, true);
material->set_texture(StandardMaterial3D::TEXTURE_EMISSION, texture);
material->set_emission(Color(1, 1, 1, 1));
//material->set_parameter(StandardMaterial3D::PARAM_EMISSION,Color(1,1,1,1));
} else {
missing_textures.push_back(texfile.get_file());
}
}
} else {
if (effect.emission.color != Color()) {
material->set_feature(StandardMaterial3D::FEATURE_EMISSION, true);
material->set_emission(effect.emission.color);
}
}
// NORMAL
if (effect.bump.texture != "") {
String texfile = effect.get_texture_path(effect.bump.texture, collada);
if (texfile != "") {
if (texfile.begins_with("/")) {
texfile = texfile.replace_first("/", "res://");
}
Ref<Texture2D> texture = ResourceLoader::load(texfile, "Texture2D");
if (texture.is_valid()) {
material->set_feature(StandardMaterial3D::FEATURE_NORMAL_MAPPING, true);
material->set_texture(StandardMaterial3D::TEXTURE_NORMAL, texture);
//material->set_emission(Color(1,1,1,1));
//material->set_texture(StandardMaterial3D::PARAM_NORMAL,texture);
} else {
//missing_textures.push_back(texfile.get_file());
}
}
}
float roughness = (effect.shininess - 1.0) / 510;
material->set_roughness(roughness);
if (effect.double_sided) {
material->set_cull_mode(StandardMaterial3D::CULL_DISABLED);
}
if (effect.unshaded) {
material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
}
material_cache[p_target] = material;
return OK;
}
Error ColladaImport::_create_mesh_surfaces(bool p_optimize, Ref<EditorSceneImporterMesh> &p_mesh, const Map<String, Collada::NodeGeometry::Material> &p_material_map, const Collada::MeshData &meshdata, const Transform &p_local_xform, const Vector<int> &bone_remap, const Collada::SkinControllerData *p_skin_controller, const Collada::MorphControllerData *p_morph_data, Vector<Ref<EditorSceneImporterMesh>> p_morph_meshes, bool p_use_compression, bool p_use_mesh_material) {
bool local_xform_mirror = p_local_xform.basis.determinant() < 0;
if (p_morph_data) {
//add morphie target
ERR_FAIL_COND_V(!p_morph_data->targets.has("MORPH_TARGET"), ERR_INVALID_DATA);
String mt = p_morph_data->targets["MORPH_TARGET"];
ERR_FAIL_COND_V(!p_morph_data->sources.has(mt), ERR_INVALID_DATA);
int morph_targets = p_morph_data->sources[mt].sarray.size();
for (int i = 0; i < morph_targets; i++) {
String target = p_morph_data->sources[mt].sarray[i];
ERR_FAIL_COND_V(!collada.state.mesh_data_map.has(target), ERR_INVALID_DATA);
String name = collada.state.mesh_data_map[target].name;
p_mesh->add_blend_shape(name);
}
if (p_morph_data->mode == "RELATIVE") {
p_mesh->set_blend_shape_mode(Mesh::BLEND_SHAPE_MODE_RELATIVE);
} else if (p_morph_data->mode == "NORMALIZED") {
p_mesh->set_blend_shape_mode(Mesh::BLEND_SHAPE_MODE_NORMALIZED);
}
}
int surface = 0;
for (int p_i = 0; p_i < meshdata.primitives.size(); p_i++) {
const Collada::MeshData::Primitives &p = meshdata.primitives[p_i];
/* VERTEX SOURCE */
ERR_FAIL_COND_V(!p.sources.has("VERTEX"), ERR_INVALID_DATA);
String vertex_src_id = p.sources["VERTEX"].source;
int vertex_ofs = p.sources["VERTEX"].offset;
ERR_FAIL_COND_V(!meshdata.vertices.has(vertex_src_id), ERR_INVALID_DATA);
ERR_FAIL_COND_V(!meshdata.vertices[vertex_src_id].sources.has("POSITION"), ERR_INVALID_DATA);
String position_src_id = meshdata.vertices[vertex_src_id].sources["POSITION"];
ERR_FAIL_COND_V(!meshdata.sources.has(position_src_id), ERR_INVALID_DATA);
const Collada::MeshData::Source *vertex_src = &meshdata.sources[position_src_id];
/* NORMAL SOURCE */
const Collada::MeshData::Source *normal_src = nullptr;
int normal_ofs = 0;
if (p.sources.has("NORMAL")) {
String normal_source_id = p.sources["NORMAL"].source;
normal_ofs = p.sources["NORMAL"].offset;
ERR_FAIL_COND_V(!meshdata.sources.has(normal_source_id), ERR_INVALID_DATA);
normal_src = &meshdata.sources[normal_source_id];
}
const Collada::MeshData::Source *binormal_src = nullptr;
int binormal_ofs = 0;
if (p.sources.has("TEXBINORMAL")) {
String binormal_source_id = p.sources["TEXBINORMAL"].source;
binormal_ofs = p.sources["TEXBINORMAL"].offset;
ERR_FAIL_COND_V(!meshdata.sources.has(binormal_source_id), ERR_INVALID_DATA);
binormal_src = &meshdata.sources[binormal_source_id];
}
const Collada::MeshData::Source *tangent_src = nullptr;
int tangent_ofs = 0;
if (p.sources.has("TEXTANGENT")) {
String tangent_source_id = p.sources["TEXTANGENT"].source;
tangent_ofs = p.sources["TEXTANGENT"].offset;
ERR_FAIL_COND_V(!meshdata.sources.has(tangent_source_id), ERR_INVALID_DATA);
tangent_src = &meshdata.sources[tangent_source_id];
}
const Collada::MeshData::Source *uv_src = nullptr;
int uv_ofs = 0;
if (p.sources.has("TEXCOORD0")) {
String uv_source_id = p.sources["TEXCOORD0"].source;
uv_ofs = p.sources["TEXCOORD0"].offset;
ERR_FAIL_COND_V(!meshdata.sources.has(uv_source_id), ERR_INVALID_DATA);
uv_src = &meshdata.sources[uv_source_id];
}
const Collada::MeshData::Source *uv2_src = nullptr;
int uv2_ofs = 0;
if (p.sources.has("TEXCOORD1")) {
String uv2_source_id = p.sources["TEXCOORD1"].source;
uv2_ofs = p.sources["TEXCOORD1"].offset;
ERR_FAIL_COND_V(!meshdata.sources.has(uv2_source_id), ERR_INVALID_DATA);
uv2_src = &meshdata.sources[uv2_source_id];
}
const Collada::MeshData::Source *color_src = nullptr;
int color_ofs = 0;
if (p.sources.has("COLOR")) {
String color_source_id = p.sources["COLOR"].source;
color_ofs = p.sources["COLOR"].offset;
ERR_FAIL_COND_V(!meshdata.sources.has(color_source_id), ERR_INVALID_DATA);
color_src = &meshdata.sources[color_source_id];
}
//find largest source..
