1426cd3b3a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see". Backported from #70885.
113 lines
5.2 KiB
C++
113 lines
5.2 KiB
C++
/**************************************************************************/
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/* import_state.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef IMPORT_STATE_H
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#define IMPORT_STATE_H
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#include "fbx_mesh_data.h"
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#include "tools/import_utils.h"
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#include "tools/validation_tools.h"
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#include "pivot_transform.h"
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#include "core/bind/core_bind.h"
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#include "core/io/resource_importer.h"
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#include "core/vector.h"
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#include "editor/import/resource_importer_scene.h"
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#include "editor/project_settings_editor.h"
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#include "scene/3d/mesh_instance.h"
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#include "scene/3d/skeleton.h"
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#include "scene/3d/spatial.h"
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#include "scene/animation/animation_player.h"
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#include "scene/resources/animation.h"
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#include "scene/resources/surface_tool.h"
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#include "modules/fbx/fbx_parser/FBXDocument.h"
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#include "modules/fbx/fbx_parser/FBXImportSettings.h"
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#include "modules/fbx/fbx_parser/FBXMeshGeometry.h"
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#include "modules/fbx/fbx_parser/FBXParser.h"
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#include "modules/fbx/fbx_parser/FBXTokenizer.h"
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#include "modules/fbx/fbx_parser/FBXUtil.h"
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struct FBXBone;
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struct FBXMeshData;
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struct FBXNode;
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struct FBXSkeleton;
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struct ImportState {
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bool enable_material_import = true;
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bool enable_animation_import = true;
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bool is_blender_fbx = false;
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Map<StringName, Ref<Texture>> cached_image_searches;
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Map<uint64_t, Ref<SpatialMaterial>> cached_materials;
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String path = String();
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Spatial *root_owner = nullptr;
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Spatial *root = nullptr;
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real_t scale = 0.01;
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Ref<FBXNode> fbx_root_node = Ref<FBXNode>();
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// skeleton map - merged automatically when they are on the same x node in the tree so we can merge them automatically.
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Map<uint64_t, Ref<FBXSkeleton>> skeleton_map = Map<uint64_t, Ref<FBXSkeleton>>();
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// nodes on the same level get merged automatically.
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//Map<uint64_t, Skeleton *> armature_map;
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AnimationPlayer *animation_player = nullptr;
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// Generation 4 - Raw document accessing for bone/skin/joint/kLocators
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// joints are not necessarily bones but must be merged into the skeleton
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// (bone id), bone
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Map<uint64_t, Ref<FBXBone>> fbx_bone_map = Map<uint64_t, Ref<FBXBone>>(); // this is the bone name and setup information required for joints
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// this will never contain joints only bones attached to a mesh.
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// Generation 4 - Raw document for creating the nodes transforms in the scene
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// this is a list of the nodes in the scene
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// (id, node)
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List<Ref<FBXNode>> fbx_node_list = List<Ref<FBXNode>>();
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// All nodes which have been created in the scene
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// this will not contain the root node of the scene
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Map<uint64_t, Ref<FBXNode>> fbx_target_map = Map<uint64_t, Ref<FBXNode>>();
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// mesh nodes which are created in node / mesh step - used for populating skin poses in MeshSkins
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Map<uint64_t, Ref<FBXNode>> MeshNodes = Map<uint64_t, Ref<FBXNode>>();
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// mesh skin map
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Map<uint64_t, Ref<Skin>> MeshSkins = Map<uint64_t, Ref<Skin>>();
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// this is the container for the mesh weight information and eventually
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// any mesh data
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// but not the skin, just stuff important for rendering
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// skin is applied to mesh instance so not really required to be in here yet.
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// maybe later
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// fbx mesh id, FBXMeshData
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Map<uint64_t, Ref<FBXMeshData>> renderer_mesh_data = Map<uint64_t, Ref<FBXMeshData>>();
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};
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#endif // IMPORT_STATE_H
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