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editor_import_collada.cpp
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editor_import_collada.cpp
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/**************************************************************************/
/* editor_import_collada.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 "core/os/os.h"
#include "editor/editor_node.h"
#include "editor/import/3d/collada.h"
#include "scene/3d/camera_3d.h"
#include "scene/3d/importer_mesh_instance_3d.h"
#include "scene/3d/light_3d.h"
#include "scene/3d/mesh_instance_3d.h"
#include "scene/3d/node_3d.h"
#include "scene/3d/path_3d.h"
#include "scene/3d/skeleton_3d.h"
#include "scene/animation/animation_player.h"
#include "scene/resources/animation.h"
#include "scene/resources/importer_mesh.h"
#include "scene/resources/packed_scene.h"
#include "scene/resources/surface_tool.h"
struct ColladaImport {
Collada collada;
Node3D *scene = nullptr;
Vector<Ref<Animation>> animations;
struct NodeMap {
//String path;
Node3D *node = nullptr;
int bone = -1;
List<int> anim_tracks;
};
bool found_ambient = false;
Color ambient;
bool found_directional = false;
bool force_make_tangents = false;
bool apply_mesh_xform_to_vertices = true;
bool use_mesh_builtin_materials = false;
float bake_fps = 30;
HashMap<String, NodeMap> node_map; //map from collada node to engine node
HashMap<String, String> node_name_map; //map from collada node to engine node
HashMap<String, Ref<ImporterMesh>> mesh_cache;
HashMap<String, Ref<Curve3D>> curve_cache;
HashMap<String, Ref<Material>> material_cache;
HashMap<Collada::Node *, Skeleton3D *> skeleton_map;
HashMap<Skeleton3D *, HashMap<String, int>> skeleton_bone_map;
HashSet<String> valid_animated_nodes;
Vector<int> valid_animated_properties;
HashMap<String, bool> bones_with_animation;
HashSet<String> mesh_unique_names;
HashSet<String> material_unique_names;
Error _populate_skeleton(Skeleton3D *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, Node3D *p_parent);
Error _create_resources(Collada::Node *p_node, bool p_use_compression);
Error _create_material(const String &p_target);
Error _create_mesh_surfaces(bool p_optimize, Ref<ImporterMesh> &p_mesh, const HashMap<String, Collada::NodeGeometry::Material> &p_material_map, const Collada::MeshData &meshdata, const Transform3D &p_local_xform, const Vector<int> &bone_remap, const Collada::SkinControllerData *p_skin_controller, const Collada::MorphControllerData *p_morph_data, Vector<Ref<ImporterMesh>> p_morph_meshes = Vector<Ref<ImporterMesh>>(), bool p_use_compression = false, bool p_use_mesh_material = false);
Error load(const String &p_path, int p_flags, bool p_force_make_tangents = false, bool p_use_compression = false);
void _fix_param_animation_tracks();
void create_animation(int p_clip, bool p_import_value_tracks);
void create_animations(bool p_import_value_tracks);
HashSet<String> tracks_in_clips;
Vector<String> missing_textures;
void _pre_process_lights(Collada::Node *p_node);
};
Error ColladaImport::_populate_skeleton(Skeleton3D *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);
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;
{
Transform3D xform = joint->compute_transform(collada);
xform = collada.fix_transform(xform) * joint->post_transform;
p_skeleton->set_bone_pose_position(r_bone, xform.origin);
p_skeleton->set_bone_pose_rotation(r_bone, xform.basis.get_rotation_quaternion());
p_skeleton->set_bone_pose_scale(r_bone, xform.basis.get_scale());
}
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 {
WARN_PRINT("Collada: 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) {
Skeleton3D *sk = memnew(Skeleton3D);
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, Node3D *p_parent) {
Node3D *node = nullptr;
switch (p_node->type) {
case Collada::Node::TYPE_NODE: {
node = memnew(Node3D);
} 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_GET("collada/use_ambient"))) {
return OK;
}
//well, it's an ambient light..
Light3D *l = memnew(DirectionalLight3D);
//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..
