godot/editor/collada/collada.h
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00

648 lines
14 KiB
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/*************************************************************************/
/* collada.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 COLLADA_H
#define COLLADA_H
#include "core/io/xml_parser.h"
#include "core/map.h"
#include "core/project_settings.h"
#include "scene/resources/material.h"
class Collada {
public:
enum ImportFlags {
IMPORT_FLAG_SCENE = 1,
IMPORT_FLAG_ANIMATION = 2
};
struct Image {
String path;
};
struct Material {
String name;
String instance_effect;
};
struct Effect {
String name;
Map<String, Variant> params;
struct Channel {
int uv_idx;
String texture;
Color color;
Channel() { uv_idx = 0; }
};
Channel diffuse, specular, emission, bump;
float shininess;
bool found_double_sided;
bool double_sided;
bool unshaded;
String get_texture_path(const String &p_source, Collada &state) const;
Effect() {
diffuse.color = Color(1, 1, 1, 1);
double_sided = true;
found_double_sided = false;
shininess = 40;
unshaded = false;
}
};
struct CameraData {
enum Mode {
MODE_PERSPECTIVE,
MODE_ORTHOGONAL
};
Mode mode;
union {
struct {
float x_fov;
float y_fov;
} perspective;
struct {
float x_mag;
float y_mag;
} orthogonal;
};
float aspect;
float z_near;
float z_far;
CameraData() :
mode(MODE_PERSPECTIVE),
aspect(1),
z_near(0.1),
z_far(100) {
perspective.x_fov = 0;
perspective.y_fov = 0;
}
};
struct LightData {
enum Mode {
MODE_AMBIENT,
MODE_DIRECTIONAL,
MODE_OMNI,
MODE_SPOT
};
Mode mode;
Color color;
float constant_att;
float linear_att;
float quad_att;
float spot_angle;
float spot_exp;
LightData() :
mode(MODE_AMBIENT),
color(Color(1, 1, 1, 1)),
constant_att(0),
linear_att(0),
quad_att(0),
spot_angle(45),
spot_exp(1) {
}
};
struct MeshData {
String name;
struct Source {
Vector<float> array;
int stride;
};
Map<String, Source> sources;
struct Vertices {
Map<String, String> sources;
};
Map<String, Vertices> vertices;
struct Primitives {
struct SourceRef {
String source;
int offset;
};
String material;
Map<String, SourceRef> sources;
Vector<float> polygons;
Vector<float> indices;
int count;
int vertex_size;
};
Vector<Primitives> primitives;
bool found_double_sided;
bool double_sided;
MeshData() {
found_double_sided = false;
double_sided = true;
}
};
struct CurveData {
String name;
bool closed;
struct Source {
Vector<String> sarray;
Vector<float> array;
int stride;
};
Map<String, Source> sources;
Map<String, String> control_vertices;
CurveData() {
closed = false;
}
};
struct SkinControllerData {
String base;
bool use_idrefs;
Transform bind_shape;
struct Source {
Vector<String> sarray; //maybe for names
Vector<float> array;
int stride;
Source() {
stride = 1;
}
};
Map<String, Source> sources;
struct Joints {
Map<String, String> sources;
} joints;
struct Weights {
struct SourceRef {
String source;
int offset;
};
String material;
Map<String, SourceRef> sources;
Vector<float> sets;
Vector<float> indices;
int count;
} weights;
Map<String, Transform> bone_rest_map;
SkinControllerData() { use_idrefs = false; }
};
struct MorphControllerData {
String mesh;
String mode;
struct Source {
int stride;
Vector<String> sarray; //maybe for names
Vector<float> array;
Source() { stride = 1; }
};
Map<String, Source> sources;
Map<String, String> targets;
MorphControllerData() {}
};
struct Vertex {
int idx;
Vector3 vertex;
Vector3 normal;
Vector3 uv;
Vector3 uv2;
Plane tangent;
Color color;
int uid;
struct Weight {
int bone_idx;
