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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 🎆
578 lines
13 KiB
C++
578 lines
13 KiB
C++
/*************************************************************************/
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/* collada.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 COLLADA_H
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#define COLLADA_H
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#include "core/config/project_settings.h"
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#include "core/io/xml_parser.h"
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#include "core/templates/map.h"
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#include "scene/resources/material.h"
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class Collada {
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public:
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enum ImportFlags {
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IMPORT_FLAG_SCENE = 1,
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IMPORT_FLAG_ANIMATION = 2
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};
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struct Image {
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String path;
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};
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struct Material {
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String name;
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String instance_effect;
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};
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struct Effect {
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String name;
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Map<String, Variant> params;
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struct Channel {
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int uv_idx = 0;
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String texture;
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Color color;
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Channel() {}
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};
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Channel diffuse, specular, emission, bump;
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float shininess = 40;
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bool found_double_sided = false;
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bool double_sided = true;
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bool unshaded = false;
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String get_texture_path(const String &p_source, Collada &state) const;
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Effect() {
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diffuse.color = Color(1, 1, 1, 1);
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}
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};
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struct CameraData {
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enum Mode {
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MODE_PERSPECTIVE,
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MODE_ORTHOGONAL
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};
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Mode mode = MODE_PERSPECTIVE;
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union {
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struct {
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float x_fov = 0;
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float y_fov = 0;
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} perspective;
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struct {
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float x_mag = 0;
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float y_mag = 0;
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} orthogonal;
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};
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float aspect = 1;
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float z_near = 0.05;
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float z_far = 4000;
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CameraData() {}
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};
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struct LightData {
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enum Mode {
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MODE_AMBIENT,
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MODE_DIRECTIONAL,
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MODE_OMNI,
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MODE_SPOT
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};
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Mode mode = MODE_AMBIENT;
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Color color = Color(1, 1, 1, 1);
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float constant_att = 0;
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float linear_att = 0;
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float quad_att = 0;
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float spot_angle = 45;
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float spot_exp = 1;
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LightData() {}
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};
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struct MeshData {
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String name;
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struct Source {
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Vector<float> array;
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int stride = 0;
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};
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Map<String, Source> sources;
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struct Vertices {
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Map<String, String> sources;
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};
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Map<String, Vertices> vertices;
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struct Primitives {
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struct SourceRef {
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String source;
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int offset = 0;
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};
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String material;
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Map<String, SourceRef> sources;
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Vector<float> polygons;
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Vector<float> indices;
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int count = 0;
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int vertex_size = 0;
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};
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Vector<Primitives> primitives;
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bool found_double_sided = false;
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bool double_sided = true;
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MeshData() {}
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};
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struct CurveData {
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String name;
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bool closed = false;
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struct Source {
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Vector<String> sarray;
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Vector<float> array;
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int stride = 0;
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};
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Map<String, Source> sources;
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Map<String, String> control_vertices;
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CurveData() {}
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};
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struct SkinControllerData {
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String base;
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bool use_idrefs = false;
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Transform bind_shape;
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struct Source {
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Vector<String> sarray; //maybe for names
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Vector<float> array;
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int stride = 1;
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Source() {}
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};
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Map<String, Source> sources;
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struct Joints {
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Map<String, String> sources;
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} joints;
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struct Weights {
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struct SourceRef {
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String source;
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int offset = 0;
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};
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String material;
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Map<String, SourceRef> sources;
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Vector<float> sets;
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Vector<float> indices;
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int count = 0;
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} weights;
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Map<String, Transform> bone_rest_map;
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SkinControllerData() {}
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};
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struct MorphControllerData {
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String mesh;
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String mode;
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struct Source {
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int stride = 1;
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Vector<String> sarray; //maybe for names
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Vector<float> array;
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Source() {}
