2017-03-05 14:47:28 +00:00
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/*************************************************************************/
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/* resource_importer_scene.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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2017-08-27 12:16:55 +00:00
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/* https://godotengine.org */
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2017-03-05 14:47:28 +00:00
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/*************************************************************************/
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2021-01-01 19:13:46 +00:00
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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2017-03-05 14:47:28 +00:00
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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2018-01-04 23:50:27 +00:00
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2017-02-04 12:48:04 +00:00
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#ifndef RESOURCEIMPORTERSCENE_H
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#define RESOURCEIMPORTERSCENE_H
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2019-02-12 12:30:56 +00:00
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#include "core/io/resource_importer.h"
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2020-12-12 12:06:59 +00:00
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#include "scene/3d/node_3d.h"
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2017-02-04 12:48:04 +00:00
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#include "scene/resources/animation.h"
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2017-06-07 21:18:55 +00:00
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#include "scene/resources/mesh.h"
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2020-03-26 21:49:16 +00:00
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#include "scene/resources/shape_3d.h"
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2020-12-12 12:06:59 +00:00
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#include "scene/resources/skin.h"
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2017-02-04 12:48:04 +00:00
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2017-02-04 23:31:15 +00:00
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class Material;
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2021-03-19 12:57:52 +00:00
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class AnimationPlayer;
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2017-02-04 23:31:15 +00:00
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2021-03-19 12:57:52 +00:00
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class EditorSceneImporterMesh;
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2021-06-04 16:03:15 +00:00
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class EditorSceneImporter : public RefCounted {
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GDCLASS(EditorSceneImporter, RefCounted);
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2017-12-07 18:44:20 +00:00
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2017-12-09 17:11:26 +00:00
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protected:
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2017-12-07 18:44:20 +00:00
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static void _bind_methods();
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2017-02-04 12:48:04 +00:00
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2017-12-09 17:11:26 +00:00
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Node *import_scene_from_other_importer(const String &p_path, uint32_t p_flags, int p_bake_fps);
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2017-12-07 18:44:20 +00:00
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Ref<Animation> import_animation_from_other_importer(const String &p_path, uint32_t p_flags, int p_bake_fps);
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2017-12-09 17:11:26 +00:00
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2021-08-22 01:52:44 +00:00
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GDVIRTUAL0RC(int, _get_import_flags)
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GDVIRTUAL0RC(Vector<String>, _get_extensions)
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GDVIRTUAL3R(Object *, _import_scene, String, uint32_t, uint32_t)
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GDVIRTUAL3R(Ref<Animation>, _import_animation, String, uint32_t, uint32_t)
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2017-03-05 15:44:50 +00:00
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public:
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2017-02-04 12:48:04 +00:00
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enum ImportFlags {
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2017-03-05 15:44:50 +00:00
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IMPORT_SCENE = 1,
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IMPORT_ANIMATION = 2,
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2021-03-19 12:57:52 +00:00
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IMPORT_FAIL_ON_MISSING_DEPENDENCIES = 4,
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IMPORT_GENERATE_TANGENT_ARRAYS = 8,
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IMPORT_USE_NAMED_SKIN_BINDS = 16,
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2017-02-04 12:48:04 +00:00
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};
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2017-12-07 18:44:20 +00:00
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virtual uint32_t get_import_flags() const;
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virtual void get_extensions(List<String> *r_extensions) const;
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2020-04-01 23:20:12 +00:00
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virtual Node *import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps, List<String> *r_missing_deps, Error *r_err = nullptr);
