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/*************************************************************************/
/* resource_importer_scene.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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. */
/*************************************************************************/
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# include "resource_importer_scene.h"
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# include "core/io/resource_saver.h"
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# include "editor/editor_node.h"
Remove animation 3D transform track, replace by loc/rot/scale tracks.
* `Animation.TYPE_TRANSFORM3D` track is gone.
* Added POSITION_3D, ROTATION_3D, SCALE_3D tracks.
* GLTF2, Collada, FBX importers will only import the track types found.
* Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed.
* AnimationPlayer and AnimationTree animate these tracks separately, only when found.
* Removed BakeReset code, is useless with these changes.
This is the first in a series of commits designed to make the animation system in Godot more useful, which includes:
* Better compatibility with Autodesk products
* Better reusability of animations across models (including retargeting).
* Proper animation compression.
* etc.
*Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
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# include "editor/import/scene_import_settings.h"
# include "scene/3d/area_3d.h"
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# include "scene/3d/collision_shape_3d.h"
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# include "scene/3d/importer_mesh_instance_3d.h"
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# include "scene/3d/mesh_instance_3d.h"
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# include "scene/3d/navigation_region_3d.h"
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# include "scene/3d/physics_body_3d.h"
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# include "scene/3d/vehicle_body_3d.h"
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# include "scene/animation/animation_player.h"
# include "scene/resources/animation.h"
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# include "scene/resources/box_shape_3d.h"
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# include "scene/resources/importer_mesh.h"
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# include "scene/resources/packed_scene.h"
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# include "scene/resources/resource_format_text.h"
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# include "scene/resources/separation_ray_shape_3d.h"
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# include "scene/resources/sphere_shape_3d.h"
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# include "scene/resources/surface_tool.h"
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# include "scene/resources/world_boundary_shape_3d.h"
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uint32_t EditorSceneFormatImporter : : get_import_flags ( ) const {
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int ret ;
if ( GDVIRTUAL_CALL ( _get_import_flags , ret ) ) {
return ret ;
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}
ERR_FAIL_V ( 0 ) ;
}
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void EditorSceneFormatImporter : : get_extensions ( List < String > * r_extensions ) const {
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Vector < String > arr ;
if ( GDVIRTUAL_CALL ( _get_extensions , arr ) ) {
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for ( int i = 0 ; i < arr . size ( ) ; i + + ) {
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r_extensions - > push_back ( arr [ i ] ) ;
}
return ;
}
ERR_FAIL ( ) ;
}
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Node * EditorSceneFormatImporter : : import_scene ( const String & p_path , uint32_t p_flags , int p_bake_fps , List < String > * r_missing_deps , Error * r_err ) {
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Object * ret ;
if ( GDVIRTUAL_CALL ( _import_scene , p_path , p_flags , p_bake_fps , ret ) ) {
return Object : : cast_to < Node > ( ret ) ;
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}
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ERR_FAIL_V ( nullptr ) ;
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}
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Ref < Animation > EditorSceneFormatImporter : : import_animation ( const String & p_path , uint32_t p_flags , int p_bake_fps ) {
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Ref < Animation > ret ;
if ( GDVIRTUAL_CALL ( _import_animation , p_path , p_flags , p_bake_fps , ret ) ) {
return ret ;
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}
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ERR_FAIL_V ( nullptr ) ;
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}
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void EditorSceneFormatImporter : : get_import_options ( const String & p_path , List < ResourceImporter : : ImportOption > * r_options ) {
GDVIRTUAL_CALL ( _get_import_options , p_path ) ;
}
Variant EditorSceneFormatImporter : : get_option_visibility ( const String & p_path , const String & p_option , const Map < StringName , Variant > & p_options ) {
Variant ret ;
GDVIRTUAL_CALL ( _get_option_visibility , p_path , p_option , ret ) ;
return ret ;
}
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//for documenters, these functions are useful when an importer calls an external conversion helper (like, fbx2gltf),
//and you want to load the resulting file
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Node * EditorSceneFormatImporter : : import_scene_from_other_importer ( const String & p_path , uint32_t p_flags , int p_bake_fps ) {
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return ResourceImporterScene : : get_singleton ( ) - > import_scene_from_other_importer ( this , p_path , p_flags , p_bake_fps ) ;
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}
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Ref < Animation > EditorSceneFormatImporter : : import_animation_from_other_importer ( const String & p_path , uint32_t p_flags , int p_bake_fps ) {
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return ResourceImporterScene : : get_singleton ( ) - > import_animation_from_other_importer ( this , p_path , p_flags , p_bake_fps ) ;
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}
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void EditorSceneFormatImporter : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " import_scene_from_other_importer " , " path " , " flags " , " bake_fps " ) , & EditorSceneFormatImporter : : import_scene_from_other_importer ) ;
ClassDB : : bind_method ( D_METHOD ( " import_animation_from_other_importer " , " path " , " flags " , " bake_fps " ) , & EditorSceneFormatImporter : : import_animation_from_other_importer ) ;
