virtualx-engine/editor/import/editor_import_collada.cpp
Rémi Verschelde 7ce8342ac5 Rename project file to "project.godot"
Slimmed down variant from the reverted #8375.
The rationale behind the name change is to give Godot's project file a unique
extension (".godot") that can be registered on the OS to be associated with
the Godot binary (OS registration not implemented here).

This PR also adds the possibility to start the game or editor if launched
with the project.godot passed as argument, which paves the way for allowing
a similar behaviour on a double-click in the OS file manager (code originally
by @Hinsbart).

Closes #6915.
2017-05-01 17:50:19 +02:00

2327 lines
69 KiB
C++

/*************************************************************************/
/* editor_import_collada.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 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. */
/*************************************************************************/
#include "editor_import_collada.h"
#include "editor/collada/collada.h"
#include "editor/editor_node.h"
#include "os/os.h"
#include "scene/3d/camera.h"
#include "scene/3d/light.h"
#include "scene/3d/mesh_instance.h"
#include "scene/3d/path.h"
#include "scene/3d/skeleton.h"
#include "scene/3d/spatial.h"
#include "scene/animation/animation_player.h"
#include "scene/resources/animation.h"
#include "scene/resources/packed_scene.h"
#include <iostream>
struct ColladaImport {
Collada collada;
Spatial *scene;
Vector<Ref<Animation> > animations;
struct NodeMap {
//String path;
Spatial *node;
int bone;
List<int> anim_tracks;
NodeMap() {
node = NULL;
bone = -1;
}
};
bool found_ambient;
Color ambient;
bool found_directional;
bool force_make_tangents;
bool apply_mesh_xform_to_vertices;
bool use_mesh_builtin_materials;
float bake_fps;
Map<String, NodeMap> node_map; //map from collada node to engine node
Map<String, String> node_name_map; //map from collada node to engine node
Map<String, Ref<Mesh> > mesh_cache;
Map<String, Ref<Curve3D> > curve_cache;
Map<String, Ref<Material> > material_cache;
Map<Collada::Node *, Skeleton *> skeleton_map;
Map<Skeleton *, Map<String, int> > skeleton_bone_map;
Set<String> valid_animated_nodes;
Vector<int> valid_animated_properties;
Map<String, bool> bones_with_animation;
Error _populate_skeleton(Skeleton *p_skeleton, Collada::Node *p_node, int &r_bone, int p_parent);
Error _create_scene_skeletons(Collada::Node *p_node);
Error _create_scene(Collada::Node *p_node, Spatial *p_parent);
Error _create_resources(Collada::Node *p_node);
Error _create_material(const String &p_material);
Error _create_mesh_surfaces(bool p_optimize, Ref<Mesh> &p_mesh, const Map<String, Collada::NodeGeometry::Material> &p_material_map, const Collada::MeshData &meshdata, const Transform &p_local_xform, const Vector<int> &bone_remap, const Collada::SkinControllerData *p_skin_data, const Collada::MorphControllerData *p_morph_data, Vector<Ref<Mesh> > p_morph_meshes = Vector<Ref<Mesh> >(), bool p_for_morph = false, bool p_use_mesh_material = false);
Error load(const String &p_path, int p_flags, bool p_force_make_tangents = false);
void _fix_param_animation_tracks();
void create_animation(int p_clip, bool p_make_tracks_in_all_bones, bool p_import_value_tracks);
void create_animations(bool p_make_tracks_in_all_bones, bool p_import_value_tracks);
Set<String> tracks_in_clips;
Vector<String> missing_textures;
void _pre_process_lights(Collada::Node *p_node);
ColladaImport() {
found_ambient = false;
found_directional = false;
force_make_tangents = false;
apply_mesh_xform_to_vertices = true;
bake_fps = 15;
}
};
Error ColladaImport::_populate_skeleton(Skeleton *p_skeleton, Collada::Node *p_node, int &r_bone, int p_parent) {
if (p_node->type != Collada::Node::TYPE_JOINT)
return OK;
Collada::NodeJoint *joint = static_cast<Collada::NodeJoint *>(p_node);
print_line("populating joint " + joint->name);
p_skeleton->add_bone(p_node->name);
if (p_parent >= 0)
p_skeleton->set_bone_parent(r_bone, p_parent);
NodeMap nm;
nm.node = p_skeleton;
nm.bone = r_bone;
node_map[p_node->id] = nm;
node_name_map[p_node->name] = p_node->id;
skeleton_bone_map[p_skeleton][joint->sid] = r_bone;
if (collada.state.bone_rest_map.has(joint->sid)) {
p_skeleton->set_bone_rest(r_bone, collada.fix_transform(collada.state.bone_rest_map[joint->sid]));
//should map this bone to something for animation?
} else {
print_line("no rest: " + joint->sid);
WARN_PRINT("Joint has no rest..");
}
int id = r_bone++;
for (int i = 0; i < p_node->children.size(); i++) {
Error err = _populate_skeleton(p_skeleton, p_node->children[i], r_bone, id);
if (err)
return err;
}
return OK;
}
void ColladaImport::_pre_process_lights(Collada::Node *p_node) {
if (p_node->type == Collada::Node::TYPE_LIGHT) {
Collada::NodeLight *light = static_cast<Collada::NodeLight *>(p_node);
if (collada.state.light_data_map.has(light->light)) {
Collada::LightData &ld = collada.state.light_data_map[light->light];
if (ld.mode == Collada::LightData::MODE_AMBIENT) {
found_ambient = true;
ambient = ld.color;
}
if (ld.mode == Collada::LightData::MODE_DIRECTIONAL) {
found_directional = true;
}
}
}
for (int i = 0; i < p_node->children.size(); i++)
_pre_process_lights(p_node->children[i]);
}
Error ColladaImport::_create_scene_skeletons(Collada::Node *p_node) {
if (p_node->type == Collada::Node::TYPE_SKELETON) {
Skeleton *sk = memnew(Skeleton);
int bone = 0;
for (int i = 0; i < p_node->children.size(); i++) {
_populate_skeleton(sk, p_node->children[i], bone, -1);
}
sk->localize_rests(); //after creating skeleton, rests must be localized...!
skeleton_map[p_node] = sk;
}
for (int i = 0; i < p_node->children.size(); i++) {
Error err = _create_scene_skeletons(p_node->children[i]);
if (err)
return err;
}
return OK;
}
Error ColladaImport::_create_scene(Collada::Node *p_node, Spatial *p_parent) {
Spatial *node = NULL;
switch (p_node->type) {
case Collada::Node::TYPE_NODE: {
node = memnew(Spatial);
} break;
case Collada::Node::TYPE_JOINT: {
return OK; // do nothing
} break;
case Collada::Node::TYPE_LIGHT: {
//node = memnew( Light)
Collada::NodeLight *light = static_cast<Collada::NodeLight *>(p_node);
if (collada.state.light_data_map.has(light->light)) {
Collada::LightData &ld = collada.state.light_data_map[light->light];
if (ld.mode == Collada::LightData::MODE_AMBIENT) {
if (found_directional)
return OK; //do nothing not needed
if (!bool(GLOBAL_DEF("collada/use_ambient", false)))
return OK;
//well, it's an ambient light..
Light *l = memnew(DirectionalLight);
//l->set_color(Light::COLOR_AMBIENT,ld.color);
//l->set_color(Light::COLOR_DIFFUSE,Color(0,0,0));
//l->set_color(Light::COLOR_SPECULAR,Color(0,0,0));
node = l;
} else if (ld.mode == Collada::LightData::MODE_DIRECTIONAL) {
//well, it's an ambient light..
