godot/editor/import/resource_importer_scene.h

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/**************************************************************************/
/* resource_importer_scene.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifndef RESOURCE_IMPORTER_SCENE_H
#define RESOURCE_IMPORTER_SCENE_H
#include "core/error/error_macros.h"
#include "core/io/resource_importer.h"
#include "core/variant/dictionary.h"
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#include "scene/3d/importer_mesh_instance_3d.h"
#include "scene/resources/animation.h"
#include "scene/resources/box_shape_3d.h"
#include "scene/resources/capsule_shape_3d.h"
#include "scene/resources/cylinder_shape_3d.h"
#include "scene/resources/importer_mesh.h"
#include "scene/resources/mesh.h"
#include "scene/resources/shape_3d.h"
#include "scene/resources/sphere_shape_3d.h"
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class Material;
class AnimationPlayer;
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class ImporterMesh;
class EditorSceneFormatImporter : public RefCounted {
GDCLASS(EditorSceneFormatImporter, RefCounted);
protected:
static void _bind_methods();
Node *import_scene_wrapper(const String &p_path, uint32_t p_flags, Dictionary p_options);
Ref<Animation> import_animation_wrapper(const String &p_path, uint32_t p_flags, Dictionary p_options);
GDVIRTUAL0RC(uint32_t, _get_import_flags)
GDVIRTUAL0RC(Vector<String>, _get_extensions)
GDVIRTUAL3R(Object *, _import_scene, String, uint32_t, Dictionary)
GDVIRTUAL1(_get_import_options, String)
GDVIRTUAL3RC(Variant, _get_option_visibility, String, bool, String)
public:
enum ImportFlags {
IMPORT_SCENE = 1,
IMPORT_ANIMATION = 2,
IMPORT_FAIL_ON_MISSING_DEPENDENCIES = 4,
IMPORT_GENERATE_TANGENT_ARRAYS = 8,
IMPORT_USE_NAMED_SKIN_BINDS = 16,
IMPORT_DISCARD_MESHES_AND_MATERIALS = 32, //used for optimizing animation import
};
virtual uint32_t get_import_flags() const;
virtual void get_extensions(List<String> *r_extensions) const;
virtual Node *import_scene(const String &p_path, uint32_t p_flags, const HashMap<StringName, Variant> &p_options, List<String> *r_missing_deps, Error *r_err = nullptr);
virtual void get_import_options(const String &p_path, List<ResourceImporter::ImportOption> *r_options);
virtual Variant get_option_visibility(const String &p_path, bool p_for_animation, const String &p_option, const HashMap<StringName, Variant> &p_options);
EditorSceneFormatImporter() {}
};
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class EditorScenePostImport : public RefCounted {
GDCLASS(EditorScenePostImport, RefCounted);
String source_file;
protected:
static void _bind_methods();
GDVIRTUAL1R(Object *, _post_import, Node *)
public:
String get_source_file() const;
virtual Node *post_import(Node *p_scene);
virtual void init(const String &p_source_file);
EditorScenePostImport();
};
class EditorScenePostImportPlugin : public RefCounted {
GDCLASS(EditorScenePostImportPlugin, RefCounted);
public:
enum InternalImportCategory {
INTERNAL_IMPORT_CATEGORY_NODE,
INTERNAL_IMPORT_CATEGORY_MESH_3D_NODE,
INTERNAL_IMPORT_CATEGORY_MESH,
INTERNAL_IMPORT_CATEGORY_MATERIAL,
INTERNAL_IMPORT_CATEGORY_ANIMATION,
INTERNAL_IMPORT_CATEGORY_ANIMATION_NODE,
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INTERNAL_IMPORT_CATEGORY_SKELETON_3D_NODE,
INTERNAL_IMPORT_CATEGORY_MAX
};
private:
mutable const HashMap<StringName, Variant> *current_options = nullptr;
mutable const Dictionary *current_options_dict = nullptr;