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2017-12-09 17:11:26 +00:00
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virtual Ref<Animation> import_animation(const String &p_path, uint32_t p_flags, int p_bake_fps);
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2017-02-04 12:48:04 +00:00
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EditorSceneImporter() {}
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};
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2021-06-04 16:03:15 +00:00
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class EditorScenePostImport : public RefCounted {
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GDCLASS(EditorScenePostImport, RefCounted);
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2017-02-04 12:48:04 +00:00
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2018-01-19 23:48:44 +00:00
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String source_file;
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2017-03-05 15:44:50 +00:00
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protected:
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2017-02-04 12:48:04 +00:00
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static void _bind_methods();
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2021-08-22 01:52:44 +00:00
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GDVIRTUAL1R(Object *, _post_import, Node *)
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2017-03-05 15:44:50 +00:00
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public:
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2018-01-19 23:48:44 +00:00
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String get_source_file() const;
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2017-03-05 15:44:50 +00:00
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virtual Node *post_import(Node *p_scene);
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2021-03-19 12:57:52 +00:00
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virtual void init(const String &p_source_file);
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2017-02-04 12:48:04 +00:00
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EditorScenePostImport();
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};
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class ResourceImporterScene : public ResourceImporter {
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2019-03-19 18:35:57 +00:00
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GDCLASS(ResourceImporterScene, ResourceImporter);
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2017-02-04 12:48:04 +00:00
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2020-03-17 06:33:00 +00:00
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Set<Ref<EditorSceneImporter>> importers;
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2017-02-04 12:48:04 +00:00
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static ResourceImporterScene *singleton;
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2021-03-19 12:57:52 +00:00
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enum LightBakeMode {
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LIGHT_BAKE_DISABLED,
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LIGHT_BAKE_DYNAMIC,
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LIGHT_BAKE_STATIC,
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LIGHT_BAKE_STATIC_LIGHTMAPS
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};
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2017-09-08 11:06:09 +00:00
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2021-03-19 12:57:52 +00:00
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enum MeshPhysicsMode {
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MESH_PHYSICS_DISABLED,
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MESH_PHYSICS_MESH_AND_STATIC_COLLIDER,
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MESH_PHYSICS_RIGID_BODY_AND_MESH,
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MESH_PHYSICS_STATIC_COLLIDER_ONLY,
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MESH_PHYSICS_AREA_ONLY,
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};
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2017-09-08 11:06:09 +00:00
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2021-03-19 12:57:52 +00:00
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enum NavMeshMode {
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NAVMESH_DISABLED,
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NAVMESH_MESH_AND_NAVMESH,
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NAVMESH_NAVMESH_ONLY,
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2017-07-23 21:48:05 +00:00
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};
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2021-03-19 12:57:52 +00:00
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enum MeshOverride {
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MESH_OVERRIDE_DEFAULT,
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MESH_OVERRIDE_ENABLE,
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MESH_OVERRIDE_DISABLE,
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2017-11-25 04:29:15 +00:00
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};
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Improve collision generation usability in the new 3D scene import workflow.
With this PR it's possible to add a collision during the Mesh import, directly in editor.
To generate the shape is possible to chose between the following options:
- Decompose Convex: The Mesh is decomposed in one or many Convex Shapes (Using the VHACD library).
- Simple Convex: Is generated a convex shape that enclose the entire mesh.
- Trimesh: Generate a trimesh shape using the Mesh faces.
- Box: Add a primitive box shape, where you can tweak the `size`, `position`, `rotation`.
- Sphere: Add a primitive sphere shape, where you can tweak the `radius`, `position`, `rotation`.
- Cylinder: Add a primitive cylinder shape, where you can tweak the `height`, `radius`, `position`, `rotation`.
- Capsule: Add a primitive capsule shape, where you can tweak the `height`, `radius`, `position`, `rotation`.
