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/*************************************************************************/
/*  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 EDITOR_SCENE_IMPORT_STATE_H
#define EDITOR_SCENE_IMPORT_STATE_H

#include "core/bind/core_bind.h"
#include "core/io/resource_importer.h"
#include "core/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 <assimp/matrix4x4.h>
#include <assimp/scene.h>
#include <assimp/types.h>
#include <assimp/DefaultLogger.hpp>
#include <assimp/LogStream.hpp>
#include <assimp/Logger.hpp>

namespace AssimpImporter {
/** Import state is for global scene import data
 * This makes the code simpler and contains useful lookups.
 */
struct ImportState {
	String path;
	Node3D *root;
	const aiScene *assimp_scene;
	uint32_t max_bone_weights;

	Map<String, Ref<Mesh>> mesh_cache;
	Map<int, Ref<Material>> material_cache;
	Map<String, int> light_cache;
	Map<String, int> camera_cache;

	// very useful for when you need to ask assimp for the bone mesh

	Map<const aiNode *, Node *> assimp_node_map;
	Map<String, Ref<Image>> path_to_image_cache;

	// Generation 3 - determinisitic iteration
	// to lower potential recursion errors
	List<const aiNode *> nodes;
	Map<const aiNode *, Node3D *> flat_node_map;
	AnimationPlayer *animation_player;

	// Generation 3 - deterministic armatures
	// list of armature nodes - flat and simple to parse
	// assimp node, node in godot
	List<aiNode *> armature_nodes;
	Map<const aiNode *, Skeleton3D *> armature_skeletons;
	Map<aiBone *, Skeleton3D *> skeleton_bone_map;
	// Generation 3 - deterministic bone handling
	// bones from the stack are popped when found
	// this means we can detect
	// what bones are for other armatures
	List<aiBone *> bone_stack;
};

struct AssimpImageData {
	Ref<Image> raw_image;
	Ref<ImageTexture> texture;
	aiTextureMapMode map_mode[2];
};

/** Recursive state is used to push state into functions instead of specifying them
	* This makes the code easier to handle too and add extra arguments without breaking things
	*/
struct RecursiveState {
	RecursiveState() {} // do not construct :)
	RecursiveState(
			Transform &_node_transform,
			Skeleton3D *_skeleton,
			Node3D *_new_node,
			String &_node_name,
			aiNode *_assimp_node,
			Node *_parent_node,
			aiBone *_bone) :
			node_transform(_node_transform),
			skeleton(_skeleton),
			new_node(_new_node),
			node_name(_node_name),
			assimp_node(_assimp_node),
			parent_node(_parent_node),
			bone(_bone) {}

	Transform node_transform;
	Skeleton3D *skeleton = nullptr;
	Node3D *new_node = nullptr;
	String node_name;
	aiNode *assimp_node = nullptr;
	Node *parent_node = nullptr;
	aiBone *bone = nullptr;
};
} // namespace AssimpImporter

#endif // EDITOR_SCENE_IMPORT_STATE_H