List<ResourceImporter::ImportOption> *current_option_list = nullptr;
InternalImportCategory current_category = INTERNAL_IMPORT_CATEGORY_MAX;
protected:
GDVIRTUAL1(_get_internal_import_options, int)
GDVIRTUAL3RC(Variant, _get_internal_option_visibility, int, bool, String)
GDVIRTUAL2RC(Variant, _get_internal_option_update_view_required, int, String)
GDVIRTUAL4(_internal_process, int, Node *, Node *, Ref<Resource>)
GDVIRTUAL1(_get_import_options, String)
GDVIRTUAL3RC(Variant, _get_option_visibility, String, bool, String)
GDVIRTUAL1(_pre_process, Node *)
GDVIRTUAL1(_post_process, Node *)
static void _bind_methods();
public:
Variant get_option_value(const StringName &p_name) const;
void add_import_option(const String &p_name, Variant p_default_value);
void add_import_option_advanced(Variant::Type p_type, const String &p_name, Variant p_default_value, PropertyHint p_hint = PROPERTY_HINT_NONE, const String &p_hint_string = String(), int p_usage_flags = PROPERTY_USAGE_DEFAULT);
virtual void get_internal_import_options(InternalImportCategory p_category, List<ResourceImporter::ImportOption> *r_options);
virtual Variant get_internal_option_visibility(InternalImportCategory p_category, bool p_for_animation, const String &p_option, const HashMap<StringName, Variant> &p_options) const;
virtual Variant get_internal_option_update_view_required(InternalImportCategory p_category, const String &p_option, const HashMap<StringName, Variant> &p_options) const;
virtual void internal_process(InternalImportCategory p_category, Node *p_base_scene, Node *p_node, Ref<Resource> p_resource, const Dictionary &p_options);
virtual void get_import_options(const String &p_path, List<ResourceImporter::ImportOption> *r_options);
virtual Variant get_option_visibility(const String &p_path, bool p_for_animation, const String &p_option, const HashMap<StringName, Variant> &p_options) const;
virtual void pre_process(Node *p_scene, const HashMap<StringName, Variant> &p_options);
virtual void post_process(Node *p_scene, const HashMap<StringName, Variant> &p_options);
EditorScenePostImportPlugin() {}
};
VARIANT_ENUM_CAST(EditorScenePostImportPlugin::InternalImportCategory)
class ResourceImporterScene : public ResourceImporter {
GDCLASS(ResourceImporterScene, ResourceImporter);
static Vector<Ref<EditorSceneFormatImporter>> importers;
static Vector<Ref<EditorScenePostImportPlugin>> post_importer_plugins;
static ResourceImporterScene *scene_singleton;
static ResourceImporterScene *animation_singleton;
enum LightBakeMode {
LIGHT_BAKE_DISABLED,
LIGHT_BAKE_STATIC,
LIGHT_BAKE_STATIC_LIGHTMAPS,
LIGHT_BAKE_DYNAMIC,
};
enum MeshPhysicsMode {
MESH_PHYSICS_DISABLED,
MESH_PHYSICS_MESH_AND_STATIC_COLLIDER,
MESH_PHYSICS_RIGID_BODY_AND_MESH,
MESH_PHYSICS_STATIC_COLLIDER_ONLY,
MESH_PHYSICS_AREA_ONLY,
};
enum NavMeshMode {
NAVMESH_DISABLED,
NAVMESH_MESH_AND_NAVMESH,
NAVMESH_NAVMESH_ONLY,
};
enum OccluderMode {
OCCLUDER_DISABLED,
OCCLUDER_MESH_AND_OCCLUDER,
OCCLUDER_OCCLUDER_ONLY,
};
enum MeshOverride {
MESH_OVERRIDE_DEFAULT,
MESH_OVERRIDE_ENABLE,
MESH_OVERRIDE_DISABLE,
};
enum BodyType {
BODY_TYPE_STATIC,
BODY_TYPE_DYNAMIC,
BODY_TYPE_AREA
};
enum ShapeType {
SHAPE_TYPE_DECOMPOSE_CONVEX,
SHAPE_TYPE_SIMPLE_CONVEX,
SHAPE_TYPE_TRIMESH,
SHAPE_TYPE_BOX,
SHAPE_TYPE_SPHERE,
SHAPE_TYPE_CYLINDER,
SHAPE_TYPE_CAPSULE,
};
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Array _get_skinned_pose_transforms(ImporterMeshInstance3D *p_src_mesh_node);
