godot/editor/io_plugins/editor_scene_importer_fbxconv.h
2017-04-08 00:11:42 +02:00

113 lines
4.4 KiB
C++

/*************************************************************************/
/* editor_scene_importer_fbxconv.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 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_FBXCONV_H
#define EDITOR_SCENE_IMPORTER_FBXCONV_H
#include "editor/io_plugins/editor_scene_import_plugin.h"
#include "scene/3d/skeleton.h"
#if 0
class EditorSceneImporterFBXConv : public EditorSceneImporter {
GDCLASS(EditorSceneImporterFBXConv,EditorSceneImporter );
struct BoneInfo {
Skeleton *skeleton;
Transform rest;
int index;
bool has_anim_chan;
bool has_rest;
Dictionary node;
BoneInfo() {
has_rest=false;
skeleton=NULL;
index=-1;
has_anim_chan=false;
}
};
struct SurfaceInfo {
Array array;
Mesh::PrimitiveType primitive;
};
struct State {
Node *scene;
Array meshes;
Array materials;
Array nodes;
Array animations;
Map<String,BoneInfo > bones;
Map<String,Skeleton*> skeletons;
Map<String,Ref<Mesh> > mesh_cache;
Map<String,SurfaceInfo> surface_cache;
Map<String,Ref<Material> > material_cache;
Map<String,Ref<Texture> > texture_cache;
List<String> *missing_deps;
String base_path;
bool import_animations;
};
String _id(const String& p_id) const;
Transform _get_transform_mixed(const Dictionary& d, const Dictionary& dbase);
Transform _get_transform(const Dictionary& d);
Color _get_color(const Array& a);
void _detect_bones_in_nodes(State& state,const Array& p_nodes);
void _detect_bones(State& state);
Error _parse_bones(State& state,const Array &p_bones,Skeleton* p_skeleton);
void _parse_skeletons(const String& p_name,State& state, const Array &p_nodes, Skeleton*p_skeleton=NULL, int p_parent=-1);
void _add_surface(State& state,Ref<Mesh>& m,const Dictionary &part);
Error _parse_nodes(State& state,const Array &p_nodes,Node* p_base);
Error _parse_animations(State& state);
void _parse_materials(State& state);
void _parse_surfaces(State& state);
Error _parse_json(State& state,const String& p_path);
Error _parse_fbx(State &state, const String &p_path);
public:
virtual uint32_t get_import_flags() const;
virtual void get_extensions(List<String> *r_extensions) const;
virtual Node* import_scene(const String& p_path,uint32_t p_flags,List<String> *r_missing_deps=NULL,Error* r_err=NULL);
virtual Ref<Animation> import_animation(const String& p_path,uint32_t p_flags);
EditorSceneImporterFBXConv();
};
#endif // EDITOR_SCENE_IMPORTER_FBXCONV_H
#endif