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diff --git a/tools/editor/io_plugins/editor_import_collada.cpp b/tools/editor/io_plugins/editor_import_collada.cpp
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+/*************************************************************************/
+/* editor_import_collada.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* 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 "collada/collada.h"
+#include "scene/3d/spatial.h"
+#include "scene/3d/skeleton.h"
+#include "scene/3d/path.h"
+#include "scene/3d/camera.h"
+#include "scene/3d/light.h"
+#include "scene/animation/animation_player.h"
+#include "scene/3d/mesh_instance.h"
+#include "scene/resources/animation.h"
+#include "scene/resources/packed_scene.h"
+#include "os/os.h"
+#include "tools/editor/editor_node.h"
+
+
+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;
+
+
+
+ Map<String,NodeMap> node_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< 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(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(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);
+ 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=-1);
+ void create_animations();
+
+ 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;
+
+ }
+};
+
+
+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);
+
+ 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;
+
+ 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(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.x_mag) {
+
+ camera->set_orthogonal(cd.orthogonal.x_mag,cd.z_near,cd.z_far);
+
+ } else if (!cd.orthogonal.x_mag && cd.orthogonal.y_mag) {
+
+ camera->set_orthogonal(cd.orthogonal.y_mag * cd.aspect,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 );
+ }
+ } break;
+ case 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...!
+
+ node=sk;
+ } break;
+
+ }
+
+ if (p_node->name!="")
+ node->set_name(p_node->name);
+ NodeMap nm;
+ nm.node=node;
+ node_map[p_node->id]=nm;
+ 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);
+
+ 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<FixedMaterial> material= memnew( FixedMaterial );
+
+ // 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(FixedMaterial::PARAM_DIFFUSE,texture);
+ material->set_parameter(FixedMaterial::PARAM_DIFFUSE,Color(1,1,1,1));
+ } else {
+ missing_textures.push_back(texfile.get_file());
+ }
+ }
+ } else {
+ material->set_parameter(FixedMaterial::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(FixedMaterial::PARAM_SPECULAR,texture);
+ material->set_parameter(FixedMaterial::PARAM_SPECULAR,Color(1,1,1,1));
+ } else {
+ missing_textures.push_back(texfile.get_file());
+ }
+
+ }
+ } else {
+ material->set_parameter(FixedMaterial::PARAM_SPECULAR,effect.specular.color);
+ }
+
+ // 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_texture(FixedMaterial::PARAM_EMISSION,texture);
+ material->set_parameter(FixedMaterial::PARAM_EMISSION,Color(1,1,1,1));
+ }else {
+ missing_textures.push_back(texfile.get_file());
+ }
+
+ }
+ } else {
+ material->set_parameter(FixedMaterial::PARAM_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_texture(FixedMaterial::PARAM_NORMAL,texture);
+ }else {
+ missing_textures.push_back(texfile.get_file());
+ }
+
+ }
+ }
+
+
+ material->set_parameter(FixedMaterial::PARAM_SPECULAR_EXP,effect.shininess);
+ material->set_flag(Material::FLAG_DOUBLE_SIDED,effect.double_sided);
+
+ material_cache[p_target]=material;
+ return OK;
+}
+
+
+static void _generate_normals(const DVector<int>& p_indices,const DVector<Vector3>& p_vertices,DVector<Vector3>&r_normals) {
+
+
+ r_normals.resize(p_vertices.size());
+ DVector<Vector3>::Write narrayw = r_normals.write();
+
+ int iacount=p_indices.size()/3;
+ DVector<int>::Read index_arrayr = p_indices.read();
+ DVector<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 DVector<int>& p_indices,const DVector<Vector3>& p_vertices,const DVector<Vector3>& p_uvs,const DVector<Vector3>& p_normals,DVector<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;
+
+ DVector<int>::Read index_arrayr = p_indices.read();
+ DVector<Vector3>::Read vertex_arrayr = p_vertices.read();
+ DVector<Vector3>::Read narrayr = p_normals.read();
+ DVector<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);
+ binormal = Vector3((s1 * x2 - s2 * x1) * r, (s1 * y2 - s2 * y1) * r,
+ (s1 * z2 - s2 * z1) * r);
+ }
+
+ 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;
+
+ }
+
+ r_tangents.resize(vlen*4);
+ DVector<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(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) {
+
+
+ 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_morph_target(name);
+ }
+ if (p_morph_data->mode=="RELATIVE")
+ p_mesh->set_morph_target_mode(Mesh::MORPH_MODE_RELATIVE);
+ else if (p_morph_data->mode=="NORMALIZED")
+ p_mesh->set_morph_target_mode(Mesh::MORPH_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 (false && 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..