Light *l = memnew(DirectionalLight);
/*
if (found_ambient) //use it here
l->set_color(Light::COLOR_AMBIENT,ambient);
l->set_color(Light::COLOR_DIFFUSE,ld.color);
l->set_color(Light::COLOR_SPECULAR,Color(1,1,1));
*/
node = l;
} else {
Light *l;
if (ld.mode == Collada::LightData::MODE_OMNI)
l = memnew(OmniLight);
else {
l = memnew(SpotLight);
//l->set_parameter(Light::PARAM_SPOT_ANGLE,ld.spot_angle);
//l->set_parameter(Light::PARAM_SPOT_ATTENUATION,ld.spot_exp);
}
//
//l->set_color(Light::COLOR_DIFFUSE,ld.color);
//l->set_color(Light::COLOR_SPECULAR,Color(1,1,1));
//l->approximate_opengl_attenuation(ld.constant_att,ld.linear_att,ld.quad_att);
node = l;
}
} else {
node = memnew(Spatial);
}
} break;
case Collada::Node::TYPE_CAMERA: {
Collada::NodeCamera *cam = static_cast<Collada::NodeCamera *>(p_node);
Camera *camera = memnew(Camera);
if (collada.state.camera_data_map.has(cam->camera)) {
const Collada::CameraData &cd = collada.state.camera_data_map[cam->camera];
switch (cd.mode) {
case Collada::CameraData::MODE_ORTHOGONAL: {
if (cd.orthogonal.y_mag) {
camera->set_keep_aspect_mode(Camera::KEEP_HEIGHT);
camera->set_orthogonal(cd.orthogonal.y_mag * 2.0, cd.z_near, cd.z_far);
} else if (!cd.orthogonal.y_mag && cd.orthogonal.x_mag) {
camera->set_keep_aspect_mode(Camera::KEEP_WIDTH);
camera->set_orthogonal(cd.orthogonal.x_mag * 2.0, cd.z_near, cd.z_far);
}
} break;
case Collada::CameraData::MODE_PERSPECTIVE: {
if (cd.perspective.y_fov) {
camera->set_perspective(cd.perspective.y_fov, cd.z_near, cd.z_far);
} else if (!cd.perspective.y_fov && cd.perspective.x_fov) {
camera->set_perspective(cd.perspective.x_fov / cd.aspect, cd.z_near, cd.z_far);
}
} break;
}
}
node = camera;
} break;
case Collada::Node::TYPE_GEOMETRY: {
Collada::NodeGeometry *ng = static_cast<Collada::NodeGeometry *>(p_node);
if (collada.state.curve_data_map.has(ng->source)) {
node = memnew(Path);
} else {
//mesh since nothing else
node = memnew(MeshInstance);
node->cast_to<MeshInstance>()->set_flag(GeometryInstance::FLAG_USE_BAKED_LIGHT, true);
}
} break;
case Collada::Node::TYPE_SKELETON: {
ERR_FAIL_COND_V(!skeleton_map.has(p_node), ERR_CANT_CREATE);
Skeleton *sk = skeleton_map[p_node];
node = sk;
} break;
}
if (p_node->name != "")
node->set_name(p_node->name);
NodeMap nm;
nm.node = node;
node_map[p_node->id] = nm;
node_name_map[p_node->name] = p_node->id;
Transform xf = p_node->default_transform;
xf = collada.fix_transform(xf) * p_node->post_transform;
node->set_transform(xf);
p_parent->add_child(node);
node->set_owner(scene);
if (p_node->empty_draw_type != "") {
node->set_meta("empty_draw_type", Variant(p_node->empty_draw_type));
}
for (int i = 0; i < p_node->children.size(); i++) {
Error err = _create_scene(p_node->children[i], node);
if (err)
return err;
}
return OK;
}
Error ColladaImport::_create_material(const String &p_target) {
ERR_FAIL_COND_V(material_cache.has(p_target), ERR_ALREADY_EXISTS);
ERR_FAIL_COND_V(!collada.state.material_map.has(p_target), ERR_INVALID_PARAMETER);
Collada::Material &src_mat = collada.state.material_map[p_target];
ERR_FAIL_COND_V(!collada.state.effect_map.has(src_mat.instance_effect), ERR_INVALID_PARAMETER);
Collada::Effect &effect = collada.state.effect_map[src_mat.instance_effect];
Ref<SpatialMaterial> material = memnew(SpatialMaterial);
if (src_mat.name != "")
material->set_name(src_mat.name);
else if (effect.name != "")
material->set_name(effect.name);
// DIFFUSE
if (effect.diffuse.texture != "") {
String texfile = effect.get_texture_path(effect.diffuse.texture, collada);
if (texfile != "") {
Ref<Texture> texture = ResourceLoader::load(texfile, "Texture");
if (texture.is_valid()) {
material->set_texture(SpatialMaterial::TEXTURE_ALBEDO, texture);
material->set_albedo(Color(1, 1, 1, 1));
//material->set_parameter(SpatialMaterial::PARAM_DIFFUSE,Color(1,1,1,1));
} else {
missing_textures.push_back(texfile.get_file());
}
}
} else {
//material->set_parameter(SpatialMaterial::PARAM_DIFFUSE,effect.diffuse.color);
}
// SPECULAR
if (effect.specular.texture != "") {
String texfile = effect.get_texture_path(effect.specular.texture, collada);
if (texfile != "") {
Ref<Texture> texture = ResourceLoader::load(texfile, "Texture");
if (texture.is_valid()) {
material->set_texture(SpatialMaterial::TEXTURE_SPECULAR, texture);
material->set_specular(Color(1, 1, 1, 1));
//material->set_texture(SpatialMaterial::PARAM_SPECULAR,texture);
//material->set_parameter(SpatialMaterial::PARAM_SPECULAR,Color(1,1,1,1));
} else {
missing_textures.push_back(texfile.get_file());
}
}
} else {
material->set_metalness(effect.specular.color.get_v());
}
// EMISSION
if (effect.emission.texture != "") {
String texfile = effect.get_texture_path(effect.emission.texture, collada);
if (texfile != "") {
Ref<Texture> texture = ResourceLoader::load(texfile, "Texture");
if (texture.is_valid()) {
material->set_feature(SpatialMaterial::FEATURE_EMISSION, true);
material->set_texture(SpatialMaterial::TEXTURE_EMISSION, texture);
material->set_emission(Color(1, 1, 1, 1));
//material->set_parameter(SpatialMaterial::PARAM_EMISSION,Color(1,1,1,1));
} else {
missing_textures.push_back(texfile.get_file());
}
}
} else {
if (effect.emission.color != Color()) {
material->set_feature(SpatialMaterial::FEATURE_EMISSION, true);
material->set_emission(effect.emission.color);
}
}
// NORMAL
if (effect.bump.texture != "") {
String texfile = effect.get_texture_path(effect.bump.texture, collada);
if (texfile != "") {
Ref<Texture> texture = ResourceLoader::load(texfile, "Texture");
if (texture.is_valid()) {
material->set_feature(SpatialMaterial::FEATURE_NORMAL_MAPPING, true);
material->set_texture(SpatialMaterial::TEXTURE_NORMAL, texture);
//material->set_emission(Color(1,1,1,1));
//material->set_texture(SpatialMaterial::PARAM_NORMAL,texture);
} else {
//missing_textures.push_back(texfile.get_file());
}
}
}
float roughness = Math::sqrt(1.0 - ((Math::log(effect.shininess) / Math::log(2.0)) / 8.0)); //not very right..
material->set_roughness(roughness);
if (effect.double_sided) {
material->set_cull_mode(SpatialMaterial::CULL_DISABLED);
}
material->set_flag(SpatialMaterial::FLAG_UNSHADED, effect.unshaded);
material_cache[p_target] = material;
return OK;
}
static void _generate_normals(const PoolVector<int> &p_indices, const PoolVector<Vector3> &p_vertices, PoolVector<Vector3> &r_normals) {
r_normals.resize(p_vertices.size());
PoolVector<Vector3>::Write narrayw = r_normals.write();
int iacount = p_indices.size() / 3;
PoolVector<int>::Read index_arrayr = p_indices.read();
PoolVector<Vector3>::Read vertex_arrayr = p_vertices.read();
for (int idx = 0; idx < iacount; idx++) {
Vector3 v[3] = {
vertex_arrayr[index_arrayr[idx * 3 + 0]],
vertex_arrayr[index_arrayr[idx * 3 + 1]],
vertex_arrayr[index_arrayr[idx * 3 + 2]]
};
Vector3 normal = Plane(v[0], v[1], v[2]).normal;
narrayw[index_arrayr[idx * 3 + 0]] += normal;
narrayw[index_arrayr[idx * 3 + 1]] += normal;
narrayw[index_arrayr[idx * 3 + 2]] += normal;
}
int vlen = p_vertices.size();
for (int idx = 0; idx < vlen; idx++) {
narrayw[idx].normalize();
}
}
static void _generate_tangents_and_binormals(const PoolVector<int> &p_indices, const PoolVector<Vector3> &p_vertices, const PoolVector<Vector3> &p_uvs, const PoolVector<Vector3> &p_normals, PoolVector<real_t> &r_tangents) {
int vlen = p_vertices.size();
Vector<Vector3> tangents;
tangents.resize(vlen);
Vector<Vector3> binormals;
binormals.resize(vlen);
int iacount = p_indices.size() / 3;
PoolVector<int>::Read index_arrayr = p_indices.read();
PoolVector<Vector3>::Read vertex_arrayr = p_vertices.read();
PoolVector<Vector3>::Read narrayr = p_normals.read();
PoolVector<Vector3>::Read uvarrayr = p_uvs.read();
for (int idx = 0; idx < iacount; idx++) {
Vector3 v1 = vertex_arrayr[index_arrayr[idx * 3 + 0]];
Vector3 v2 = vertex_arrayr[index_arrayr[idx * 3 + 1]];
Vector3 v3 = vertex_arrayr[index_arrayr[idx * 3 + 2]];
Vector3 w1 = uvarrayr[index_arrayr[idx * 3 + 0]];
Vector3 w2 = uvarrayr[index_arrayr[idx * 3 + 1]];
Vector3 w3 = uvarrayr[index_arrayr[idx * 3 + 2]];
real_t x1 = v2.x - v1.x;
real_t x2 = v3.x - v1.x;
real_t y1 = v2.y - v1.y;
real_t y2 = v3.y - v1.y;
real_t z1 = v2.z - v1.z;
real_t z2 = v3.z - v1.z;
real_t s1 = w2.x - w1.x;
real_t s2 = w3.x - w1.x;
real_t t1 = w2.y - w1.y;
real_t t2 = w3.y - w1.y;
