virtualx-engine/modules/assimp/editor_scene_importer_assimp.h
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00

149 lines
6.1 KiB
C++

/*************************************************************************/
/* editor_scene_importer_assimp.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_IMPORTER_ASSIMP_H
#define EDITOR_SCENE_IMPORTER_ASSIMP_H
#ifdef TOOLS_ENABLED
#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.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/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>
#include <map>
#include "import_state.h"
#include "import_utils.h"
using namespace AssimpImporter;
class AssimpStream : public Assimp::LogStream {
public:
// Constructor
AssimpStream() {}
// Destructor
~AssimpStream() {}
// Write something using your own functionality
void write(const char *message) {
print_verbose(String("Open Asset Import: ") + String(message).strip_edges());
}
};
class EditorSceneImporterAssimp : public EditorSceneImporter {
private:
GDCLASS(EditorSceneImporterAssimp, EditorSceneImporter);
struct AssetImportAnimation {
enum Interpolation {
INTERP_LINEAR,
INTERP_STEP,
INTERP_CATMULLROMSPLINE,
INTERP_CUBIC_SPLINE
};
};
struct BoneInfo {
uint32_t bone;
float weight;
};
Ref<Mesh> _generate_mesh_from_surface_indices(ImportState &state, const Vector<int> &p_surface_indices,
const aiNode *assimp_node, Ref<Skin> &skin,
Skeleton *&skeleton_assigned);
// simple object creation functions
Spatial *create_light(ImportState &state,
const String &node_name,
Transform &look_at_transform);
Spatial *create_camera(
ImportState &state,
const String &node_name,
Transform &look_at_transform);
// non recursive - linear so must not use recursive arguments
MeshInstance *create_mesh(ImportState &state, const aiNode *assimp_node, const String &node_name, Node *active_node, Transform node_transform);
// recursive node generator
void _generate_node(ImportState &state, const aiNode *assimp_node);
void _insert_animation_track(ImportState &scene, const aiAnimation *assimp_anim, int track_id,
int anim_fps, Ref<Animation> animation, float ticks_per_second,
Skeleton *skeleton, const NodePath &node_path,
const String &node_name, aiBone *track_bone);
void _import_animation(ImportState &state, int p_animation_index, int p_bake_fps);
Node *get_node_by_name(ImportState &state, String name);
aiBone *get_bone_from_stack(ImportState &state, aiString name);
Spatial *_generate_scene(const String &p_path, aiScene *scene, const uint32_t p_flags, int p_bake_fps, const int32_t p_max_bone_weights);
template <class T>
T _interpolate_track(const Vector<float> &p_times, const Vector<T> &p_values, float p_time, AssetImportAnimation::Interpolation p_interp);
void _register_project_setting_import(const String generic, const String import_setting_string, const Vector<String> &exts, List<String> *r_extensions, const bool p_enabled) const;
struct ImportFormat {
Vector<String> extensions;
bool is_default;
};
protected:
static void _bind_methods();
public:
EditorSceneImporterAssimp() {
Assimp::DefaultLogger::create("", Assimp::Logger::VERBOSE);
unsigned int severity = Assimp::Logger::Info | Assimp::Logger::Err | Assimp::Logger::Warn;
Assimp::DefaultLogger::get()->attachStream(new AssimpStream(), severity);
}
~EditorSceneImporterAssimp() {
Assimp::DefaultLogger::kill();
}
virtual void get_extensions(List<String> *r_extensions) const;
virtual uint32_t get_import_flags() const;
virtual Node *import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps, List<String> *r_missing_deps, Error *r_err = NULL);
Ref<Image> load_image(ImportState &state, const aiScene *p_scene, String p_path);
static void RegenerateBoneStack(ImportState &state);
void RegenerateBoneStack(ImportState &state, aiMesh *mesh);
};
#endif
#endif