+
+
+ 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 sofware,
+ // 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;
+ 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;
+
+ 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 (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;
+
+ }
+
+#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();
+ }
+
+ /************************/
+ /* ADD WEIGHTS IF EXIST */
+ /************************/
+
+
+ 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];
+
+ if (vertex_map.has(w_i)) { //vertex may no longer be here, don't bother converting
+
+ 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 allways 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);
+
+ }
+
+
+ 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;
+
+ }
+
+ } else {
+ //zzprint_line("no vertex found for index "+itos(w_i));
+ }
+
+ index_ofs+=wstride*amount;
+
+ }
+
+ //vertices need to be localized
+
+ 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;
+ }
+ }
+
+ has_weights=true;
+
+ }
+
+ DVector<int> index_array;
+ index_array.resize(indices_list.size());
+ DVector<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=DVector<int>::Write();
+
+
+ /*****************/
+ /* MAKE SURFACES */
+ /*****************/
+
+
+ {
+
+ Ref<FixedMaterial> 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);
+ }
+ }
+
+
+
+ DVector<Vector3> final_vertex_array;
+ DVector<Vector3> final_normal_array;
+ DVector<float> final_tangent_array;
+ DVector<Color> final_color_array;
+ DVector<Vector3> final_uv_array;
+ DVector<Vector3> final_uv2_array;
+ DVector<float> final_bone_array;
+ DVector<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
+
+ DVector<Vector3> varray;
+ varray.resize(vertex_array.size());
+
+ DVector<Vector3>::Write varrayw = varray.write();
+
+ for(int k=0;k<vlen;k++)
+ varrayw[k]=vertex_array[k].vertex;
+
+ varrayw = DVector<Vector3>::Write();
+ final_vertex_array=varray;
+
+ }
+
+
+ if (uv_src) { //compute uv first, may be needed for computing tangent/bionrmal
+ DVector<Vector3> uvarray;
+ uvarray.resize(vertex_array.size());
+ DVector<Vector3>::Write uvarrayw = uvarray.write();
+
+ for(int k=0;k<vlen;k++) {
+ uvarrayw[k]=vertex_array[k].uv;
+ }
+
+ uvarrayw = DVector<Vector3>::Write();
+ final_uv_array=uvarray;
+
+ }
+
+ if (uv2_src) { //compute uv first, may be needed for computing tangent/bionrmal
+ DVector<Vector3> uv2array;
+ uv2array.resize(vertex_array.size());
+ DVector<Vector3>::Write uv2arrayw = uv2array.write();
+
+ for(int k=0;k<vlen;k++) {
+ uv2arrayw[k]=vertex_array[k].uv;
+ }
+
+ uv2arrayw = DVector<Vector3>::Write();
+ final_uv2_array=uv2array;
+
+ }
+
+ if (normal_src) {
+ DVector<Vector3> narray;
+ narray.resize(vertex_array.size());
+ DVector<Vector3>::Write narrayw = narray.write();
+
+ for(int k=0;k<vlen;k++) {
+ narrayw[k]=vertex_array[k].normal;
+ }
+
+ narrayw = DVector<Vector3>::Write();
+ final_normal_array=narray;
+
+ //DVector<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) {
+
+ DVector<real_t> tarray;
+ tarray.resize(vertex_array.size()*4);
+ DVector<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 = DVector<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() && material->get_texture(FixedMaterial::PARAM_NORMAL).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) {
+ DVector<Color> colorarray;
+ colorarray.resize(vertex_array.size());
+ DVector<Color>::Write colorarrayw = colorarray.write();
+
+ for(int k=0;k<vlen;k++) {
+ colorarrayw[k]=vertex_array[k].color;
+ }
+
+ colorarrayw = DVector<Color>::Write();
+
+ final_color_array=colorarray;
+ }
+
+ if (has_weights) {
+ DVector<float> weightarray;
+ DVector<float> bonearray;
+
+ weightarray.resize(vertex_array.size()*4);
+ DVector<float>::Write weightarrayw = weightarray.write();
+ bonearray.resize(vertex_array.size()*4);
+ DVector<float>::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]=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 = DVector<float>::Write();
+ bonearrayw = DVector<float>::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 (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.
