godot/tools/collada/collada.h

637 lines
12 KiB
C++

/*************************************************************************/
/* collada.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/*************************************************************************/
#ifdef TOOLS_ENABLED
#ifndef COLLADA_H
#define COLLADA_H
#include "scene/resources/material.h"
#include "globals.h"
#include "io/xml_parser.h"
#include "map.h"
class Collada {
public:
enum ImportFlags {
IMPORT_FLAG_SCENE=1,
IMPORT_FLAG_ANIMATION=2
};
struct Image {
String path;
};
struct Material {
String name;
String instance_effect;
};
struct Effect {
String name;
Map<String, Variant> params;
struct Channel {
int uv_idx;
String texture;
Color color;
Channel() { uv_idx=0; }
};
Channel diffuse,specular,emission,bump;
float shininess;
bool found_double_sided;
bool double_sided;
String get_texture_path(const String& p_source,Collada& state) const;
Effect() {
diffuse.color=Color(1,1,1,1);
double_sided=true;
found_double_sided=false;
shininess=40;
}
};
struct CameraData {
enum Mode {
MODE_PERSPECTIVE,
MODE_ORTHOGONAL
};
Mode mode;
union {
struct {
float x_fov;
float y_fov;
} perspective;
struct {
float x_mag;
float y_mag;
} orthogonal;
};
float aspect;
float z_near;
float z_far;
CameraData() {
mode=MODE_PERSPECTIVE;
perspective.y_fov=0;
perspective.x_fov=0;
aspect=1;
z_near=0.1;
z_far=100;
}
};
struct LightData {
enum Mode {
MODE_AMBIENT,
MODE_DIRECTIONAL,
MODE_OMNI,
MODE_SPOT
};
Mode mode;
Color color;
float constant_att;
float linear_att;
float quad_att;
float spot_angle;
float spot_exp;
LightData() {
mode=MODE_AMBIENT;
color=Color(1,1,1,1);
constant_att=0;
linear_att=0;
quad_att=0;
spot_angle=45;
spot_exp=1;
}
};
struct MeshData {
String name;
struct Source {
Vector<float> array;
int stride;
};
Map<String,Source> sources;
struct Vertices {
Map<String,String> sources;
};
Map<String,Vertices> vertices;
struct Primitives {
struct SourceRef {
String source;
int offset;
};
String material;
Map<String,SourceRef> sources;
Vector<float> polygons;
Vector<float> indices;
int count;
int vertex_size;
};
Vector<Primitives> primitives;
bool found_double_sided;
bool double_sided;
MeshData() { found_double_sided=false; double_sided=true; }
};
struct CurveData {
String name;
bool closed;
struct Source {
Vector<String> sarray;
Vector<float> array;
int stride;
};
Map<String,Source> sources;
Map<String,String> control_vertices;
CurveData() {
closed=false;
}
};
struct SkinControllerData {
String base;
bool use_idrefs;
Transform bind_shape;
struct Source {
Vector<String> sarray; //maybe for names
Vector<float> array;
int stride;
Source() {
stride=1;
}
};
Map<String,Source> sources;
struct Joints {
Map<String,String> sources;
} joints;
struct Weights {
struct SourceRef {
String source;
int offset;
};
String material;
Map<String,SourceRef> sources;
Vector<float> sets;
Vector<float> indices;
int count;
} weights;
Map<String,Transform> bone_rest_map;
SkinControllerData() { use_idrefs=false; }
};
struct MorphControllerData {
String mesh;
String mode;
struct Source {
int stride;
Vector<String> sarray; //maybe for names
Vector<float> array;
Source() { stride=1; }
};
Map<String,Source> sources;
Map<String,String> targets;
MorphControllerData() { }
};
struct Vertex {
int idx;
Vector3 vertex;
Vector3 normal;
Vector3 uv;
Vector3 uv2;
Plane tangent;
Color color;
struct Weight {
int bone_idx;
float weight;
bool operator<(const Weight w) const { return weight>w.weight; } //heaviest first
};
Vector<Weight> weights;
void fix_weights() {
weights.sort();
if (weights.size()>4) {
//cap to 4 and make weights add up 1
weights.resize(4);
float total=0;
for(int i=0;i<4;i++)
total+=weights[i].weight;
if (total)
for(int i=0;i<4;i++)
weights[i].weight/=total;
}
}
void fix_unit_scale(Collada &state);
bool operator<(const Vertex& p_vert) const {
if (vertex==p_vert.vertex) {
if(normal==p_vert.normal) {
if(uv==p_vert.uv) {
if(uv2==p_vert.uv2) {
return (color<p_vert.color);
} else
return (uv2<p_vert.uv2);
} else
return (uv<p_vert.uv);
} else
return (normal<p_vert.normal);
} else
return vertex<p_vert.vertex;
}
};
struct Node {
enum Type {
TYPE_NODE,
TYPE_JOINT,
TYPE_SKELETON, //this bone is not collada, it's added afterwards as optimization
TYPE_LIGHT,
TYPE_CAMERA,
TYPE_GEOMETRY
};
struct XForm {
enum Op {
OP_ROTATE,
OP_SCALE,
OP_TRANSLATE,
OP_MATRIX,
OP_VISIBILITY
};
String id;
Op op;
Vector<float> data;
};
Type type;
String name;
String id;
bool noname;
Vector<XForm> xform_list;
Transform default_transform;
Transform post_transform;
Vector<Node*> children;
Node* parent;
Transform compute_transform(Collada &state) const;
Transform get_global_transform() const;
Transform get_transform() const;
bool ignore_anim;
Node() {noname=false; type=TYPE_NODE; parent=NULL; ignore_anim=false; }
virtual ~Node() { for(int i=0;i<children.size();i++) memdelete( children[i] ); };