Light3D *l = memnew(DirectionalLight3D);
/*
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 {
Light3D *l;
if (ld.mode == Collada::LightData::MODE_OMNI) {
l = memnew(OmniLight3D);
} else {
l = memnew(SpotLight3D);
//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(Node3D);
}
} break;
case Collada::Node::TYPE_CAMERA: {
Collada::NodeCamera *cam = static_cast<Collada::NodeCamera *>(p_node);
Camera3D *camera = memnew(Camera3D);
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(Camera3D::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(Camera3D::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(Path3D);
} else {
//mesh since nothing else
node = memnew(ImporterMeshInstance3D);
//Object::cast_to<ImporterMeshInstance3D>(node)->set_flag(GeometryInstance3D::FLAG_USE_BAKED_LIGHT, true);
}
} break;
case Collada::Node::TYPE_SKELETON: {
ERR_FAIL_COND_V(!skeleton_map.has(p_node), ERR_CANT_CREATE);
Skeleton3D *sk = skeleton_map[p_node];
node = sk;
} break;
}
if (!p_node->name.is_empty()) {
node->set_name(p_node->name);
}
NodeMap nm;
nm.node = node;
node_map[p_node->id] = nm;
node_name_map[node->get_name()] = p_node->id;
Transform3D xf = p_node->default_transform;
xf = collada.fix_transform(xf) * p_node->post_transform;
node->set_transform(xf);
p_parent->add_child(node, true);
node->set_owner(scene);
if (!p_node->empty_draw_type.is_empty()) {
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<StandardMaterial3D> material = memnew(StandardMaterial3D);
String base_name;
if (!src_mat.name.is_empty()) {
base_name = src_mat.name;
} else if (!effect.name.is_empty()) {
base_name = effect.name;
} else {
base_name = "Material";
}
String name = base_name;
int counter = 2;
while (material_unique_names.has(name)) {
name = base_name + itos(counter++);
}
material_unique_names.insert(name);
material->set_name(name);
// DIFFUSE
if (!effect.diffuse.texture.is_empty()) {
String texfile = effect.get_texture_path(effect.diffuse.texture, collada);
if (!texfile.is_empty()) {
if (texfile.begins_with("/")) {
texfile = texfile.replace_first("/", "res://");
}
Ref<Texture2D> texture = ResourceLoader::load(texfile, "Texture2D");
if (texture.is_valid()) {
material->set_texture(StandardMaterial3D::TEXTURE_ALBEDO, texture);
material->set_albedo(Color(1, 1, 1, 1));
//material->set_parameter(StandardMaterial3D::PARAM_DIFFUSE,Color(1,1,1,1));
} else {
missing_textures.push_back(texfile.get_file());
}
}
} else {
material->set_albedo(effect.diffuse.color);
}
// SPECULAR
if (!effect.specular.texture.is_empty()) {
String texfile = effect.get_texture_path(effect.specular.texture, collada);
if (!texfile.is_empty()) {
if (texfile.begins_with("/")) {
texfile = texfile.replace_first("/", "res://");
}
Ref<Texture2D> texture = ResourceLoader::load(texfile, "Texture2D");
if (texture.is_valid()) {
material->set_texture(StandardMaterial3D::TEXTURE_METALLIC, texture);
material->set_specular(1.0);
//material->set_texture(StandardMaterial3D::PARAM_SPECULAR,texture);
//material->set_parameter(StandardMaterial3D::PARAM_SPECULAR,Color(1,1,1,1));
} else {
missing_textures.push_back(texfile.get_file());
}
}
} else {
material->set_metallic(effect.specular.color.get_v());
}
// EMISSION
if (!effect.emission.texture.is_empty()) {
String texfile = effect.get_texture_path(effect.emission.texture, collada);
if (!texfile.is_empty()) {
if (texfile.begins_with("/")) {
texfile = texfile.replace_first("/", "res://");
}
Ref<Texture2D> texture = ResourceLoader::load(texfile, "Texture2D");
if (texture.is_valid()) {
material->set_feature(StandardMaterial3D::FEATURE_EMISSION, true);