It's also possible to chose the generated body, so you can create:
- Rigid Body
- Static Body
- Area
2021-08-22 16:19:13 +00:00
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enum BodyType {
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BODY_TYPE_STATIC,
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BODY_TYPE_DYNAMIC,
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BODY_TYPE_AREA
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};
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enum ShapeType {
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SHAPE_TYPE_DECOMPOSE_CONVEX,
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SHAPE_TYPE_SIMPLE_CONVEX,
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SHAPE_TYPE_TRIMESH,
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SHAPE_TYPE_BOX,
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SHAPE_TYPE_SPHERE,
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SHAPE_TYPE_CYLINDER,
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SHAPE_TYPE_CAPSULE,
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};
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2017-07-23 21:48:05 +00:00
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void _replace_owner(Node *p_node, Node *p_scene, Node *p_new_owner);
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2021-04-25 21:36:39 +00:00
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void _generate_meshes(Node *p_node, const Dictionary &p_mesh_data, bool p_generate_lods, bool p_create_shadow_meshes, LightBakeMode p_light_bake_mode, float p_lightmap_texel_size, const Vector<uint8_t> &p_src_lightmap_cache, Vector<Vector<uint8_t>> &r_lightmap_caches);
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Improve collision generation usability in the new 3D scene import workflow.
With this PR it's possible to add a collision during the Mesh import, directly in editor.
To generate the shape is possible to chose between the following options:
- Decompose Convex: The Mesh is decomposed in one or many Convex Shapes (Using the VHACD library).
- Simple Convex: Is generated a convex shape that enclose the entire mesh.
- Trimesh: Generate a trimesh shape using the Mesh faces.
- Box: Add a primitive box shape, where you can tweak the `size`, `position`, `rotation`.
- Sphere: Add a primitive sphere shape, where you can tweak the `radius`, `position`, `rotation`.
- Cylinder: Add a primitive cylinder shape, where you can tweak the `height`, `radius`, `position`, `rotation`.
- Capsule: Add a primitive capsule shape, where you can tweak the `height`, `radius`, `position`, `rotation`.
It's also possible to chose the generated body, so you can create:
- Rigid Body
- Static Body
- Area
2021-08-22 16:19:13 +00:00
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void _add_shapes(Node *p_node, const Vector<Ref<Shape3D>> &p_shapes);
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2017-07-23 21:48:05 +00:00
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2017-03-05 15:44:50 +00:00
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public:
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2017-02-04 12:48:04 +00:00
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static ResourceImporterScene *get_singleton() { return singleton; }
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2020-03-17 06:33:00 +00:00
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const Set<Ref<EditorSceneImporter>> &get_importers() const { return importers; }
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2017-02-04 12:48:04 +00:00
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void add_importer(Ref<EditorSceneImporter> p_importer) { importers.insert(p_importer); }
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2017-12-07 18:44:20 +00:00
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void remove_importer(Ref<EditorSceneImporter> p_importer) { importers.erase(p_importer); }
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2017-02-04 12:48:04 +00:00
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2020-07-10 10:34:39 +00:00
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virtual String get_importer_name() const override;
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virtual String get_visible_name() const override;
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virtual void get_recognized_extensions(List<String> *p_extensions) const override;
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virtual String get_save_extension() const override;
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virtual String get_resource_type() const override;
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2020-12-02 01:40:47 +00:00
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virtual int get_format_version() const override;
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2017-02-04 12:48:04 +00:00
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2020-07-10 10:34:39 +00:00
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virtual int get_preset_count() const override;
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virtual String get_preset_name(int p_idx) const override;
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2017-02-04 12:48:04 +00:00
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2021-03-19 12:57:52 +00:00
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enum InternalImportCategory {
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INTERNAL_IMPORT_CATEGORY_NODE,
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INTERNAL_IMPORT_CATEGORY_MESH_3D_NODE,
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INTERNAL_IMPORT_CATEGORY_MESH,
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INTERNAL_IMPORT_CATEGORY_MATERIAL,
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INTERNAL_IMPORT_CATEGORY_ANIMATION,
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INTERNAL_IMPORT_CATEGORY_ANIMATION_NODE,
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INTERNAL_IMPORT_CATEGORY_MAX
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};
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void get_internal_import_options(InternalImportCategory p_category, List<ImportOption> *r_options) const;
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bool get_internal_option_visibility(InternalImportCategory p_category, const String &p_option, const Map<StringName, Variant> &p_options) const;
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Improve collision generation usability in the new 3D scene import workflow.
With this PR it's possible to add a collision during the Mesh import, directly in editor.
