/*************************************************************************/ /* collada.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2016 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 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; 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; 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[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; 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,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() { 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, 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 #endif