2020-12-21 15:39:32 +00:00
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/*************************************************************************/
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/* editor_scene_importer_gltf.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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2022-01-03 20:27:34 +00:00
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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2020-12-21 15:39:32 +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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2021-09-21 01:24:31 +00:00
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#if TOOLS_ENABLED
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2021-07-14 22:46:35 +00:00
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#include "editor_scene_importer_gltf.h"
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#include "gltf_document.h"
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#include "gltf_state.h"
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2020-12-21 15:39:32 +00:00
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2021-07-14 22:46:35 +00:00
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#include "scene/3d/node_3d.h"
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#include "scene/animation/animation_player.h"
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#include "scene/resources/animation.h"
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2020-12-21 15:39:32 +00:00
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2021-10-14 17:34:27 +00:00
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uint32_t EditorSceneFormatImporterGLTF::get_import_flags() const {
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2020-12-21 15:39:32 +00:00
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return ImportFlags::IMPORT_SCENE | ImportFlags::IMPORT_ANIMATION;
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}
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2021-10-14 17:34:27 +00:00
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void EditorSceneFormatImporterGLTF::get_extensions(List<String> *r_extensions) const {
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2020-12-21 15:39:32 +00:00
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r_extensions->push_back("gltf");
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r_extensions->push_back("glb");
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}
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2021-10-14 17:34:27 +00:00
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Node *EditorSceneFormatImporterGLTF::import_scene(const String &p_path,
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2021-12-14 05:34:18 +00:00
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uint32_t p_flags, const Map<StringName, Variant> &p_options, int p_bake_fps,
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2020-12-21 15:39:32 +00:00
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List<String> *r_missing_deps,
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Error *r_err) {
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2021-09-10 07:54:10 +00:00
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Ref<GLTFDocument> doc;
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doc.instantiate();
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2021-10-19 16:06:23 +00:00
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Ref<GLTFState> state;
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state.instantiate();
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Error err = doc->append_from_file(p_path, state, p_flags, p_bake_fps);
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if (err != OK) {
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*r_err = err;
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return nullptr;
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}
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Node *root = doc->generate_scene(state, p_bake_fps);
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return root;
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2020-12-21 15:39:32 +00:00
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}
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2021-10-14 17:34:27 +00:00
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Ref<Animation> EditorSceneFormatImporterGLTF::import_animation(const String &p_path,
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2021-12-14 05:34:18 +00:00
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uint32_t p_flags, const Map<StringName, Variant> &p_options,
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2020-12-21 15:39:32 +00:00
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int p_bake_fps) {
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return Ref<Animation>();
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}
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2021-09-21 01:24:31 +00:00
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#endif // TOOLS_ENABLED
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