void _replace_owner(Node *p_node, Node *p_scene, Node *p_new_owner);
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);
void _add_shapes(Node *p_node, const Vector<Ref<Shape3D>> &p_shapes);
enum AnimationImportTracks {
ANIMATION_IMPORT_TRACKS_IF_PRESENT,
ANIMATION_IMPORT_TRACKS_IF_PRESENT_FOR_ALL,
ANIMATION_IMPORT_TRACKS_NEVER,
};
enum TrackChannel {
TRACK_CHANNEL_POSITION,
TRACK_CHANNEL_ROTATION,
TRACK_CHANNEL_SCALE,
TRACK_CHANNEL_BLEND_SHAPE,
TRACK_CHANNEL_MAX
};
void _optimize_track_usage(AnimationPlayer *p_player, AnimationImportTracks *p_track_actions);
bool animation_importer = false;
public:
static ResourceImporterScene *get_scene_singleton() { return scene_singleton; }
static ResourceImporterScene *get_animation_singleton() { return animation_singleton; }
static void add_post_importer_plugin(const Ref<EditorScenePostImportPlugin> &p_plugin, bool p_first_priority = false);
static void remove_post_importer_plugin(const Ref<EditorScenePostImportPlugin> &p_plugin);
const Vector<Ref<EditorSceneFormatImporter>> &get_importers() const { return importers; }
static void add_importer(Ref<EditorSceneFormatImporter> p_importer, bool p_first_priority = false);
static void remove_importer(Ref<EditorSceneFormatImporter> p_importer);
static void clean_up_importer_plugins();
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virtual String get_importer_name() const override;
virtual String get_visible_name() const override;
virtual void get_recognized_extensions(List<String> *p_extensions) const override;
virtual String get_save_extension() const override;
virtual String get_resource_type() const override;
virtual int get_format_version() const override;
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virtual int get_preset_count() const override;
virtual String get_preset_name(int p_idx) const override;
enum InternalImportCategory {
INTERNAL_IMPORT_CATEGORY_NODE = EditorScenePostImportPlugin::INTERNAL_IMPORT_CATEGORY_NODE,
INTERNAL_IMPORT_CATEGORY_MESH_3D_NODE = EditorScenePostImportPlugin::INTERNAL_IMPORT_CATEGORY_MESH_3D_NODE,
INTERNAL_IMPORT_CATEGORY_MESH = EditorScenePostImportPlugin::INTERNAL_IMPORT_CATEGORY_MESH,
INTERNAL_IMPORT_CATEGORY_MATERIAL = EditorScenePostImportPlugin::INTERNAL_IMPORT_CATEGORY_MATERIAL,
INTERNAL_IMPORT_CATEGORY_ANIMATION = EditorScenePostImportPlugin::INTERNAL_IMPORT_CATEGORY_ANIMATION,
INTERNAL_IMPORT_CATEGORY_ANIMATION_NODE = EditorScenePostImportPlugin::INTERNAL_IMPORT_CATEGORY_ANIMATION_NODE,
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INTERNAL_IMPORT_CATEGORY_SKELETON_3D_NODE = EditorScenePostImportPlugin::INTERNAL_IMPORT_CATEGORY_SKELETON_3D_NODE,
INTERNAL_IMPORT_CATEGORY_MAX = EditorScenePostImportPlugin::INTERNAL_IMPORT_CATEGORY_MAX
};
void get_internal_import_options(InternalImportCategory p_category, List<ImportOption> *r_options) const;
bool get_internal_option_visibility(InternalImportCategory p_category, const String &p_option, const HashMap<StringName, Variant> &p_options) const;
bool get_internal_option_update_view_required(InternalImportCategory p_category, const String &p_option, const HashMap<StringName, Variant> &p_options) const;
virtual void get_import_options(const String &p_path, List<ImportOption> *r_options, int p_preset = 0) const override;
virtual bool get_option_visibility(const String &p_path, const String &p_option, const HashMap<StringName, Variant> &p_options) const override;
// Import scenes *after* everything else (such as textures).