+
+ DVector<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
+ DVector<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 = DVector<Vector3>::Write();
+ DVector<Vector3> normals;
+ DVector<float> tangents;
+
+ _generate_normals(index_array,vertices,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;
+
+ }
+
+ }
+
+
+ p_mesh->add_surface(Mesh::PRIMITIVE_TRIANGLES,d,mr);
+
+ if (material.is_valid()) {
+ 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;
+
+ if (ng->controller) {
+
+ if (collada.state.skin_controller_data_map.has(ng->source)) {
+
+
+ ERR_FAIL_COND_V(!collada.state.skin_controller_data_map.has(ng->source),ERR_INVALID_DATA);
+ skin=&collada.state.skin_controller_data_map[ng->source];
+
+ Vector<String> skeletons = ng->skeletons;
+
+ ERR_FAIL_COND_V( skeletons.empty(), ERR_INVALID_DATA );
+
+ String skname = skeletons[0];
+ 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];
+ meshid=morph->mesh;
+ }
+
+ apply_xform=collada.fix_transform(p_node->default_transform);
+ node->set_transform(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];
+ ERR_FAIL_COND_V( !bone_remap_map.has(str), ERR_INVALID_DATA );
+ bone_remap[i]=bone_remap_map[str];
+ }
+ } else if (collada.state.morph_controller_data_map.has(ng->source)) {
+ //it's a morph!!
+ morph = &collada.state.morph_controller_data_map[meshid];
+ meshid=morph->mesh;
+ } else {
+ ERR_EXPLAIN("Controller Instance Source '"+ng->source+"' 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(mesh,ng->material_map,meshdata,apply_xform,bone_remap,skin,morph);
+ 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);
+ }
+ }
+ }
+
+ 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(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"];
+
+ 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() {
+
+ print_line("-=-=-=-=-PRE CA");
+ _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];
+ if (!node_map.has(at.target)) {
+ print_line("Coudlnt find node: "+at.target);
+ continue;
+ }
+
+
+ if (at.property) {
+
+ valid_animated_properties.push_back(i);
+
+ } else {
+ node_map[at.target].anim_tracks.push_back(i);
+ valid_animated_nodes.insert(at.target);
+ }
+
+ }
+
+ create_animation();
+ print_line("clipcount: "+itos(collada.state.animation_clips.size()));
+ for(int i=0;i<collada.state.animation_clips.size();i++)
+ create_animation(i);
+
+}
+
+void ColladaImport::create_animation(int p_clip) {
+
+ 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 = 1.0/20.0; //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<collada.state.animation_length) {
+ if (f>=collada.state.animation_length)
+ f=collada.state.animation_length;
+
+ base_snapshots.push_back(f);
+ f+=snapshot_interval;
+ }
+ 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) {
+ 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 );
+
+ 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 );
+ }
+
+ }
+
+
+ //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 );
+
+
+ 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;
+ }
+
+
+
+
+ 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);
+
+ Collada::Node *cn = collada.state.scene_map[at.target];
+ //if (cn->ignore_anim) {
+ // print_line("warning, ignoring property animation on node: "+nm.path);
+ //continue;
+ //}
+
+ animation->add_track(Animation::TYPE_VALUE);
+ int track = animation->get_track_count() -1;
+ path = path +":"+at.param;
+ animation->track_set_path( track , path );
+
+ 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,Error* r_err) {
+
+
+ ColladaImport state;
+ uint32_t flags=Collada::IMPORT_FLAG_SCENE;
+ if (p_flags&IMPORT_ANIMATION)
+ flags|=Collada::IMPORT_FLAG_ANIMATION;
+
+
+ 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 (p_flags&IMPORT_FAIL_ON_MISSING_DEPENDENCIES)
+ return NULL;
+ }
+
+ if (p_flags&IMPORT_ANIMATION) {
+
+ state.create_animations();
+ 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_OPTIMIZE)
+ state.animations[i]->optimize();
+ 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;
+
+
+ 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();
+ 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.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);
+ }
+ }
+
+ if (p_flags&IMPORT_ANIMATION_OPTIMIZE)
+ anim->optimize();
+
+ return anim;
+}
+
+
+EditorSceneImporterCollada::EditorSceneImporterCollada() {
+
+
+}