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- /*************************************************************************/
- /* editor_scene_importer_gltf.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2019 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_GLTF_H
- #define EDITOR_SCENE_IMPORTER_GLTF_H
- #include "editor/import/resource_importer_scene.h"
- #include "scene/3d/skeleton.h"
- #include "scene/3d/spatial.h"
- class AnimationPlayer;
- class EditorSceneImporterGLTF : public EditorSceneImporter {
- GDCLASS(EditorSceneImporterGLTF, EditorSceneImporter);
- enum {
- ARRAY_BUFFER = 34962,
- ELEMENT_ARRAY_BUFFER = 34963,
- TYPE_BYTE = 5120,
- TYPE_UNSIGNED_BYTE = 5121,
- TYPE_SHORT = 5122,
- TYPE_UNSIGNED_SHORT = 5123,
- TYPE_UNSIGNED_INT = 5125,
- TYPE_FLOAT = 5126,
- COMPONENT_TYPE_BYTE = 5120,
- COMPONENT_TYPE_UNSIGNED_BYTE = 5121,
- COMPONENT_TYPE_SHORT = 5122,
- COMPONENT_TYPE_UNSIGNED_SHORT = 5123,
- COMPONENT_TYPE_INT = 5125,
- COMPONENT_TYPE_FLOAT = 5126,
- };
- String _get_component_type_name(uint32_t p_component);
- int _get_component_type_size(int component_type);
- enum GLTFType {
- TYPE_SCALAR,
- TYPE_VEC2,
- TYPE_VEC3,
- TYPE_VEC4,
- TYPE_MAT2,
- TYPE_MAT3,
- TYPE_MAT4,
- };
- String _get_type_name(GLTFType p_component);
- struct GLTFNode {
- //matrices need to be transformed to this
- int parent;
- Transform xform;
- String name;
- //Node *godot_node;
- //int godot_bone_index;
- int mesh;
- int camera;
- int skin;
- //int skeleton_skin;
- //int child_of_skeleton; // put as children of skeleton
- //Vector<int> skeleton_children; //skeleton put as children of this
- struct Joint {
- int skin;
- int bone;
- int godot_bone_index;
- Joint() {
- skin = -1;
- bone = -1;
- godot_bone_index = -1;
- }
- };
- Vector<Joint> joints;
- //keep them for animation
- Vector3 translation;
- Quat rotation;
- Vector3 scale;
- Vector<int> children;
- Vector<Node *> godot_nodes;
- GLTFNode() :
- parent(-1),
- mesh(-1),
- camera(-1),
- skin(-1),
- //skeleton_skin(-1),
- //child_of_skeleton(-1),
- scale(Vector3(1, 1, 1)) {
- }
- };
- struct GLTFBufferView {
- int buffer;
- int byte_offset;
- int byte_length;
- int byte_stride;
- bool indices;
- //matrices need to be transformed to this
- GLTFBufferView() :
- buffer(0),
- byte_offset(0),
- byte_length(0),
- byte_stride(0),
- indices(false) {
- }
- };
- struct GLTFAccessor {
- int buffer_view;
- int byte_offset;
- int component_type;
- bool normalized;
- int count;
- GLTFType type;
- float min;
- float max;
- int sparse_count;
- int sparse_indices_buffer_view;
- int sparse_indices_byte_offset;
- int sparse_indices_component_type;
- int sparse_values_buffer_view;
- int sparse_values_byte_offset;
- //matrices need to be transformed to this
- GLTFAccessor() {
- buffer_view = 0;
- byte_offset = 0;
- component_type = 0;
- normalized = false;
- count = 0;
- min = 0;
- max = 0;
- sparse_count = 0;
- sparse_indices_byte_offset = 0;
- sparse_values_byte_offset = 0;
- }
- };
- struct GLTFTexture {
- int src_image;
- };
- struct GLTFSkin {
- String name;
- struct Bone {
- Transform inverse_bind;
- int node;
- };
- int skeleton;
- Vector<Bone> bones;
- //matrices need to be transformed to this
- GLTFSkin() {
- skeleton = -1;
- }
- };
- struct GLTFMesh {
- Ref<ArrayMesh> mesh;
- Vector<float> blend_weights;
- };
- struct GLTFCamera {
- bool perspective;
- float fov_size;
- float zfar;
- float znear;
- GLTFCamera() {
- perspective = true;
- fov_size = 65;
- zfar = 500;
- znear = 0.1;
- }
- };
- struct GLTFAnimation {
- enum Interpolation {
- INTERP_LINEAR,
- INTERP_STEP,
- INTERP_CATMULLROMSPLINE,
- INTERP_CUBIC_SPLINE
- };
- template <class T>
- struct Channel {
- Interpolation interpolation;
- Vector<float> times;
- Vector<T> values;
- };
- struct Track {
- Channel<Vector3> translation_track;
- Channel<Quat> rotation_track;
- Channel<Vector3> scale_track;
- Vector<Channel<float> > weight_tracks;
- };
- String name;
- Map<int, Track> tracks;
- };
- struct GLTFState {
- Dictionary json;
- int major_version;
- int minor_version;
- Vector<uint8_t> glb_data;
- Vector<GLTFNode *> nodes;
- Vector<Vector<uint8_t> > buffers;
- Vector<GLTFBufferView> buffer_views;
- Vector<GLTFAccessor> accessors;
- Vector<GLTFMesh> meshes; //meshes are loaded directly, no reason not to.