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};
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Map<String, Source> sources;
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Map<String, String> targets;
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MorphControllerData() {}
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};
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struct Vertex {
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int idx = 0;
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Vector3 vertex;
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Vector3 normal;
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Vector3 uv;
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Vector3 uv2;
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Plane tangent;
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Color color;
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int uid = 0;
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struct Weight {
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int bone_idx = 0;
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float weight = 0;
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bool operator<(const Weight w) const { return weight > w.weight; } //heaviest first
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};
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Vector<Weight> weights;
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void fix_weights() {
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weights.sort();
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if (weights.size() > 4) {
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//cap to 4 and make weights add up 1
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weights.resize(4);
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float total = 0;
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for (int i = 0; i < 4; i++) {
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total += weights[i].weight;
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}
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if (total) {
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for (int i = 0; i < 4; i++) {
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weights.write[i].weight /= total;
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}
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}
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}
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}
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void fix_unit_scale(Collada &state);
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bool operator<(const Vertex &p_vert) const {
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if (uid == p_vert.uid) {
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if (vertex == p_vert.vertex) {
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if (normal == p_vert.normal) {
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if (uv == p_vert.uv) {
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if (uv2 == p_vert.uv2) {
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if (!weights.is_empty() || !p_vert.weights.is_empty()) {
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if (weights.size() == p_vert.weights.size()) {
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for (int i = 0; i < weights.size(); i++) {
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if (weights[i].bone_idx != p_vert.weights[i].bone_idx) {
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return weights[i].bone_idx < p_vert.weights[i].bone_idx;
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}
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if (weights[i].weight != p_vert.weights[i].weight) {
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return weights[i].weight < p_vert.weights[i].weight;
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}
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}
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} else {
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return weights.size() < p_vert.weights.size();
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}
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}
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return (color < p_vert.color);
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} else {
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return (uv2 < p_vert.uv2);
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}
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} else {
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return (uv < p_vert.uv);
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}
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} else {
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return (normal < p_vert.normal);
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}
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} else {
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return vertex < p_vert.vertex;
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}
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} else {
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return uid < p_vert.uid;
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}
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}
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Vertex() {}
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};
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struct Node {
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enum Type {
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TYPE_NODE,
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TYPE_JOINT,
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TYPE_SKELETON, //this bone is not collada, it's added afterwards as optimization
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TYPE_LIGHT,
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TYPE_CAMERA,
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TYPE_GEOMETRY
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};
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struct XForm {
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enum Op {
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OP_ROTATE,
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OP_SCALE,
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OP_TRANSLATE,
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OP_MATRIX,
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OP_VISIBILITY
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};
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String id;
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Op op = OP_ROTATE;
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Vector<float> data;
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};
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Type type = TYPE_NODE;
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String name;
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String id;
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String empty_draw_type;
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bool noname = false;
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Vector<XForm> xform_list;
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Transform default_transform;
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Transform post_transform;
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Vector<Node *> children;
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Node *parent = nullptr;
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Transform compute_transform(Collada &state) const;
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Transform get_global_transform() const;
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Transform get_transform() const;
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bool ignore_anim = false;
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Node() {}
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virtual ~Node() {
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for (int i = 0; i < children.size(); i++) {
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memdelete(children[i]);
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}
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};
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};
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struct NodeSkeleton : public Node {
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NodeSkeleton() { type = TYPE_SKELETON; }
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};
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struct NodeJoint : public Node {
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NodeSkeleton *owner = nullptr;
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String sid;
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NodeJoint() {
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type = TYPE_JOINT;
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}
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};
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struct NodeGeometry : public Node {
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bool controller = false;
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String source;
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struct Material {
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String target;
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};
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Map<String, Material> material_map;
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Vector<String> skeletons;
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NodeGeometry() { type = TYPE_GEOMETRY; }
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};
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struct NodeCamera : public Node {
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String camera;
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NodeCamera() { type = TYPE_CAMERA; }
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};
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struct NodeLight : public Node {
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String light;
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NodeLight() { type = TYPE_LIGHT; }
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};
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struct VisualScene {
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String name;
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Vector<Node *> root_nodes;
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~VisualScene() {
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for (int i = 0; i < root_nodes.size(); i++) {