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GDVIRTUAL_BIND ( _get_import_flags ) ;
GDVIRTUAL_BIND ( _get_extensions ) ;
GDVIRTUAL_BIND ( _import_scene , " path " , " flags " , " bake_fps " ) ;
GDVIRTUAL_BIND ( _import_animation , " path " , " flags " , " bake_fps " ) ;
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GDVIRTUAL_BIND ( _get_import_options , " path " ) ;
GDVIRTUAL_BIND ( _get_option_visibility , " path " , " option " ) ;
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BIND_CONSTANT ( IMPORT_SCENE ) ;
BIND_CONSTANT ( IMPORT_ANIMATION ) ;
BIND_CONSTANT ( IMPORT_FAIL_ON_MISSING_DEPENDENCIES ) ;
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BIND_CONSTANT ( IMPORT_GENERATE_TANGENT_ARRAYS ) ;
BIND_CONSTANT ( IMPORT_USE_NAMED_SKIN_BINDS ) ;
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}
/////////////////////////////////
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void EditorScenePostImport : : _bind_methods ( ) {
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GDVIRTUAL_BIND ( _post_import , " scene " )
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ClassDB : : bind_method ( D_METHOD ( " get_source_file " ) , & EditorScenePostImport : : get_source_file ) ;
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}
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Node * EditorScenePostImport : : post_import ( Node * p_scene ) {
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Object * ret ;
if ( GDVIRTUAL_CALL ( _post_import , p_scene , ret ) ) {
return Object : : cast_to < Node > ( ret ) ;
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}
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return p_scene ;
}
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String EditorScenePostImport : : get_source_file ( ) const {
return source_file ;
}
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void EditorScenePostImport : : init ( const String & p_source_file ) {
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source_file = p_source_file ;
}
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EditorScenePostImport : : EditorScenePostImport ( ) {
}
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///////////////////////////////////////////////////////
Variant EditorScenePostImportPlugin : : get_option_value ( const StringName & p_name ) const {
ERR_FAIL_COND_V_MSG ( current_options = = nullptr & & current_options_dict = = nullptr , Variant ( ) , " get_option_value called from a function where option values are not available. " ) ;
ERR_FAIL_COND_V_MSG ( current_options & & ! current_options - > has ( p_name ) , Variant ( ) , " get_option_value called with unexisting option argument: " + String ( p_name ) ) ;
ERR_FAIL_COND_V_MSG ( current_options_dict & & ! current_options_dict - > has ( p_name ) , Variant ( ) , " get_option_value called with unexisting option argument: " + String ( p_name ) ) ;
if ( current_options ) {
( * current_options ) [ p_name ] ;
}
if ( current_options_dict ) {
( * current_options_dict ) [ p_name ] ;
}
return Variant ( ) ;
}
void EditorScenePostImportPlugin : : add_import_option ( const String & p_name , Variant p_default_value ) {
ERR_FAIL_COND_MSG ( current_option_list = = nullptr , " add_import_option() can only be called from get_import_options() " ) ;
add_import_option_advanced ( p_default_value . get_type ( ) , p_name , p_default_value ) ;
}
void EditorScenePostImportPlugin : : add_import_option_advanced ( Variant : : Type p_type , const String & p_name , Variant p_default_value , PropertyHint p_hint , const String & p_hint_string , int p_usage_flags ) {
ERR_FAIL_COND_MSG ( current_option_list = = nullptr , " add_import_option_advanced() can only be called from get_import_options() " ) ;
current_option_list - > push_back ( ResourceImporter : : ImportOption ( PropertyInfo ( p_type , p_name , p_hint , p_hint_string , p_usage_flags ) , p_default_value ) ) ;
}
void EditorScenePostImportPlugin : : get_internal_import_options ( InternalImportCategory p_category , List < ResourceImporter : : ImportOption > * r_options ) {
current_option_list = r_options ;
GDVIRTUAL_CALL ( _get_internal_import_options , p_category ) ;
current_option_list = nullptr ;
}
Variant EditorScenePostImportPlugin : : get_internal_option_visibility ( InternalImportCategory p_category , const String & p_option , const Map < StringName , Variant > & p_options ) const {
current_options = & p_options ;
Variant ret ;
GDVIRTUAL_CALL ( _get_internal_option_visibility , p_category , p_option , ret ) ;
current_options = nullptr ;
return ret ;
}
Variant EditorScenePostImportPlugin : : get_internal_option_update_view_required ( InternalImportCategory p_category , const String & p_option , const Map < StringName , Variant > & p_options ) const {
current_options = & p_options ;
Variant ret ;
GDVIRTUAL_CALL ( _get_internal_option_update_view_required , p_category , p_option , ret ) ;
current_options = nullptr ;
return ret ;
}
void EditorScenePostImportPlugin : : internal_process ( InternalImportCategory p_category , Node * p_base_scene , Node * p_node , RES p_resource , const Dictionary & p_options ) {
current_options_dict = & p_options ;
GDVIRTUAL_CALL ( _internal_process , p_category , p_base_scene , p_node , p_resource ) ;
current_options_dict = nullptr ;
}
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void EditorScenePostImportPlugin : : get_import_options ( const String & p_path , List < ResourceImporter : : ImportOption > * r_options ) {
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current_option_list = r_options ;
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GDVIRTUAL_CALL ( _get_import_options , p_path ) ;
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current_option_list = nullptr ;
}
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Variant EditorScenePostImportPlugin : : get_option_visibility ( const String & p_path , const String & p_option , const Map < StringName , Variant > & p_options ) const {
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current_options = & p_options ;
Variant ret ;
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GDVIRTUAL_CALL ( _get_option_visibility , p_path , p_option , ret ) ;
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current_options = nullptr ;
return ret ;
}
void EditorScenePostImportPlugin : : pre_process ( Node * p_scene , const Map < StringName , Variant > & p_options ) {
current_options = & p_options ;
GDVIRTUAL_CALL ( _pre_process , p_scene ) ;
current_options = nullptr ;
}
void EditorScenePostImportPlugin : : post_process ( Node * p_scene , const Map < StringName , Variant > & p_options ) {
current_options = & p_options ;
GDVIRTUAL_CALL ( _post_process , p_scene ) ;
current_options = nullptr ;
}
void EditorScenePostImportPlugin : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " get_option_value " , " name " ) , & EditorScenePostImportPlugin : : get_option_value ) ;
ClassDB : : bind_method ( D_METHOD ( " add_import_option " , " name " , " value " ) , & EditorScenePostImportPlugin : : add_import_option ) ;