material->set_texture(StandardMaterial3D::TEXTURE_EMISSION, texture);
material->set_emission(Color(1, 1, 1, 1));
//material->set_parameter(StandardMaterial3D::PARAM_EMISSION,Color(1,1,1,1));
} else {
missing_textures.push_back(texfile.get_file());
}
}
} else {
if (effect.emission.color != Color()) {
material->set_feature(StandardMaterial3D::FEATURE_EMISSION, true);
material->set_emission(effect.emission.color);
}
}
// NORMAL
if (!effect.bump.texture.is_empty()) {
String texfile = effect.get_texture_path(effect.bump.texture, collada);
if (!texfile.is_empty()) {
if (texfile.begins_with("/")) {
texfile = texfile.replace_first("/", "res://");
}
Ref<Texture2D> texture = ResourceLoader::load(texfile, "Texture2D");
if (texture.is_valid()) {
material->set_feature(StandardMaterial3D::FEATURE_NORMAL_MAPPING, true);
material->set_texture(StandardMaterial3D::TEXTURE_NORMAL, texture);
//material->set_emission(Color(1,1,1,1));
//material->set_texture(StandardMaterial3D::PARAM_NORMAL,texture);
} else {
//missing_textures.push_back(texfile.get_file());
}
}
}
float roughness = (effect.shininess - 1.0) / 510;
material->set_roughness(roughness);
if (effect.double_sided) {
material->set_cull_mode(StandardMaterial3D::CULL_DISABLED);
}
if (effect.unshaded) {
material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
}
material_cache[p_target] = material;
return OK;
}
Error ColladaImport::_create_mesh_surfaces(bool p_optimize, Ref<ImporterMesh> &p_mesh, const HashMap<String, Collada::NodeGeometry::Material> &p_material_map, const Collada::MeshData &meshdata, const Transform3D &p_local_xform, const Vector<int> &bone_remap, const Collada::SkinControllerData *p_skin_controller, const Collada::MorphControllerData *p_morph_data, Vector<Ref<ImporterMesh>> p_morph_meshes, bool p_use_compression, bool p_use_mesh_material) {
bool local_xform_mirror = p_local_xform.basis.determinant() < 0;
if (p_morph_data) {
//add morph 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 = nullptr;
int normal_ofs = 0;
{
String normal_source_id = "";
if (p.sources.has("NORMAL")) {
normal_source_id = p.sources["NORMAL"].source;
normal_ofs = p.sources["NORMAL"].offset;
} else if (meshdata.vertices[vertex_src_id].sources.has("NORMAL")) {
normal_source_id = meshdata.vertices[vertex_src_id].sources["NORMAL"];
normal_ofs = vertex_ofs;
}
if (!normal_source_id.is_empty()) {
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 = nullptr;
int binormal_ofs = 0;
{
String binormal_source_id = "";
if (p.sources.has("TEXBINORMAL")) {
binormal_source_id = p.sources["TEXBINORMAL"].source;
binormal_ofs = p.sources["TEXBINORMAL"].offset;
} else if (meshdata.vertices[vertex_src_id].sources.has("TEXBINORMAL")) {
binormal_source_id = meshdata.vertices[vertex_src_id].sources["TEXBINORMAL"];
binormal_ofs = vertex_ofs;
}
if (!binormal_source_id.is_empty()) {
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 = nullptr;
int tangent_ofs = 0;
{
String tangent_source_id = "";
if (p.sources.has("TEXTANGENT")) {
tangent_source_id = p.sources["TEXTANGENT"].source;
tangent_ofs = p.sources["TEXTANGENT"].offset;
} else if (meshdata.vertices[vertex_src_id].sources.has("TEXTANGENT")) {
tangent_source_id = meshdata.vertices[vertex_src_id].sources["TEXTANGENT"];
tangent_ofs = vertex_ofs;
}
if (!tangent_source_id.is_empty()) {
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 = nullptr;
int uv_ofs = 0;
{
String uv_source_id = "";
if (p.sources.has("TEXCOORD0")) {
uv_source_id = p.sources["TEXCOORD0"].source;
uv_ofs = p.sources["TEXCOORD0"].offset;