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memdelete(root_nodes[i]);
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}
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}
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};
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struct AnimationClip {
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String name;
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float begin = 0;
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float end = 1;
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Vector<String> tracks;
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AnimationClip() {}
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};
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struct AnimationTrack {
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String id;
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String target;
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String param;
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String component;
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bool property = false;
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enum InterpolationType {
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INTERP_LINEAR,
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INTERP_BEZIER
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};
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struct Key {
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enum Type {
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TYPE_FLOAT,
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TYPE_MATRIX
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};
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float time = 0;
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Vector<float> data;
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Point2 in_tangent;
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Point2 out_tangent;
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InterpolationType interp_type = INTERP_LINEAR;
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Key() {}
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};
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Vector<float> get_value_at_time(float p_time) const;
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Vector<Key> keys;
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AnimationTrack() {}
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};
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/****************/
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/* IMPORT STATE */
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/****************/
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struct State {
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int import_flags = 0;
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float unit_scale = 1.0;
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Vector3::Axis up_axis = Vector3::AXIS_Y;
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bool z_up = false;
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struct Version {
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int major = 0, minor = 0, rev = 0;
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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; }
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Version(int p_major = 0, int p_minor = 0, int p_rev = 0) {
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major = p_major;
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minor = p_minor;
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rev = p_rev;
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}
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} version;
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Map<String, CameraData> camera_data_map;
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Map<String, MeshData> mesh_data_map;
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Map<String, LightData> light_data_map;
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Map<String, CurveData> curve_data_map;
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Map<String, String> mesh_name_map;
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Map<String, String> morph_name_map;
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Map<String, String> morph_ownership_map;
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Map<String, SkinControllerData> skin_controller_data_map;
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Map<String, MorphControllerData> morph_controller_data_map;
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Map<String, Image> image_map;
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Map<String, Material> material_map;
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Map<String, Effect> effect_map;
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Map<String, VisualScene> visual_scene_map;
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Map<String, Node *> scene_map;
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Set<String> idref_joints;
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Map<String, String> sid_to_node_map;
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//Map<String,NodeJoint*> bone_map;
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Map<String, Transform> bone_rest_map;
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String local_path;
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String root_visual_scene;
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String root_physics_scene;
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Vector<AnimationClip> animation_clips;
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Vector<AnimationTrack> animation_tracks;
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Map<String, Vector<int>> referenced_tracks;
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Map<String, Vector<int>> by_id_tracks;
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float animation_length = 0;
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State() {}
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} state;
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Error load(const String &p_path, int p_flags = 0);
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Collada();
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Transform fix_transform(const Transform &p_transform);
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Transform get_root_transform() const;
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int get_uv_channel(String p_name);
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private: // private stuff
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Map<String, int> channel_map;
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void _parse_asset(XMLParser &parser);
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void _parse_image(XMLParser &parser);
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void _parse_material(XMLParser &parser);
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void _parse_effect_material(XMLParser &parser, Effect &effect, String &id);
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void _parse_effect(XMLParser &parser);
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void _parse_camera(XMLParser &parser);
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void _parse_light(XMLParser &parser);
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void _parse_animation_clip(XMLParser &parser);
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void _parse_mesh_geometry(XMLParser &parser, String p_id, String p_name);
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void _parse_curve_geometry(XMLParser &parser, String p_id, String p_name);
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void _parse_skin_controller(XMLParser &parser, String p_id);
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void _parse_morph_controller(XMLParser &parser, String p_id);
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void _parse_controller(XMLParser &parser);
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Node *_parse_visual_instance_geometry(XMLParser &parser);
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Node *_parse_visual_instance_camera(XMLParser &parser);
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Node *_parse_visual_instance_light(XMLParser &parser);
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Node *_parse_visual_node_instance_data(XMLParser &parser);
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Node *_parse_visual_scene_node(XMLParser &parser);
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void _parse_visual_scene(XMLParser &parser);
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void _parse_animation(XMLParser &parser);
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void _parse_scene(XMLParser &parser);
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void _parse_library(XMLParser &parser);
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Variant _parse_param(XMLParser &parser);
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Vector<float> _read_float_array(XMLParser &parser);
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Vector<String> _read_string_array(XMLParser &parser);
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Transform _read_transform(XMLParser &parser);
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String _read_empty_draw_type(XMLParser &parser);
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void _joint_set_owner(Collada::Node *p_node, NodeSkeleton *p_owner);
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void _create_skeletons(Collada::Node **p_node, NodeSkeleton *p_skeleton = nullptr);
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void _find_morph_nodes(VisualScene *p_vscene, Node *p_node);
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bool _remove_node(Node *p_parent, Node *p_node);
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void _remove_node(VisualScene *p_vscene, Node *p_node);
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void _merge_skeletons2(VisualScene *p_vscene);
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void _merge_skeletons(VisualScene *p_vscene, Node *p_node);
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bool _optimize_skeletons(VisualScene *p_vscene, Node *p_node);
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bool _move_geometry_to_skeletons(VisualScene *p_vscene, Node *p_node, List<Node *> *p_mgeom);
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void _optimize();
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};
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#endif // COLLADA_H
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