/************************/
/* ADD WEIGHTS IF EXIST */
/************************/
Map<int, Vector<Collada::Vertex::Weight>> pre_weights;
bool has_weights = false;
if (p_skin_controller) {
const Collada::SkinControllerData::Source *weight_src = nullptr;
int weight_ofs = 0;
if (p_skin_controller->weights.sources.has("WEIGHT")) {
String weight_id = p_skin_controller->weights.sources["WEIGHT"].source;
weight_ofs = p_skin_controller->weights.sources["WEIGHT"].offset;
if (p_skin_controller->sources.has(weight_id)) {
weight_src = &p_skin_controller->sources[weight_id];
}
}
int joint_ofs = 0;
if (p_skin_controller->weights.sources.has("JOINT")) {
joint_ofs = p_skin_controller->weights.sources["JOINT"].offset;
}
//should be OK, given this was pre-checked.
int index_ofs = 0;
int wstride = p_skin_controller->weights.sources.size();
for (int w_i = 0; w_i < p_skin_controller->weights.sets.size(); w_i++) {
int amount = p_skin_controller->weights.sets[w_i];
Vector<Collada::Vertex::Weight> weights;
for (int a_i = 0; a_i < amount; a_i++) {
Collada::Vertex::Weight w;
int read_from = index_ofs + a_i * wstride;
ERR_FAIL_INDEX_V(read_from + wstride - 1, p_skin_controller->weights.indices.size(), ERR_INVALID_DATA);
int weight_index = p_skin_controller->weights.indices[read_from + weight_ofs];
ERR_FAIL_INDEX_V(weight_index, weight_src->array.size(), ERR_INVALID_DATA);
w.weight = weight_src->array[weight_index];
int bone_index = p_skin_controller->weights.indices[read_from + joint_ofs];
if (bone_index == -1) {
continue; //ignore this weight (refers to bind shape)
}
ERR_FAIL_INDEX_V(bone_index, bone_remap.size(), ERR_INVALID_DATA);
w.bone_idx = bone_remap[bone_index];
weights.push_back(w);
}
/* FIX WEIGHTS */
weights.sort();
if (weights.size() > 4) {
//cap to 4 and make weights add up 1
weights.resize(4);
}
//make sure weights always add up to 1
float total = 0;
for (int i = 0; i < weights.size(); i++) {
total += weights[i].weight;
}
if (total) {
for (int i = 0; i < weights.size(); i++) {
weights.write[i].weight /= total;
}
}
if (weights.size() == 0 || total == 0) { //if nothing, add a weight to bone 0
//no weights assigned
Collada::Vertex::Weight w;
w.bone_idx = 0;
w.weight = 1.0;
weights.clear();
weights.push_back(w);
}
pre_weights[w_i] = weights;
index_ofs += wstride * amount;
}
//vertices need to be localized
has_weights = true;
}
Set<Collada::Vertex> vertex_set; //vertex set will be the vertices
List<int> indices_list; //indices will be the indices
/**************************/
/* CREATE PRIMITIVE ARRAY */
/**************************/
// The way collada uses indices is more optimal, and friendlier with 3D modelling software,
// because it can index everything, not only vertices (similar to how the WII works).
// This is, however, more incompatible with standard video cards, so arrays must be converted.
// Must convert to GL/DX format.
int _prim_ofs = 0;
int vertidx = 0;
for (int p_j = 0; p_j < p.count; p_j++) {
int amount;
if (p.polygons.size()) {
ERR_FAIL_INDEX_V(p_j, p.polygons.size(), ERR_INVALID_DATA);
amount = p.polygons[p_j];
} else {
amount = 3; //triangles;
}
//COLLADA_PRINT("amount: "+itos(amount));
int prev2[2] = { 0, 0 };
for (int j = 0; j < amount; j++) {
int src = _prim_ofs;
//_prim_ofs+=p.sources.size()
ERR_FAIL_INDEX_V(src, p.indices.size(), ERR_INVALID_DATA);
Collada::Vertex vertex;
if (!p_optimize) {
vertex.uid = vertidx++;
}
int vertex_index = p.indices[src + vertex_ofs]; //used for index field (later used by controllers)
int vertex_pos = (vertex_src->stride ? vertex_src->stride : 3) * vertex_index;
ERR_FAIL_INDEX_V(vertex_pos, vertex_src->array.size(), ERR_INVALID_DATA);
vertex.vertex = Vector3(vertex_src->array[vertex_pos + 0], vertex_src->array[vertex_pos + 1], vertex_src->array[vertex_pos + 2]);
if (pre_weights.has(vertex_index)) {
vertex.weights = pre_weights[vertex_index];
}
if (normal_src) {
int normal_pos = (normal_src->stride ? normal_src->stride : 3) * p.indices[src + normal_ofs];
ERR_FAIL_INDEX_V(normal_pos, normal_src->array.size(), ERR_INVALID_DATA);
vertex.normal = Vector3(normal_src->array[normal_pos + 0], normal_src->array[normal_pos + 1], normal_src->array[normal_pos + 2]);
if (tangent_src && binormal_src) {
int binormal_pos = (binormal_src->stride ? binormal_src->stride : 3) * p.indices[src + binormal_ofs];
ERR_FAIL_INDEX_V(binormal_pos, binormal_src->array.size(), ERR_INVALID_DATA);
Vector3 binormal = Vector3(binormal_src->array[binormal_pos + 0], binormal_src->array[binormal_pos + 1], binormal_src->array[binormal_pos + 2]);
int tangent_pos = (tangent_src->stride ? tangent_src->stride : 3) * p.indices[src + tangent_ofs];
ERR_FAIL_INDEX_V(tangent_pos, tangent_src->array.size(), ERR_INVALID_DATA);
Vector3 tangent = Vector3(tangent_src->array[tangent_pos + 0], tangent_src->array[tangent_pos + 1], tangent_src->array[tangent_pos + 2]);
vertex.tangent.normal = tangent;
vertex.tangent.d = vertex.normal.cross(tangent).dot(binormal) > 0 ? 1 : -1;
}
}
if (uv_src) {
int uv_pos = (uv_src->stride ? uv_src->stride : 2) * p.indices[src + uv_ofs];
ERR_FAIL_INDEX_V(uv_pos, uv_src->array.size(), ERR_INVALID_DATA);
vertex.uv = Vector3(uv_src->array[uv_pos + 0], 1.0 - uv_src->array[uv_pos + 1], 0);
}
if (uv2_src) {
int uv2_pos = (uv2_src->stride ? uv2_src->stride : 2) * p.indices[src + uv2_ofs];
ERR_FAIL_INDEX_V(uv2_pos, uv2_src->array.size(), ERR_INVALID_DATA);
vertex.uv2 = Vector3(uv2_src->array[uv2_pos + 0], 1.0 - uv2_src->array[uv2_pos + 1], 0);
}
if (color_src) {
int color_pos = (color_src->stride ? color_src->stride : 3) * p.indices[src + color_ofs]; // colors are RGB in collada..