} else if (meshdata.vertices[vertex_src_id].sources.has("TEXCOORD0")) {
uv_source_id = meshdata.vertices[vertex_src_id].sources["TEXCOORD0"];
uv_ofs = vertex_ofs;
}
if (!uv_source_id.is_empty()) {
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 = nullptr;
int uv2_ofs = 0;
{
String uv2_source_id = "";
if (p.sources.has("TEXCOORD1")) {
uv2_source_id = p.sources["TEXCOORD1"].source;
uv2_ofs = p.sources["TEXCOORD1"].offset;
} else if (meshdata.vertices[vertex_src_id].sources.has("TEXCOORD1")) {
uv2_source_id = meshdata.vertices[vertex_src_id].sources["TEXCOORD1"];
uv2_ofs = vertex_ofs;
}
if (!uv2_source_id.is_empty()) {
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 = nullptr;
int color_ofs = 0;
{
String color_source_id = "";
if (p.sources.has("COLOR")) {
color_source_id = p.sources["COLOR"].source;
color_ofs = p.sources["COLOR"].offset;
} else if (meshdata.vertices[vertex_src_id].sources.has("COLOR")) {
color_source_id = meshdata.vertices[vertex_src_id].sources["COLOR"];
color_ofs = vertex_ofs;
}
if (!color_source_id.is_empty()) {
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 */
/************************/
HashMap<int, Vector<Collada::Vertex::Weight>> pre_weights;
bool has_weights = false;
if (p_skin_controller) {
const Collada::SkinControllerData::Source *weight_src = nullptr;
int weight_ofs = 0;
if (p_skin_controller->weights.sources.has("WEIGHT")) {
String weight_id = p_skin_controller->weights.sources["WEIGHT"].source;
weight_ofs = p_skin_controller->weights.sources["WEIGHT"].offset;
if (p_skin_controller->sources.has(weight_id)) {
weight_src = &p_skin_controller->sources[weight_id];
}
}
int joint_ofs = 0;
if (p_skin_controller->weights.sources.has("JOINT")) {
joint_ofs = p_skin_controller->weights.sources["JOINT"].offset;
}
//should be OK, given this was pre-checked.
int index_ofs = 0;
int wstride = p_skin_controller->weights.sources.size();
for (int w_i = 0; w_i < p_skin_controller->weights.sets.size(); w_i++) {
int amount = p_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, p_skin_controller->weights.indices.size(), ERR_INVALID_DATA);
int weight_index = p_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 = p_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.write[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;
index_ofs += wstride * amount;
}
//vertices need to be localized
has_weights = true;
}
RBSet<Collada::Vertex> vertex_set; //vertex set will be the vertices
List<int> indices_list; //indices will be the indices
/**************************/
/* CREATE PRIMITIVE ARRAY */
/**************************/
// The way collada uses indices is more optimal, and friendlier with 3D modeling 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_j = 0; p_j < p.count; p_j++) {
int amount;
if (p.polygons.size()) {
ERR_FAIL_INDEX_V(p_j, p.polygons.size(), ERR_INVALID_DATA);
amount = p.polygons[p_j];
} 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 + 0, vertex_src->array.size(), ERR_INVALID_DATA);
ERR_FAIL_INDEX_V(vertex_pos + 2, 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 + 0, normal_src->array.size(), ERR_INVALID_DATA);
ERR_FAIL_INDEX_V(normal_pos + 2, 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]);
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 + 0, binormal_src->array.size(), ERR_INVALID_DATA);
ERR_FAIL_INDEX_V(binormal_pos + 2, 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 + 0, tangent_src->array.size(), ERR_INVALID_DATA);
ERR_FAIL_INDEX_V(tangent_pos + 2, 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 + 0, uv_src->array.size(), ERR_INVALID_DATA);
