godot/editor/import/editor_scene_importer_gltf.h
2020-07-10 13:56:54 +01:00

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14 KiB
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/*************************************************************************/
/* editor_scene_importer_gltf.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 */
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/* 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_GLTF_H
#define EDITOR_SCENE_IMPORTER_GLTF_H
#include "editor/import/resource_importer_scene.h"
#include "scene/3d/light_3d.h"
#include "scene/3d/node_3d.h"
#include "scene/3d/skeleton_3d.h"
class AnimationPlayer;
class BoneAttachment3D;
class MeshInstance3D;
class EditorSceneImporterGLTF : public EditorSceneImporter {
GDCLASS(EditorSceneImporterGLTF, EditorSceneImporter);
typedef int GLTFAccessorIndex;
typedef int GLTFAnimationIndex;
typedef int GLTFBufferIndex;
typedef int GLTFBufferViewIndex;
typedef int GLTFCameraIndex;
typedef int GLTFImageIndex;
typedef int GLTFMaterialIndex;
typedef int GLTFMeshIndex;
typedef int GLTFLightIndex;
typedef int GLTFNodeIndex;
typedef int GLTFSkeletonIndex;
typedef int GLTFSkinIndex;
typedef int GLTFTextureIndex;
enum {
ARRAY_BUFFER = 34962,
ELEMENT_ARRAY_BUFFER = 34963,
TYPE_BYTE = 5120,
TYPE_UNSIGNED_BYTE = 5121,
TYPE_SHORT = 5122,
TYPE_UNSIGNED_SHORT = 5123,
TYPE_UNSIGNED_INT = 5125,
TYPE_FLOAT = 5126,
COMPONENT_TYPE_BYTE = 5120,
COMPONENT_TYPE_UNSIGNED_BYTE = 5121,
COMPONENT_TYPE_SHORT = 5122,
COMPONENT_TYPE_UNSIGNED_SHORT = 5123,
COMPONENT_TYPE_INT = 5125,
COMPONENT_TYPE_FLOAT = 5126,
};
String _get_component_type_name(const uint32_t p_component);
int _get_component_type_size(const int component_type);
enum GLTFType {
TYPE_SCALAR,
TYPE_VEC2,
TYPE_VEC3,
TYPE_VEC4,
TYPE_MAT2,
TYPE_MAT3,
TYPE_MAT4,
};
String _get_type_name(const GLTFType p_component);
struct GLTFNode {
//matrices need to be transformed to this
GLTFNodeIndex parent = -1;
int height = -1;
Transform xform;
String name;
GLTFMeshIndex mesh = -1;
GLTFCameraIndex camera = -1;
GLTFSkinIndex skin = -1;
GLTFSkeletonIndex skeleton = -1;
bool joint = false;
Vector3 translation;
Quat rotation;
Vector3 scale = Vector3(1, 1, 1);
Vector<int> children;
GLTFNodeIndex fake_joint_parent = -1;
GLTFLightIndex light = -1;
GLTFNode() {}
};
struct GLTFBufferView {
GLTFBufferIndex buffer = -1;
int byte_offset = 0;
int byte_length = 0;
int byte_stride = 0;
bool indices = false;
//matrices need to be transformed to this
GLTFBufferView() {}
};
struct GLTFAccessor {
GLTFBufferViewIndex buffer_view = 0;
int byte_offset = 0;
int component_type = 0;
bool normalized = false;
int count = 0;
GLTFType type;
float min = 0;
float max = 0;
int sparse_count = 0;
int sparse_indices_buffer_view = 0;
int sparse_indices_byte_offset = 0;
int sparse_indices_component_type = 0;
int sparse_values_buffer_view = 0;
int sparse_values_byte_offset = 0;
GLTFAccessor() {}
};
struct GLTFTexture {
GLTFImageIndex src_image;
};
struct GLTFSkeleton {
// The *synthesized* skeletons joints
Vector<GLTFNodeIndex> joints;
// The roots of the skeleton. If there are multiple, each root must have the same parent
// (ie roots are siblings)
Vector<GLTFNodeIndex> roots;
// The created Skeleton for the scene
Skeleton3D *godot_skeleton = nullptr;
// Set of unique bone names for the skeleton
Set<String> unique_names;
GLTFSkeleton() {}
};
struct GLTFSkin {
String name;
// The "skeleton" property defined in the gltf spec. -1 = Scene Root
GLTFNodeIndex skin_root = -1;
Vector<GLTFNodeIndex> joints_original;
Vector<Transform> inverse_binds;
// Note: joints + non_joints should form a complete subtree, or subtrees with a common parent
// All nodes that are skins that are caught in-between the original joints