ERR_FAIL_INDEX_V(color_pos, color_src->array.size(), ERR_INVALID_DATA);
vertex.color = Color(color_src->array[color_pos + 0], color_src->array[color_pos + 1], color_src->array[color_pos + 2], (color_src->stride > 3) ? color_src->array[color_pos + 3] : 1.0);
}
#ifndef NO_UP_AXIS_SWAP
if (collada.state.up_axis == Vector3::AXIS_Z) {
Vector3 bn = vertex.normal.cross(vertex.tangent.normal) * vertex.tangent.d;
SWAP(vertex.vertex.z, vertex.vertex.y);
vertex.vertex.z = -vertex.vertex.z;
SWAP(vertex.normal.z, vertex.normal.y);
vertex.normal.z = -vertex.normal.z;
SWAP(vertex.tangent.normal.z, vertex.tangent.normal.y);
vertex.tangent.normal.z = -vertex.tangent.normal.z;
SWAP(bn.z, bn.y);
bn.z = -bn.z;
vertex.tangent.d = vertex.normal.cross(vertex.tangent.normal).dot(bn) > 0 ? 1 : -1;
}
#endif
vertex.fix_unit_scale(collada);
int index = 0;
//COLLADA_PRINT("vertex: "+vertex.vertex);
if (vertex_set.has(vertex)) {
index = vertex_set.find(vertex)->get().idx;
} else {
index = vertex_set.size();
vertex.idx = index;
vertex_set.insert(vertex);
}
//build triangles if needed
if (j == 0) {
prev2[0] = index;
}
if (j >= 2) {
//insert indices in reverse order (collada uses CCW as frontface)
if (local_xform_mirror) {
indices_list.push_back(prev2[0]);
indices_list.push_back(prev2[1]);
indices_list.push_back(index);
} else {
indices_list.push_back(prev2[0]);
indices_list.push_back(index);
indices_list.push_back(prev2[1]);
}
}
prev2[1] = index;
_prim_ofs += p.vertex_size;
}
}
Vector<Collada::Vertex> vertex_array; //there we go, vertex array
vertex_array.resize(vertex_set.size());
for (Set<Collada::Vertex>::Element *F = vertex_set.front(); F; F = F->next()) {
vertex_array.write[F->get().idx] = F->get();
}
if (has_weights) {
//if skeleton, localize
Transform local_xform = p_local_xform;
for (int i = 0; i < vertex_array.size(); i++) {
vertex_array.write[i].vertex = local_xform.xform(vertex_array[i].vertex);
vertex_array.write[i].normal = local_xform.basis.xform(vertex_array[i].normal).normalized();
vertex_array.write[i].tangent.normal = local_xform.basis.xform(vertex_array[i].tangent.normal).normalized();
if (local_xform_mirror) {
//i shouldn't do this? wtf?