To generate the shape is possible to chose between the following options:
- Decompose Convex: The Mesh is decomposed in one or many Convex Shapes (Using the VHACD library).
- Simple Convex: Is generated a convex shape that enclose the entire mesh.
- Trimesh: Generate a trimesh shape using the Mesh faces.
- Box: Add a primitive box shape, where you can tweak the `size`, `position`, `rotation`.
- Sphere: Add a primitive sphere shape, where you can tweak the `radius`, `position`, `rotation`.
- Cylinder: Add a primitive cylinder shape, where you can tweak the `height`, `radius`, `position`, `rotation`.
- Capsule: Add a primitive capsule shape, where you can tweak the `height`, `radius`, `position`, `rotation`.
It's also possible to chose the generated body, so you can create:
- Rigid Body
- Static Body
- Area
2021-08-22 16:19:13 +00:00
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bool get_internal_option_update_view_required(InternalImportCategory p_category, const String &p_option, const Map<StringName, Variant> &p_options) const;
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2021-03-19 12:57:52 +00:00
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2020-07-10 10:34:39 +00:00
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virtual void get_import_options(List<ImportOption> *r_options, int p_preset = 0) const override;
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virtual bool get_option_visibility(const String &p_option, const Map<StringName, Variant> &p_options) const override;
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2021-07-23 10:10:32 +00:00
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// Import scenes *after* everything else (such as textures).
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virtual int get_import_order() const override { return ResourceImporter::IMPORT_ORDER_SCENE; }
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2017-02-04 12:48:04 +00:00
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Improve collision generation usability in the new 3D scene import workflow.
With this PR it's possible to add a collision during the Mesh import, directly in editor.
To generate the shape is possible to chose between the following options:
- Decompose Convex: The Mesh is decomposed in one or many Convex Shapes (Using the VHACD library).
- Simple Convex: Is generated a convex shape that enclose the entire mesh.
- Trimesh: Generate a trimesh shape using the Mesh faces.
- Box: Add a primitive box shape, where you can tweak the `size`, `position`, `rotation`.
- Sphere: Add a primitive sphere shape, where you can tweak the `radius`, `position`, `rotation`.
- Cylinder: Add a primitive cylinder shape, where you can tweak the `height`, `radius`, `position`, `rotation`.
- Capsule: Add a primitive capsule shape, where you can tweak the `height`, `radius`, `position`, `rotation`.
It's also possible to chose the generated body, so you can create:
- Rigid Body
- Static Body
- Area
2021-08-22 16:19:13 +00:00
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Node *_pre_fix_node(Node *p_node, Node *p_root, Map<Ref<EditorSceneImporterMesh>, Vector<Ref<Shape3D>>> &collision_map);
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Node *_post_fix_node(Node *p_node, Node *p_root, Map<Ref<EditorSceneImporterMesh>, Vector<Ref<Shape3D>>> &collision_map, Set<Ref<EditorSceneImporterMesh>> &r_scanned_meshes, const Dictionary &p_node_data, const Dictionary &p_material_data, const Dictionary &p_animation_data, float p_animation_fps);
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2017-12-09 17:11:26 +00:00
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2021-03-19 12:57:52 +00:00
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Ref<Animation> _save_animation_to_file(Ref<Animation> anim, bool p_save_to_file, String p_save_to_path, bool p_keep_custom_tracks);
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void _create_clips(AnimationPlayer *anim, const Array &p_clips, bool p_bake_all);
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void _optimize_animations(AnimationPlayer *anim, float p_max_lin_error, float p_max_ang_error, float p_max_angle);
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2017-02-04 12:48:04 +00:00
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2021-03-19 12:57:52 +00:00
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Node *pre_import(const String &p_source_file);
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2020-07-10 10:34:39 +00:00
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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 = nullptr, Variant *r_metadata = nullptr) override;
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2017-02-04 12:48:04 +00:00
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2017-12-09 17:11:26 +00:00
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Node *import_scene_from_other_importer(EditorSceneImporter *p_exception, const String &p_path, uint32_t p_flags, int p_bake_fps);
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Ref<Animation> import_animation_from_other_importer(EditorSceneImporter *p_exception, const String &p_path, uint32_t p_flags, int p_bake_fps);
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2017-12-07 18:44:20 +00:00
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2021-03-19 12:57:52 +00:00
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virtual bool has_advanced_options() const override;
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virtual void show_advanced_options(const String &p_path) override;
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2021-03-24 23:44:13 +00:00
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virtual bool can_import_threaded() const override { return false; }
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2017-02-04 12:48:04 +00:00
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ResourceImporterScene();
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Improve collision generation usability in the new 3D scene import workflow.
