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Clean up ASSIMP import code.
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@ -146,37 +146,65 @@ private:
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COORD_LEFT = 1
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};
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};
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Spatial *_generate_scene(const String &p_path, const aiScene *scene, const uint32_t p_flags, int p_bake_fps, const int32_t p_max_bone_weights);
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void _fill_kept_node(Set<Node *> &keep_nodes);
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String _find_skeleton_bone_root(Map<Skeleton *, MeshInstance *> &skeletons, Map<MeshInstance *, String> &meshes, Spatial *root);
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void _set_bone_parent(Skeleton *s, Node *p_owner, aiNode *p_node);
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Transform _get_global_ai_node_transform(const aiScene *p_scene, const aiNode *p_current_node);
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void _generate_node_bone(const aiScene *p_scene, const aiNode *p_node, Map<String, bool> &p_mesh_bones, Skeleton *p_skeleton, const String p_path, const int32_t p_max_bone_weights);
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void _generate_node_bone_parents(const aiScene *p_scene, const aiNode *p_node, Map<String, bool> &p_mesh_bones, Skeleton *p_skeleton, const MeshInstance *p_mi);
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void _calculate_skeleton_root(Skeleton *s, const aiScene *p_scene, aiNode *&p_ai_skeleton_root, Map<String, bool> &mesh_bones, const aiNode *p_node);
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void _fill_skeleton(const aiScene *p_scene, const aiNode *p_node, Spatial *p_current, Node *p_owner, Skeleton *p_skeleton, const Map<String, bool> p_mesh_bones, const Map<String, Transform> &p_bone_rests, Set<String> p_tracks, const String p_path, Set<String> &r_removed_bones);
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void _keep_node(const String &p_path, Node *p_current, Node *p_owner, Set<Node *> &r_keep_nodes);
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void _filter_node(const String &p_path, Node *p_current, Node *p_owner, const Set<Node *> p_keep_nodes, Set<String> &r_removed_nodes);
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void _generate_node(const String &p_path, const aiScene *p_scene, const aiNode *p_node, Node *p_parent, Node *p_owner, Set<String> &r_bone_name, Set<String> p_light_names, Set<String> p_camera_names, Map<Skeleton *, MeshInstance *> &r_skeletons, const Map<String, Transform> &p_bone_rests, Vector<MeshInstance *> &r_mesh_instances, int32_t &r_mesh_count, Skeleton *p_skeleton, const int32_t p_max_bone_weights, Set<String> &r_removed_bones, Map<String, Map<uint32_t, String> > &r_name_morph_mesh_names);
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aiNode *_ai_find_node(aiNode *ai_child_node, const String bone_name);
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Transform _format_rot_xform(const String p_path, const aiScene *p_scene);
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void _get_track_set(const aiScene *p_scene, Set<String> &tracks);
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void _insert_animation_track(const aiScene *p_scene, const String p_path, int p_bake_fps, Ref<Animation> animation, float ticks_per_second, float length, const Skeleton *sk, const aiNodeAnim *track, String node_name, NodePath node_path);
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void _add_mesh_to_mesh_instance(const aiNode *p_node, const aiScene *p_scene, Skeleton *s, const String &p_path, MeshInstance *p_mesh_instance, Node *p_owner, Set<String> &r_bone_name, int32_t &r_mesh_count, int32_t p_max_bone_weights, Map<String, Map<uint32_t, String> > &r_name_morph_mesh_names);
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Ref<Texture> _load_texture(const aiScene *p_scene, String p_path);
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struct ImportState {
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String path;
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const aiScene *assimp_scene;
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uint32_t max_bone_weights;
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Spatial *root;
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Map<String, Ref<Mesh> > mesh_cache;
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Map<int, Ref<Material> > material_cache;
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Map<String, int> light_cache;
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Map<String, int> camera_cache;
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Vector<Skeleton *> skeletons;
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Map<String, int> bone_owners; //maps bones to skeleton index owned by
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Map<String, Node *> node_map;
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Map<MeshInstance *, Skeleton *> mesh_skeletons;
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bool fbx; //for some reason assimp does some things different for FBX
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AnimationPlayer *animation_player;
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};
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struct BoneInfo {
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uint32_t bone;
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float weight;
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};
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struct SkeletonHole { //nodes may be part of the skeleton by used by vertex
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String name;
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String parent;
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Transform pose;
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const aiNode *node;
