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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