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Diffstat (limited to 'modules/fbx/data/import_state.h')
-rw-r--r-- | modules/fbx/data/import_state.h | 112 |
1 files changed, 112 insertions, 0 deletions
diff --git a/modules/fbx/data/import_state.h b/modules/fbx/data/import_state.h new file mode 100644 index 0000000000..34021ca7b1 --- /dev/null +++ b/modules/fbx/data/import_state.h @@ -0,0 +1,112 @@ +/*************************************************************************/ +/* import_state.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 IMPORT_STATE_H +#define IMPORT_STATE_H + +#include "fbx_mesh_data.h" +#include "tools/import_utils.h" +#include "tools/validation_tools.h" + +#include "pivot_transform.h" + +#include "core/core_bind.h" +#include "core/io/resource_importer.h" +#include "core/templates/vector.h" +#include "editor/import/resource_importer_scene.h" +#include "editor/project_settings_editor.h" +#include "scene/3d/mesh_instance_3d.h" +#include "scene/3d/node_3d.h" +#include "scene/3d/skeleton_3d.h" +#include "scene/animation/animation_player.h" +#include "scene/resources/animation.h" +#include "scene/resources/surface_tool.h" + +#include "modules/fbx/fbx_parser/FBXDocument.h" +#include "modules/fbx/fbx_parser/FBXImportSettings.h" +#include "modules/fbx/fbx_parser/FBXMeshGeometry.h" +#include "modules/fbx/fbx_parser/FBXParser.h" +#include "modules/fbx/fbx_parser/FBXTokenizer.h" +#include "modules/fbx/fbx_parser/FBXUtil.h" + +struct FBXBone; +struct FBXMeshData; +struct FBXNode; +struct FBXSkeleton; + +struct ImportState { + bool enable_material_import = true; + bool enable_animation_import = true; + + Map<StringName, Ref<Texture>> cached_image_searches; + Map<uint64_t, Ref<Material>> cached_materials; + + String path = String(); + Node3D *root_owner = nullptr; + Node3D *root = nullptr; + real_t scale = 0.01; + Ref<FBXNode> fbx_root_node = Ref<FBXNode>(); + // skeleton map - merged automatically when they are on the same x node in the tree so we can merge them automatically. + Map<uint64_t, Ref<FBXSkeleton>> skeleton_map = Map<uint64_t, Ref<FBXSkeleton>>(); + + // nodes on the same level get merged automatically. + //Map<uint64_t, Skeleton3D *> armature_map; + AnimationPlayer *animation_player = nullptr; + + // Generation 4 - Raw document accessing for bone/skin/joint/kLocators + // joints are not necessarily bones but must be merged into the skeleton + // (bone id), bone + Map<uint64_t, Ref<FBXBone>> fbx_bone_map = Map<uint64_t, Ref<FBXBone>>(); // this is the bone name and setup information required for joints + // this will never contain joints only bones attached to a mesh. + + // Generation 4 - Raw document for creating the nodes transforms in the scene + // this is a list of the nodes in the scene + // (id, node) + List<Ref<FBXNode>> fbx_node_list = List<Ref<FBXNode>>(); + + // All nodes which have been created in the scene + // this will not contain the root node of the scene + Map<uint64_t, Ref<FBXNode>> fbx_target_map = Map<uint64_t, Ref<FBXNode>>(); + + // mesh nodes which are created in node / mesh step - used for populating skin poses in MeshSkins + Map<uint64_t, Ref<FBXNode>> MeshNodes = Map<uint64_t, Ref<FBXNode>>(); + // mesh skin map + Map<uint64_t, Ref<Skin>> MeshSkins = Map<uint64_t, Ref<Skin>>(); + + // this is the container for the mesh weight information and eventually + // any mesh data + // but not the skin, just stuff important for rendering + // skin is applied to mesh instance so not really required to be in here yet. + // maybe later + // fbx mesh id, FBXMeshData + Map<uint64_t, Ref<FBXMeshData>> renderer_mesh_data = Map<uint64_t, Ref<FBXMeshData>>(); +}; + +#endif // IMPORT_STATE_H |