real_t r = (s1 * t2 - s2 * t1);
Vector3 tangent;
Vector3 binormal;
if (r == 0) {
binormal = Vector3();
tangent = Vector3();
} else {
tangent = Vector3((t2 * x1 - t1 * x2) * r, (t2 * y1 - t1 * y2) * r,
(t2 * z1 - t1 * z2) * r)
.normalized();
binormal = Vector3((s1 * x2 - s2 * x1) * r, (s1 * y2 - s2 * y1) * r,
(s1 * z2 - s2 * z1) * r)
.normalized();
}
tangents[index_arrayr[idx * 3 + 0]] += tangent;
binormals[index_arrayr[idx * 3 + 0]] += binormal;
tangents[index_arrayr[idx * 3 + 1]] += tangent;
binormals[index_arrayr[idx * 3 + 1]] += binormal;
tangents[index_arrayr[idx * 3 + 2]] += tangent;
binormals[index_arrayr[idx * 3 + 2]] += binormal;
//print_line(itos(idx)+" tangent: "+tangent);
//print_line(itos(idx)+" binormal: "+binormal);
}
r_tangents.resize(vlen * 4);
PoolVector<real_t>::Write tarrayw = r_tangents.write();
for (int idx = 0; idx < vlen; idx++) {
Vector3 tangent = tangents[idx];
Vector3 bingen = narrayr[idx].cross(tangent);
float dir;
if (bingen.dot(binormals[idx]) < 0)
dir = -1.0;
else
dir = +1.0;
tarrayw[idx * 4 + 0] = tangent.x;
tarrayw[idx * 4 + 1] = tangent.y;
tarrayw[idx * 4 + 2] = tangent.z;
tarrayw[idx * 4 + 3] = dir;
}
}
Error ColladaImport::_create_mesh_surfaces(bool p_optimize, Ref<Mesh> &p_mesh, const Map<String, Collada::NodeGeometry::Material> &p_material_map, const Collada::MeshData &meshdata, const Transform &p_local_xform, const Vector<int> &bone_remap, const Collada::SkinControllerData *skin_controller, const Collada::MorphControllerData *p_morph_data, Vector<Ref<Mesh> > p_morph_meshes, bool p_for_morph, bool p_use_mesh_material) {
bool local_xform_mirror = p_local_xform.basis.determinant() < 0;
if (p_morph_data) {
//add morphie target
ERR_FAIL_COND_V(!p_morph_data->targets.has("MORPH_TARGET"), ERR_INVALID_DATA);
String mt = p_morph_data->targets["MORPH_TARGET"];
ERR_FAIL_COND_V(!p_morph_data->sources.has(mt), ERR_INVALID_DATA);
int morph_targets = p_morph_data->sources[mt].sarray.size();
for (int i = 0; i < morph_targets; i++) {
String target = p_morph_data->sources[mt].sarray[i];
ERR_FAIL_COND_V(!collada.state.mesh_data_map.has(target), ERR_INVALID_DATA);
String name = collada.state.mesh_data_map[target].name;
p_mesh->add_blend_shape(name);
}
if (p_morph_data->mode == "RELATIVE")
p_mesh->set_blend_shape_mode(Mesh::BLEND_SHAPE_MODE_RELATIVE);
else if (p_morph_data->mode == "NORMALIZED")
p_mesh->set_blend_shape_mode(Mesh::BLEND_SHAPE_MODE_NORMALIZED);
}
int surface = 0;
for (int p_i = 0; p_i < meshdata.primitives.size(); p_i++) {
const Collada::MeshData::Primitives &p = meshdata.primitives[p_i];
/* VERTEX SOURCE */
ERR_FAIL_COND_V(!p.sources.has("VERTEX"), ERR_INVALID_DATA);
String vertex_src_id = p.sources["VERTEX"].source;
int vertex_ofs = p.sources["VERTEX"].offset;
ERR_FAIL_COND_V(!meshdata.vertices.has(vertex_src_id), ERR_INVALID_DATA);
ERR_FAIL_COND_V(!meshdata.vertices[vertex_src_id].sources.has("POSITION"), ERR_INVALID_DATA);
String position_src_id = meshdata.vertices[vertex_src_id].sources["POSITION"];
ERR_FAIL_COND_V(!meshdata.sources.has(position_src_id), ERR_INVALID_DATA);
const Collada::MeshData::Source *vertex_src = &meshdata.sources[position_src_id];
/* NORMAL SOURCE */
const Collada::MeshData::Source *normal_src = NULL;
int normal_ofs = 0;
if (p.sources.has("NORMAL")) {
String normal_source_id = p.sources["NORMAL"].source;
normal_ofs = p.sources["NORMAL"].offset;
ERR_FAIL_COND_V(!meshdata.sources.has(normal_source_id), ERR_INVALID_DATA);
normal_src = &meshdata.sources[normal_source_id];
}
const Collada::MeshData::Source *binormal_src = NULL;
int binormal_ofs = 0;
if (p.sources.has("TEXBINORMAL")) {
String binormal_source_id = p.sources["TEXBINORMAL"].source;
binormal_ofs = p.sources["TEXBINORMAL"].offset;
ERR_FAIL_COND_V(!meshdata.sources.has(binormal_source_id), ERR_INVALID_DATA);
binormal_src = &meshdata.sources[binormal_source_id];
}
const Collada::MeshData::Source *tangent_src = NULL;
int tangent_ofs = 0;
if (p.sources.has("TEXTANGENT")) {
String tangent_source_id = p.sources["TEXTANGENT"].source;
tangent_ofs = p.sources["TEXTANGENT"].offset;
ERR_FAIL_COND_V(!meshdata.sources.has(tangent_source_id), ERR_INVALID_DATA);
tangent_src = &meshdata.sources[tangent_source_id];
}
const Collada::MeshData::Source *uv_src = NULL;
int uv_ofs = 0;
if (p.sources.has("TEXCOORD0")) {
String uv_source_id = p.sources["TEXCOORD0"].source;
uv_ofs = p.sources["TEXCOORD0"].offset;
ERR_FAIL_COND_V(!meshdata.sources.has(uv_source_id), ERR_INVALID_DATA);
uv_src = &meshdata.sources[uv_source_id];
}
const Collada::MeshData::Source *uv2_src = NULL;
int uv2_ofs = 0;
if (p.sources.has("TEXCOORD1")) {
String uv2_source_id = p.sources["TEXCOORD1"].source;
uv2_ofs = p.sources["TEXCOORD1"].offset;
ERR_FAIL_COND_V(!meshdata.sources.has(uv2_source_id), ERR_INVALID_DATA);
uv2_src = &meshdata.sources[uv2_source_id];
}
const Collada::MeshData::Source *color_src = NULL;
int color_ofs = 0;
if (p.sources.has("COLOR")) {
String color_source_id = p.sources["COLOR"].source;
color_ofs = p.sources["COLOR"].offset;
ERR_FAIL_COND_V(!meshdata.sources.has(color_source_id), ERR_INVALID_DATA);
color_src = &meshdata.sources[color_source_id];
}
//find largest source..
/************************/
/* ADD WEIGHTS IF EXIST */
/************************/
Map<int, Vector<Collada::Vertex::Weight> > pre_weights;
bool has_weights = false;
if (skin_controller) {
const Collada::SkinControllerData::Source *weight_src = NULL;
int weight_ofs = 0;
if (skin_controller->weights.sources.has("WEIGHT")) {
String weight_id = skin_controller->weights.sources["WEIGHT"].source;
weight_ofs = skin_controller->weights.sources["WEIGHT"].offset;
if (skin_controller->sources.has(weight_id)) {
weight_src = &skin_controller->sources[weight_id];
}
}
int joint_ofs = 0;
if (skin_controller->weights.sources.has("JOINT")) {
joint_ofs = skin_controller->weights.sources["JOINT"].offset;
}
//should be OK, given this was pre-checked.
int index_ofs = 0;
int wstride = skin_controller->weights.sources.size();
for (int w_i = 0; w_i < skin_controller->weights.sets.size(); w_i++) {
int amount = skin_controller->weights.sets[w_i];
Vector<Collada::Vertex::Weight> weights;
for (int a_i = 0; a_i < amount; a_i++) {
Collada::Vertex::Weight w;
int read_from = index_ofs + a_i * wstride;
ERR_FAIL_INDEX_V(read_from + wstride - 1, skin_controller->weights.indices.size(), ERR_INVALID_DATA);
int weight_index = skin_controller->weights.indices[read_from + weight_ofs];
ERR_FAIL_INDEX_V(weight_index, weight_src->array.size(), ERR_INVALID_DATA);
w.weight = weight_src->array[weight_index];
int bone_index = skin_controller->weights.indices[read_from + joint_ofs];
if (bone_index == -1)
continue; //ignore this weight (refers to bind shape)
ERR_FAIL_INDEX_V(bone_index, bone_remap.size(), ERR_INVALID_DATA);
w.bone_idx = bone_remap[bone_index];
weights.push_back(w);
}
/* FIX WEIGHTS */
weights.sort();
if (weights.size() > 4) {
//cap to 4 and make weights add up 1
weights.resize(4);
}
//make sure weights always add up to 1
float total = 0;
for (int i = 0; i < weights.size(); i++)
total += weights[i].weight;
if (total)
for (int i = 0; i < weights.size(); i++)
weights[i].weight /= total;
if (weights.size() == 0 || total == 0) { //if nothing, add a weight to bone 0
//no weights assigned
Collada::Vertex::Weight w;
w.bone_idx = 0;
w.weight = 1.0;
weights.clear();
weights.push_back(w);
}
pre_weights[w_i] = weights;
/*
for(Set<int>::Element *E=vertex_map[w_i].front();E;E=E->next()) {
int dst = E->get();
ERR_EXPLAIN("invalid vertex index in array");
ERR_FAIL_INDEX_V(dst,vertex_array.size(),ERR_INVALID_DATA);
vertex_array[dst].weights=weights;
}*/
index_ofs += wstride * amount;
}
//vertices need to be localized
has_weights = true;
}
Set<Collada::Vertex> vertex_set; //vertex set will be the vertices
List<int> indices_list; //indices will be the indices
//Map<int,Set<int> > vertex_map; //map vertices (for setting skinning/morph)
/**************************/
/* CREATE PRIMITIVE ARRAY */
/**************************/
// The way collada uses indices is more optimal, and friendlier with 3D modelling software,
// because it can index everything, not only vertices (similar to how the WII works).
// This is, however, more incompatible with standard video cards, so arrays must be converted.