//vertex_array[i].normal*=-1.0;
//vertex_array[i].tangent.normal*=-1.0;
}
}
}
/*****************/
/* MAKE SURFACES */
/*****************/
{
Ref<StandardMaterial3D> material;
{
if (p_material_map.has(p.material)) {
String target = p_material_map[p.material].target;
if (!material_cache.has(target)) {
Error err = _create_material(target);
if (!err) {
material = material_cache[target];
}
} else {
material = material_cache[target];
}
} else if (p.material != "") {
WARN_PRINT("Collada: Unreferenced material in geometry instance: " + p.material);
}
}
Ref<SurfaceTool> surftool;
surftool.instance();
surftool->begin(Mesh::PRIMITIVE_TRIANGLES);
for (int k = 0; k < vertex_array.size(); k++) {
if (normal_src) {
surftool->set_normal(vertex_array[k].normal);
if (binormal_src && tangent_src) {
surftool->set_tangent(vertex_array[k].tangent);
}
}
if (uv_src) {
surftool->set_uv(Vector2(vertex_array[k].uv.x, vertex_array[k].uv.y));
}
if (uv2_src) {
surftool->set_uv2(Vector2(vertex_array[k].uv2.x, vertex_array[k].uv2.y));
}
if (color_src) {
surftool->set_color(vertex_array[k].color);
}
if (has_weights) {
Vector<float> weights;
Vector<int> bones;
weights.resize(RS::ARRAY_WEIGHTS_SIZE);
bones.resize(RS::ARRAY_WEIGHTS_SIZE);
//float sum=0.0;
for (int l = 0; l < RS::ARRAY_WEIGHTS_SIZE; l++) {
if (l < vertex_array[k].weights.size()) {
weights.write[l] = vertex_array[k].weights[l].weight;
bones.write[l] = vertex_array[k].weights[l].bone_idx;
//sum += vertex_array[k].weights[l].weight;
} else {
weights.write[l] = 0;
bones.write[l] = 0;
}
}
surftool->set_bones(bones);
surftool->set_weights(weights);
}
surftool->add_vertex(vertex_array[k].vertex);
}
for (List<int>::Element *E = indices_list.front(); E; E = E->next()) {
surftool->add_index(E->get());
}
if (!normal_src) {
//should always be normals
surftool->generate_normals();
}
if ((!binormal_src || !tangent_src) && normal_src && uv_src && force_make_tangents) {
surftool->generate_tangents();
}
////////////////////////////
// FINALLY CREATE SUFRACE //
////////////////////////////
Array d = surftool->commit_to_arrays();
d.resize(RS::ARRAY_MAX);
Array mr;
////////////////////////////
// THEN THE MORPH TARGETS //
////////////////////////////
for (int mi = 0; mi < p_morph_meshes.size(); mi++) {
Array a = p_morph_meshes[mi]->get_surface_arrays(surface);
//add valid weight and bone arrays if they exist, TODO check if they are unique to shape (generally not)
if (has_weights) {
a[Mesh::ARRAY_WEIGHTS] = d[Mesh::ARRAY_WEIGHTS];
a[Mesh::ARRAY_BONES] = d[Mesh::ARRAY_BONES];
}
a[Mesh::ARRAY_INDEX] = Variant();
//a.resize(Mesh::ARRAY_MAX); //no need for index
mr.push_back(a);
}
String surface_name;
Ref<Material> mat;
if (material.is_valid()) {
if (p_use_mesh_material) {
mat = material;
}
surface_name = material->get_name();
}
p_mesh->add_surface(Mesh::PRIMITIVE_TRIANGLES, d, mr, Dictionary(), mat, surface_name);
}
/*****************/
/* FIND MATERIAL */
/*****************/
surface++;
}
return OK;
}
Error ColladaImport::_create_resources(Collada::Node *p_node, bool p_use_compression) {
if (p_node->type == Collada::Node::TYPE_GEOMETRY && node_map.has(p_node->id)) {
Node3D *node = node_map[p_node->id].node;
Collada::NodeGeometry *ng = static_cast<Collada::NodeGeometry *>(p_node);
if (Object::cast_to<Path3D>(node)) {
Path3D *path = Object::cast_to<Path3D>(node);
if (curve_cache.has(ng->source)) {
path->set_curve(curve_cache[ng->source]);
} else {
Ref<Curve3D> c = memnew(Curve3D);
const Collada::CurveData &cd = collada.state.curve_data_map[ng->source];
ERR_FAIL_COND_V(!cd.control_vertices.has("POSITION"), ERR_INVALID_DATA);
ERR_FAIL_COND_V(!cd.control_vertices.has("IN_TANGENT"), ERR_INVALID_DATA);
ERR_FAIL_COND_V(!cd.control_vertices.has("OUT_TANGENT"), ERR_INVALID_DATA);
ERR_FAIL_COND_V(!cd.control_vertices.has("INTERPOLATION"), ERR_INVALID_DATA);
ERR_FAIL_COND_V(!cd.sources.has(cd.control_vertices["POSITION"]), ERR_INVALID_DATA);
const Collada::CurveData::Source &vertices = cd.sources[cd.control_vertices["POSITION"]];
ERR_FAIL_COND_V(vertices.stride != 3, ERR_INVALID_DATA);
ERR_FAIL_COND_V(!cd.sources.has(cd.control_vertices["IN_TANGENT"]), ERR_INVALID_DATA);
const Collada::CurveData::Source &in_tangents = cd.sources[cd.control_vertices["IN_TANGENT"]];
ERR_FAIL_COND_V(in_tangents.stride != 3, ERR_INVALID_DATA);
ERR_FAIL_COND_V(!cd.sources.has(cd.control_vertices["OUT_TANGENT"]), ERR_INVALID_DATA);
const Collada::CurveData::Source &out_tangents = cd.sources[cd.control_vertices["OUT_TANGENT"]];
ERR_FAIL_COND_V(out_tangents.stride != 3, ERR_INVALID_DATA);
ERR_FAIL_COND_V(!cd.sources.has(cd.control_vertices["INTERPOLATION"]), ERR_INVALID_DATA);
const Collada::CurveData::Source &interps = cd.sources[cd.control_vertices["INTERPOLATION"]];
ERR_FAIL_COND_V(interps.stride != 1, ERR_INVALID_DATA);
const Collada::CurveData::Source *tilts = nullptr;
if (cd.control_vertices.has("TILT") && cd.sources.has(cd.control_vertices["TILT"])) {
tilts = &cd.sources[cd.control_vertices["TILT"]];
}
int pc = vertices.array.size() / 3;
for (int i = 0; i < pc; i++) {
Vector3 pos(vertices.array[i * 3 + 0], vertices.array[i * 3 + 1], vertices.array[i * 3 + 2]);
Vector3 in(in_tangents.array[i * 3 + 0], in_tangents.array[i * 3 + 1], in_tangents.array[i * 3 + 2]);
Vector3 out(out_tangents.array[i * 3 + 0], out_tangents.array[i * 3 + 1], out_tangents.array[i * 3 + 2]);
#ifndef NO_UP_AXIS_SWAP
if (collada.state.up_axis == Vector3::AXIS_Z) {
SWAP(pos.y, pos.z);
pos.z = -pos.z;
SWAP(in.y, in.z);
in.z = -in.z;
SWAP(out.y, out.z);
out.z = -out.z;
}
#endif
pos *= collada.state.unit_scale;
in *= collada.state.unit_scale;
out *= collada.state.unit_scale;
c->add_point(pos, in - pos, out - pos);
if (tilts) {
c->set_point_tilt(i, tilts->array[i]);
}
}
curve_cache[ng->source] = c;
path->set_curve(c);
}
}
if (Object::cast_to<EditorSceneImporterMeshNode>(node)) {
Collada::NodeGeometry *ng2 = static_cast<Collada::NodeGeometry *>(p_node);
EditorSceneImporterMeshNode *mi = Object::cast_to<EditorSceneImporterMeshNode>(node);
ERR_FAIL_COND_V(!mi, ERR_BUG);
Collada::SkinControllerData *skin = nullptr;
Collada::MorphControllerData *morph = nullptr;
String meshid;
Transform apply_xform;
Vector<int> bone_remap;
Vector<Ref<EditorSceneImporterMesh>> morphs;
if (ng2->controller) {
String ngsource = ng2->source;
if (collada.state.skin_controller_data_map.has(ngsource)) {
ERR_FAIL_COND_V(!collada.state.skin_controller_data_map.has(ngsource), ERR_INVALID_DATA);
skin = &collada.state.skin_controller_data_map[ngsource];
Vector<String> skeletons = ng2->skeletons;
ERR_FAIL_COND_V(skeletons.empty(), ERR_INVALID_DATA);
String skname = skeletons[0];
ERR_FAIL_COND_V(!node_map.has(skname), ERR_INVALID_DATA);
NodeMap nmsk = node_map[skname];
Skeleton3D *sk = Object::cast_to<Skeleton3D>(nmsk.node);
ERR_FAIL_COND_V(!sk, ERR_INVALID_DATA);
ERR_FAIL_COND_V(!skeleton_bone_map.has(sk), ERR_INVALID_DATA);
Map<String, int> &bone_remap_map = skeleton_bone_map[sk];
meshid = skin->base;
if (collada.state.morph_controller_data_map.has(meshid)) {
//it's a morph!!
