godot/tools/editor/import/resource_importer_scene.h

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#ifndef RESOURCEIMPORTERSCENE_H
#define RESOURCEIMPORTERSCENE_H
#include "io/resource_import.h"
#include "scene/resources/animation.h"
#include "scene/resources/shape.h"
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class Material;
class EditorSceneImporter : public Reference {
GDCLASS(EditorSceneImporter,Reference );
public:
enum ImportFlags {
IMPORT_SCENE=1,
IMPORT_ANIMATION=2,
IMPORT_ANIMATION_DETECT_LOOP=4,
IMPORT_ANIMATION_OPTIMIZE=8,
IMPORT_ANIMATION_FORCE_ALL_TRACKS_IN_ALL_CLIPS=16,
IMPORT_ANIMATION_KEEP_VALUE_TRACKS=32,
IMPORT_GENERATE_TANGENT_ARRAYS=256,
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IMPORT_FAIL_ON_MISSING_DEPENDENCIES=512,
IMPORT_MATERIALS_IN_INSTANCES=1024
};
virtual uint32_t get_import_flags() const=0;
virtual void get_extensions(List<String> *r_extensions) const=0;
virtual Node* import_scene(const String& p_path,uint32_t p_flags,int p_bake_fps,List<String> *r_missing_deps,Error* r_err=NULL)=0;
virtual Ref<Animation> import_animation(const String& p_path,uint32_t p_flags)=0;
EditorSceneImporter() {}
};
class EditorScenePostImport : public Reference {
GDCLASS(EditorScenePostImport,Reference );
protected:
static void _bind_methods();
public:
virtual Node* post_import(Node* p_scene);
EditorScenePostImport();
};
class ResourceImporterScene : public ResourceImporter {
GDCLASS(ResourceImporterScene,ResourceImporter)
Set< Ref<EditorSceneImporter> > importers;
static ResourceImporterScene *singleton;
public:
static ResourceImporterScene *get_singleton() { return singleton; }
const Set< Ref<EditorSceneImporter> >& get_importers() const { return importers; }
void add_importer(Ref<EditorSceneImporter> p_importer) { importers.insert(p_importer); }
virtual String get_importer_name() const;
virtual String get_visible_name() const;
virtual void get_recognized_extensions(List<String> *p_extensions) const;
virtual String get_save_extension() const;
virtual String get_resource_type() const;
virtual int get_preset_count() const;
virtual String get_preset_name(int p_idx) const;
virtual void get_import_options(List<ImportOption> *r_options,int p_preset=0) const;
virtual bool get_option_visibility(const String& p_option,const Map<StringName,Variant>& p_options) const;
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void _make_external_resources(Node* p_node,const String& p_base_path, bool p_make_materials, bool p_make_meshes, Map<Ref<Material>, Ref<Material> > &p_materials, Map<Ref<Mesh>, Ref<Mesh> > &p_meshes);
Node* _fix_node(Node *p_node,Node *p_root,Map<Ref<Mesh>,Ref<Shape> > &collision_map);
void _create_clips(Node *scene, const Array& p_clips,bool p_bake_all);
void _filter_anim_tracks(Ref<Animation> anim,Set<String> &keep);
void _filter_tracks(Node *scene, const String& p_text);
void _optimize_animations(Node *scene, float p_max_lin_error,float p_max_ang_error,float p_max_angle);
virtual Error import(const String& p_source_file,const String& p_save_path,const Map<StringName,Variant>& p_options,List<String>* r_platform_variants,List<String>* r_gen_files=NULL);
ResourceImporterScene();
};
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#endif // RESOURCEIMPORTERSCENE_H