godot/editor/import/scene_import_settings.h

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/*************************************************************************/
/* scene_import_settings.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 SCENEIMPORTSETTINGS_H
#define SCENEIMPORTSETTINGS_H
#include "editor/import/resource_importer_scene.h"
#include "scene/3d/camera_3d.h"
#include "scene/3d/light_3d.h"
#include "scene/3d/mesh_instance_3d.h"
#include "scene/gui/dialogs.h"
#include "scene/gui/item_list.h"
#include "scene/gui/menu_button.h"
#include "scene/gui/option_button.h"
#include "scene/gui/split_container.h"
#include "scene/gui/subviewport_container.h"
#include "scene/gui/tab_container.h"
#include "scene/gui/tree.h"
#include "scene/resources/primitive_meshes.h"
class EditorFileDialog;
class EditorInspector;
class SceneImportSettingsData;
class SceneImportSettings : public ConfirmationDialog {
GDCLASS(SceneImportSettings, ConfirmationDialog)
static SceneImportSettings *singleton;
enum Actions {
ACTION_EXTRACT_MATERIALS,
ACTION_CHOOSE_MESH_SAVE_PATHS,
ACTION_CHOOSE_ANIMATION_SAVE_PATHS,
};
Node *scene = nullptr;
HSplitContainer *tree_split;
HSplitContainer *property_split;
TabContainer *data_mode;
Tree *scene_tree;
Tree *mesh_tree;
Tree *material_tree;
EditorInspector *inspector;
SubViewport *base_viewport;
Camera3D *camera;
bool first_aabb = false;
AABB contents_aabb;
DirectionalLight3D *light;
Ref<ArrayMesh> selection_mesh;
MeshInstance3D *node_selected;
MeshInstance3D *mesh_preview;
Ref<SphereMesh> material_preview;
Ref<StandardMaterial3D> collider_mat;
float cam_rot_x;
float cam_rot_y;
float cam_zoom;
void _update_scene();
struct MaterialData {
bool has_import_id;
Ref<Material> material;
TreeItem *scene_node;
TreeItem *mesh_node;
TreeItem *material_node;
float cam_rot_x = -Math_PI / 4;
float cam_rot_y = -Math_PI / 4;
float cam_zoom = 1;
Map<StringName, Variant> settings;
};
Map<String, MaterialData> material_map;
struct MeshData {
bool has_import_id;
Ref<Mesh> mesh;
TreeItem *scene_node;
TreeItem *mesh_node;
float cam_rot_x = -Math_PI / 4;
float cam_rot_y = -Math_PI / 4;
float cam_zoom = 1;
Map<StringName, Variant> settings;
};
Map<String, MeshData> mesh_map;
struct AnimationData {
Ref<Animation> animation;
TreeItem *scene_node;
Map<StringName, Variant> settings;
};
Map<String, AnimationData> animation_map;
struct NodeData {
Node *node;
TreeItem *scene_node;
Map<StringName, Variant> settings;
};
Map<String, NodeData> node_map;
void _fill_material(Tree *p_tree, const Ref<Material> &p_material, TreeItem *p_parent);
void _fill_mesh(Tree *p_tree, const Ref<Mesh> &p_mesh, TreeItem *p_parent);
void _fill_animation(Tree *p_tree, const Ref<Animation> &p_anim, const String &p_name, TreeItem *p_parent);
void _fill_scene(Node *p_node, TreeItem *p_parent_item);
Set<Ref<Mesh>> mesh_set;
Set<Ref<Material>> material_set;
String selected_type;
String selected_id;
bool selecting = false;
void _update_view_gizmos();
void _update_camera();
void _select(Tree *p_from, String p_type, String p_id);
void _material_tree_selected();
void _mesh_tree_selected();
void _scene_tree_selected();
void _viewport_input(const Ref<InputEvent> &p_input);
Map<StringName, Variant> defaults;
SceneImportSettingsData *scene_import_settings_data;
void _re_import();
String base_path;
MenuButton *action_menu;
ConfirmationDialog *external_paths;
Tree *external_path_tree;
EditorFileDialog *save_path;
OptionButton *external_extension_type;
EditorFileDialog *item_save_path;
void _menu_callback(int p_id);
void _save_dir_callback(const String &p_path);
int current_action;
Vector<TreeItem *> save_path_items;
TreeItem *save_path_item = nullptr;
void _save_path_changed(const String &p_path);
void _browse_save_callback(Object *p_item, int p_column, int p_id);
void _save_dir_confirm();
Dictionary base_subresource_settings;
void _load_default_subresource_settings(Map<StringName, Variant> &settings, const String &p_type, const String &p_import_id, ResourceImporterScene::InternalImportCategory p_category);
protected:
void _notification(int p_what);
public:
void update_view();
void open_settings(const String &p_path);
static SceneImportSettings *get_singleton();
SceneImportSettings();
~SceneImportSettings();
};
#endif // SCENEIMPORTSETTINGS_H