ERR_FAIL_INDEX_V(uv_pos + 1, 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 + 0, uv2_src->array.size(), ERR_INVALID_DATA);
ERR_FAIL_INDEX_V(uv2_pos + 1, 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 + 0, color_src->array.size(), ERR_INVALID_DATA);
ERR_FAIL_INDEX_V(color_pos + ((color_src->stride > 3) ? 3 : 2), 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) {
Vector3 bn = vertex.normal.cross(vertex.tangent.normal) * vertex.tangent.d;
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;
SWAP(bn.z, bn.y);
bn.z = -bn.z;
vertex.tangent.d = vertex.normal.cross(vertex.tangent.normal).dot(bn) > 0 ? 1 : -1;
}
#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);
}
//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 (const Collada::Vertex &F : vertex_set) {
vertex_array.write[F.idx] = F;
}
if (has_weights) {
//if skeleton, localize
Transform3D local_xform = p_local_xform;
for (int i = 0; i < vertex_array.size(); i++) {
vertex_array.write[i].vertex = local_xform.xform(vertex_array[i].vertex);
vertex_array.write[i].normal = local_xform.basis.xform(vertex_array[i].normal).normalized();
vertex_array.write[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;
}
}
}
/*****************/
/* MAKE SURFACES */
/*****************/
{
Ref<StandardMaterial3D> material;
{
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.is_empty()) {
WARN_PRINT("Collada: Unreferenced material in geometry instance: " + p.material);
}
}
uint64_t mesh_flags = 0;
if (p_use_compression) {
mesh_flags = RS::ARRAY_FLAG_COMPRESS_ATTRIBUTES;
}
// We can't generate tangents without UVs, so create dummy tangents.
bool generate_dummy_tangents = (!binormal_src || !tangent_src) && !uv_src && force_make_tangents;
Ref<SurfaceTool> surftool;
surftool.instantiate();
surftool->begin(Mesh::PRIMITIVE_TRIANGLES);
for (int k = 0; k < vertex_array.size(); k++) {
if (normal_src) {
surftool->set_normal(vertex_array[k].normal);
if (binormal_src && tangent_src) {
surftool->set_tangent(vertex_array[k].tangent);
} else if (generate_dummy_tangents) {
Vector3 tan = Vector3(0.0, 1.0, 0.0).cross(vertex_array[k].normal);
surftool->set_tangent(Plane(tan.x, tan.y, tan.z, 1.0));
}
} else {
// No normals, use a dummy normal since normals will be generated.
if (generate_dummy_tangents) {
surftool->set_tangent(Plane(1.0, 0.0, 0.0, 1.0));
}
}
if (uv_src) {
surftool->set_uv(Vector2(vertex_array[k].uv.x, vertex_array[k].uv.y));
}
if (uv2_src) {
surftool->set_uv2(Vector2(vertex_array[k].uv2.x, vertex_array[k].uv2.y));
}
if (color_src) {
surftool->set_color(vertex_array[k].color);
}
if (has_weights) {
Vector<float> weights;
Vector<int> bones;
weights.resize(RS::ARRAY_WEIGHTS_SIZE);
bones.resize(RS::ARRAY_WEIGHTS_SIZE);
//float sum=0.0;
for (int l = 0; l < RS::ARRAY_WEIGHTS_SIZE; l++) {
if (l < vertex_array[k].weights.size()) {
weights.write[l] = vertex_array[k].weights[l].weight;
bones.write[l] = vertex_array[k].weights[l].bone_idx;
//sum += vertex_array[k].weights[l].weight;
} else {
weights.write[l] = 0;
bones.write[l] = 0;
}
}
surftool->set_bones(bones);
surftool->set_weights(weights);
}
surftool->add_vertex(vertex_array[k].vertex);
}
for (int &E : indices_list) {
surftool->add_index(E);
}
if (!normal_src) {
// Should always have normals.
surftool->generate_normals();
}
bool generate_tangents = (!binormal_src || !tangent_src) && uv_src && force_make_tangents;
if (generate_tangents) {
surftool->generate_tangents();
}
if (p_mesh->get_blend_shape_count() != 0 || p_skin_controller) {
// Can't compress if attributes missing or if using vertex weights.