morph = &collada.state.morph_controller_data_map[meshid];
ngsource = meshid;
meshid = morph->mesh;
} else {
ngsource = "";
}
if (apply_mesh_xform_to_vertices) {
apply_xform = collada.fix_transform(p_node->default_transform);
node->set_transform(Transform());
} else {
apply_xform = Transform();
}
ERR_FAIL_COND_V(!skin->weights.sources.has("JOINT"), ERR_INVALID_DATA);
String joint_id = skin->weights.sources["JOINT"].source;
ERR_FAIL_COND_V(!skin->sources.has(joint_id), ERR_INVALID_DATA);
Collada::SkinControllerData::Source *joint_src = &skin->sources[joint_id];
bone_remap.resize(joint_src->sarray.size());
for (int i = 0; i < bone_remap.size(); i++) {
String str = joint_src->sarray[i];
ERR_FAIL_COND_V(!bone_remap_map.has(str), ERR_INVALID_DATA);
bone_remap.write[i] = bone_remap_map[str];
}
}
if (collada.state.morph_controller_data_map.has(ngsource)) {
//it's a morph!!
morph = &collada.state.morph_controller_data_map[ngsource];
meshid = morph->mesh;
if (morph->targets.has("MORPH_TARGET")) {
String target = morph->targets["MORPH_TARGET"];
bool valid = false;
if (morph->sources.has(target)) {
valid = true;
Vector<String> names = morph->sources[target].sarray;
for (int i = 0; i < names.size(); i++) {
String meshid2 = names[i];
if (collada.state.mesh_data_map.has(meshid2)) {
Ref<EditorSceneImporterMesh> mesh = Ref<EditorSceneImporterMesh>(memnew(EditorSceneImporterMesh));
const Collada::MeshData &meshdata = collada.state.mesh_data_map[meshid2];
mesh->set_name(meshdata.name);
Error err = _create_mesh_surfaces(false, mesh, ng2->material_map, meshdata, apply_xform, bone_remap, skin, nullptr, Vector<Ref<EditorSceneImporterMesh>>(), false);
ERR_FAIL_COND_V(err, err);
morphs.push_back(mesh);
} else {
valid = false;
}
}
}
if (!valid) {
morphs.clear();
}
ngsource = "";
}
}
ERR_FAIL_COND_V_MSG(ngsource != "", ERR_INVALID_DATA, "Controller instance source '" + ngsource + "' is neither skin or morph!");
} else {
meshid = ng2->source;
}
Ref<EditorSceneImporterMesh> mesh;
if (mesh_cache.has(meshid)) {
mesh = mesh_cache[meshid];
} else {
if (collada.state.mesh_data_map.has(meshid)) {
//bleh, must ignore invalid
ERR_FAIL_COND_V(!collada.state.mesh_data_map.has(meshid), ERR_INVALID_DATA);
mesh = Ref<EditorSceneImporterMesh>(memnew(EditorSceneImporterMesh));
const Collada::MeshData &meshdata = collada.state.mesh_data_map[meshid];
mesh->set_name(meshdata.name);
Error err = _create_mesh_surfaces(morphs.size() == 0, mesh, ng2->material_map, meshdata, apply_xform, bone_remap, skin, morph, morphs, p_use_compression, use_mesh_builtin_materials);
ERR_FAIL_COND_V_MSG(err, err, "Cannot create mesh surface.");
mesh_cache[meshid] = mesh;
} else {
WARN_PRINT("Collada: Will not import geometry: " + meshid);
}
}
if (!mesh.is_null()) {
mi->set_mesh(mesh);
if (!use_mesh_builtin_materials) {
const Collada::MeshData &meshdata = collada.state.mesh_data_map[meshid];
for (int i = 0; i < meshdata.primitives.size(); i++) {
String matname = meshdata.primitives[i].material;
if (ng2->material_map.has(matname)) {
String target = ng2->material_map[matname].target;
Ref<Material> material;
if (!material_cache.has(target)) {
Error err = _create_material(target);
if (!err) {
material = material_cache[target];
}
} else {
material = material_cache[target];
}
mi->set_surface_material(i, material);
} else if (matname != "") {
WARN_PRINT("Collada: Unreferenced material in geometry instance: " + matname);
}
}
}
}
}
}
for (int i = 0; i < p_node->children.size(); i++) {
Error err = _create_resources(p_node->children[i], p_use_compression);
if (err) {
return err;
}
}
return OK;
}
Error ColladaImport::load(const String &p_path, int p_flags, bool p_force_make_tangents, bool p_use_compression) {
Error err = collada.load(p_path, p_flags);
ERR_FAIL_COND_V_MSG(err, err, "Cannot load file '" + p_path + "'.");
force_make_tangents = p_force_make_tangents;
ERR_FAIL_COND_V(!collada.state.visual_scene_map.has(collada.state.root_visual_scene), ERR_INVALID_DATA);
Collada::VisualScene &vs = collada.state.visual_scene_map[collada.state.root_visual_scene];
scene = memnew(Node3D); // root
//determine what's going on with the lights
for (int i = 0; i < vs.root_nodes.size(); i++) {
_pre_process_lights(vs.root_nodes[i]);
}
//import scene
for (int i = 0; i < vs.root_nodes.size(); i++) {
Error err2 = _create_scene_skeletons(vs.root_nodes[i]);
if (err2 != OK) {
memdelete(scene);
ERR_FAIL_COND_V(err2, err2);
}
}
for (int i = 0; i < vs.root_nodes.size(); i++) {
Error err2 = _create_scene(vs.root_nodes[i], scene);
if (err2 != OK) {
memdelete(scene);
ERR_FAIL_COND_V(err2, err2);
}
Error err3 = _create_resources(vs.root_nodes[i], p_use_compression);
if (err3 != OK) {
memdelete(scene);
ERR_FAIL_COND_V(err3, err3);
}
}
