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116 lines
4.6 KiB
C++
116 lines
4.6 KiB
C++
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/*************************************************************************/
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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) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 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 EDITOR_SCENE_IMPORT_STATE_H
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#define EDITOR_SCENE_IMPORT_STATE_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 <assimp/matrix4x4.h>
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#include <assimp/scene.h>
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#include <assimp/types.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/LogStream.hpp>
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#include <assimp/Logger.hpp>
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namespace AssimpImporter {
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/** Import state is for global scene import data
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* This makes the code simpler and contains useful lookups.
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*/
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struct ImportState {
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String path;
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const aiScene *assimp_scene;
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uint32_t max_bone_weights;
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Spatial *root;
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Map<String, Ref<Mesh> > mesh_cache;
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Map<int, Ref<Material> > material_cache;
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Map<String, int> light_cache;
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Map<String, int> camera_cache;
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//Vector<Skeleton *> skeletons;
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Map<Skeleton *, const Spatial *> armature_skeletons; // maps skeletons based on their armature nodes.
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Map<const aiBone *, Skeleton *> bone_to_skeleton_lookup; // maps bones back into their skeleton
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// very useful for when you need to ask assimp for the bone mesh
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Map<String, Node *> node_map;
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Map<const aiNode *, const Node *> assimp_node_map;
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Map<String, Ref<Image> > path_to_image_cache;
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bool fbx; //for some reason assimp does some things different for FBX
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AnimationPlayer *animation_player;
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};
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struct AssimpImageData {
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Ref<Image> raw_image;
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Ref<ImageTexture> texture;
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aiTextureMapMode *map_mode = NULL;
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};
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/** Recursive state is used to push state into functions instead of specifying them
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* This makes the code easier to handle too and add extra arguments without breaking things
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*/
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struct RecursiveState {
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RecursiveState(
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Transform &_node_transform,
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Skeleton *_skeleton,
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Spatial *_new_node,
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const String &_node_name,
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const aiNode *_assimp_node,
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Node *_parent_node,
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const aiBone *_bone) :
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node_transform(_node_transform),
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skeleton(_skeleton),
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new_node(_new_node),
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node_name(_node_name),
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assimp_node(_assimp_node),
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parent_node(_parent_node),
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bone(_bone) {}
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Transform &node_transform;
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Skeleton *skeleton;
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Spatial *new_node;
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const String &node_name;
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const aiNode *assimp_node;
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Node *parent_node;
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const aiBone *bone;
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};
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} // namespace AssimpImporter
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#endif // EDITOR_SCENE_IMPORT_STATE_H
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