-=-=-=-=-=-=-=-=-=-=-=-=-= -Begin work on Navigation Meshes (simple pathfinding for now, will improve soon) -More doc on theme overriding -Upgraded OpenSSL to version without bugs -Misc bugfixes
81 lines
2.2 KiB
C++
81 lines
2.2 KiB
C++
#ifndef EDITOR_SCENE_IMPORTER_FBXCONV_H
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#define EDITOR_SCENE_IMPORTER_FBXCONV_H
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#include "tools/editor/io_plugins/editor_scene_import_plugin.h"
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#include "scene/3d/skeleton.h"
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class EditorSceneImporterFBXConv : public EditorSceneImporter {
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OBJ_TYPE(EditorSceneImporterFBXConv,EditorSceneImporter );
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struct BoneInfo {
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Skeleton *skeleton;
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Transform rest;
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int index;
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bool has_anim_chan;
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bool has_rest;
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Dictionary node;
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BoneInfo() {
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has_rest=false;
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skeleton=NULL;
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index=-1;
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has_anim_chan=false;
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}
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};
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struct SurfaceInfo {
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Array array;
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Mesh::PrimitiveType primitive;
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};
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struct State {
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Node *scene;
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Array meshes;
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Array materials;
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Array nodes;
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Array animations;
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Map<String,BoneInfo > bones;
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Map<String,Skeleton*> skeletons;
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Map<String,Ref<Mesh> > mesh_cache;
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Map<String,SurfaceInfo> surface_cache;
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Map<String,Ref<Material> > material_cache;
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Map<String,Ref<Texture> > texture_cache;
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List<String> *missing_deps;
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String base_path;
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bool import_animations;
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};
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String _id(const String& p_id) const;
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Transform _get_transform_mixed(const Dictionary& d, const Dictionary& dbase);
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Transform _get_transform(const Dictionary& d);
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Color _get_color(const Array& a);
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void _detect_bones_in_nodes(State& state,const Array& p_nodes);
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void _detect_bones(State& state);
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Error _parse_bones(State& state,const Array &p_bones,Skeleton* p_skeleton);
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void _parse_skeletons(const String& p_name,State& state, const Array &p_nodes, Skeleton*p_skeleton=NULL, int p_parent=-1);
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void _add_surface(State& state,Ref<Mesh>& m,const Dictionary &part);
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Error _parse_nodes(State& state,const Array &p_nodes,Node* p_base);
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Error _parse_animations(State& state);
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void _parse_materials(State& state);
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void _parse_surfaces(State& state);
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Error _parse_json(State& state,const String& p_path);
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Error _parse_fbx(State &state, const String &p_path);
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public:
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virtual uint32_t get_import_flags() const;
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virtual void get_extensions(List<String> *r_extensions) const;
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virtual Node* import_scene(const String& p_path,uint32_t p_flags,List<String> *r_missing_deps=NULL,Error* r_err=NULL);
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virtual Ref<Animation> import_animation(const String& p_path,uint32_t p_flags);
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EditorSceneImporterFBXConv();
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};
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#endif // EDITOR_SCENE_IMPORTER_FBXCONV_H
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