// Must convert to GL/DX format.
int _prim_ofs = 0;
int vertidx = 0;
for (int p_i = 0; p_i < p.count; p_i++) {
int amount;
if (p.polygons.size()) {
ERR_FAIL_INDEX_V(p_i, p.polygons.size(), ERR_INVALID_DATA);
amount = p.polygons[p_i];
} else {
amount = 3; //triangles;
}
//COLLADA_PRINT("amount: "+itos(amount));
int prev2[2] = { 0, 0 };
for (int j = 0; j < amount; j++) {
int src = _prim_ofs;
//_prim_ofs+=p.sources.size()
ERR_FAIL_INDEX_V(src, p.indices.size(), ERR_INVALID_DATA);
Collada::Vertex vertex;
if (!p_optimize)
vertex.uid = vertidx++;
int vertex_index = p.indices[src + vertex_ofs]; //used for index field (later used by controllers)
int vertex_pos = (vertex_src->stride ? vertex_src->stride : 3) * vertex_index;
ERR_FAIL_INDEX_V(vertex_pos, vertex_src->array.size(), ERR_INVALID_DATA);
vertex.vertex = Vector3(vertex_src->array[vertex_pos + 0], vertex_src->array[vertex_pos + 1], vertex_src->array[vertex_pos + 2]);
if (pre_weights.has(vertex_index)) {
vertex.weights = pre_weights[vertex_index];
}
if (normal_src) {
int normal_pos = (normal_src->stride ? normal_src->stride : 3) * p.indices[src + normal_ofs];
ERR_FAIL_INDEX_V(normal_pos, normal_src->array.size(), ERR_INVALID_DATA);
vertex.normal = Vector3(normal_src->array[normal_pos + 0], normal_src->array[normal_pos + 1], normal_src->array[normal_pos + 2]);
vertex.normal = vertex.normal.snapped(0.001);
if (tangent_src && binormal_src) {
int binormal_pos = (binormal_src->stride ? binormal_src->stride : 3) * p.indices[src + binormal_ofs];
ERR_FAIL_INDEX_V(binormal_pos, binormal_src->array.size(), ERR_INVALID_DATA);
Vector3 binormal = Vector3(binormal_src->array[binormal_pos + 0], binormal_src->array[binormal_pos + 1], binormal_src->array[binormal_pos + 2]);
int tangent_pos = (tangent_src->stride ? tangent_src->stride : 3) * p.indices[src + tangent_ofs];
ERR_FAIL_INDEX_V(tangent_pos, tangent_src->array.size(), ERR_INVALID_DATA);
Vector3 tangent = Vector3(tangent_src->array[tangent_pos + 0], tangent_src->array[tangent_pos + 1], tangent_src->array[tangent_pos + 2]);
vertex.tangent.normal = tangent;
vertex.tangent.d = vertex.normal.cross(tangent).dot(binormal) > 0 ? 1 : -1;
}
}
if (uv_src) {
int uv_pos = (uv_src->stride ? uv_src->stride : 2) * p.indices[src + uv_ofs];
ERR_FAIL_INDEX_V(uv_pos, uv_src->array.size(), ERR_INVALID_DATA);
vertex.uv = Vector3(uv_src->array[uv_pos + 0], 1.0 - uv_src->array[uv_pos + 1], 0);
}
if (uv2_src) {
int uv2_pos = (uv2_src->stride ? uv2_src->stride : 2) * p.indices[src + uv2_ofs];
ERR_FAIL_INDEX_V(uv2_pos, uv2_src->array.size(), ERR_INVALID_DATA);
vertex.uv2 = Vector3(uv2_src->array[uv2_pos + 0], 1.0 - uv2_src->array[uv2_pos + 1], 0);
}
if (color_src) {
int color_pos = (color_src->stride ? color_src->stride : 3) * p.indices[src + color_ofs]; // colors are RGB in collada..
ERR_FAIL_INDEX_V(color_pos, color_src->array.size(), ERR_INVALID_DATA);
vertex.color = Color(color_src->array[color_pos + 0], color_src->array[color_pos + 1], color_src->array[color_pos + 2], (color_src->stride > 3) ? color_src->array[color_pos + 3] : 1.0);
}
#ifndef NO_UP_AXIS_SWAP
if (collada.state.up_axis == Vector3::AXIS_Z) {
SWAP(vertex.vertex.z, vertex.vertex.y);
vertex.vertex.z = -vertex.vertex.z;
SWAP(vertex.normal.z, vertex.normal.y);
vertex.normal.z = -vertex.normal.z;
SWAP(vertex.tangent.normal.z, vertex.tangent.normal.y);
vertex.tangent.normal.z = -vertex.tangent.normal.z;
}
#endif
vertex.fix_unit_scale(collada);
int index = 0;
//COLLADA_PRINT("vertex: "+vertex.vertex);
if (vertex_set.has(vertex)) {
index = vertex_set.find(vertex)->get().idx;
} else {
index = vertex_set.size();
vertex.idx = index;
vertex_set.insert(vertex);
}
/* if (!vertex_map.has(vertex_index))
vertex_map[vertex_index]=Set<int>();
vertex_map[vertex_index].insert(index); //should be outside..*/
//build triangles if needed
if (j == 0)
prev2[0] = index;
if (j >= 2) {
//insert indices in reverse order (collada uses CCW as frontface)
if (local_xform_mirror) {
indices_list.push_back(prev2[0]);
indices_list.push_back(prev2[1]);
indices_list.push_back(index);
} else {
indices_list.push_back(prev2[0]);
indices_list.push_back(index);
indices_list.push_back(prev2[1]);
}
}
prev2[1] = index;
_prim_ofs += p.vertex_size;
}
}
Vector<Collada::Vertex> vertex_array; //there we go, vertex array
vertex_array.resize(vertex_set.size());
for (Set<Collada::Vertex>::Element *F = vertex_set.front(); F; F = F->next()) {
vertex_array[F->get().idx] = F->get();
}
if (has_weights) {
//if skeleton, localize
Transform local_xform = p_local_xform;
for (int i = 0; i < vertex_array.size(); i++) {
vertex_array[i].vertex = local_xform.xform(vertex_array[i].vertex);
vertex_array[i].normal = local_xform.basis.xform(vertex_array[i].normal).normalized();
vertex_array[i].tangent.normal = local_xform.basis.xform(vertex_array[i].tangent.normal).normalized();
if (local_xform_mirror) {
//i shouldn't do this? wtf?
//vertex_array[i].normal*=-1.0;
//vertex_array[i].tangent.normal*=-1.0;
}
}
}
PoolVector<int> index_array;
index_array.resize(indices_list.size());
PoolVector<int>::Write index_arrayw = index_array.write();
int iidx = 0;
for (List<int>::Element *F = indices_list.front(); F; F = F->next()) {
index_arrayw[iidx++] = F->get();
}
index_arrayw = PoolVector<int>::Write();
/*****************/
/* MAKE SURFACES */
/*****************/
{
Ref<SpatialMaterial> material;
//find material
Mesh::PrimitiveType primitive = Mesh::PRIMITIVE_TRIANGLES;
{
if (p_material_map.has(p.material)) {
String target = p_material_map[p.material].target;
if (!material_cache.has(target)) {
Error err = _create_material(target);
if (!err)
material = material_cache[target];
} else
material = material_cache[target];
} else if (p.material != "") {
print_line("Warning, unreferenced material in geometry instance: " + p.material);
}
}
PoolVector<Vector3> final_vertex_array;
PoolVector<Vector3> final_normal_array;
PoolVector<float> final_tangent_array;
PoolVector<Color> final_color_array;
PoolVector<Vector3> final_uv_array;
PoolVector<Vector3> final_uv2_array;
PoolVector<int> final_bone_array;
PoolVector<float> final_weight_array;
uint32_t final_format = 0;
//create format
final_format = Mesh::ARRAY_FORMAT_VERTEX | Mesh::ARRAY_FORMAT_INDEX;
if (normal_src) {
final_format |= Mesh::ARRAY_FORMAT_NORMAL;
if (uv_src && binormal_src && tangent_src) {
final_format |= Mesh::ARRAY_FORMAT_TANGENT;
}
}
if (color_src)
final_format |= Mesh::ARRAY_FORMAT_COLOR;
if (uv_src)
final_format |= Mesh::ARRAY_FORMAT_TEX_UV;
if (uv2_src)
final_format |= Mesh::ARRAY_FORMAT_TEX_UV2;
if (has_weights) {
final_format |= Mesh::ARRAY_FORMAT_WEIGHTS;
final_format |= Mesh::ARRAY_FORMAT_BONES;
}
//set arrays
int vlen = vertex_array.size();
{ //vertices
PoolVector<Vector3> varray;
varray.resize(vertex_array.size());
PoolVector<Vector3>::Write varrayw = varray.write();
for (int k = 0; k < vlen; k++)
varrayw[k] = vertex_array[k].vertex;
varrayw = PoolVector<Vector3>::Write();
final_vertex_array = varray;
}
if (uv_src) { //compute uv first, may be needed for computing tangent/bionrmal
PoolVector<Vector3> uvarray;
uvarray.resize(vertex_array.size());
PoolVector<Vector3>::Write uvarrayw = uvarray.write();
for (int k = 0; k < vlen; k++) {
uvarrayw[k] = vertex_array[k].uv;
}
uvarrayw = PoolVector<Vector3>::Write();
final_uv_array = uvarray;
}
if (uv2_src) { //compute uv first, may be needed for computing tangent/bionrmal
PoolVector<Vector3> uv2array;