ClassDB : : bind_method ( D_METHOD ( " add_import_option_advanced " , " type " , " name " , " default_value " , " hint " , " hint_string " , " usage_flags " ) , & EditorScenePostImportPlugin : : add_import_option_advanced , DEFVAL ( PROPERTY_HINT_NONE ) , DEFVAL ( " " ) , DEFVAL ( PROPERTY_USAGE_DEFAULT ) ) ;
GDVIRTUAL_BIND ( _get_internal_import_options , " category " ) ;
GDVIRTUAL_BIND ( _get_internal_option_visibility , " category " , " option " ) ;
GDVIRTUAL_BIND ( _get_internal_option_update_view_required , " category " , " option " ) ;
GDVIRTUAL_BIND ( _internal_process , " category " , " base_node " , " node " , " resource " ) ;
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GDVIRTUAL_BIND ( _get_import_options , " path " ) ;
GDVIRTUAL_BIND ( _get_option_visibility , " path " , " option " ) ;
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GDVIRTUAL_BIND ( _pre_process , " scene " ) ;
GDVIRTUAL_BIND ( _post_process , " scene " ) ;
BIND_ENUM_CONSTANT ( INTERNAL_IMPORT_CATEGORY_NODE ) ;
BIND_ENUM_CONSTANT ( INTERNAL_IMPORT_CATEGORY_MESH_3D_NODE ) ;
BIND_ENUM_CONSTANT ( INTERNAL_IMPORT_CATEGORY_MESH ) ;
BIND_ENUM_CONSTANT ( INTERNAL_IMPORT_CATEGORY_MATERIAL ) ;
BIND_ENUM_CONSTANT ( INTERNAL_IMPORT_CATEGORY_ANIMATION ) ;
BIND_ENUM_CONSTANT ( INTERNAL_IMPORT_CATEGORY_ANIMATION_NODE ) ;
BIND_ENUM_CONSTANT ( INTERNAL_IMPORT_CATEGORY_MAX ) ;
}
/////////////////////////////////////////////////////////
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String ResourceImporterScene : : get_importer_name ( ) const {
return " scene " ;
}
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String ResourceImporterScene : : get_visible_name ( ) const {
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return " Scene " ;
}
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void ResourceImporterScene : : get_recognized_extensions ( List < String > * p_extensions ) const {
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for ( Set < Ref < EditorSceneFormatImporter > > : : Element * E = importers . front ( ) ; E ; E = E - > next ( ) ) {
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E - > get ( ) - > get_extensions ( p_extensions ) ;
}
}
String ResourceImporterScene : : get_save_extension ( ) const {
return " scn " ;
}
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String ResourceImporterScene : : get_resource_type ( ) const {
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return " PackedScene " ;
}
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int ResourceImporterScene : : get_format_version ( ) const {
return 1 ;
}
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bool ResourceImporterScene : : get_option_visibility ( const String & p_path , const String & p_option , const Map < StringName , Variant > & p_options ) const {
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if ( p_option . begins_with ( " animation/ " ) ) {
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if ( p_option ! = " animation/import " & & ! bool ( p_options [ " animation/import " ] ) ) {
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return false ;
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}
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}
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if ( p_option = = " meshes/lightmap_texel_size " & & int ( p_options [ " meshes/light_baking " ] ) < 3 ) {
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return false ;
}
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for ( int i = 0 ; i < post_importer_plugins . size ( ) ; i + + ) {
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Variant ret = post_importer_plugins . write [ i ] - > get_option_visibility ( p_path , p_option , p_options ) ;
if ( ret . get_type ( ) = = Variant : : BOOL ) {
return ret ;
}
}
for ( Ref < EditorSceneFormatImporter > importer : importers ) {
Variant ret = importer - > get_option_visibility ( p_path , p_option , p_options ) ;
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if ( ret . get_type ( ) = = Variant : : BOOL ) {
return ret ;
}
}
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return true ;
}
int ResourceImporterScene : : get_preset_count ( ) const {
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return 0 ;
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}
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String ResourceImporterScene : : get_preset_name ( int p_idx ) const {
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return String ( ) ;
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}
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static bool _teststr ( const String & p_what , const String & p_str ) {
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String what = p_what ;
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//remove trailing spaces and numbers, some apps like blender add ".number" to duplicates so also compensate for this
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while ( what . length ( ) & & ( ( what [ what . length ( ) - 1 ] > = ' 0 ' & & what [ what . length ( ) - 1 ] < = ' 9 ' ) | | what [ what . length ( ) - 1 ] < = 32 | | what [ what . length ( ) - 1 ] = = ' . ' ) ) {
what = what . substr ( 0 , what . length ( ) - 1 ) ;
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}
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if ( what . findn ( " $ " + p_str ) ! = - 1 ) { //blender and other stuff
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return true ;
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}
if ( what . to_lower ( ) . ends_with ( " - " + p_str ) ) { //collada only supports "_" and "-" besides letters
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return true ;
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}
if ( what . to_lower ( ) . ends_with ( " _ " + p_str ) ) { //collada only supports "_" and "-" besides letters
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return true ;
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}
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return false ;
}
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static String _fixstr ( const String & p_what , const String & p_str ) {
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String what = p_what ;
//remove trailing spaces and numbers, some apps like blender add ".number" to duplicates so also compensate for this
while ( what . length ( ) & & ( ( what [ what . length ( ) - 1 ] > = ' 0 ' & & what [ what . length ( ) - 1 ] < = ' 9 ' ) | | what [ what . length ( ) - 1 ] < = 32 | | what [ what . length ( ) - 1 ] = = ' . ' ) ) {
what = what . substr ( 0 , what . length ( ) - 1 ) ;
}
String end = p_what . substr ( what . length ( ) , p_what . length ( ) - what . length ( ) ) ;
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if ( what . findn ( " $ " + p_str ) ! = - 1 ) { //blender and other stuff
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return what . replace ( " $ " + p_str , " " ) + end ;
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}