float weight;
bool operator<(const Weight w) const { return weight > w.weight; } //heaviest first
};
Vector<Weight> weights;
void fix_weights() {
weights.sort();
if (weights.size() > 4) {
//cap to 4 and make weights add up 1
weights.resize(4);
float total = 0;
for (int i = 0; i < 4; i++)
total += weights[i].weight;
if (total)
for (int i = 0; i < 4; i++)
weights.write[i].weight /= total;
}
}
void fix_unit_scale(Collada &state);
bool operator<(const Vertex &p_vert) const {
if (uid == p_vert.uid) {
if (vertex == p_vert.vertex) {
if (normal == p_vert.normal) {
if (uv == p_vert.uv) {
if (uv2 == p_vert.uv2) {
if (!weights.empty() || !p_vert.weights.empty()) {
if (weights.size() == p_vert.weights.size()) {
for (int i = 0; i < weights.size(); i++) {
if (weights[i].bone_idx != p_vert.weights[i].bone_idx)
return weights[i].bone_idx < p_vert.weights[i].bone_idx;
if (weights[i].weight != p_vert.weights[i].weight)
return weights[i].weight < p_vert.weights[i].weight;
}
} else {
return weights.size() < p_vert.weights.size();
}
}
return (color < p_vert.color);
} else
return (uv2 < p_vert.uv2);
} else
return (uv < p_vert.uv);
} else
return (normal < p_vert.normal);
} else
return vertex < p_vert.vertex;
} else
return uid < p_vert.uid;
}
Vertex() {
uid = 0;
idx = 0;
}
};
struct Node {
enum Type {
TYPE_NODE,
TYPE_JOINT,
TYPE_SKELETON, //this bone is not collada, it's added afterwards as optimization
TYPE_LIGHT,
TYPE_CAMERA,
TYPE_GEOMETRY
};
struct XForm {
enum Op {
OP_ROTATE,
OP_SCALE,
OP_TRANSLATE,
OP_MATRIX,
OP_VISIBILITY
};
String id;
Op op;
Vector<float> data;
};
Type type;
String name;
String id;
String empty_draw_type;
bool noname;
Vector<XForm> xform_list;
Transform default_transform;
Transform post_transform;
Vector<Node *> children;
Node *parent;
Transform compute_transform(Collada &state) const;
Transform get_global_transform() const;
Transform get_transform() const;
bool ignore_anim;
Node() {
noname = false;
type = TYPE_NODE;
parent = NULL;
ignore_anim = false;
}
virtual ~Node() {
for (int i = 0; i < children.size(); i++)
memdelete(children[i]);
};
};
struct NodeSkeleton : public Node {
NodeSkeleton() { type = TYPE_SKELETON; }
};
struct NodeJoint : public Node {
NodeSkeleton *owner;
String sid;
NodeJoint() {
type = TYPE_JOINT;
owner = NULL;
}
};
struct NodeGeometry : public Node {
bool controller;
String source;
struct Material {
String target;
};
Map<String, Material> material_map;
Vector<String> skeletons;
NodeGeometry() { type = TYPE_GEOMETRY; }
};
struct NodeCamera : public Node {
String camera;
NodeCamera() { type = TYPE_CAMERA; }
};
struct NodeLight : public Node {
String light;
NodeLight() { type = TYPE_LIGHT; }
};
struct VisualScene {
String name;
Vector<Node *> root_nodes;
~VisualScene() {
for (int i = 0; i < root_nodes.size(); i++)
memdelete(root_nodes[i]);
}
};
struct AnimationClip {
String name;
float begin;
float end;
Vector<String> tracks;
AnimationClip() {
begin = 0;
end = 1;
}
};
struct AnimationTrack {
String id;
String target;
String param;
String component;
bool property;
enum InterpolationType {
INTERP_LINEAR,
INTERP_BEZIER
};
struct Key {
enum Type {
TYPE_FLOAT,
TYPE_MATRIX
};
float time;
Vector<float> data;
Point2 in_tangent;
Point2 out_tangent;
InterpolationType interp_type;
Key() { interp_type = INTERP_LINEAR; }
};
Vector<float> get_value_at_time(float p_time) const;
Vector<Key> keys;
AnimationTrack() { property = false; }
};
/****************/
/* IMPORT STATE */
/****************/
struct State {
int import_flags;
float unit_scale;
Vector3::Axis up_axis;