virtual int get_import_order() const override { return ResourceImporter::IMPORT_ORDER_SCENE; }
Node *_pre_fix_node(Node *p_node, Node *p_root, HashMap<Ref<ImporterMesh>, Vector<Ref<Shape3D>>> &r_collision_map, Pair<PackedVector3Array, PackedInt32Array> *r_occluder_arrays, List<Pair<NodePath, Node *>> &r_node_renames);
Node *_pre_fix_animations(Node *p_node, Node *p_root, const Dictionary &p_node_data, const Dictionary &p_animation_data, float p_animation_fps);
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Node *_post_fix_node(Node *p_node, Node *p_root, HashMap<Ref<ImporterMesh>, Vector<Ref<Shape3D>>> &collision_map, Pair<PackedVector3Array, PackedInt32Array> &r_occluder_arrays, HashSet<Ref<ImporterMesh>> &r_scanned_meshes, const Dictionary &p_node_data, const Dictionary &p_material_data, const Dictionary &p_animation_data, float p_animation_fps, float p_applied_root_scale);
Node *_post_fix_animations(Node *p_node, Node *p_root, const Dictionary &p_node_data, const Dictionary &p_animation_data, float p_animation_fps);
Ref<Animation> _save_animation_to_file(Ref<Animation> anim, bool p_save_to_file, String p_save_to_path, bool p_keep_custom_tracks);
void _create_slices(AnimationPlayer *ap, Ref<Animation> anim, const Array &p_clips, bool p_bake_all);
void _optimize_animations(AnimationPlayer *anim, float p_max_vel_error, float p_max_ang_error, int p_prc_error);
void _compress_animations(AnimationPlayer *anim, int p_page_size_kb);
Node *pre_import(const String &p_source_file, const HashMap<StringName, Variant> &p_options);
virtual Error import(const String &p_source_file, const String &p_save_path, const HashMap<StringName, Variant> &p_options, List<String> *r_platform_variants, List<String> *r_gen_files = nullptr, Variant *r_metadata = nullptr) override;
virtual bool has_advanced_options() const override;
virtual void show_advanced_options(const String &p_path) override;
virtual bool can_import_threaded() const override { return false; }
ResourceImporterScene(bool p_animation_import = false);
template <class M>
static Vector<Ref<Shape3D>> get_collision_shapes(const Ref<ImporterMesh> &p_mesh, const M &p_options, float p_applied_root_scale);
template <class M>
static Transform3D get_collision_shapes_transform(const M &p_options);
};
class EditorSceneFormatImporterESCN : public EditorSceneFormatImporter {
GDCLASS(EditorSceneFormatImporterESCN, EditorSceneFormatImporter);
public:
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virtual uint32_t get_import_flags() const override;
virtual void get_extensions(List<String> *r_extensions) const override;
virtual Node *import_scene(const String &p_path, uint32_t p_flags, const HashMap<StringName, Variant> &p_options, List<String> *r_missing_deps, Error *r_err = nullptr) override;
};
template <class M>
Vector<Ref<Shape3D>> ResourceImporterScene::get_collision_shapes(const Ref<ImporterMesh> &p_mesh, const M &p_options, float p_applied_root_scale) {
ERR_FAIL_COND_V(p_mesh.is_null(), Vector<Ref<Shape3D>>());
ShapeType generate_shape_type = SHAPE_TYPE_DECOMPOSE_CONVEX;
if (p_options.has(SNAME("physics/shape_type"))) {
generate_shape_type = (ShapeType)p_options[SNAME("physics/shape_type")].operator int();
}
if (generate_shape_type == SHAPE_TYPE_DECOMPOSE_CONVEX) {
Mesh::ConvexDecompositionSettings decomposition_settings;
bool advanced = false;
if (p_options.has(SNAME("decomposition/advanced"))) {