With this PR it's possible to add a collision during the Mesh import, directly in editor.
To generate the shape is possible to chose between the following options:
- Decompose Convex: The Mesh is decomposed in one or many Convex Shapes (Using the VHACD library).
- Simple Convex: Is generated a convex shape that enclose the entire mesh.
- Trimesh: Generate a trimesh shape using the Mesh faces.
- Box: Add a primitive box shape, where you can tweak the `size`, `position`, `rotation`.
- Sphere: Add a primitive sphere shape, where you can tweak the `radius`, `position`, `rotation`.
- Cylinder: Add a primitive cylinder shape, where you can tweak the `height`, `radius`, `position`, `rotation`.
- Capsule: Add a primitive capsule shape, where you can tweak the `height`, `radius`, `position`, `rotation`.
It's also possible to chose the generated body, so you can create:
- Rigid Body
- Static Body
- Area
2021-08-22 16:19:13 +00:00
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template <class M>
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static Vector<Ref<Shape3D>> get_collision_shapes(const Ref<Mesh> &p_mesh, const M &p_options);
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template <class M>
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static Transform3D get_collision_shapes_transform(const M &p_options);
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2017-02-04 12:48:04 +00:00
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};
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2018-01-30 14:03:46 +00:00
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class EditorSceneImporterESCN : public EditorSceneImporter {
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GDCLASS(EditorSceneImporterESCN, EditorSceneImporter);
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public:
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2020-07-10 10:34:39 +00:00
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virtual uint32_t get_import_flags() const override;
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virtual void get_extensions(List<String> *r_extensions) const override;
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virtual Node *import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps, List<String> *r_missing_deps, Error *r_err = nullptr) override;
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virtual Ref<Animation> import_animation(const String &p_path, uint32_t p_flags, int p_bake_fps) override;
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2018-01-30 14:03:46 +00:00
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};
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Improve collision generation usability in the new 3D scene import workflow.
With this PR it's possible to add a collision during the Mesh import, directly in editor.
To generate the shape is possible to chose between the following options:
- Decompose Convex: The Mesh is decomposed in one or many Convex Shapes (Using the VHACD library).
- Simple Convex: Is generated a convex shape that enclose the entire mesh.
- Trimesh: Generate a trimesh shape using the Mesh faces.
- Box: Add a primitive box shape, where you can tweak the `size`, `position`, `rotation`.
- Sphere: Add a primitive sphere shape, where you can tweak the `radius`, `position`, `rotation`.
- Cylinder: Add a primitive cylinder shape, where you can tweak the `height`, `radius`, `position`, `rotation`.
- Capsule: Add a primitive capsule shape, where you can tweak the `height`, `radius`, `position`, `rotation`.