// (inclusive of joints_original)
Vector<GLTFNodeIndex> joints;
// All Nodes that are caught in-between skin joint nodes, and are not defined
// as joints by any skin
Vector<GLTFNodeIndex> non_joints;
// The roots of the skin. In the case of multiple roots, their parent *must*
// be the same (the roots must be siblings)
Vector<GLTFNodeIndex> roots;
// The GLTF Skeleton this Skin points to (after we determine skeletons)
GLTFSkeletonIndex skeleton = -1;
// A mapping from the joint indices (in the order of joints_original) to the
// Godot Skeleton's bone_indices
Map<int, int> joint_i_to_bone_i;
Map<int, StringName> joint_i_to_name;
// The Actual Skin that will be created as a mapping between the IBM's of this skin
// to the generated skeleton for the mesh instances.
Ref<Skin> godot_skin;
GLTFSkin() {}
};
struct GLTFMesh {
Ref<ArrayMesh> mesh;
Vector<float> blend_weights;
};
struct GLTFCamera {
bool perspective = true;
float fov_size = 64;
float zfar = 500;
float znear = 0.1;
GLTFCamera() {}
};
struct GLTFLight {
Color color = Color(1.0f, 1.0f, 1.0f);
float intensity = 1.0f;
String type = "";
float range = Math_INF;
float inner_cone_angle = 0.0f;
float outer_cone_angle = Math_PI / 4.0;
GLTFLight() {}
};
struct GLTFAnimation {
bool loop = false;
enum Interpolation {
INTERP_LINEAR,
INTERP_STEP,
INTERP_CATMULLROMSPLINE,
INTERP_CUBIC_SPLINE
};
template <class T>
struct Channel {
Interpolation interpolation;
Vector<float> times;
Vector<T> values;
};
struct Track {
Channel<Vector3> translation_track;
Channel<Quat> rotation_track;
Channel<Vector3> scale_track;
Vector<Channel<float>> weight_tracks;
};
String name;
Map<int, Track> tracks;
};
struct GLTFState {
Dictionary json;
int major_version;
int minor_version;
Vector<uint8_t> glb_data;
bool use_named_skin_binds;
Vector<GLTFNode *> nodes;
Vector<Vector<uint8_t>> buffers;
Vector<GLTFBufferView> buffer_views;
Vector<GLTFAccessor> accessors;
Vector<GLTFMesh> meshes; //meshes are loaded directly, no reason not to.
Vector<Ref<Material>> materials;
String scene_name;
Vector<int> root_nodes;
Vector<GLTFTexture> textures;
Vector<Ref<Texture2D>> images;
Vector<GLTFSkin> skins;
Vector<GLTFCamera> cameras;
Vector<GLTFLight> lights;
Set<String> unique_names;
Vector<GLTFSkeleton> skeletons;
Vector<GLTFAnimation> animations;
Map<GLTFNodeIndex, Node *> scene_nodes;
// EditorSceneImporter::ImportFlags
uint32_t import_flags;
~GLTFState() {
for (int i = 0; i < nodes.size(); i++) {
memdelete(nodes[i]);
}
}
};
String _sanitize_scene_name(const String &name);
String _gen_unique_name(GLTFState &state, const String &p_name);
String _sanitize_bone_name(const String &name);
String _gen_unique_bone_name(GLTFState &state, const GLTFSkeletonIndex skel_i, const String &p_name);
Ref<Texture2D> _get_texture(GLTFState &state, const GLTFTextureIndex p_texture);
Error _parse_json(const String &p_path, GLTFState &state);
Error _parse_glb(const String &p_path, GLTFState &state);
Error _parse_scenes(GLTFState &state);
Error _parse_nodes(GLTFState &state);
void _compute_node_heights(GLTFState &state);
Error _parse_buffers(GLTFState &state, const String &p_base_path);
Error _parse_buffer_views(GLTFState &state);
GLTFType _get_type_from_str(const String &p_string);
Error _parse_accessors(GLTFState &state);
Error _decode_buffer_view(GLTFState &state, double *dst, const GLTFBufferViewIndex p_buffer_view, const int skip_every, const int skip_bytes, const int element_size, const int count, const GLTFType type, const int component_count, const int component_type, const int component_size, const bool normalized, const int byte_offset, const bool for_vertex);
Vector<double> _decode_accessor(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
