1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
|
/*************************************************************************/
/* 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 = 0;
String texture;
Color color;
Channel() {}
};
Channel diffuse, specular, emission, bump;
float shininess = 40;
bool found_double_sided = false;
bool double_sided = true;
bool unshaded = false;
String get_texture_path(const String &p_source, Collada &state) const;
Effect() {
diffuse.color = Color(1, 1, 1, 1);
}
};
struct CameraData {
enum Mode {
MODE_PERSPECTIVE,
MODE_ORTHOGONAL
};
Mode mode = MODE_PERSPECTIVE;
union {
struct {
float x_fov = 0;
float y_fov = 0;
} perspective;
struct {
float x_mag = 0;
float y_mag = 0;
} orthogonal;
};
float aspect = 1;
float z_near = 0.1;
float z_far = 100;
CameraData() {}
};
struct LightData {
enum Mode {
MODE_AMBIENT,
MODE_DIRECTIONAL,
MODE_OMNI,
MODE_SPOT
};
Mode mode = MODE_AMBIENT;
Color color = Color(1, 1, 1, 1);
float constant_att = 0;
float linear_att = 0;
float quad_att = 0;
float spot_angle = 45;
float spot_exp = 1;
LightData() {}
};
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 = false;
bool double_sided = true;
MeshData() {}
};
struct CurveData {
String name;
bool closed = false;
struct Source {
Vector<String> sarray;
Vector<float> array;
int stride;
};
Map<String, Source> sources;
Map<String, String> control_vertices;
CurveData() {}
};
struct SkinControllerData {
String base;
bool use_idrefs = false;
Transform bind_shape;
struct Source {
Vector<String> sarray; //maybe for names
Vector<float> array;
int stride = 1;
Source() {}
};
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() {}
};
struct MorphControllerData {
String mesh;
String mode;
struct Source {
int stride = 1;
Vector<String> sarray; //maybe for names
Vector<float> array;
Source() {}
};
Map<String, Source> sources;
Map<String, String> targets;
MorphControllerData() {}
};
struct Vertex {
int idx = 0;
Vector3 vertex;
Vector3 normal;
Vector3 uv;
Vector3 uv2;
Plane tangent;
Color color;
int uid = 0;
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() {}
};
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 = TYPE_NODE;
String name;
String id;
String empty_draw_type;
bool noname = false;
Vector<XForm> xform_list;
Transform default_transform;
Transform post_transform;
Vector<Node *> children;
Node *parent = nullptr;
Transform compute_transform(Collada &state) const;
Transform get_global_transform() const;
Transform get_transform() const;
bool ignore_anim = false;
Node() {}
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 = nullptr;
String sid;
NodeJoint() {
type = TYPE_JOINT;
}
};
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 = 0;
float end = 1;
Vector<String> tracks;
AnimationClip() {}
};
struct AnimationTrack {
String id;
String target;
String param;
String component;
bool property = false;
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 = INTERP_LINEAR;
Key() {}
};
Vector<float> get_value_at_time(float p_time) const;
Vector<Key> keys;
AnimationTrack() {}
};
/****************/
/* IMPORT STATE */
/****************/
struct State {
int import_flags = 0;
float unit_scale = 1.0;
Vector3::Axis up_axis = Vector3::AXIS_Y;
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 = 0;
State() {}
} 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 = nullptr);
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
|