};
struct NodeSkeleton : public Node {
NodeSkeleton() { type=TYPE_SKELETON; }
};
struct NodeJoint : public Node {
NodeSkeleton *owner;
String sid;
NodeJoint() { type=TYPE_JOINT; owner=NULL; }
};
struct NodeGeometry : public Node {
bool controller;
String source;
struct Material {
String target;
};
Map<String,Material> material_map;
Vector<String> skeletons;
NodeGeometry() { type=TYPE_GEOMETRY; }
};
struct NodeCamera : public Node {
String camera;
NodeCamera() { type=TYPE_CAMERA; }
};
struct NodeLight : public Node {
String light;
NodeLight() { type=TYPE_LIGHT; }
};
struct VisualScene {
String name;
Vector<Node*> root_nodes;
~VisualScene() { for(int i=0;i<root_nodes.size();i++) memdelete( root_nodes[i] ); }
};
struct AnimationClip {
String name;
float begin;
float end;
Vector<String> tracks;
AnimationClip() { begin=0; end=1; }
};
struct AnimationTrack {
String id;
String target;
String param;
String component;
bool property;
enum InterpolationType {
INTERP_LINEAR,
INTERP_BEZIER
};
struct Key {
enum Type {
TYPE_FLOAT,
TYPE_MATRIX
};
float time;
Vector<float> data;
Point2 in_tangent;
Point2 out_tangent;
InterpolationType interp_type;
Key() { interp_type=INTERP_LINEAR; }
};
Vector<float> get_value_at_time(float p_time);
Vector<Key> keys;
AnimationTrack() { property=false; }
};
/****************/
/* IMPORT STATE */
/****************/
struct State {
int import_flags;
float unit_scale;
Vector3::Axis up_axis;
bool z_up;
struct Version {
int major,minor,rev;
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; }
Version(int p_major=0,int p_minor=0,int p_rev=0) { major=p_major; minor=p_minor; rev=p_rev; }
} version;
Map<String,CameraData> camera_data_map;
Map<String,MeshData> mesh_data_map;
Map<String,LightData> light_data_map;
Map<String,CurveData> curve_data_map;
Map<String,String> mesh_name_map;
Map<String,String> morph_name_map;
Map<String,String> morph_ownership_map;
Map<String,SkinControllerData> skin_controller_data_map;
Map<String,MorphControllerData> morph_controller_data_map;
Map<String,Image > image_map;
Map<String,Material> material_map;
Map<String,Effect> effect_map;
Map<String,VisualScene> visual_scene_map;
Map<String,Node*> scene_map;
Set<String> idref_joints;
Map<String,String> sid_to_node_map;
//Map<String,NodeJoint*> bone_map;
Map<String,Transform> bone_rest_map;
String local_path;
String root_visual_scene;
String root_physics_scene;
Vector<AnimationClip> animation_clips;
Vector<AnimationTrack> animation_tracks;
Map<String,Vector<int> > referenced_tracks;
Map<String,Vector<int> > by_id_tracks;
float animation_length;
State() { unit_scale=1.0; up_axis=Vector3::AXIS_Y; import_flags=0; animation_length=0; }
} state;
Error load(const String& p_path, int p_flags=0);
Collada();
Transform fix_transform(const Transform& p_transform);
Transform get_root_transform() const;
int get_uv_channel(String p_name);
private: // private stuff
Map<String,int> channel_map;
void _parse_asset(XMLParser& parser);
void _parse_image(XMLParser& parser);
void _parse_material(XMLParser& parser);
void _parse_effect_material(XMLParser& parser,Effect &effect,String &id);
void _parse_effect(XMLParser& parser);
void _parse_camera(XMLParser& parser);
void _parse_light(XMLParser& parser);
void _parse_animation_clip(XMLParser& parser);
void _parse_mesh_geometry(XMLParser& parser,String p_id,String p_name);
void _parse_curve_geometry(XMLParser& parser,String p_id,String p_name);
void _parse_skin_controller(XMLParser& parser,String p_id);
void _parse_morph_controller(XMLParser& parser, String id);
void _parse_controller(XMLParser& parser);
Node* _parse_visual_instance_geometry(XMLParser& parser);
Node* _parse_visual_instance_camera(XMLParser& parser);
Node* _parse_visual_instance_light(XMLParser& parser);
Node* _parse_visual_node_instance_data(XMLParser& parser);
Node* _parse_visual_scene_node(XMLParser& parser);
void _parse_visual_scene(XMLParser& parser);
void _parse_animation(XMLParser& parser);
void _parse_scene(XMLParser& parser);
void _parse_library(XMLParser& parser);
Variant _parse_param(XMLParser& parser);
Vector<float> _read_float_array(XMLParser& parser);
Vector<String> _read_string_array(XMLParser& parser);
Transform _read_transform(XMLParser& parser);
void _joint_set_owner(Collada::Node *p_node, NodeSkeleton *p_owner);
void _create_skeletons(Collada::Node **p_node);
void _find_morph_nodes(VisualScene *p_vscene,Node *p_node);
bool _remove_node(Node *p_parent,Node *p_node);
void _remove_node(VisualScene *p_vscene,Node *p_node);
void _merge_skeletons2(VisualScene *p_vscene);
void _merge_skeletons(VisualScene *p_vscene,Node *p_node);
bool _optimize_skeletons(VisualScene *p_vscene,Node *p_node);
bool _move_geometry_to_skeletons(VisualScene *p_vscene,Node *p_node,List<Node*> *p_mgeom);
void _optimize();
};
#endif // COLLADA_H
#endif