godot/modules/gltf/gltf_document_extension_convert_importer_mesh.cpp

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/*************************************************************************/
/* gltf_document_extension_convert_importer_mesh.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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. */
/*************************************************************************/
#include "gltf_document_extension_convert_importer_mesh.h"
#include "scene/3d/mesh_instance_3d.h"
#include "scene/resources/importer_mesh.h"
#include <cstddef>
void GLTFDocumentExtensionConvertImporterMesh::_bind_methods() {
}
Error GLTFDocumentExtensionConvertImporterMesh::import_post(Ref<GLTFDocument> p_document, Node *p_node) {
List<Node *> queue;
queue.push_back(p_node);
List<Node *> delete_queue;
while (!queue.is_empty()) {
List<Node *>::Element *E = queue.front();
Node *node = E->get();
{
ImporterMeshInstance3D *mesh_3d = cast_to<ImporterMeshInstance3D>(node);
if (mesh_3d) {
MeshInstance3D *mesh_instance_node_3d = memnew(MeshInstance3D);
Ref<ImporterMesh> mesh = mesh_3d->get_mesh();
if (mesh.is_valid()) {
Ref<ArrayMesh> array_mesh = mesh->get_mesh();
mesh_instance_node_3d->set_name(node->get_name());
mesh_instance_node_3d->set_transform(mesh_3d->get_transform());
mesh_instance_node_3d->set_mesh(array_mesh);
mesh_instance_node_3d->set_skin(mesh_3d->get_skin());
mesh_instance_node_3d->set_skeleton_path(mesh_3d->get_skeleton_path());
node->replace_by(mesh_instance_node_3d);
delete_queue.push_back(node);
} else {
memdelete(mesh_instance_node_3d);
}
}
}
int child_count = node->get_child_count();
for (int i = 0; i < child_count; i++) {
queue.push_back(node->get_child(i));
}
queue.pop_front();
}
while (!queue.is_empty()) {
List<Node *>::Element *E = delete_queue.front();
Node *node = E->get();
memdelete(node);
delete_queue.pop_front();
}
return OK;
}