It's also possible to chose the generated body, so you can create:
- Rigid Body
- Static Body
- Area
2021-08-22 16:19:13 +00:00
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#include "scene/resources/box_shape_3d.h"
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#include "scene/resources/capsule_shape_3d.h"
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#include "scene/resources/cylinder_shape_3d.h"
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#include "scene/resources/sphere_shape_3d.h"
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template <class M>
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Vector<Ref<Shape3D>> ResourceImporterScene::get_collision_shapes(const Ref<Mesh> &p_mesh, const M &p_options) {
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ShapeType generate_shape_type = SHAPE_TYPE_DECOMPOSE_CONVEX;
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if (p_options.has(SNAME("physics/shape_type"))) {
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generate_shape_type = (ShapeType)p_options[SNAME("physics/shape_type")].operator int();
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}
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if (generate_shape_type == SHAPE_TYPE_DECOMPOSE_CONVEX) {
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Mesh::ConvexDecompositionSettings decomposition_settings;
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bool advanced = false;
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if (p_options.has(SNAME("decomposition/advanced"))) {
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advanced = p_options[SNAME("decomposition/advanced")];
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}
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if (advanced) {
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if (p_options.has(SNAME("decomposition/max_concavity"))) {
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decomposition_settings.max_concavity = p_options[SNAME("decomposition/max_concavity")];
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}
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if (p_options.has(SNAME("decomposition/symmetry_planes_clipping_bias"))) {
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decomposition_settings.symmetry_planes_clipping_bias = p_options[SNAME("decomposition/symmetry_planes_clipping_bias")];
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}
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if (p_options.has(SNAME("decomposition/revolution_axes_clipping_bias"))) {
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decomposition_settings.revolution_axes_clipping_bias = p_options[SNAME("decomposition/revolution_axes_clipping_bias")];
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}
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if (p_options.has(SNAME("decomposition/min_volume_per_convex_hull"))) {
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decomposition_settings.min_volume_per_convex_hull = p_options[SNAME("decomposition/min_volume_per_convex_hull")];
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}
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if (p_options.has(SNAME("decomposition/resolution"))) {
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decomposition_settings.resolution = p_options[SNAME("decomposition/resolution")];
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}
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if (p_options.has(SNAME("decomposition/max_num_vertices_per_convex_hull"))) {
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decomposition_settings.max_num_vertices_per_convex_hull = p_options[SNAME("decomposition/max_num_vertices_per_convex_hull")];
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}
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if (p_options.has(SNAME("decomposition/plane_downsampling"))) {
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decomposition_settings.plane_downsampling = p_options[SNAME("decomposition/plane_downsampling")];
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}
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if (p_options.has(SNAME("decomposition/convexhull_downsampling"))) {
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decomposition_settings.convexhull_downsampling = p_options[SNAME("decomposition/convexhull_downsampling")];
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}
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if (p_options.has(SNAME("decomposition/normalize_mesh"))) {
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decomposition_settings.normalize_mesh = p_options[SNAME("decomposition/normalize_mesh")];
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}
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if (p_options.has(SNAME("decomposition/mode"))) {
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decomposition_settings.mode = (Mesh::ConvexDecompositionSettings::Mode)p_options[SNAME("decomposition/mode")].operator int();
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}
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if (p_options.has(SNAME("decomposition/convexhull_approximation"))) {
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decomposition_settings.convexhull_approximation = p_options[SNAME("decomposition/convexhull_approximation")];
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}
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if (p_options.has(SNAME("decomposition/max_convex_hulls"))) {
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decomposition_settings.max_convex_hulls = p_options[SNAME("decomposition/max_convex_hulls")];
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}
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if (p_options.has(SNAME("decomposition/project_hull_vertices"))) {
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decomposition_settings.project_hull_vertices = p_options[SNAME("decomposition/project_hull_vertices")];
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}
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} else {
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int precision_level = 5;
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if (p_options.has(SNAME("decomposition/precision"))) {
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precision_level = p_options[SNAME("decomposition/precision")];
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}
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const real_t precision = real_t(precision_level - 1) / 9.0;
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decomposition_settings.max_concavity = Math::lerp(real_t(1.0), real_t(0.001), precision);
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decomposition_settings.min_volume_per_convex_hull = Math::lerp(real_t(0.01), real_t(0.0001), precision);
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decomposition_settings.resolution = Math::lerp(10'000, 100'000, precision);
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decomposition_settings.max_num_vertices_per_convex_hull = Math::lerp(32, 64, precision);