uv2array.resize(vertex_array.size());
PoolVector<Vector3>::Write uv2arrayw = uv2array.write();
for (int k = 0; k < vlen; k++) {
uv2arrayw[k] = vertex_array[k].uv2;
}
uv2arrayw = PoolVector<Vector3>::Write();
final_uv2_array = uv2array;
}
if (normal_src) {
PoolVector<Vector3> narray;
narray.resize(vertex_array.size());
PoolVector<Vector3>::Write narrayw = narray.write();
for (int k = 0; k < vlen; k++) {
narrayw[k] = vertex_array[k].normal;
}
narrayw = PoolVector<Vector3>::Write();
final_normal_array = narray;
/*
PoolVector<Vector3> altnaray;
_generate_normals(index_array,final_vertex_array,altnaray);
for(int i=0;i<altnaray.size();i++)
print_line(rtos(altnaray[i].dot(final_normal_array[i])));
*/
} else if (primitive == Mesh::PRIMITIVE_TRIANGLES) {
//generate normals (even if unused later)
_generate_normals(index_array, final_vertex_array, final_normal_array);
if (OS::get_singleton()->is_stdout_verbose())
print_line("Collada: Triangle mesh lacks normals, so normals were generated.");
final_format |= Mesh::ARRAY_FORMAT_NORMAL;
}
if (final_normal_array.size() && uv_src && binormal_src && tangent_src && !force_make_tangents) {
PoolVector<real_t> tarray;
tarray.resize(vertex_array.size() * 4);
PoolVector<real_t>::Write tarrayw = tarray.write();
for (int k = 0; k < vlen; k++) {
tarrayw[k * 4 + 0] = vertex_array[k].tangent.normal.x;
tarrayw[k * 4 + 1] = vertex_array[k].tangent.normal.y;
tarrayw[k * 4 + 2] = vertex_array[k].tangent.normal.z;
tarrayw[k * 4 + 3] = vertex_array[k].tangent.d;
}
tarrayw = PoolVector<real_t>::Write();
final_tangent_array = tarray;
} else if (final_normal_array.size() && primitive == Mesh::PRIMITIVE_TRIANGLES && final_uv_array.size() && (force_make_tangents || (material.is_valid()))) {
//if this uses triangles, there are uvs and the material is using a normalmap, generate tangents and binormals, because they WILL be needed
//generate binormals/tangents
_generate_tangents_and_binormals(index_array, final_vertex_array, final_uv_array, final_normal_array, final_tangent_array);
final_format |= Mesh::ARRAY_FORMAT_TANGENT;
if (OS::get_singleton()->is_stdout_verbose())
print_line("Collada: Triangle mesh lacks tangents (And normalmap was used), so tangents were generated.");
}
if (color_src) {
PoolVector<Color> colorarray;
colorarray.resize(vertex_array.size());
PoolVector<Color>::Write colorarrayw = colorarray.write();
for (int k = 0; k < vlen; k++) {
colorarrayw[k] = vertex_array[k].color;
}
colorarrayw = PoolVector<Color>::Write();
final_color_array = colorarray;
}
if (has_weights) {
PoolVector<float> weightarray;
PoolVector<int> bonearray;
weightarray.resize(vertex_array.size() * 4);
PoolVector<float>::Write weightarrayw = weightarray.write();
bonearray.resize(vertex_array.size() * 4);
PoolVector<int>::Write bonearrayw = bonearray.write();
for (int k = 0; k < vlen; k++) {
float sum = 0;
for (int l = 0; l < VS::ARRAY_WEIGHTS_SIZE; l++) {
if (l < vertex_array[k].weights.size()) {
weightarrayw[k * VS::ARRAY_WEIGHTS_SIZE + l] = vertex_array[k].weights[l].weight;
sum += weightarrayw[k * VS::ARRAY_WEIGHTS_SIZE + l];
bonearrayw[k * VS::ARRAY_WEIGHTS_SIZE + l] = int(vertex_array[k].weights[l].bone_idx);
//COLLADA_PRINT(itos(k)+": "+rtos(bonearrayw[k*VS::ARRAY_WEIGHTS_SIZE+l])+":"+rtos(weightarray[k*VS::ARRAY_WEIGHTS_SIZE+l]));
} else {
weightarrayw[k * VS::ARRAY_WEIGHTS_SIZE + l] = 0;
bonearrayw[k * VS::ARRAY_WEIGHTS_SIZE + l] = 0;
}
}
/*
if (sum<0.8)
COLLADA_PRINT("ERROR SUMMING INDEX "+itos(k)+" had weights: "+itos(vertex_array[k].weights.size()));
*/
}
weightarrayw = PoolVector<float>::Write();
bonearrayw = PoolVector<int>::Write();
final_weight_array = weightarray;
final_bone_array = bonearray;
}
////////////////////////////
// FINALLY CREATE SUFRACE //
////////////////////////////
Array d;
d.resize(VS::ARRAY_MAX);
d[Mesh::ARRAY_INDEX] = index_array;
d[Mesh::ARRAY_VERTEX] = final_vertex_array;
if (final_normal_array.size())
d[Mesh::ARRAY_NORMAL] = final_normal_array;
if (final_tangent_array.size())
d[Mesh::ARRAY_TANGENT] = final_tangent_array;
if (final_uv_array.size())
d[Mesh::ARRAY_TEX_UV] = final_uv_array;
if (final_uv2_array.size())
d[Mesh::ARRAY_TEX_UV2] = final_uv2_array;
if (final_color_array.size())
d[Mesh::ARRAY_COLOR] = final_color_array;
if (final_weight_array.size())
d[Mesh::ARRAY_WEIGHTS] = final_weight_array;
if (final_bone_array.size())
d[Mesh::ARRAY_BONES] = final_bone_array;
Array mr;
////////////////////////////
// THEN THE MORPH TARGETS //
////////////////////////////
#if 0
if (p_morph_data) {
//add morphie target
ERR_FAIL_COND_V( !p_morph_data->targets.has("MORPH_TARGET"), ERR_INVALID_DATA );
String mt = p_morph_data->targets["MORPH_TARGET"];
ERR_FAIL_COND_V( !p_morph_data->sources.has(mt), ERR_INVALID_DATA);
int morph_targets = p_morph_data->sources[mt].sarray.size();
mr.resize(morph_targets);
for(int j=0;j<morph_targets;j++) {
Array mrt;
mrt.resize(VS::ARRAY_MAX);
String target = p_morph_data->sources[mt].sarray[j];
ERR_FAIL_COND_V( !collada.state.mesh_data_map.has(target), ERR_INVALID_DATA );
String name = collada.state.mesh_data_map[target].name;
Collada::MeshData &md = collada.state.mesh_data_map[target];
// collada in itself supports morphing everything. However, the spec is unclear and no examples or exporters that
// morph anything but "POSITIONS" seem to exit. Because of this, normals and binormals/tangents have to be regenerated here,
// which may result in inaccurate (but most of the time good enough) results.
PoolVector<Vector3> vertices;
vertices.resize(vlen);
ERR_FAIL_COND_V( md.vertices.size() != 1, ERR_INVALID_DATA);
String vertex_src_id=md.vertices.front()->key();
ERR_FAIL_COND_V(!md.vertices[vertex_src_id].sources.has("POSITION"),ERR_INVALID_DATA);
String position_src_id = md.vertices[vertex_src_id].sources["POSITION"];
ERR_FAIL_COND_V(!md.sources.has(position_src_id),ERR_INVALID_DATA);
const Collada::MeshData::Source *m=&md.sources[position_src_id];
ERR_FAIL_COND_V( m->array.size() != vertex_src->array.size(), ERR_INVALID_DATA);
int stride=m->stride;
if (stride==0)
stride=3;
//read vertices from morph target
PoolVector<Vector3>::Write vertw = vertices.write();
for(int m_i=0;m_i<m->array.size()/stride;m_i++) {
int pos = m_i*stride;
Vector3 vtx( m->array[pos+0], m->array[pos+1], m->array[pos+2] );
#ifndef NO_UP_AXIS_SWAP
if (collada.state.up_axis==Vector3::AXIS_Z) {
SWAP( vtx.z, vtx.y );
vtx.z = -vtx.z;
}
#endif
Collada::Vertex vertex;
vertex.vertex=vtx;
vertex.fix_unit_scale(collada);
vtx=vertex.vertex;
vtx = p_local_xform.xform(vtx);
if (vertex_map.has(m_i)) { //vertex may no longer be here, don't bother converting
for (Set<int> ::Element *E=vertex_map[m_i].front() ; E; E=E->next() ) {
vertw[E->get()]=vtx;
}
}
}
//vertices are in place, now generate everything else
vertw = PoolVector<Vector3>::Write();
PoolVector<Vector3> normals;
PoolVector<float> tangents;
print_line("vertex source id: "+vertex_src_id);
if(md.vertices[vertex_src_id].sources.has("NORMAL")){
//has normals
normals.resize(vlen);
//std::cout << "has normals" << std::endl;
String normal_src_id = md.vertices[vertex_src_id].sources["NORMAL"];
//std::cout << "normals source: "<< normal_src_id.utf8().get_data() <<std::endl;
ERR_FAIL_COND_V(!md.sources.has(normal_src_id),ERR_INVALID_DATA);
const Collada::MeshData::Source *m=&md.sources[normal_src_id];
ERR_FAIL_COND_V( m->array.size() != vertex_src->array.size(), ERR_INVALID_DATA);
int stride=m->stride;
if (stride==0)