if ( what . to_lower ( ) . ends_with ( " - " + p_str ) ) { //collada only supports "_" and "-" besides letters
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return what . substr ( 0 , what . length ( ) - ( p_str . length ( ) + 1 ) ) + end ;
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}
if ( what . to_lower ( ) . ends_with ( " _ " + p_str ) ) { //collada only supports "_" and "-" besides letters
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return what . substr ( 0 , what . length ( ) - ( p_str . length ( ) + 1 ) ) + end ;
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}
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return what ;
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}
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static void _pre_gen_shape_list ( Ref < ImporterMesh > & mesh , Vector < Ref < Shape3D > > & r_shape_list , bool p_convex ) {
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ERR_FAIL_NULL_MSG ( mesh , " Cannot generate shape list with null mesh value " ) ;
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ERR_FAIL_NULL_MSG ( mesh - > get_mesh ( ) , " Cannot generate shape list with null mesh value " ) ;
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if ( ! p_convex ) {
Ref < Shape3D > shape = mesh - > create_trimesh_shape ( ) ;
r_shape_list . push_back ( shape ) ;
} else {
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
Vector < Ref < Shape3D > > cd ;
cd . push_back ( mesh - > get_mesh ( ) - > create_convex_shape ( true , /*Passing false, otherwise VHACD will be used to simplify (Decompose) the Mesh.*/ false ) ) ;
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if ( cd . size ( ) ) {
for ( int i = 0 ; i < cd . size ( ) ; i + + ) {
r_shape_list . push_back ( cd [ i ] ) ;
}
}
}
}
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Node * ResourceImporterScene : : _pre_fix_node ( Node * p_node , Node * p_root , Map < Ref < ImporterMesh > , Vector < Ref < Shape3D > > > & collision_map ) {
2018-08-24 07:35:07 +00:00
// children first
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for ( int i = 0 ; i < p_node - > get_child_count ( ) ; i + + ) {
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Node * r = _pre_fix_node ( p_node - > get_child ( i ) , p_root , collision_map ) ;
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if ( ! r ) {
i - - ; //was erased
}
}
String name = p_node - > get_name ( ) ;
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bool isroot = p_node = = p_root ;
2017-02-04 12:48:04 +00:00
2017-03-05 15:44:50 +00:00
if ( ! isroot & & _teststr ( name , " noimp " ) ) {
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memdelete ( p_node ) ;
2020-04-01 23:20:12 +00:00
return nullptr ;
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}
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if ( Object : : cast_to < ImporterMeshInstance3D > ( p_node ) ) {
ImporterMeshInstance3D * mi = Object : : cast_to < ImporterMeshInstance3D > ( p_node ) ;
2017-02-04 12:48:04 +00:00
2021-09-21 01:24:31 +00:00
Ref < ImporterMesh > m = mi - > get_mesh ( ) ;
2017-02-04 12:48:04 +00:00
if ( m . is_valid ( ) ) {
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for ( int i = 0 ; i < m - > get_surface_count ( ) ; i + + ) {
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Ref < BaseMaterial3D > mat = m - > get_surface_material ( i ) ;
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if ( ! mat . is_valid ( ) ) {
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continue ;
2020-05-14 14:41:43 +00:00
}
2017-02-04 12:48:04 +00:00
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if ( _teststr ( mat - > get_name ( ) , " alpha " ) ) {
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mat - > set_transparency ( BaseMaterial3D : : TRANSPARENCY_ALPHA ) ;
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mat - > set_name ( _fixstr ( mat - > get_name ( ) , " alpha " ) ) ;
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}
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if ( _teststr ( mat - > get_name ( ) , " vcol " ) ) {
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mat - > set_flag ( BaseMaterial3D : : FLAG_ALBEDO_FROM_VERTEX_COLOR , true ) ;
mat - > set_flag ( BaseMaterial3D : : FLAG_SRGB_VERTEX_COLOR , true ) ;
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mat - > set_name ( _fixstr ( mat - > get_name ( ) , " vcol " ) ) ;
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}
}
}
}
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if ( Object : : cast_to < AnimationPlayer > ( p_node ) ) {
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//remove animations referencing non-importable nodes
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AnimationPlayer * ap = Object : : cast_to < AnimationPlayer > ( p_node ) ;
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List < StringName > anims ;
ap - > get_animation_list ( & anims ) ;
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for ( const StringName & E : anims ) {
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Ref < Animation > anim = ap - > get_animation ( E ) ;
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ERR_CONTINUE ( anim . is_null ( ) ) ;
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for ( int i = 0 ; i < anim - > get_track_count ( ) ; i + + ) {
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NodePath path = anim - > track_get_path ( i ) ;
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for ( int j = 0 ; j < path . get_name_count ( ) ; j + + ) {
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String node = path . get_name ( j ) ;
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if ( _teststr ( node , " noimp " ) ) {
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anim - > remove_track ( i ) ;
i - - ;
break ;
}
}
}
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String animname = E ;
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const int loop_string_count = 3 ;
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static const char * loop_strings [ loop_string_count ] = { " loop_mode " , " loop " , " cycle " } ;
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for ( int i = 0 ; i < loop_string_count ; i + + ) {
if ( _teststr ( animname , loop_strings [ i ] ) ) {
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anim - > set_loop_mode ( Animation : : LoopMode : : LOOP_LINEAR ) ;
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animname = _fixstr ( animname , loop_strings [ i ] ) ;
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ap - > rename_animation ( E , animname ) ;
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}
}
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}
}
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if ( _teststr ( name , " colonly " ) | | _teststr ( name , " convcolonly " ) ) {
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if ( isroot ) {
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return p_node ;