//optatively, set unit scale in the root
scene->set_transform(collada.get_root_transform());
return OK;
}
void ColladaImport::_fix_param_animation_tracks() {
for (Map<String, Collada::Node *>::Element *E = collada.state.scene_map.front(); E; E = E->next()) {
Collada::Node *n = E->get();
switch (n->type) {
case Collada::Node::TYPE_NODE: {
// ? do nothing
} break;
case Collada::Node::TYPE_JOINT: {
} break;
case Collada::Node::TYPE_SKELETON: {
} break;
case Collada::Node::TYPE_LIGHT: {
} break;
case Collada::Node::TYPE_CAMERA: {
} break;
case Collada::Node::TYPE_GEOMETRY: {
Collada::NodeGeometry *ng = static_cast<Collada::NodeGeometry *>(n);
// test source(s)
String source = ng->source;
while (source != "") {
if (collada.state.skin_controller_data_map.has(source)) {
const Collada::SkinControllerData &skin = collada.state.skin_controller_data_map[source];
//nothing to animate here i think
source = skin.base;
} else if (collada.state.morph_controller_data_map.has(source)) {
const Collada::MorphControllerData &morph = collada.state.morph_controller_data_map[source];
if (morph.targets.has("MORPH_WEIGHT") && morph.targets.has("MORPH_TARGET")) {
String weights = morph.targets["MORPH_WEIGHT"];
String targets = morph.targets["MORPH_TARGET"];
//fails here
if (morph.sources.has(targets) && morph.sources.has(weights)) {
const Collada::MorphControllerData::Source &weight_src = morph.sources[weights];
const Collada::MorphControllerData::Source &target_src = morph.sources[targets];
ERR_FAIL_COND(weight_src.array.size() != target_src.sarray.size());
for (int i = 0; i < weight_src.array.size(); i++) {
String track_name = weights + "(" + itos(i) + ")";
String mesh_name = target_src.sarray[i];
if (collada.state.mesh_name_map.has(mesh_name) && collada.state.referenced_tracks.has(track_name)) {
const Vector<int> &rt = collada.state.referenced_tracks[track_name];
for (int rti = 0; rti < rt.size(); rti++) {
Collada::AnimationTrack *at = &collada.state.animation_tracks.write[rt[rti]];
at->target = E->key();
at->param = "morph/" + collada.state.mesh_name_map[mesh_name];
at->property = true;
//at->param
}
}
}
}
}
source = morph.mesh;
} else {
source = ""; // for now nothing else supported
}
}
} break;
}
}
}
void ColladaImport::create_animations(bool p_make_tracks_in_all_bones, bool p_import_value_tracks) {
_fix_param_animation_tracks();
for (int i = 0; i < collada.state.animation_clips.size(); i++) {
for (int j = 0; j < collada.state.animation_clips[i].tracks.size(); j++) {
tracks_in_clips.insert(collada.state.animation_clips[i].tracks[j]);
}
}
for (int i = 0; i < collada.state.animation_tracks.size(); i++) {
const Collada::AnimationTrack &at = collada.state.animation_tracks[i];
String node;
if (!node_map.has(at.target)) {
if (node_name_map.has(at.target)) {
node = node_name_map[at.target];
} else {
WARN_PRINT("Collada: Couldn't find node: " + at.target);
continue;
}
} else {
node = at.target;
}
if (at.property) {
valid_animated_properties.push_back(i);
} else {
node_map[node].anim_tracks.push_back(i);
valid_animated_nodes.insert(node);
}
}
create_animation(-1, p_make_tracks_in_all_bones, p_import_value_tracks);
for (int i = 0; i < collada.state.animation_clips.size(); i++) {
create_animation(i, p_make_tracks_in_all_bones, p_import_value_tracks);
}
}
void ColladaImport::create_animation(int p_clip, bool p_make_tracks_in_all_bones, bool p_import_value_tracks) {
Ref<Animation> animation = Ref<Animation>(memnew(Animation));
if (p_clip == -1) {
animation->set_name("default");
} else {
animation->set_name(collada.state.animation_clips[p_clip].name);
}
for (Map<String, NodeMap>::Element *E = node_map.front(); E; E = E->next()) {
if (E->get().bone < 0) {
continue;
}
bones_with_animation[E->key()] = false;
}
//store and validate tracks
if (p_clip == -1) {
//main anim
}
Set<int> track_filter;
if (p_clip == -1) {
for (int i = 0; i < collada.state.animation_clips.size(); i++) {
int tc = collada.state.animation_clips[i].tracks.size();
for (int j = 0; j < tc; j++) {
String n = collada.state.animation_clips[i].tracks[j];
if (collada.state.by_id_tracks.has(n)) {
const Vector<int> &ti = collada.state.by_id_tracks[n];
for (int k = 0; k < ti.size(); k++) {
track_filter.insert(ti[k]);
}
}
}
}
} else {
int tc = collada.state.animation_clips[p_clip].tracks.size();
for (int j = 0; j < tc; j++) {
String n = collada.state.animation_clips[p_clip].tracks[j];
if (collada.state.by_id_tracks.has(n)) {
const Vector<int> &ti = collada.state.by_id_tracks[n];
for (int k = 0; k < ti.size(); k++) {
track_filter.insert(ti[k]);
}
}
}
}
//animation->set_loop(true);
//create animation tracks
Vector<float> base_snapshots;
float f = 0;
float snapshot_interval = 1.0 / bake_fps; //should be customizable somewhere...