advanced = p_options[SNAME("decomposition/advanced")];
}
if (advanced) {
if (p_options.has(SNAME("decomposition/max_concavity"))) {
decomposition_settings.max_concavity = p_options[SNAME("decomposition/max_concavity")];
}
if (p_options.has(SNAME("decomposition/symmetry_planes_clipping_bias"))) {
decomposition_settings.symmetry_planes_clipping_bias = p_options[SNAME("decomposition/symmetry_planes_clipping_bias")];
}
if (p_options.has(SNAME("decomposition/revolution_axes_clipping_bias"))) {
decomposition_settings.revolution_axes_clipping_bias = p_options[SNAME("decomposition/revolution_axes_clipping_bias")];
}
if (p_options.has(SNAME("decomposition/min_volume_per_convex_hull"))) {
decomposition_settings.min_volume_per_convex_hull = p_options[SNAME("decomposition/min_volume_per_convex_hull")];
}
if (p_options.has(SNAME("decomposition/resolution"))) {
decomposition_settings.resolution = p_options[SNAME("decomposition/resolution")];
}
if (p_options.has(SNAME("decomposition/max_num_vertices_per_convex_hull"))) {
decomposition_settings.max_num_vertices_per_convex_hull = p_options[SNAME("decomposition/max_num_vertices_per_convex_hull")];
}
if (p_options.has(SNAME("decomposition/plane_downsampling"))) {
decomposition_settings.plane_downsampling = p_options[SNAME("decomposition/plane_downsampling")];
}
if (p_options.has(SNAME("decomposition/convexhull_downsampling"))) {
decomposition_settings.convexhull_downsampling = p_options[SNAME("decomposition/convexhull_downsampling")];
}
if (p_options.has(SNAME("decomposition/normalize_mesh"))) {
decomposition_settings.normalize_mesh = p_options[SNAME("decomposition/normalize_mesh")];
}
if (p_options.has(SNAME("decomposition/mode"))) {
decomposition_settings.mode = (Mesh::ConvexDecompositionSettings::Mode)p_options[SNAME("decomposition/mode")].operator int();
}
if (p_options.has(SNAME("decomposition/convexhull_approximation"))) {
decomposition_settings.convexhull_approximation = p_options[SNAME("decomposition/convexhull_approximation")];
}
if (p_options.has(SNAME("decomposition/max_convex_hulls"))) {
decomposition_settings.max_convex_hulls = MAX(1, (int)p_options[SNAME("decomposition/max_convex_hulls")]);
}
if (p_options.has(SNAME("decomposition/project_hull_vertices"))) {
decomposition_settings.project_hull_vertices = p_options[SNAME("decomposition/project_hull_vertices")];
}
} else {
int precision_level = 5;
if (p_options.has(SNAME("decomposition/precision"))) {
precision_level = p_options[SNAME("decomposition/precision")];
}
const real_t precision = real_t(precision_level - 1) / 9.0;
decomposition_settings.max_concavity = Math::lerp(real_t(1.0), real_t(0.001), precision);
decomposition_settings.min_volume_per_convex_hull = Math::lerp(real_t(0.01), real_t(0.0001), precision);
decomposition_settings.resolution = Math::lerp(10'000, 100'000, precision);
decomposition_settings.max_num_vertices_per_convex_hull = Math::lerp(32, 64, precision);
decomposition_settings.plane_downsampling = Math::lerp(3, 16, precision);
decomposition_settings.convexhull_downsampling = Math::lerp(3, 16, precision);
decomposition_settings.max_convex_hulls = Math::lerp(1, 32, precision);
}
return p_mesh->convex_decompose(decomposition_settings);
} else if (generate_shape_type == SHAPE_TYPE_SIMPLE_CONVEX) {
Vector<Ref<Shape3D>> shapes;
shapes.push_back(p_mesh->create_convex_shape(true, /*Passing false, otherwise VHACD will be used to simplify (Decompose) the Mesh.*/ false));