- Vector<Ref<Material> > materials;
- String scene_name;
- Vector<int> root_nodes;
- Vector<GLTFTexture> textures;
- Vector<Ref<Texture> > images;
- Vector<GLTFSkin> skins;
- Vector<GLTFCamera> cameras;
- Set<String> unique_names;
- Vector<GLTFAnimation> animations;
- Map<int, Vector<int> > skeleton_nodes;
- //Map<int, Vector<int> > skin_users; //cache skin users
- ~GLTFState() {
- for (int i = 0; i < nodes.size(); i++) {
- memdelete(nodes[i]);
- }
- }
- };
- String _gen_unique_name(GLTFState &state, const String &p_name);
- Ref<Texture> _get_texture(GLTFState &state, int p_texture);
- Error _parse_json(const String &p_path, GLTFState &state);
- Error _parse_glb(const String &p_path, GLTFState &state);
- Error _parse_scenes(GLTFState &state);
- Error _parse_nodes(GLTFState &state);
- Error _parse_buffers(GLTFState &state, const String &p_base_path);
- Error _parse_buffer_views(GLTFState &state);
- GLTFType _get_type_from_str(const String &p_string);
- Error _parse_accessors(GLTFState &state);
- Error _decode_buffer_view(GLTFState &state, int p_buffer_view, double *dst, int skip_every, int skip_bytes, int element_size, int count, GLTFType type, int component_count, int component_type, int component_size, bool normalized, int byte_offset, bool for_vertex);
- Vector<double> _decode_accessor(GLTFState &state, int p_accessor, bool p_for_vertex);
- PoolVector<float> _decode_accessor_as_floats(GLTFState &state, int p_accessor, bool p_for_vertex);
- PoolVector<int> _decode_accessor_as_ints(GLTFState &state, int p_accessor, bool p_for_vertex);
- PoolVector<Vector2> _decode_accessor_as_vec2(GLTFState &state, int p_accessor, bool p_for_vertex);
- PoolVector<Vector3> _decode_accessor_as_vec3(GLTFState &state, int p_accessor, bool p_for_vertex);
- PoolVector<Color> _decode_accessor_as_color(GLTFState &state, int p_accessor, bool p_for_vertex);
- Vector<Quat> _decode_accessor_as_quat(GLTFState &state, int p_accessor, bool p_for_vertex);
- Vector<Transform2D> _decode_accessor_as_xform2d(GLTFState &state, int p_accessor, bool p_for_vertex);
- Vector<Basis> _decode_accessor_as_basis(GLTFState &state, int p_accessor, bool p_for_vertex);
- Vector<Transform> _decode_accessor_as_xform(GLTFState &state, int p_accessor, bool p_for_vertex);
- void _generate_bone(GLTFState &state, int p_node, Vector<Skeleton *> &skeletons, Node *p_parent_node);
- void _generate_node(GLTFState &state, int p_node, Node *p_parent, Node *p_owner, Vector<Skeleton *> &skeletons);
- void _import_animation(GLTFState &state, AnimationPlayer *ap, int index, int bake_fps, Vector<Skeleton *> skeletons);
- Spatial *_generate_scene(GLTFState &state, int p_bake_fps);
- Error _parse_meshes(GLTFState &state);
- Error _parse_images(GLTFState &state, const String &p_base_path);
- Error _parse_textures(GLTFState &state);
- Error _parse_materials(GLTFState &state);
- Error _parse_skins(GLTFState &state);
- Error _parse_cameras(GLTFState &state);
- Error _parse_animations(GLTFState &state);
- void _assign_scene_names(GLTFState &state);
- template <class T>
- T _interpolate_track(const Vector<float> &p_times, const Vector<T> &p_values, float p_time, GLTFAnimation::Interpolation p_interp);
- public:
- virtual uint32_t get_import_flags() const;
- virtual void get_extensions(List<String> *r_extensions) const;
- virtual Node *import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps, List<String> *r_missing_deps = NULL, Error *r_err = NULL);
- virtual Ref<Animation> import_animation(const String &p_path, uint32_t p_flags, int p_bake_fps);
- EditorSceneImporterGLTF();
- };
- #endif // EDITOR_SCENE_IMPORTER_GLTF_H
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