float anim_length = collada.state.animation_length;
if (p_clip >= 0 && collada.state.animation_clips[p_clip].end) {
anim_length = collada.state.animation_clips[p_clip].end;
}
while (f < anim_length) {
base_snapshots.push_back(f);
f += snapshot_interval;
if (f >= anim_length) {
base_snapshots.push_back(anim_length);
}
}
animation->set_length(anim_length);
bool tracks_found = false;
for (Set<String>::Element *E = valid_animated_nodes.front(); E; E = E->next()) {
// take snapshots
if (!collada.state.scene_map.has(E->get())) {
continue;
}
NodeMap &nm = node_map[E->get()];
String path = scene->get_path_to(nm.node);
if (nm.bone >= 0) {
Skeleton3D *sk = static_cast<Skeleton3D *>(nm.node);
String name = sk->get_bone_name(nm.bone);
path = path + ":" + name;
}
bool found_anim = false;
Collada::Node *cn = collada.state.scene_map[E->get()];
if (cn->ignore_anim) {
continue;
}
animation->add_track(Animation::TYPE_TRANSFORM);
int track = animation->get_track_count() - 1;
animation->track_set_path(track, path);
animation->track_set_imported(track, true); //helps merging later
Vector<float> snapshots = base_snapshots;
if (nm.anim_tracks.size() == 1) {
//use snapshot keys from anim track instead, because this was most likely exported baked
const Collada::AnimationTrack &at = collada.state.animation_tracks[nm.anim_tracks.front()->get()];
snapshots.clear();
for (int i = 0; i < at.keys.size(); i++) {
snapshots.push_back(at.keys[i].time);
}
}
for (int i = 0; i < snapshots.size(); i++) {
for (List<int>::Element *ET = nm.anim_tracks.front(); ET; ET = ET->next()) {
//apply tracks
if (p_clip == -1) {
if (track_filter.has(ET->get())) {
continue;
}
} else {
if (!track_filter.has(ET->get())) {
continue;
}
}
found_anim = true;
const Collada::AnimationTrack &at = collada.state.animation_tracks[ET->get()];
int xform_idx = -1;
for (int j = 0; j < cn->xform_list.size(); j++) {
if (cn->xform_list[j].id == at.param) {
xform_idx = j;
break;
}
}
if (xform_idx == -1) {
WARN_PRINT("Collada: Couldn't find matching node " + at.target + " xform for track " + at.param + ".");
continue;
}
Vector<float> data = at.get_value_at_time(snapshots[i]);
ERR_CONTINUE(data.empty());
Collada::Node::XForm &xf = cn->xform_list.write[xform_idx];
if (at.component == "ANGLE") {
ERR_CONTINUE(data.size() != 1);
ERR_CONTINUE(xf.op != Collada::Node::XForm::OP_ROTATE);
ERR_CONTINUE(xf.data.size() < 4);
xf.data.write[3] = data[0];
} else if (at.component == "X" || at.component == "Y" || at.component == "Z") {
int cn2 = at.component[0] - 'X';
ERR_CONTINUE(cn2 >= xf.data.size());
ERR_CONTINUE(data.size() > 1);
xf.data.write[cn2] = data[0];
} else if (data.size() == xf.data.size()) {
xf.data = data;
} else {
ERR_CONTINUE_MSG(data.size() != xf.data.size(), "Component " + at.component + " has datasize " + itos(data.size()) + ", xfdatasize " + itos(xf.data.size()) + ".");
}
}
Transform xform = cn->compute_transform(collada);
xform = collada.fix_transform(xform) * cn->post_transform;
if (nm.bone >= 0) {
//make bone transform relative to rest (in case of skeleton)
Skeleton3D *sk = Object::cast_to<Skeleton3D>(nm.node);
if (sk) {
xform = sk->get_bone_rest(nm.bone).affine_inverse() * xform;
} else {
ERR_PRINT("Collada: Invalid skeleton");
}
}
Vector3 s = xform.basis.get_scale();
bool singular_matrix = Math::is_equal_approx(s.x, 0.0f) || Math::is_equal_approx(s.y, 0.0f) || Math::is_equal_approx(s.z, 0.0f);
Quat q = singular_matrix ? Quat() : xform.basis.get_rotation_quat();
Vector3 l = xform.origin;
animation->transform_track_insert_key(track, snapshots[i], l, q, s);
}
if (nm.bone >= 0) {
if (found_anim) {
bones_with_animation[E->get()] = true;
}
}
if (found_anim) {
tracks_found = true;
} else {
animation->remove_track(track);
}
}
if (p_make_tracks_in_all_bones) {
//some bones may lack animation, but since we don't store pose as a property, we must add keyframes!
