/*************************************************************************/ /* editor_scene_importer_assimp.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2019 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/bind/core_bind.h" #include "core/io/resource_importer.h" #include "core/vector.h" #include "editor/import/resource_importer_scene.h" #include "editor/project_settings_editor.h" #include "scene/3d/mesh_instance.h" #include "scene/3d/skeleton.h" #include "scene/3d/spatial.h" #include "scene/animation/animation_player.h" #include "scene/resources/animation.h" #include "scene/resources/surface_tool.h" #include #include #include #include #include #include #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); const String ASSIMP_FBX_KEY = "_$AssimpFbx$"; struct AssetImportAnimation { enum Interpolation { INTERP_LINEAR, INTERP_STEP, INTERP_CATMULLROMSPLINE, INTERP_CUBIC_SPLINE }; }; struct BoneInfo { uint32_t bone; float weight; }; struct SkeletonHole { //nodes may be part of the skeleton by used by vertex String name; String parent; Transform pose; const aiNode *node; }; void _calc_tangent_from_mesh(const aiMesh *ai_mesh, int i, int tri_index, int index, PoolColorArray::Write &w); void _set_texture_mapping_mode(aiTextureMapMode *map_mode, Ref texture); Ref _generate_mesh_from_surface_indices(ImportState &state, const Vector &p_surface_indices, const aiNode *assimp_node, Skeleton *p_skeleton = NULL); // utility for node creation void attach_new_node(ImportState &state, Spatial *new_node, const aiNode *node, Node *parent_node, String Name, Transform &transform); // simple object creation functions void create_light(ImportState &state, RecursiveState &recursive_state); void create_camera(ImportState &state, RecursiveState &recursive_state); void create_bone(ImportState &state, RecursiveState &recursive_state); // non recursive - linear so must not use recursive arguments void create_mesh(ImportState &state, const aiNode *assimp_node, const String &node_name, Node *current_node, Node *parent_node, Transform node_transform); // recursive node generator void _generate_node(ImportState &state, Skeleton *skeleton, const aiNode *assimp_node, Node *parent_node); // runs after _generate_node as it must then use pre-created godot skeleton. void generate_mesh_phase_from_skeletal_mesh(ImportState &state); void _insert_animation_track(ImportState &scene, const aiAnimation *assimp_anim, int p_track, int p_bake_fps, Ref animation, float ticks_per_second, Skeleton *p_skeleton, const NodePath &p_path, const String &p_name); void _import_animation(ImportState &state, int p_animation_index, int p_bake_fps); Spatial *_generate_scene(const String &p_path, aiScene *scene, const uint32_t p_flags, int p_bake_fps, const int32_t p_max_bone_weights); String _assimp_anim_string_to_string(const aiString &p_string) const; String _assimp_raw_string_to_string(const aiString &p_string) const; float _get_fbx_fps(int32_t time_mode, const aiScene *p_scene); template T _interpolate_track(const Vector &p_times, const Vector &p_values, float p_time, AssetImportAnimation::Interpolation p_interp); void _register_project_setting_import(const String generic, const String import_setting_string, const Vector &exts, List *r_extensions, const bool p_enabled) const; struct ImportFormat { Vector 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 *r_extensions) const; virtual uint32_t get_import_flags() const; virtual Node *import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps, List *r_missing_deps, Error *r_err = NULL); Ref load_image(ImportState &state, const aiScene *p_scene, String p_path); }; #endif #endif