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decomposition_settings.plane_downsampling = Math::lerp(3, 16, precision);
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decomposition_settings.convexhull_downsampling = Math::lerp(3, 16, precision);
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decomposition_settings.max_convex_hulls = Math::lerp(1, 32, precision);
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}
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return p_mesh->convex_decompose(decomposition_settings);
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} else if (generate_shape_type == SHAPE_TYPE_SIMPLE_CONVEX) {
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Vector<Ref<Shape3D>> shapes;
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shapes.push_back(p_mesh->create_convex_shape(true, /*Passing false, otherwise VHACD will be used to simplify (Decompose) the Mesh.*/ false));
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return shapes;
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} else if (generate_shape_type == SHAPE_TYPE_TRIMESH) {
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Vector<Ref<Shape3D>> shapes;
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shapes.push_back(p_mesh->create_trimesh_shape());
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return shapes;
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} else if (generate_shape_type == SHAPE_TYPE_BOX) {
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Ref<BoxShape3D> box;
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box.instantiate();
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if (p_options.has(SNAME("primitive/size"))) {
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box->set_size(p_options[SNAME("primitive/size")]);
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}
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Vector<Ref<Shape3D>> shapes;
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shapes.push_back(box);
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return shapes;
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} else if (generate_shape_type == SHAPE_TYPE_SPHERE) {
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Ref<SphereShape3D> sphere;
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sphere.instantiate();
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if (p_options.has(SNAME("primitive/radius"))) {
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sphere->set_radius(p_options[SNAME("primitive/radius")]);
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}
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Vector<Ref<Shape3D>> shapes;
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shapes.push_back(sphere);
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return shapes;
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} else if (generate_shape_type == SHAPE_TYPE_CYLINDER) {
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Ref<CylinderShape3D> cylinder;
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cylinder.instantiate();
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if (p_options.has(SNAME("primitive/height"))) {
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cylinder->set_height(p_options[SNAME("primitive/height")]);
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}
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if (p_options.has(SNAME("primitive/radius"))) {
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cylinder->set_radius(p_options[SNAME("primitive/radius")]);
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}
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Vector<Ref<Shape3D>> shapes;
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shapes.push_back(cylinder);
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return shapes;
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} else if (generate_shape_type == SHAPE_TYPE_CAPSULE) {
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Ref<CapsuleShape3D> capsule;
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capsule.instantiate();
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if (p_options.has(SNAME("primitive/height"))) {
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capsule->set_height(p_options[SNAME("primitive/height")]);
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}
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if (p_options.has(SNAME("primitive/radius"))) {
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capsule->set_radius(p_options[SNAME("primitive/radius")]);
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}
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Vector<Ref<Shape3D>> shapes;
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shapes.push_back(capsule);
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return shapes;
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}
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return Vector<Ref<Shape3D>>();
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}
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template <class M>
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Transform3D ResourceImporterScene::get_collision_shapes_transform(const M &p_options) {
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Transform3D transform;
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ShapeType generate_shape_type = SHAPE_TYPE_DECOMPOSE_CONVEX;
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if (p_options.has(SNAME("physics/shape_type"))) {
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generate_shape_type = (ShapeType)p_options[SNAME("physics/shape_type")].operator int();
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}
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if (generate_shape_type == SHAPE_TYPE_BOX ||
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generate_shape_type == SHAPE_TYPE_SPHERE ||
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generate_shape_type == SHAPE_TYPE_CYLINDER ||
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generate_shape_type == SHAPE_TYPE_CAPSULE) {
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if (p_options.has(SNAME("primitive/position"))) {
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transform.origin = p_options[SNAME("primitive/position")];
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}
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if (p_options.has(SNAME("primitive/rotation"))) {
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transform.basis.set_euler((p_options[SNAME("primitive/rotation")].operator Vector3() / 180.0) * Math_PI);
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}
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}
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return transform;
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}
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2017-02-04 12:48:04 +00:00
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#endif // RESOURCEIMPORTERSCENE_H
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