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}
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ImporterMeshInstance3D * mi = Object : : cast_to < ImporterMeshInstance3D > ( p_node ) ;
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if ( mi ) {
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Ref < ImporterMesh > mesh = mi - > get_mesh ( ) ;
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if ( mesh . is_valid ( ) ) {
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
Vector < Ref < Shape3D > > shapes ;
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String fixed_name ;
if ( collision_map . has ( mesh ) ) {
shapes = collision_map [ mesh ] ;
} else if ( _teststr ( name , " colonly " ) ) {
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_pre_gen_shape_list ( mesh , shapes , false ) ;
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collision_map [ mesh ] = shapes ;
} else if ( _teststr ( name , " convcolonly " ) ) {
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_pre_gen_shape_list ( mesh , shapes , true ) ;
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collision_map [ mesh ] = shapes ;
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}
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if ( _teststr ( name , " colonly " ) ) {
fixed_name = _fixstr ( name , " colonly " ) ;
} else if ( _teststr ( name , " convcolonly " ) ) {
fixed_name = _fixstr ( name , " convcolonly " ) ;
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}
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ERR_FAIL_COND_V ( fixed_name = = String ( ) , nullptr ) ;
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if ( shapes . size ( ) ) {
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StaticBody3D * col = memnew ( StaticBody3D ) ;
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col - > set_transform ( mi - > get_transform ( ) ) ;
col - > set_name ( fixed_name ) ;
p_node - > replace_by ( col ) ;
memdelete ( p_node ) ;
p_node = col ;
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_add_shapes ( col , shapes ) ;
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}
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}
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} else if ( p_node - > has_meta ( " empty_draw_type " ) ) {
String empty_draw_type = String ( p_node - > get_meta ( " empty_draw_type " ) ) ;
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StaticBody3D * sb = memnew ( StaticBody3D ) ;
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sb - > set_name ( _fixstr ( name , " colonly " ) ) ;
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Object : : cast_to < Node3D > ( sb ) - > set_transform ( Object : : cast_to < Node3D > ( p_node ) - > get_transform ( ) ) ;
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p_node - > replace_by ( sb ) ;
memdelete ( p_node ) ;
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p_node = nullptr ;
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CollisionShape3D * colshape = memnew ( CollisionShape3D ) ;
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if ( empty_draw_type = = " CUBE " ) {
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BoxShape3D * boxShape = memnew ( BoxShape3D ) ;
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boxShape - > set_size ( Vector3 ( 2 , 2 , 2 ) ) ;
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colshape - > set_shape ( boxShape ) ;
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} else if ( empty_draw_type = = " SINGLE_ARROW " ) {
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SeparationRayShape3D * rayShape = memnew ( SeparationRayShape3D ) ;
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rayShape - > set_length ( 1 ) ;
colshape - > set_shape ( rayShape ) ;
Object : : cast_to < Node3D > ( sb ) - > rotate_x ( Math_PI / 2 ) ;
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} else if ( empty_draw_type = = " IMAGE " ) {
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WorldBoundaryShape3D * world_boundary_shape = memnew ( WorldBoundaryShape3D ) ;
colshape - > set_shape ( world_boundary_shape ) ;
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} else {
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SphereShape3D * sphereShape = memnew ( SphereShape3D ) ;
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sphereShape - > set_radius ( 1 ) ;
colshape - > set_shape ( sphereShape ) ;
}
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sb - > add_child ( colshape , true ) ;
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colshape - > set_owner ( sb - > get_owner ( ) ) ;
}
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} else if ( _teststr ( name , " rigid " ) & & Object : : cast_to < ImporterMeshInstance3D > ( p_node ) ) {
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if ( isroot ) {
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return p_node ;
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}
2017-02-04 12:48:04 +00:00
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ImporterMeshInstance3D * mi = Object : : cast_to < ImporterMeshInstance3D > ( p_node ) ;
Ref < ImporterMesh > mesh = mi - > get_mesh ( ) ;
2019-04-10 20:46:04 +00:00
if ( mesh . is_valid ( ) ) {
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
Vector < Ref < Shape3D > > shapes ;
2019-04-10 20:46:04 +00:00
if ( collision_map . has ( mesh ) ) {
shapes = collision_map [ mesh ] ;
} else {
Fix Static & Rigid body generation on mesh import.
The function `_gen_shape_list` is using the resource `Res<Mesh>`, but during the import phase the resource used is instead `Ref<EditorSceneImporterMesh>`.
Note: the `Ref<EditorSceneImporterMesh>` is an intermediate resource, that will be used to create a `Res<Mesh>` at the end of the import process. `Ref<EditorSceneImporterMesh>` and `Ref<Mesh>` are not inheriting each other, so the internal cast done by `Ref<>` during the assignment, is always null:
```c++
Ref<EditorSceneImporterMesh> import_mesh(/* Assume it's initialized */);
CRASH_NOW(import_mesh.is_null());
Ref<Mesh> mesh = import_mesh;
CRASH_NOW(mesh.is_null()); // <--- Here we have a crash, since it's impossible perform the above cast, and the `mesh` is always null.
```
Here the full list of call to `_gen_shape_list`, where we can notice that a `Ref<EditorSceneImporterMesh>` is passed:
- https://github.com/AndreaCatania/godot/blob/master/editor/import/resource_importer_scene.cpp#L428
- https://github.com/AndreaCatania/godot/blob/master/editor/import/resource_importer_scene.cpp#L454-L458
- https://github.com/AndreaCatania/godot/blob/master/editor/import/resource_importer_scene.cpp#L512-L516
As you can notice, we always pass the following mesh: `Ref<EditorSceneImporterMesh> mesh = mi->get_mesh();`.
We already have the function `_pre_gen_shape_list` that executes the exact same job but using the correct type; Since there is no further usage of the function `_gen_shape_list` in the code base, I think it's just some leftover code, so I removed it entirely to use the proper function.