stride=3;
//read normals from morph target
PoolVector<Vector3>::Write vertw = normals.write();
for(int m_i=0;m_i<m->array.size()/stride;m_i++) {
int pos = m_i*stride;
Vector3 vtx( m->array[pos+0], m->array[pos+1], m->array[pos+2] );
#ifndef NO_UP_AXIS_SWAP
if (collada.state.up_axis==Vector3::AXIS_Z) {
SWAP( vtx.z, vtx.y );
vtx.z = -vtx.z;
}
#endif
Collada::Vertex vertex;
vertex.vertex=vtx;
vertex.fix_unit_scale(collada);
vtx=vertex.vertex;
vtx = p_local_xform.xform(vtx);
if (vertex_map.has(m_i)) { //vertex may no longer be here, don't bother converting
for (Set<int> ::Element *E=vertex_map[m_i].front() ; E; E=E->next() ) {
vertw[E->get()]=vtx;
}
}
}
print_line("using built-in normals");
}else{
print_line("generating normals");
_generate_normals(index_array,vertices,normals);//no normals
}
if (final_tangent_array.size() && final_uv_array.size()) {
_generate_tangents_and_binormals(index_array,vertices,final_uv_array,normals,tangents);
}
mrt[Mesh::ARRAY_VERTEX]=vertices;
mrt[Mesh::ARRAY_NORMAL]=normals;
if (tangents.size())
mrt[Mesh::ARRAY_TANGENT]=tangents;
if (final_uv_array.size())
mrt[Mesh::ARRAY_TEX_UV]=final_uv_array;
if (final_uv2_array.size())
mrt[Mesh::ARRAY_TEX_UV2]=final_uv2_array;
if (final_color_array.size())
mrt[Mesh::ARRAY_COLOR]=final_color_array;
mr[j]=mrt;
}
}
#endif
for (int mi = 0; mi < p_morph_meshes.size(); mi++) {
//print_line("want surface "+itos(mi)+" has "+itos(p_morph_meshes[mi]->get_surface_count()));
Array a = p_morph_meshes[mi]->surface_get_arrays(surface);
//add valid weight and bone arrays if they exist, TODO check if they are unique to shape (generally not)
if (final_weight_array.size())
a[Mesh::ARRAY_WEIGHTS] = final_weight_array;
if (final_bone_array.size())
a[Mesh::ARRAY_BONES] = final_bone_array;
a[Mesh::ARRAY_INDEX] = Variant();
//a.resize(Mesh::ARRAY_MAX); //no need for index
mr.push_back(a);
}
p_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, d, mr, p_for_morph ? 0 : Mesh::ARRAY_COMPRESS_DEFAULT);
if (material.is_valid()) {
if (p_use_mesh_material) {
p_mesh->surface_set_material(surface, material);
}
p_mesh->surface_set_name(surface, material->get_name());
}
}
/*****************/
/* FIND MATERIAL */
/*****************/
surface++;
}
return OK;
}
Error ColladaImport::_create_resources(Collada::Node *p_node) {
if (p_node->type == Collada::Node::TYPE_GEOMETRY && node_map.has(p_node->id)) {
Spatial *node = node_map[p_node->id].node;
Collada::NodeGeometry *ng = static_cast<Collada::NodeGeometry *>(p_node);
if (node->cast_to<Path>()) {
Path *path = node->cast_to<Path>();
String curve = ng->source;
if (curve_cache.has(ng->source)) {
path->set_curve(curve_cache[ng->source]);
} else {
Ref<Curve3D> c = memnew(Curve3D);
const Collada::CurveData &cd = collada.state.curve_data_map[ng->source];
ERR_FAIL_COND_V(!cd.control_vertices.has("POSITION"), ERR_INVALID_DATA);
ERR_FAIL_COND_V(!cd.control_vertices.has("IN_TANGENT"), ERR_INVALID_DATA);
ERR_FAIL_COND_V(!cd.control_vertices.has("OUT_TANGENT"), ERR_INVALID_DATA);
ERR_FAIL_COND_V(!cd.control_vertices.has("INTERPOLATION"), ERR_INVALID_DATA);
ERR_FAIL_COND_V(!cd.sources.has(cd.control_vertices["POSITION"]), ERR_INVALID_DATA);
const Collada::CurveData::Source &vertices = cd.sources[cd.control_vertices["POSITION"]];
ERR_FAIL_COND_V(vertices.stride != 3, ERR_INVALID_DATA);
ERR_FAIL_COND_V(!cd.sources.has(cd.control_vertices["IN_TANGENT"]), ERR_INVALID_DATA);
const Collada::CurveData::Source &in_tangents = cd.sources[cd.control_vertices["IN_TANGENT"]];
ERR_FAIL_COND_V(in_tangents.stride != 3, ERR_INVALID_DATA);
ERR_FAIL_COND_V(!cd.sources.has(cd.control_vertices["OUT_TANGENT"]), ERR_INVALID_DATA);
const Collada::CurveData::Source &out_tangents = cd.sources[cd.control_vertices["OUT_TANGENT"]];
ERR_FAIL_COND_V(out_tangents.stride != 3, ERR_INVALID_DATA);
ERR_FAIL_COND_V(!cd.sources.has(cd.control_vertices["INTERPOLATION"]), ERR_INVALID_DATA);
const Collada::CurveData::Source &interps = cd.sources[cd.control_vertices["INTERPOLATION"]];
ERR_FAIL_COND_V(interps.stride != 1, ERR_INVALID_DATA);
const Collada::CurveData::Source *tilts = NULL;
if (cd.control_vertices.has("TILT") && cd.sources.has(cd.control_vertices["TILT"]))
tilts = &cd.sources[cd.control_vertices["TILT"]];
if (tilts) {
print_line("FOUND TILTS!!!");
}
int pc = vertices.array.size() / 3;
for (int i = 0; i < pc; i++) {
Vector3 pos(vertices.array[i * 3 + 0], vertices.array[i * 3 + 1], vertices.array[i * 3 + 2]);
Vector3 in(in_tangents.array[i * 3 + 0], in_tangents.array[i * 3 + 1], in_tangents.array[i * 3 + 2]);
Vector3 out(out_tangents.array[i * 3 + 0], out_tangents.array[i * 3 + 1], out_tangents.array[i * 3 + 2]);
#ifndef NO_UP_AXIS_SWAP
if (collada.state.up_axis == Vector3::AXIS_Z) {
SWAP(pos.y, pos.z);
pos.z = -pos.z;
SWAP(in.y, in.z);
in.z = -in.z;
SWAP(out.y, out.z);
out.z = -out.z;
}
#endif
pos *= collada.state.unit_scale;
in *= collada.state.unit_scale;
out *= collada.state.unit_scale;
c->add_point(pos, in - pos, out - pos);
if (tilts)
c->set_point_tilt(i, tilts->array[i]);
}
curve_cache[ng->source] = c;
path->set_curve(c);
}
}
if (node->cast_to<MeshInstance>()) {
Collada::NodeGeometry *ng = static_cast<Collada::NodeGeometry *>(p_node);
MeshInstance *mi = node->cast_to<MeshInstance>();
ERR_FAIL_COND_V(!mi, ERR_BUG);
Collada::SkinControllerData *skin = NULL;
Collada::MorphControllerData *morph = NULL;
String meshid;
Transform apply_xform;
Vector<int> bone_remap;
Vector<Ref<Mesh> > morphs;
print_line("mesh: " + String(mi->get_name()));
if (ng->controller) {
print_line("has controller");
String ngsource = ng->source;
if (collada.state.skin_controller_data_map.has(ngsource)) {
ERR_FAIL_COND_V(!collada.state.skin_controller_data_map.has(ngsource), ERR_INVALID_DATA);
skin = &collada.state.skin_controller_data_map[ngsource];
Vector<String> skeletons = ng->skeletons;
ERR_FAIL_COND_V(skeletons.empty(), ERR_INVALID_DATA);
String skname = skeletons[0];
if (!node_map.has(skname)) {
print_line("no node for skeleton " + skname);
}
ERR_FAIL_COND_V(!node_map.has(skname), ERR_INVALID_DATA);
NodeMap nmsk = node_map[skname];
Skeleton *sk = nmsk.node->cast_to<Skeleton>();
ERR_FAIL_COND_V(!sk, ERR_INVALID_DATA);
ERR_FAIL_COND_V(!skeleton_bone_map.has(sk), ERR_INVALID_DATA);
Map<String, int> &bone_remap_map = skeleton_bone_map[sk];
meshid = skin->base;
if (collada.state.morph_controller_data_map.has(meshid)) {
//it's a morph!!
morph = &collada.state.morph_controller_data_map[meshid];
ngsource = meshid;
meshid = morph->mesh;
} else {
ngsource = "";
}
if (apply_mesh_xform_to_vertices) {
apply_xform = collada.fix_transform(p_node->default_transform);
node->set_transform(Transform());
} else {
apply_xform = Transform();
}
Collada::SkinControllerData::Source *joint_src = NULL;
ERR_FAIL_COND_V(!skin->weights.sources.has("JOINT"), ERR_INVALID_DATA);
String joint_id = skin->weights.sources["JOINT"].source;
ERR_FAIL_COND_V(!skin->sources.has(joint_id), ERR_INVALID_DATA);
joint_src = &skin->sources[joint_id];
bone_remap.resize(joint_src->sarray.size());
for (int i = 0; i < bone_remap.size(); i++) {
String str = joint_src->sarray[i];
if (!bone_remap_map.has(str)) {
print_line("bone not found for remap: " + str);
print_line("in skeleton: " + skname);
}
ERR_FAIL_COND_V(!bone_remap_map.has(str), ERR_INVALID_DATA);
bone_remap[i] = bone_remap_map[str];
}
}
if (collada.state.morph_controller_data_map.has(ngsource)) {
print_line("is morph " + ngsource);
//it's a morph!!
