150 lines
6.2 KiB
C++
150 lines
6.2 KiB
C++
/*************************************************************************/
|
|
/* editor_scene_importer_assimp.h */
|
|
/*************************************************************************/
|
|
/* 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. */
|
|
/*************************************************************************/
|
|
|
|
#ifndef EDITOR_SCENE_IMPORTER_ASSIMP_H
|
|
#define EDITOR_SCENE_IMPORTER_ASSIMP_H
|
|
|
|
#ifdef TOOLS_ENABLED
|
|
#include "core/core_bind.h"
|
|
#include "core/io/resource_importer.h"
|
|
#include "core/templates/vector.h"
|
|
#include "editor/import/resource_importer_scene.h"
|
|
#include "editor/project_settings_editor.h"
|
|
#include "scene/3d/mesh_instance_3d.h"
|
|
#include "scene/3d/node_3d.h"
|
|
#include "scene/3d/skeleton_3d.h"
|
|
#include "scene/animation/animation_player.h"
|
|
#include "scene/resources/animation.h"
|
|
#include "scene/resources/surface_tool.h"
|
|
|
|
#include <assimp/matrix4x4.h>
|
|
#include <assimp/scene.h>
|
|
#include <assimp/types.h>
|
|
#include <assimp/DefaultLogger.hpp>
|
|
#include <assimp/LogStream.hpp>
|
|
#include <assimp/Logger.hpp>
|
|
#include <map>
|
|
|
|
#include "import_state.h"
|
|
#include "import_utils.h"
|
|
|
|
using namespace AssimpImporter;
|
|
|
|
class AssimpStream : public Assimp::LogStream {
|
|
public:
|
|
// Constructor
|
|
AssimpStream() {}
|
|
|
|
// Destructor
|
|
~AssimpStream() {}
|
|
// Write something using your own functionality
|
|
void write(const char *message) {
|
|
print_verbose(String("Open Asset Import: ") + String(message).strip_edges());
|
|
}
|
|
};
|
|
|
|
class EditorSceneImporterAssimp : public EditorSceneImporter {
|
|
private:
|
|
GDCLASS(EditorSceneImporterAssimp, EditorSceneImporter);
|
|
|
|
struct AssetImportAnimation {
|
|
enum Interpolation {
|
|
INTERP_LINEAR,
|
|
INTERP_STEP,
|
|
INTERP_CATMULLROMSPLINE,
|
|
INTERP_CUBIC_SPLINE
|
|
};
|
|
};
|
|
|
|
struct BoneInfo {
|
|
uint32_t bone;
|
|
float weight;
|
|
};
|
|
|
|
Ref<Mesh> _generate_mesh_from_surface_indices(ImportState &state, const Vector<int> &p_surface_indices,
|
|
const aiNode *assimp_node, Ref<Skin> &skin,
|
|
Skeleton3D *&skeleton_assigned);
|
|
|
|
// simple object creation functions
|
|
Node3D *create_light(ImportState &state,
|
|
const String &node_name,
|
|
Transform &look_at_transform);
|
|
Node3D *create_camera(
|
|
ImportState &state,
|
|
const String &node_name,
|
|
Transform &look_at_transform);
|
|
// non recursive - linear so must not use recursive arguments
|
|
MeshInstance3D *create_mesh(ImportState &state, const aiNode *assimp_node, const String &node_name, Node *active_node, Transform node_transform);
|
|
// recursive node generator
|
|
void _generate_node(ImportState &state, const aiNode *assimp_node);
|
|
void _insert_animation_track(ImportState &scene, const aiAnimation *assimp_anim, int track_id,
|
|
int anim_fps, Ref<Animation> animation, float ticks_per_second,
|
|
Skeleton3D *skeleton, const NodePath &node_path,
|
|
const String &node_name, aiBone *track_bone);
|
|
|
|
void _import_animation(ImportState &state, int p_animation_index, int p_bake_fps);
|
|
Node *get_node_by_name(ImportState &state, String name);
|
|
aiBone *get_bone_from_stack(ImportState &state, aiString name);
|
|
Node3D *_generate_scene(const String &p_path, aiScene *scene, const uint32_t p_flags, int p_bake_fps, const int32_t p_max_bone_weights);
|
|
|
|
template <class T>
|
|
T _interpolate_track(const Vector<float> &p_times, const Vector<T> &p_values, float p_time, AssetImportAnimation::Interpolation p_interp);
|
|
void _register_project_setting_import(const String generic, const String import_setting_string, const Vector<String> &exts, List<String> *r_extensions, const bool p_enabled) const;
|
|
|
|
struct ImportFormat {
|
|
Vector<String> extensions;
|
|
bool is_default;
|
|
};
|
|
|
|
protected:
|
|
static void _bind_methods();
|
|
|
|
public:
|
|
EditorSceneImporterAssimp() {
|
|
Assimp::DefaultLogger::create("", Assimp::Logger::VERBOSE);
|
|
unsigned int severity = Assimp::Logger::Info | Assimp::Logger::Err | Assimp::Logger::Warn;
|
|
Assimp::DefaultLogger::get()->attachStream(new AssimpStream(), severity);
|
|
}
|
|
~EditorSceneImporterAssimp() {
|
|
Assimp::DefaultLogger::kill();
|
|
}
|
|
|
|
virtual void get_extensions(List<String> *r_extensions) const override;
|
|
virtual uint32_t get_import_flags() const override;
|
|
virtual Node *import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps, List<String> *r_missing_deps, Error *r_err = nullptr) override;
|
|
Ref<Image> load_image(ImportState &state, const aiScene *p_scene, String p_path);
|
|
|
|
static void RegenerateBoneStack(ImportState &state);
|
|
|
|
void RegenerateBoneStack(ImportState &state, aiMesh *mesh);
|
|
};
|
|
#endif
|
|
#endif
|