2021-07-24 06:39:18 +00:00
_pre_gen_shape_list ( mesh , shapes , true ) ;
2019-04-10 20:46:04 +00:00
}
2021-09-14 18:44:30 +00:00
RigidDynamicBody3D * rigid_body = memnew ( RigidDynamicBody3D ) ;
rigid_body - > set_name ( _fixstr ( name , " rigid_body " ) ) ;
2019-04-10 20:46:04 +00:00
p_node - > replace_by ( rigid_body ) ;
rigid_body - > set_transform ( mi - > get_transform ( ) ) ;
p_node = rigid_body ;
2020-10-17 05:08:21 +00:00
mi - > set_transform ( Transform3D ( ) ) ;
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rigid_body - > add_child ( mi , true ) ;
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mi - > set_owner ( rigid_body - > get_owner ( ) ) ;
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_add_shapes ( rigid_body , shapes ) ;
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}
2017-02-04 12:48:04 +00:00
2021-09-21 01:24:31 +00:00
} else if ( ( _teststr ( name , " col " ) | | ( _teststr ( name , " convcol " ) ) ) & & Object : : cast_to < ImporterMeshInstance3D > ( p_node ) ) {
ImporterMeshInstance3D * mi = Object : : cast_to < ImporterMeshInstance3D > ( p_node ) ;
2017-02-04 12:48:04 +00:00
2021-09-21 01:24:31 +00:00
Ref < ImporterMesh > mesh = mi - > get_mesh ( ) ;
2019-04-10 20:46:04 +00:00
if ( mesh . is_valid ( ) ) {
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
Vector < Ref < Shape3D > > shapes ;
2019-04-10 20:46:04 +00:00
String fixed_name ;
if ( collision_map . has ( mesh ) ) {
shapes = collision_map [ mesh ] ;
} else if ( _teststr ( name , " col " ) ) {
Fix Static & Rigid body generation on mesh import.
The function `_gen_shape_list` is using the resource `Res<Mesh>`, but during the import phase the resource used is instead `Ref<EditorSceneImporterMesh>`.
Note: the `Ref<EditorSceneImporterMesh>` is an intermediate resource, that will be used to create a `Res<Mesh>` at the end of the import process. `Ref<EditorSceneImporterMesh>` and `Ref<Mesh>` are not inheriting each other, so the internal cast done by `Ref<>` during the assignment, is always null:
```c++
Ref<EditorSceneImporterMesh> import_mesh(/* Assume it's initialized */);
CRASH_NOW(import_mesh.is_null());
Ref<Mesh> mesh = import_mesh;
CRASH_NOW(mesh.is_null()); // <--- Here we have a crash, since it's impossible perform the above cast, and the `mesh` is always null.
```
Here the full list of call to `_gen_shape_list`, where we can notice that a `Ref<EditorSceneImporterMesh>` is passed:
- https://github.com/AndreaCatania/godot/blob/master/editor/import/resource_importer_scene.cpp#L428
- https://github.com/AndreaCatania/godot/blob/master/editor/import/resource_importer_scene.cpp#L454-L458
- https://github.com/AndreaCatania/godot/blob/master/editor/import/resource_importer_scene.cpp#L512-L516
As you can notice, we always pass the following mesh: `Ref<EditorSceneImporterMesh> mesh = mi->get_mesh();`.
We already have the function `_pre_gen_shape_list` that executes the exact same job but using the correct type; Since there is no further usage of the function `_gen_shape_list` in the code base, I think it's just some leftover code, so I removed it entirely to use the proper function.
2021-07-24 06:39:18 +00:00
_pre_gen_shape_list ( mesh , shapes , false ) ;
2019-04-10 20:46:04 +00:00
collision_map [ mesh ] = shapes ;
} else if ( _teststr ( name , " convcol " ) ) {
Fix Static & Rigid body generation on mesh import.
The function `_gen_shape_list` is using the resource `Res<Mesh>`, but during the import phase the resource used is instead `Ref<EditorSceneImporterMesh>`.
Note: the `Ref<EditorSceneImporterMesh>` is an intermediate resource, that will be used to create a `Res<Mesh>` at the end of the import process. `Ref<EditorSceneImporterMesh>` and `Ref<Mesh>` are not inheriting each other, so the internal cast done by `Ref<>` during the assignment, is always null:
```c++
Ref<EditorSceneImporterMesh> import_mesh(/* Assume it's initialized */);
CRASH_NOW(import_mesh.is_null());
Ref<Mesh> mesh = import_mesh;
CRASH_NOW(mesh.is_null()); // <--- Here we have a crash, since it's impossible perform the above cast, and the `mesh` is always null.
```
Here the full list of call to `_gen_shape_list`, where we can notice that a `Ref<EditorSceneImporterMesh>` is passed:
- https://github.com/AndreaCatania/godot/blob/master/editor/import/resource_importer_scene.cpp#L428
- https://github.com/AndreaCatania/godot/blob/master/editor/import/resource_importer_scene.cpp#L454-L458
- https://github.com/AndreaCatania/godot/blob/master/editor/import/resource_importer_scene.cpp#L512-L516
As you can notice, we always pass the following mesh: `Ref<EditorSceneImporterMesh> mesh = mi->get_mesh();`.
We already have the function `_pre_gen_shape_list` that executes the exact same job but using the correct type; Since there is no further usage of the function `_gen_shape_list` in the code base, I think it's just some leftover code, so I removed it entirely to use the proper function.
