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Diffstat (limited to 'tools/collada/collada.h')
-rw-r--r-- | tools/collada/collada.h | 632 |
1 files changed, 632 insertions, 0 deletions
diff --git a/tools/collada/collada.h b/tools/collada/collada.h new file mode 100644 index 0000000000..f54e8a59ff --- /dev/null +++ b/tools/collada/collada.h @@ -0,0 +1,632 @@ +/*************************************************************************/ +/* collada.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* http://www.godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/*************************************************************************/ +#ifdef TOOLS_ENABLED + +#ifndef COLLADA_H +#define COLLADA_H + + +#include "scene/resources/material.h" +#include "globals.h" +#include "io/xml_parser.h" +#include "map.h" + +class Collada { +public: + + enum ImportFlags { + IMPORT_FLAG_SCENE=1, + IMPORT_FLAG_ANIMATION=2 + }; + + + struct Image { + + String path; + }; + + struct Material { + + String instance_effect; + }; + + + struct Effect { + + 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; + + 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; + + } + }; + + 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; + perspective.y_fov=0; + perspective.x_fov=0; + aspect=1; + z_near=0.1; + z_far=100; + } + }; + + 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; + 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[i].weight/=total; + + } + } + + void fix_unit_scale(Collada &state); + + bool operator<(const Vertex& p_vert) const { + + if (vertex==p_vert.vertex) { + if(normal==p_vert.normal) { + if(uv==p_vert.uv) { + if(uv2==p_vert.uv2) { + 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; + + } + }; + 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; + 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); + + 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,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() { unit_scale=1.0; up_axis=Vector3::AXIS_Y; import_flags=0; 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 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); + + void _joint_set_owner(Collada::Node *p_node, NodeSkeleton *p_owner); + void _create_skeletons(Collada::Node **p_node); + 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_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 + +#endif |