return shapes;
} else if (generate_shape_type == SHAPE_TYPE_TRIMESH) {
Vector<Ref<Shape3D>> shapes;
shapes.push_back(p_mesh->create_trimesh_shape());
return shapes;
} else if (generate_shape_type == SHAPE_TYPE_BOX) {
Ref<BoxShape3D> box;
box.instantiate();
if (p_options.has(SNAME("primitive/size"))) {
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box->set_size(p_options[SNAME("primitive/size")].operator Vector3() * p_applied_root_scale);
} else {
box->set_size(Vector3(2, 2, 2) * p_applied_root_scale);
}
Vector<Ref<Shape3D>> shapes;
shapes.push_back(box);
return shapes;
} else if (generate_shape_type == SHAPE_TYPE_SPHERE) {
Ref<SphereShape3D> sphere;
sphere.instantiate();
if (p_options.has(SNAME("primitive/radius"))) {
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sphere->set_radius(p_options[SNAME("primitive/radius")].operator float() * p_applied_root_scale);
} else {
sphere->set_radius(1.0f * p_applied_root_scale);
}
Vector<Ref<Shape3D>> shapes;
shapes.push_back(sphere);
return shapes;
} else if (generate_shape_type == SHAPE_TYPE_CYLINDER) {
Ref<CylinderShape3D> cylinder;
cylinder.instantiate();
if (p_options.has(SNAME("primitive/height"))) {
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cylinder->set_height(p_options[SNAME("primitive/height")].operator float() * p_applied_root_scale);
} else {
cylinder->set_height(1.0f * p_applied_root_scale);
}
if (p_options.has(SNAME("primitive/radius"))) {
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cylinder->set_radius(p_options[SNAME("primitive/radius")].operator float() * p_applied_root_scale);
} else {
cylinder->set_radius(1.0f * p_applied_root_scale);
}
Vector<Ref<Shape3D>> shapes;
shapes.push_back(cylinder);
return shapes;
} else if (generate_shape_type == SHAPE_TYPE_CAPSULE) {
Ref<CapsuleShape3D> capsule;
capsule.instantiate();
if (p_options.has(SNAME("primitive/height"))) {
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capsule->set_height(p_options[SNAME("primitive/height")].operator float() * p_applied_root_scale);
} else {
capsule->set_height(1.0f * p_applied_root_scale);
}
if (p_options.has(SNAME("primitive/radius"))) {
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capsule->set_radius(p_options[SNAME("primitive/radius")].operator float() * p_applied_root_scale);
} else {
capsule->set_radius(1.0f * p_applied_root_scale);
}
Vector<Ref<Shape3D>> shapes;
shapes.push_back(capsule);
return shapes;
}
return Vector<Ref<Shape3D>>();
}
template <class M>
Transform3D ResourceImporterScene::get_collision_shapes_transform(const M &p_options) {
Transform3D transform;
ShapeType generate_shape_type = SHAPE_TYPE_DECOMPOSE_CONVEX;
if (p_options.has(SNAME("physics/shape_type"))) {
generate_shape_type = (ShapeType)p_options[SNAME("physics/shape_type")].operator int();
}
if (generate_shape_type == SHAPE_TYPE_BOX ||
generate_shape_type == SHAPE_TYPE_SPHERE ||
generate_shape_type == SHAPE_TYPE_CYLINDER ||
generate_shape_type == SHAPE_TYPE_CAPSULE) {
if (p_options.has(SNAME("primitive/position"))) {
transform.origin = p_options[SNAME("primitive/position")];
}
if (p_options.has(SNAME("primitive/rotation"))) {
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transform.basis = Basis::from_euler(p_options[SNAME("primitive/rotation")].operator Vector3() * (Math_PI / 180.0));
}
}
return transform;
}
#endif // RESOURCE_IMPORTER_SCENE_H