morph = &collada.state.morph_controller_data_map[ngsource];
meshid = morph->mesh;
printf("KKmorph: %p\n", morph);
print_line("morph mshid: " + meshid);
Vector<String> targets;
morph->targets.has("MORPH_TARGET");
String target = morph->targets["MORPH_TARGET"];
bool valid = false;
if (morph->sources.has(target)) {
valid = true;
Vector<String> names = morph->sources[target].sarray;
for (int i = 0; i < names.size(); i++) {
String meshid = names[i];
if (collada.state.mesh_data_map.has(meshid)) {
Ref<Mesh> mesh = Ref<Mesh>(memnew(Mesh));
const Collada::MeshData &meshdata = collada.state.mesh_data_map[meshid];
Error err = _create_mesh_surfaces(false, mesh, ng->material_map, meshdata, apply_xform, bone_remap, skin, NULL, Vector<Ref<Mesh> >(), true);
ERR_FAIL_COND_V(err, err);
morphs.push_back(mesh);
} else {
valid = false;
}
}
}
if (!valid)
morphs.clear();
ngsource = "";
}
if (ngsource != "") {
ERR_EXPLAIN("Controller Instance Source '" + ngsource + "' is neither skin or morph!");
ERR_FAIL_V(ERR_INVALID_DATA);
}
} else {
meshid = ng->source;
}
Ref<Mesh> mesh;
if (mesh_cache.has(meshid)) {
mesh = mesh_cache[meshid];
} else {
if (collada.state.mesh_data_map.has(meshid)) {
//bleh, must ignore invalid
ERR_FAIL_COND_V(!collada.state.mesh_data_map.has(meshid), ERR_INVALID_DATA);
mesh = Ref<Mesh>(memnew(Mesh));
const Collada::MeshData &meshdata = collada.state.mesh_data_map[meshid];
mesh->set_name(meshdata.name);
Error err = _create_mesh_surfaces(morphs.size() == 0, mesh, ng->material_map, meshdata, apply_xform, bone_remap, skin, morph, morphs, false, use_mesh_builtin_materials);
ERR_FAIL_COND_V(err, err);
mesh_cache[meshid] = mesh;
} else {
print_line("Warning, will not import geometry: " + meshid);
}
}
if (!mesh.is_null()) {
mi->set_mesh(mesh);
if (!use_mesh_builtin_materials) {
const Collada::MeshData &meshdata = collada.state.mesh_data_map[meshid];
for (int i = 0; i < meshdata.primitives.size(); i++) {
String matname = meshdata.primitives[i].material;
if (ng->material_map.has(matname)) {
String target = ng->material_map[matname].target;
Ref<Material> material;
if (!material_cache.has(target)) {
Error err = _create_material(target);
if (!err)
material = material_cache[target];
} else
material = material_cache[target];
mi->set_surface_material(i, material);
} else if (matname != "") {
print_line("Warning, unreferenced material in geometry instance: " + matname);
}
}
}
}
}
}
for (int i = 0; i < p_node->children.size(); i++) {
Error err = _create_resources(p_node->children[i]);
if (err)
return err;
}
return OK;
}
Error ColladaImport::load(const String &p_path, int p_flags, bool p_force_make_tangents) {
Error err = collada.load(p_path, p_flags);
ERR_FAIL_COND_V(err, err);
force_make_tangents = p_force_make_tangents;
ERR_FAIL_COND_V(!collada.state.visual_scene_map.has(collada.state.root_visual_scene), ERR_INVALID_DATA);
Collada::VisualScene &vs = collada.state.visual_scene_map[collada.state.root_visual_scene];
scene = memnew(Spatial); // root
//determine what's going on with the lights
for (int i = 0; i < vs.root_nodes.size(); i++) {
_pre_process_lights(vs.root_nodes[i]);
}
//import scene
for (int i = 0; i < vs.root_nodes.size(); i++) {
Error err = _create_scene_skeletons(vs.root_nodes[i]);
if (err != OK) {
memdelete(scene);
ERR_FAIL_COND_V(err, err);
}
}
for (int i = 0; i < vs.root_nodes.size(); i++) {
Error err = _create_scene(vs.root_nodes[i], scene);
if (err != OK) {
memdelete(scene);
ERR_FAIL_COND_V(err, err);
}
Error err2 = _create_resources(vs.root_nodes[i]);
if (err2 != OK) {
memdelete(scene);
ERR_FAIL_COND_V(err2, err2);
}
}
//optatively, set unit scale in the root
scene->set_transform(collada.get_root_transform());
return OK;
}
void ColladaImport::_fix_param_animation_tracks() {
for (Map<String, Collada::Node *>::Element *E = collada.state.scene_map.front(); E; E = E->next()) {
Collada::Node *n = E->get();
switch (n->type) {
case Collada::Node::TYPE_NODE: {
// ? do nothing
} break;
case Collada::Node::TYPE_JOINT: {
} break;
case Collada::Node::TYPE_SKELETON: {
} break;
case Collada::Node::TYPE_LIGHT: {
} break;
case Collada::Node::TYPE_CAMERA: {
} break;
case Collada::Node::TYPE_GEOMETRY: {
Collada::NodeGeometry *ng = static_cast<Collada::NodeGeometry *>(n);
// test source(s)
String source = ng->source;
while (source != "") {
if (collada.state.skin_controller_data_map.has(source)) {
const Collada::SkinControllerData &skin = collada.state.skin_controller_data_map[source];
//nothing to animate here i think
source = skin.base;
} else if (collada.state.morph_controller_data_map.has(source)) {
const Collada::MorphControllerData &morph = collada.state.morph_controller_data_map[source];
if (morph.targets.has("MORPH_WEIGHT") && morph.targets.has("MORPH_TARGET")) {
String weights = morph.targets["MORPH_WEIGHT"];
String targets = morph.targets["MORPH_TARGET"];
//fails here
if (morph.sources.has(targets) && morph.sources.has(weights)) {
const Collada::MorphControllerData::Source &weight_src = morph.sources[weights];
const Collada::MorphControllerData::Source &target_src = morph.sources[targets];
ERR_FAIL_COND(weight_src.array.size() != target_src.sarray.size());
for (int i = 0; i < weight_src.array.size(); i++) {
String track_name = weights + "(" + itos(i) + ")";
String mesh_name = target_src.sarray[i];
if (collada.state.mesh_name_map.has(mesh_name) && collada.state.referenced_tracks.has(track_name)) {
const Vector<int> &rt = collada.state.referenced_tracks[track_name];
for (int rti = 0; rti < rt.size(); rti++) {
Collada::AnimationTrack *at = &collada.state.animation_tracks[rt[rti]];
at->target = E->key();
at->param = "morph/" + collada.state.mesh_name_map[mesh_name];
at->property = true;
//at->param
}
}
}
}
}
source = morph.mesh;
} else {
source = ""; // for now nothing else supported
}
}
} break;
}
}
}
void ColladaImport::create_animations(bool p_make_tracks_in_all_bones, bool p_import_value_tracks) {
_fix_param_animation_tracks();
for (int i = 0; i < collada.state.animation_clips.size(); i++) {
for (int j = 0; j < collada.state.animation_clips[i].tracks.size(); j++)
tracks_in_clips.insert(collada.state.animation_clips[i].tracks[j]);
}
for (int i = 0; i < collada.state.animation_tracks.size(); i++) {
Collada::AnimationTrack &at = collada.state.animation_tracks[i];
//print_line("CHANNEL: "+at.target+" PARAM: "+at.param);
String node;
if (!node_map.has(at.target)) {
if (node_name_map.has(at.target)) {
node = node_name_map[at.target];
} else {
print_line("Couldnt find node: " + at.target);
continue;
}
} else {
node = at.target;
}
if (at.property) {
valid_animated_properties.push_back(i);
} else {
node_map[node].anim_tracks.push_back(i);
valid_animated_nodes.insert(node);
}
}
create_animation(-1, p_make_tracks_in_all_bones, p_import_value_tracks);
//print_line("clipcount: "+itos(collada.state.animation_clips.size()));
for (int i = 0; i < collada.state.animation_clips.size(); i++)
create_animation(i, p_make_tracks_in_all_bones, p_import_value_tracks);
}
void ColladaImport::create_animation(int p_clip, bool p_make_tracks_in_all_bones, bool p_import_value_tracks) {
Ref<Animation> animation = Ref<Animation>(memnew(Animation));
if (p_clip == -1) {
//print_line("default");
animation->set_name("default");
} else {
//print_line("clip name: "+collada.state.animation_clips[p_clip].name);
animation->set_name(collada.state.animation_clips[p_clip].name);
}
for (Map<String, NodeMap>::Element *E = node_map.front(); E; E = E->next()) {
if (E->get().bone < 0)
continue;
bones_with_animation[E->key()] = false;
}
//store and validate tracks
if (p_clip == -1) {
//main anim
}
Set<int> track_filter;
if (p_clip == -1) {
for (int i = 0; i < collada.state.animation_clips.size(); i++) {
int tc = collada.state.animation_clips[i].tracks.size();
for (int j = 0; j < tc; j++) {
String n = collada.state.animation_clips[i].tracks[j];
if (collada.state.by_id_tracks.has(n)) {
const Vector<int> &ti = collada.state.by_id_tracks[n];
for (int k = 0; k < ti.size(); k++) {
track_filter.insert(ti[k]);
}
}
}
}
} else {
int tc = collada.state.animation_clips[p_clip].tracks.size();
for (int j = 0; j < tc; j++) {
String n = collada.state.animation_clips[p_clip].tracks[j];
if (collada.state.by_id_tracks.has(n)) {
const Vector<int> &ti = collada.state.by_id_tracks[n];
for (int k = 0; k < ti.size(); k++) {
track_filter.insert(ti[k]);
}
}
}
}
//animation->set_loop(true);
//create animation tracks
Vector<float> base_snapshots;
float f = 0;
float snapshot_interval = 1.0 / bake_fps; //should be customizable somewhere...