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};
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const Transform _assimp_matrix_transform(const aiMatrix4x4 p_matrix);
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String _assimp_get_string(const aiString p_string) const;
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Transform _get_global_assimp_node_transform(const aiNode *p_current_node);
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void _calc_tangent_from_mesh(const aiMesh *ai_mesh, int i, int tri_index, int index, PoolColorArray::Write &w);
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void _set_texture_mapping_mode(aiTextureMapMode *map_mode, Ref<Texture> texture);
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void _find_texture_path(const String &p_path, String &path, bool &r_found);
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void _find_texture_path(const String &p_path, _Directory &dir, String &path, bool &found, String extension);
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String _ai_string_to_string(const aiString p_string) const;
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String _ai_anim_string_to_string(const aiString p_string) const;
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String _ai_raw_string_to_string(const aiString p_string) const;
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void _import_animation(const String p_path, const Vector<MeshInstance *> p_meshes, const aiScene *p_scene, AnimationPlayer *ap, int32_t p_index, int p_bake_fps, Map<Skeleton *, MeshInstance *> p_skeletons, const Set<String> p_removed_nodes, const Set<String> removed_bones, const Map<String, Map<uint32_t, String> > p_path_morph_mesh_names);
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void _insert_pivot_anim_track(const Vector<MeshInstance *> p_meshes, const String p_node_name, Vector<const aiNodeAnim *> F, AnimationPlayer *ap, Skeleton *sk, float &length, float ticks_per_second, Ref<Animation> animation, int p_bake_fps, const String &p_path, const aiScene *p_scene);
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Ref<Texture> _load_texture(ImportState &state, String p_path);
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Ref<Material> _generate_material_from_index(ImportState &state, int p_index, bool p_double_sided);
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Ref<Mesh> _generate_mesh_from_surface_indices(ImportState &state, const Vector<int> &p_surface_indices, Skeleton *p_skeleton = NULL, bool p_double_sided_material = false);
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void _generate_node(ImportState &state, const aiNode *p_assimp_node, Node *p_parent);
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void _generate_bone_groups(ImportState &state, const aiNode *p_assimp_node, Map<String, int> &ownership, Map<String, Transform> &bind_xforms);
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void _fill_node_relationships(ImportState &state, const aiNode *p_assimp_node, Map<String, int> &ownership, Map<int, int> &skeleton_map, int p_skeleton_id, Skeleton *p_skeleton, const String &p_parent_name, int &holecount, const Vector<SkeletonHole> &p_holes, const Map<String, Transform> &bind_xforms);
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void _generate_skeletons(ImportState &state, const aiNode *p_assimp_node, Map<String, int> &ownership, Map<int, int> &skeleton_map, const Map<String, Transform> &bind_xforms);
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void _insert_animation_track(ImportState &scene, const aiAnimation *assimp_anim, int p_track, int p_bake_fps, Ref<Animation> animation, float ticks_per_second, Skeleton *p_skeleton, const NodePath &p_path, const String &p_name);
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void _import_animation(ImportState &state, int p_animation_index, int p_bake_fps);
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Spatial *_generate_scene(const String &p_path, const aiScene *scene, const uint32_t p_flags, int p_bake_fps, const int32_t p_max_bone_weights);
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String _assimp_anim_string_to_string(const aiString p_string) const;
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String _assimp_raw_string_to_string(const aiString p_string) const;
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float _get_fbx_fps(int32_t time_mode, const aiScene *p_scene);
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template <class T>
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T _interpolate_track(const Vector<float> &p_times, const Vector<T> &p_values, float p_time, AssetImportAnimation::Interpolation p_interp);
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const Transform _ai_matrix_transform(const aiMatrix4x4 p_matrix);
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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;
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struct ImportFormat {
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@ -540,10 +540,11 @@ void Skeleton::clear_bones() {
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void Skeleton::set_bone_pose(int p_bone, const Transform &p_pose) {
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ERR_FAIL_INDEX(p_bone, bones.size());
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ERR_FAIL_COND(!is_inside_tree());
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bones.write[p_bone].pose = p_pose;
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_make_dirty();
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if (is_inside_tree()) {
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_make_dirty();
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}
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}
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Transform Skeleton::get_bone_pose(int p_bone) const {
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@ -108,8 +108,55 @@ void SurfaceTool::add_vertex(const Vector3 &p_vertex) {
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vtx.bones = last_bones;