bool z_up;
struct Version {
int major, minor, rev;
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; }
Version(int p_major = 0, int p_minor = 0, int p_rev = 0) {
major = p_major;
minor = p_minor;
rev = p_rev;
}
} version;
Map<String, CameraData> camera_data_map;
Map<String, MeshData> mesh_data_map;
Map<String, LightData> light_data_map;
Map<String, CurveData> curve_data_map;
Map<String, String> mesh_name_map;
Map<String, String> morph_name_map;
Map<String, String> morph_ownership_map;
Map<String, SkinControllerData> skin_controller_data_map;
Map<String, MorphControllerData> morph_controller_data_map;
Map<String, Image> image_map;
Map<String, Material> material_map;
Map<String, Effect> effect_map;
Map<String, VisualScene> visual_scene_map;
Map<String, Node *> scene_map;
Set<String> idref_joints;
Map<String, String> sid_to_node_map;
//Map<String,NodeJoint*> bone_map;
Map<String, Transform> bone_rest_map;
String local_path;
String root_visual_scene;
String root_physics_scene;
Vector<AnimationClip> animation_clips;
Vector<AnimationTrack> animation_tracks;
Map<String, Vector<int> > referenced_tracks;
Map<String, Vector<int> > by_id_tracks;
float animation_length;
State() :
import_flags(0),
unit_scale(1.0),
up_axis(Vector3::AXIS_Y),
animation_length(0) {
}
} state;
Error load(const String &p_path, int p_flags = 0);
Collada();
Transform fix_transform(const Transform &p_transform);
Transform get_root_transform() const;
int get_uv_channel(String p_name);
private: // private stuff
Map<String, int> channel_map;
void _parse_asset(XMLParser &parser);
void _parse_image(XMLParser &parser);
void _parse_material(XMLParser &parser);
void _parse_effect_material(XMLParser &parser, Effect &effect, String &id);
void _parse_effect(XMLParser &parser);
void _parse_camera(XMLParser &parser);
void _parse_light(XMLParser &parser);
void _parse_animation_clip(XMLParser &parser);
void _parse_mesh_geometry(XMLParser &parser, String p_id, String p_name);
void _parse_curve_geometry(XMLParser &parser, String p_id, String p_name);
void _parse_skin_controller(XMLParser &parser, String p_id);
void _parse_morph_controller(XMLParser &parser, String p_id);
void _parse_controller(XMLParser &parser);
Node *_parse_visual_instance_geometry(XMLParser &parser);
Node *_parse_visual_instance_camera(XMLParser &parser);
Node *_parse_visual_instance_light(XMLParser &parser);
Node *_parse_visual_node_instance_data(XMLParser &parser);
Node *_parse_visual_scene_node(XMLParser &parser);
void _parse_visual_scene(XMLParser &parser);
void _parse_animation(XMLParser &parser);
void _parse_scene(XMLParser &parser);
void _parse_library(XMLParser &parser);
Variant _parse_param(XMLParser &parser);
Vector<float> _read_float_array(XMLParser &parser);
Vector<String> _read_string_array(XMLParser &parser);
Transform _read_transform(XMLParser &parser);
String _read_empty_draw_type(XMLParser &parser);
void _joint_set_owner(Collada::Node *p_node, NodeSkeleton *p_owner);
void _create_skeletons(Collada::Node **p_node, NodeSkeleton *p_skeleton = NULL);
void _find_morph_nodes(VisualScene *p_vscene, Node *p_node);
bool _remove_node(Node *p_parent, Node *p_node);
void _remove_node(VisualScene *p_vscene, Node *p_node);
void _merge_skeletons2(VisualScene *p_vscene);
void _merge_skeletons(VisualScene *p_vscene, Node *p_node);
bool _optimize_skeletons(VisualScene *p_vscene, Node *p_node);
bool _move_geometry_to_skeletons(VisualScene *p_vscene, Node *p_node, List<Node *> *p_mgeom);
void _optimize();
};
#endif // COLLADA_H