for (Map<String, bool>::Element *E = bones_with_animation.front(); E; E = E->next()) {
if (E->get()) {
continue;
}
NodeMap &nm = node_map[E->key()];
String path = scene->get_path_to(nm.node);
ERR_CONTINUE(nm.bone < 0);
Skeleton3D *sk = static_cast<Skeleton3D *>(nm.node);
String name = sk->get_bone_name(nm.bone);
path = path + ":" + name;
Collada::Node *cn = collada.state.scene_map[E->key()];
if (cn->ignore_anim) {
WARN_PRINT("Collada: Ignoring animation on node: " + path);
continue;
}
animation->add_track(Animation::TYPE_TRANSFORM);
int track = animation->get_track_count() - 1;
animation->track_set_path(track, path);
animation->track_set_imported(track, true); //helps merging later
Transform xform = cn->compute_transform(collada);
xform = collada.fix_transform(xform) * cn->post_transform;
xform = sk->get_bone_rest(nm.bone).affine_inverse() * xform;
Vector3 s = xform.basis.get_scale();
bool singular_matrix = Math::is_equal_approx(s.x, 0.0f) || Math::is_equal_approx(s.y, 0.0f) || Math::is_equal_approx(s.z, 0.0f);
Quat q = singular_matrix ? Quat() : xform.basis.get_rotation_quat();
Vector3 l = xform.origin;
animation->transform_track_insert_key(track, 0, l, q, s);
tracks_found = true;
}
}
if (p_import_value_tracks) {
for (int i = 0; i < valid_animated_properties.size(); i++) {
int ti = valid_animated_properties[i];
if (p_clip == -1) {
if (track_filter.has(ti)) {
continue;
}
} else {
if (!track_filter.has(ti)) {
continue;
}
}
const Collada::AnimationTrack &at = collada.state.animation_tracks[ti];
// take snapshots
if (!collada.state.scene_map.has(at.target)) {
continue;
}
NodeMap &nm = node_map[at.target];
String path = scene->get_path_to(nm.node);
animation->add_track(Animation::TYPE_VALUE);
int track = animation->get_track_count() - 1;
path = path + ":" + at.param;
animation->track_set_path(track, path);
animation->track_set_imported(track, true); //helps merging later
for (int j = 0; j < at.keys.size(); j++) {
float time = at.keys[j].time;
Variant value;
Vector<float> data = at.keys[j].data;
if (data.size() == 1) {
//push a float
value = data[0];
} else if (data.size() == 16) {
//matrix
WARN_PRINT("Collada: Value keys for matrices not supported.");
} else {
WARN_PRINT("Collada: Unexpected amount of value keys: " + itos(data.size()));
}
animation->track_insert_key(track, time, value);
}
tracks_found = true;
}
}
if (tracks_found) {
animations.push_back(animation);
}
}
/*********************************************************************************/
/*************************************** SCENE ***********************************/
/*********************************************************************************/
uint32_t EditorSceneImporterCollada::get_import_flags() const {
return IMPORT_SCENE | IMPORT_ANIMATION;
}
void EditorSceneImporterCollada::get_extensions(List<String> *r_extensions) const {
r_extensions->push_back("dae");
}
Node *EditorSceneImporterCollada::import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps, List<String> *r_missing_deps, Error *r_err) {
ColladaImport state;
uint32_t flags = Collada::IMPORT_FLAG_SCENE;
if (p_flags & IMPORT_ANIMATION) {
flags |= Collada::IMPORT_FLAG_ANIMATION;
}
state.use_mesh_builtin_materials = !(p_flags & IMPORT_MATERIALS_IN_INSTANCES);
state.bake_fps = p_bake_fps;
Error err = state.load(p_path, flags, p_flags & EditorSceneImporter::IMPORT_GENERATE_TANGENT_ARRAYS, p_flags & EditorSceneImporter::IMPORT_USE_COMPRESSION);
ERR_FAIL_COND_V_MSG(err != OK, nullptr, "Cannot load scene from file '" + p_path + "'.");
if (state.missing_textures.size()) {
/*
for(int i=0;i<state.missing_textures.size();i++) {
EditorNode::add_io_error("Texture Not Found: "+state.missing_textures[i]);
}
*/
if (r_missing_deps) {
for (int i = 0; i < state.missing_textures.size(); i++) {
//EditorNode::add_io_error("Texture Not Found: "+state.missing_textures[i]);
r_missing_deps->push_back(state.missing_textures[i]);
}
}
}
if (p_flags & IMPORT_ANIMATION) {
state.create_animations(p_flags & IMPORT_ANIMATION_FORCE_ALL_TRACKS_IN_ALL_CLIPS, p_flags & EditorSceneImporter::IMPORT_ANIMATION_KEEP_VALUE_TRACKS);
AnimationPlayer *ap = memnew(AnimationPlayer);
for (int i = 0; i < state.animations.size(); i++) {
String name;
if (state.animations[i]->get_name() == "") {
name = "default";
} else {
name = state.animations[i]->get_name();
}
if (p_flags & IMPORT_ANIMATION_DETECT_LOOP) {
if (name.begins_with("loop") || name.ends_with("loop") || name.begins_with("cycle") || name.ends_with("cycle")) {
state.animations.write[i]->set_loop(true);
}
}
ap->add_animation(name, state.animations[i]);
}
state.scene->add_child(ap);
ap->set_owner(state.scene);
}
return state.scene;
}
Ref<Animation> EditorSceneImporterCollada::import_animation(const String &p_path, uint32_t p_flags, int p_bake_fps) {
ColladaImport state;
state.use_mesh_builtin_materials = false;
Error err = state.load(p_path, Collada::IMPORT_FLAG_ANIMATION, p_flags & EditorSceneImporter::IMPORT_GENERATE_TANGENT_ARRAYS);
ERR_FAIL_COND_V_MSG(err != OK, RES(), "Cannot load animation from file '" + p_path + "'.");
state.create_animations(p_flags & EditorSceneImporter::IMPORT_ANIMATION_FORCE_ALL_TRACKS_IN_ALL_CLIPS, p_flags & EditorSceneImporter::IMPORT_ANIMATION_KEEP_VALUE_TRACKS);
if (state.scene) {
memdelete(state.scene);
}
if (state.animations.size() == 0) {
return Ref<Animation>();
}
Ref<Animation> anim = state.animations[0];
String base = p_path.get_basename().to_lower();
if (p_flags & IMPORT_ANIMATION_DETECT_LOOP) {
if (base.begins_with("loop") || base.ends_with("loop") || base.begins_with("cycle") || base.ends_with("cycle")) {
anim->set_loop(true);
}
}
return anim;
}
EditorSceneImporterCollada::EditorSceneImporterCollada() {
}