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vtx.tangent = last_tangent.normal;
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vtx.binormal = last_normal.cross(last_tangent.normal).normalized() * last_tangent.d;
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const int expected_vertices = 4;
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if ((format & Mesh::ARRAY_FORMAT_WEIGHTS || format & Mesh::ARRAY_FORMAT_BONES) && (vtx.weights.size() != expected_vertices || vtx.bones.size() != expected_vertices)) {
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//ensure vertices are the expected amount
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ERR_FAIL_COND(vtx.weights.size() != vtx.bones.size());
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if (vtx.weights.size() < expected_vertices) {
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//less than requred, fill
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for (int i = vtx.weights.size(); i < expected_vertices; i++) {
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vtx.weights.push_back(0);
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vtx.bones.push_back(0);
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}
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} else if (vtx.weights.size() > expected_vertices) {
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//more than required, sort, cap and normalize.
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Vector<WeightSort> weights;
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for (int i = 0; i < vtx.weights.size(); i++) {
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WeightSort ws;
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ws.index = vtx.bones[i];
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ws.weight = vtx.weights[i];
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weights.push_back(ws);
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}
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//sort
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weights.sort();
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//cap
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weights.resize(expected_vertices);
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//renormalize
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float total = 0;
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for (int i = 0; i < expected_vertices; i++) {
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total += weights[i].weight;
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}
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vtx.weights.resize(expected_vertices);
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vtx.bones.resize(expected_vertices);
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for (int i = 0; i < expected_vertices; i++) {
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if (total > 0) {
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vtx.weights.write[i] = weights[i].weight / total;
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} else {
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vtx.weights.write[i] = 0;
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}
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vtx.bones.write[i] = weights[i].index;
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}
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}
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}
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vertex_array.push_back(vtx);
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first = false;
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format |= Mesh::ARRAY_FORMAT_VERTEX;
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}
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void SurfaceTool::add_color(Color p_color) {
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@ -161,7 +208,6 @@ void SurfaceTool::add_uv2(const Vector2 &p_uv2) {
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void SurfaceTool::add_bones(const Vector<int> &p_bones) {
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ERR_FAIL_COND(!begun);
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ERR_FAIL_COND(p_bones.size() != 4);
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ERR_FAIL_COND(!first && !(format & Mesh::ARRAY_FORMAT_BONES));
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format |= Mesh::ARRAY_FORMAT_BONES;
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@ -171,8 +217,6 @@ void SurfaceTool::add_bones(const Vector<int> &p_bones) {
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void SurfaceTool::add_weights(const Vector<float> &p_weights) {
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ERR_FAIL_COND(!begun);
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ERR_FAIL_COND(p_weights.size() != 4);
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ERR_FAIL_COND(!first && !(format & Mesh::ARRAY_FORMAT_WEIGHTS));
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format |= Mesh::ARRAY_FORMAT_WEIGHTS;
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@ -62,6 +62,14 @@ private:
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static _FORCE_INLINE_ uint32_t hash(const Vertex &p_vtx);
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};
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struct WeightSort {
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int index;
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float weight;
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bool operator<(const WeightSort &p_right) const {
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return weight < p_right.weight;
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}
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};
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bool begun;
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bool first;
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Mesh::PrimitiveType primitive;
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