2021-07-24 06:39:18 +00:00
_pre_gen_shape_list ( mesh , shapes , true ) ;
2019-04-10 20:46:04 +00:00
collision_map [ mesh ] = shapes ;
2018-07-02 08:54:14 +00:00
}
2017-11-16 13:06:30 +00:00
2019-04-10 20:46:04 +00:00
if ( _teststr ( name , " col " ) ) {
fixed_name = _fixstr ( name , " col " ) ;
} else if ( _teststr ( name , " convcol " ) ) {
fixed_name = _fixstr ( name , " convcol " ) ;
2018-07-02 08:54:14 +00:00
}
2017-11-16 13:06:30 +00:00
2019-04-10 20:46:04 +00:00
if ( fixed_name ! = String ( ) ) {
if ( mi - > get_parent ( ) & & ! mi - > get_parent ( ) - > has_node ( fixed_name ) ) {
mi - > set_name ( fixed_name ) ;
}
}
if ( shapes . size ( ) ) {
2020-03-26 21:49:16 +00:00
StaticBody3D * col = memnew ( StaticBody3D ) ;
2021-10-21 14:46:07 +00:00
mi - > add_child ( col , true ) ;
2019-04-10 20:46:04 +00:00
col - > set_owner ( mi - > get_owner ( ) ) ;
2017-02-04 12:48:04 +00:00
2021-03-23 07:08:06 +00:00
_add_shapes ( col , shapes ) ;
2019-04-10 20:46:04 +00:00
}
}
2017-02-04 12:48:04 +00:00
2021-09-21 01:24:31 +00:00
} else if ( _teststr ( name , " navmesh " ) & & Object : : cast_to < ImporterMeshInstance3D > ( p_node ) ) {
2020-05-14 14:41:43 +00:00
if ( isroot ) {
2017-02-04 12:48:04 +00:00
return p_node ;
2020-05-14 14:41:43 +00:00
}
2017-02-04 12:48:04 +00:00
2021-09-21 01:24:31 +00:00
ImporterMeshInstance3D * mi = Object : : cast_to < ImporterMeshInstance3D > ( p_node ) ;
2017-02-04 12:48:04 +00:00
2021-09-21 01:24:31 +00:00
Ref < ImporterMesh > mesh = mi - > get_mesh ( ) ;
2020-04-01 23:20:12 +00:00
ERR_FAIL_COND_V ( mesh . is_null ( ) , nullptr ) ;
2020-03-26 21:49:16 +00:00
NavigationRegion3D * nmi = memnew ( NavigationRegion3D ) ;
2017-02-04 12:48:04 +00:00
2017-03-05 15:44:50 +00:00
nmi - > set_name ( _fixstr ( name , " navmesh " ) ) ;
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Ref < NavigationMesh > nmesh = mesh - > create_navigation_mesh ( ) ;
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nmi - > set_navigation_mesh ( nmesh ) ;
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Object : : cast_to < Node3D > ( nmi ) - > set_transform ( mi - > get_transform ( ) ) ;
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p_node - > replace_by ( nmi ) ;
memdelete ( p_node ) ;
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p_node = nmi ;
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} else if ( Object : : cast_to < ImporterMeshInstance3D > ( p_node ) ) {
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//last attempt, maybe collision inside the mesh data
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ImporterMeshInstance3D * mi = Object : : cast_to < ImporterMeshInstance3D > ( p_node ) ;
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Ref < ImporterMesh > mesh = mi - > get_mesh ( ) ;
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if ( ! mesh . is_null ( ) ) {
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
Vector < Ref < Shape3D > > shapes ;
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if ( collision_map . has ( mesh ) ) {
shapes = collision_map [ mesh ] ;
} else if ( _teststr ( mesh - > get_name ( ) , " col " ) ) {
Fix Static & Rigid body generation on mesh import.
The function `_gen_shape_list` is using the resource `Res<Mesh>`, but during the import phase the resource used is instead `Ref<EditorSceneImporterMesh>`.
Note: the `Ref<EditorSceneImporterMesh>` is an intermediate resource, that will be used to create a `Res<Mesh>` at the end of the import process. `Ref<EditorSceneImporterMesh>` and `Ref<Mesh>` are not inheriting each other, so the internal cast done by `Ref<>` during the assignment, is always null:
```c++
Ref<EditorSceneImporterMesh> import_mesh(/* Assume it's initialized */);
CRASH_NOW(import_mesh.is_null());
Ref<Mesh> mesh = import_mesh;
CRASH_NOW(mesh.is_null()); // <--- Here we have a crash, since it's impossible perform the above cast, and the `mesh` is always null.
```
Here the full list of call to `_gen_shape_list`, where we can notice that a `Ref<EditorSceneImporterMesh>` is passed:
- https://github.com/AndreaCatania/godot/blob/master/editor/import/resource_importer_scene.cpp#L428
- https://github.com/AndreaCatania/godot/blob/master/editor/import/resource_importer_scene.cpp#L454-L458
- https://github.com/AndreaCatania/godot/blob/master/editor/import/resource_importer_scene.cpp#L512-L516
As you can notice, we always pass the following mesh: `Ref<EditorSceneImporterMesh> mesh = mi->get_mesh();`.
We already have the function `_pre_gen_shape_list` that executes the exact same job but using the correct type; Since there is no further usage of the function `_gen_shape_list` in the code base, I think it's just some leftover code, so I removed it entirely to use the proper function.
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_pre_gen_shape_list ( mesh , shapes , false ) ;
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collision_map [ mesh ] = shapes ;
mesh - > set_name ( _fixstr ( mesh - > get_name ( ) , " col " ) ) ;
} else if ( _teststr ( mesh - > get_name ( ) , " convcol " ) ) {
Fix Static & Rigid body generation on mesh import.
The function `_gen_shape_list` is using the resource `Res<Mesh>`, but during the import phase the resource used is instead `Ref<EditorSceneImporterMesh>`.
Note: the `Ref<EditorSceneImporterMesh>` is an intermediate resource, that will be used to create a `Res<Mesh>` at the end of the import process. `Ref<EditorSceneImporterMesh>` and `Ref<Mesh>` are not inheriting each other, so the internal cast done by `Ref<>` during the assignment, is always null:
```c++
Ref<EditorSceneImporterMesh> import_mesh(/* Assume it's initialized */);
CRASH_NOW(import_mesh.is_null());
Ref<Mesh> mesh = import_mesh;
CRASH_NOW(mesh.is_null()); // <--- Here we have a crash, since it's impossible perform the above cast, and the `mesh` is always null.