Vector<float> _decode_accessor_as_floats(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
Vector<int> _decode_accessor_as_ints(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
Vector<Vector2> _decode_accessor_as_vec2(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
Vector<Vector3> _decode_accessor_as_vec3(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
Vector<Color> _decode_accessor_as_color(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
Vector<Quat> _decode_accessor_as_quat(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
Vector<Transform2D> _decode_accessor_as_xform2d(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
Vector<Basis> _decode_accessor_as_basis(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
Vector<Transform> _decode_accessor_as_xform(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
Error _parse_meshes(GLTFState &state);
Error _parse_images(GLTFState &state, const String &p_base_path);
Error _parse_textures(GLTFState &state);
Error _parse_materials(GLTFState &state);
GLTFNodeIndex _find_highest_node(GLTFState &state, const Vector<GLTFNodeIndex> &subset);
bool _capture_nodes_in_skin(GLTFState &state, GLTFSkin &skin, const GLTFNodeIndex node_index);
void _capture_nodes_for_multirooted_skin(GLTFState &state, GLTFSkin &skin);
Error _expand_skin(GLTFState &state, GLTFSkin &skin);
Error _verify_skin(GLTFState &state, GLTFSkin &skin);
Error _parse_skins(GLTFState &state);
Error _determine_skeletons(GLTFState &state);
Error _reparent_non_joint_skeleton_subtrees(GLTFState &state, GLTFSkeleton &skeleton, const Vector<GLTFNodeIndex> &non_joints);
Error _reparent_to_fake_joint(GLTFState &state, GLTFSkeleton &skeleton, const GLTFNodeIndex node_index);
Error _determine_skeleton_roots(GLTFState &state, const GLTFSkeletonIndex skel_i);
Error _create_skeletons(GLTFState &state);
Error _map_skin_joints_indices_to_skeleton_bone_indices(GLTFState &state);
Error _create_skins(GLTFState &state);
bool _skins_are_same(const Ref<Skin> &skin_a, const Ref<Skin> &skin_b);
void _remove_duplicate_skins(GLTFState &state);
Error _parse_cameras(GLTFState &state);
Error _parse_lights(GLTFState &state);
Error _parse_animations(GLTFState &state);
BoneAttachment3D *_generate_bone_attachment(GLTFState &state, Skeleton3D *skeleton, const GLTFNodeIndex node_index);
MeshInstance3D *_generate_mesh_instance(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index);
Camera3D *_generate_camera(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index);
Light3D *_generate_light(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index);
Node3D *_generate_spatial(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index);
void _generate_scene_node(GLTFState &state, Node *scene_parent, Node3D *scene_root, const GLTFNodeIndex node_index);
Node3D *_generate_scene(GLTFState &state, const int p_bake_fps);
void _process_mesh_instances(GLTFState &state, Node3D *scene_root);
void _assign_scene_names(GLTFState &state);
template <class T>
T _interpolate_track(const Vector<float> &p_times, const Vector<T> &p_values, const float p_time, const GLTFAnimation::Interpolation p_interp);
void _import_animation(GLTFState &state, AnimationPlayer *ap, const GLTFAnimationIndex index, const int bake_fps);
public:
virtual uint32_t get_import_flags() const override;
virtual void get_extensions(List<String> *r_extensions) const override;
virtual Node *import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps, List<String> *r_missing_deps = nullptr, Error *r_err = nullptr) override;
virtual Ref<Animation> import_animation(const String &p_path, uint32_t p_flags, int p_bake_fps) override;
EditorSceneImporterGLTF();
};
#endif // EDITOR_SCENE_IMPORTER_GLTF_H