float anim_length = collada.state.animation_length;
if (p_clip >= 0 && collada.state.animation_clips[p_clip].end)
anim_length = collada.state.animation_clips[p_clip].end;
while (f < anim_length) {
base_snapshots.push_back(f);
f += snapshot_interval;
if (f >= anim_length) {
base_snapshots.push_back(anim_length);
}
}
//print_line("anim len: "+rtos(anim_length));
animation->set_length(anim_length);
bool tracks_found = false;
for (Set<String>::Element *E = valid_animated_nodes.front(); E; E = E->next()) {
// take snapshots
if (!collada.state.scene_map.has(E->get())) {
continue;
}
NodeMap &nm = node_map[E->get()];
String path = scene->get_path_to(nm.node);
if (nm.bone >= 0) {
Skeleton *sk = static_cast<Skeleton *>(nm.node);
String name = sk->get_bone_name(nm.bone);
path = path + ":" + name;
}
bool found_anim = false;
Collada::Node *cn = collada.state.scene_map[E->get()];
if (cn->ignore_anim) {
continue;
}
animation->add_track(Animation::TYPE_TRANSFORM);
int track = animation->get_track_count() - 1;
animation->track_set_path(track, path);
animation->track_set_imported(track, true); //helps merging later
Vector<float> snapshots = base_snapshots;
if (nm.anim_tracks.size() == 1) {
//use snapshot keys from anim track instead, because this was most likely exported baked
Collada::AnimationTrack &at = collada.state.animation_tracks[nm.anim_tracks.front()->get()];
snapshots.clear();
for (int i = 0; i < at.keys.size(); i++)
snapshots.push_back(at.keys[i].time);
}
for (int i = 0; i < snapshots.size(); i++) {
for (List<int>::Element *ET = nm.anim_tracks.front(); ET; ET = ET->next()) {
//apply tracks
if (p_clip == -1) {
if (track_filter.has(ET->get())) {
continue;
}
} else {
if (!track_filter.has(ET->get()))
continue;
}
found_anim = true;
Collada::AnimationTrack &at = collada.state.animation_tracks[ET->get()];
int xform_idx = -1;
for (int j = 0; j < cn->xform_list.size(); j++) {
if (cn->xform_list[j].id == at.param) {
xform_idx = j;
break;
}
}
if (xform_idx == -1) {
print_line("couldnt find matching node " + at.target + " xform for track " + at.param);
continue;
}
ERR_CONTINUE(xform_idx == -1);
Vector<float> data = at.get_value_at_time(snapshots[i]);
ERR_CONTINUE(data.empty());
Collada::Node::XForm &xf = cn->xform_list[xform_idx];
if (at.component == "ANGLE") {
ERR_CONTINUE(data.size() != 1);
ERR_CONTINUE(xf.op != Collada::Node::XForm::OP_ROTATE);
ERR_CONTINUE(xf.data.size() < 4);
xf.data[3] = data[0];
} else if (at.component == "X" || at.component == "Y" || at.component == "Z") {
int cn = at.component[0] - 'X';
ERR_CONTINUE(cn >= xf.data.size());
ERR_CONTINUE(data.size() > 1);
xf.data[cn] = data[0];
} else if (data.size() == xf.data.size()) {
xf.data = data;
} else {
if (data.size() != xf.data.size()) {
print_line("component " + at.component + " datasize " + itos(data.size()) + " xfdatasize " + itos(xf.data.size()));
}
ERR_CONTINUE(data.size() != xf.data.size());
}
}
Transform xform = cn->compute_transform(collada);
xform = collada.fix_transform(xform) * cn->post_transform;
if (nm.bone >= 0) {
//make bone transform relative to rest (in case of skeleton)
Skeleton *sk = nm.node->cast_to<Skeleton>();
if (sk) {
xform = sk->get_bone_rest(nm.bone).affine_inverse() * xform;
} else {
ERR_PRINT("INVALID SKELETON!!!!");
}
}
Quat q = xform.basis;
q.normalize();
Vector3 s = xform.basis.get_scale();
Vector3 l = xform.origin;
animation->transform_track_insert_key(track, snapshots[i], l, q, s);
}
if (nm.bone >= 0) {
if (found_anim)
bones_with_animation[E->get()] = true;
}
if (found_anim)
tracks_found = true;
else {
animation->remove_track(track);
}
}
if (p_make_tracks_in_all_bones) {
//some bones may lack animation, but since we don't store pose as a property, we must add keyframes!
for (Map<String, bool>::Element *E = bones_with_animation.front(); E; E = E->next()) {
if (E->get())
continue;
//print_line("BONE LACKS ANIM: "+E->key());
NodeMap &nm = node_map[E->key()];
String path = scene->get_path_to(nm.node);
ERR_CONTINUE(nm.bone < 0);
Skeleton *sk = static_cast<Skeleton *>(nm.node);
String name = sk->get_bone_name(nm.bone);
path = path + ":" + name;
Collada::Node *cn = collada.state.scene_map[E->key()];
if (cn->ignore_anim) {
print_line("warning, ignoring animation on node: " + path);
continue;
}
animation->add_track(Animation::TYPE_TRANSFORM);
int track = animation->get_track_count() - 1;
animation->track_set_path(track, path);
animation->track_set_imported(track, true); //helps merging later
Transform xform = cn->compute_transform(collada);
xform = collada.fix_transform(xform) * cn->post_transform;
xform = sk->get_bone_rest(nm.bone).affine_inverse() * xform;
Quat q = xform.basis;
q.normalize();
Vector3 s = xform.basis.get_scale();
Vector3 l = xform.origin;
animation->transform_track_insert_key(track, 0, l, q, s);
tracks_found = true;
}
}
if (p_import_value_tracks) {
for (int i = 0; i < valid_animated_properties.size(); i++) {
int ti = valid_animated_properties[i];
if (p_clip == -1) {
if (track_filter.has(ti))
continue;
} else {
if (!track_filter.has(ti))
continue;
}
Collada::AnimationTrack &at = collada.state.animation_tracks[ti];
// take snapshots
if (!collada.state.scene_map.has(at.target))
continue;
NodeMap &nm = node_map[at.target];
String path = scene->get_path_to(nm.node);
animation->add_track(Animation::TYPE_VALUE);
int track = animation->get_track_count() - 1;
path = path + ":" + at.param;
animation->track_set_path(track, path);
animation->track_set_imported(track, true); //helps merging later
for (int i = 0; i < at.keys.size(); i++) {
float time = at.keys[i].time;
Variant value;
Vector<float> data = at.keys[i].data;
if (data.size() == 1) {
//push a float
value = data[0];
} else if (data.size() == 16) {
//matrix
print_line("value keys for matrices not supported");
} else {
print_line("don't know what to do with this amount of value keys: " + itos(data.size()));
}
animation->track_insert_key(track, time, value);
}
tracks_found = true;
}
}
if (tracks_found) {
animations.push_back(animation);
}
}
/*********************************************************************************/
/*************************************** SCENE ***********************************/
/*********************************************************************************/
#define DEBUG_ANIMATION
uint32_t EditorSceneImporterCollada::get_import_flags() const {
return IMPORT_SCENE | IMPORT_ANIMATION;
}
void EditorSceneImporterCollada::get_extensions(List<String> *r_extensions) const {
r_extensions->push_back("dae");
}
Node *EditorSceneImporterCollada::import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps, List<String> *r_missing_deps, Error *r_err) {
ColladaImport state;
uint32_t flags = Collada::IMPORT_FLAG_SCENE;
if (p_flags & IMPORT_ANIMATION)
flags |= Collada::IMPORT_FLAG_ANIMATION;
state.use_mesh_builtin_materials = !(p_flags & IMPORT_MATERIALS_IN_INSTANCES);
state.bake_fps = p_bake_fps;
Error err = state.load(p_path, flags, p_flags & EditorSceneImporter::IMPORT_GENERATE_TANGENT_ARRAYS);
ERR_FAIL_COND_V(err != OK, NULL);
if (state.missing_textures.size()) {
/*
for(int i=0;i<state.missing_textures.size();i++) {
EditorNode::add_io_error("Texture Not Found: "+state.missing_textures[i]);
}
*/
if (r_missing_deps) {
for (int i = 0; i < state.missing_textures.size(); i++) {
//EditorNode::add_io_error("Texture Not Found: "+state.missing_textures[i]);
r_missing_deps->push_back(state.missing_textures[i]);
}
}
}
if (p_flags & IMPORT_ANIMATION) {
state.create_animations(p_flags & IMPORT_ANIMATION_FORCE_ALL_TRACKS_IN_ALL_CLIPS, p_flags & EditorSceneImporter::IMPORT_ANIMATION_KEEP_VALUE_TRACKS);
AnimationPlayer *ap = memnew(AnimationPlayer);
for (int i = 0; i < state.animations.size(); i++) {
String name;
if (state.animations[i]->get_name() == "")
name = "default";
else
name = state.animations[i]->get_name();
if (p_flags & IMPORT_ANIMATION_DETECT_LOOP) {
if (name.begins_with("loop") || name.ends_with("loop") || name.begins_with("cycle") || name.ends_with("cycle")) {
state.animations[i]->set_loop(true);
}
}
ap->add_animation(name, state.animations[i]);
}
state.scene->add_child(ap);
ap->set_owner(state.scene);
}
return state.scene;
}
Ref<Animation> EditorSceneImporterCollada::import_animation(const String &p_path, uint32_t p_flags) {
ColladaImport state;
state.use_mesh_builtin_materials = false;
Error err = state.load(p_path, Collada::IMPORT_FLAG_ANIMATION, p_flags & EditorSceneImporter::IMPORT_GENERATE_TANGENT_ARRAYS);
ERR_FAIL_COND_V(err != OK, RES());
state.create_animations(p_flags & EditorSceneImporter::IMPORT_ANIMATION_FORCE_ALL_TRACKS_IN_ALL_CLIPS, p_flags & EditorSceneImporter::IMPORT_ANIMATION_KEEP_VALUE_TRACKS);
if (state.scene)
memdelete(state.scene);
if (state.animations.size() == 0)
return Ref<Animation>();
Ref<Animation> anim = state.animations[0];
anim = state.animations[0];
print_line("Anim Load OK");
String base = p_path.get_basename().to_lower();
if (p_flags & IMPORT_ANIMATION_DETECT_LOOP) {
if (base.begins_with("loop") || base.ends_with("loop") || base.begins_with("cycle") || base.ends_with("cycle")) {
anim->set_loop(true);
}
}
return anim;
}
EditorSceneImporterCollada::EditorSceneImporterCollada() {
}