```
Here the full list of call to `_gen_shape_list`, where we can notice that a `Ref<EditorSceneImporterMesh>` is passed:
- https://github.com/AndreaCatania/godot/blob/master/editor/import/resource_importer_scene.cpp#L428
- https://github.com/AndreaCatania/godot/blob/master/editor/import/resource_importer_scene.cpp#L454-L458
- https://github.com/AndreaCatania/godot/blob/master/editor/import/resource_importer_scene.cpp#L512-L516
As you can notice, we always pass the following mesh: `Ref<EditorSceneImporterMesh> mesh = mi->get_mesh();`.
We already have the function `_pre_gen_shape_list` that executes the exact same job but using the correct type; Since there is no further usage of the function `_gen_shape_list` in the code base, I think it's just some leftover code, so I removed it entirely to use the proper function.
2021-07-24 06:39:18 +00:00
_pre_gen_shape_list ( mesh , shapes , true ) ;
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collision_map [ mesh ] = shapes ;
mesh - > set_name ( _fixstr ( mesh - > get_name ( ) , " convcol " ) ) ;
}
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if ( shapes . size ( ) ) {
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StaticBody3D * col = memnew ( StaticBody3D ) ;
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p_node - > add_child ( col , true ) ;
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col - > set_owner ( p_node - > get_owner ( ) ) ;
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_add_shapes ( col , shapes ) ;
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}
}
}
return p_node ;
}
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Node * ResourceImporterScene : : _post_fix_node ( Node * p_node , Node * p_root , Map < Ref < ImporterMesh > , Vector < Ref < Shape3D > > > & collision_map , Set < Ref < ImporterMesh > > & 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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// children first
for ( int i = 0 ; i < p_node - > get_child_count ( ) ; i + + ) {
Node * r = _post_fix_node ( p_node - > get_child ( i ) , p_root , collision_map , r_scanned_meshes , p_node_data , p_material_data , p_animation_data , p_animation_fps ) ;
if ( ! r ) {
i - - ; //was erased
}
}
bool isroot = p_node = = p_root ;
String import_id ;
if ( p_node - > has_meta ( " import_id " ) ) {
import_id = p_node - > get_meta ( " import_id " ) ;
} else {
import_id = " PATH: " + p_root - > get_path_to ( p_node ) ;
}
Dictionary node_settings ;
if ( p_node_data . has ( import_id ) ) {
node_settings = p_node_data [ import_id ] ;
}
if ( ! isroot & & ( node_settings . has ( " import/skip_import " ) & & bool ( node_settings [ " import/skip_import " ] ) ) ) {
memdelete ( p_node ) ;
return nullptr ;
}
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{
ObjectID node_id = p_node - > get_instance_id ( ) ;
for ( int i = 0 ; i < post_importer_plugins . size ( ) ; i + + ) {
post_importer_plugins . write [ i ] - > internal_process ( EditorScenePostImportPlugin : : INTERNAL_IMPORT_CATEGORY_NODE , p_root , p_node , RES ( ) , node_settings ) ;
if ( ObjectDB : : get_instance ( node_id ) = = nullptr ) { //may have been erased, so do not continue
break ;
}
}
}
if ( Object : : cast_to < ImporterMeshInstance3D > ( p_node ) ) {
ObjectID node_id = p_node - > get_instance_id ( ) ;
for ( int i = 0 ; i < post_importer_plugins . size ( ) ; i + + ) {
post_importer_plugins . write [ i ] - > internal_process ( EditorScenePostImportPlugin : : INTERNAL_IMPORT_CATEGORY_MESH_3D_NODE , p_root , p_node , RES ( ) , node_settings ) ;
if ( ObjectDB : : get_instance ( node_id ) = = nullptr ) { //may have been erased, so do not continue
break ;
}
}
}
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if ( Object : : cast_to < ImporterMeshInstance3D > ( p_node ) ) {
ImporterMeshInstance3D * mi = Object : : cast_to < ImporterMeshInstance3D > ( p_node ) ;
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Ref < ImporterMesh > m = mi - > get_mesh ( ) ;
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if ( m . is_valid ( ) ) {
if ( ! r_scanned_meshes . has ( m ) ) {
for ( int i = 0 ; i < m - > get_surface_count ( ) ; i + + ) {
Ref < Material > mat = m - > get_surface_material ( i ) ;
if ( mat . is_valid ( ) ) {
String mat_id ;
if ( mat - > has_meta ( " import_id " ) ) {
mat_id = mat - > get_meta ( " import_id " ) ;
} else {
mat_id = mat - > get_name ( ) ;
}
if ( mat_id ! = String ( ) & & p_material_data . has ( mat_id ) ) {
Dictionary matdata = p_material_data [ mat_id ] ;
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for ( int j = 0 ; j < post_importer_plugins . size ( ) ; j + + ) {
post_importer_plugins . write [ j ] - > internal_process ( EditorScenePostImportPlugin : : INTERNAL_IMPORT_CATEGORY_MATERIAL , p_root , p_node , mat , matdata ) ;
}
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if ( matdata . has ( " use_external/enabled " ) & & bool ( matdata [ " use_external/enabled " ] ) & & matdata . has ( " use_external/path " ) ) {
String path = matdata [ " use_external/path " ] ;
Ref < Material > external_mat = ResourceLoader : : load ( path ) ;
if ( external_mat . is_valid ( ) ) {
m - > set_surface_material ( i , external_mat ) ;
}
}
}
}
}
r_scanned_meshes . insert ( m ) ;
}
if ( node_settings . has ( " generate/physics " ) ) {
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
int mesh_physics_mode = MeshPhysicsMode : : MESH_PHYSICS_DISABLED ;
const bool generate_collider = node_settings [ " generate/physics " ] ;
if ( generate_collider ) {
mesh_physics_mode = MeshPhysicsMode : : MESH_PHYSICS_MESH_AND_STATIC_COLLIDER ;
if ( node_settings . has ( " physics/body_type " ) ) {
const BodyType body_type = ( BodyType ) node_settings [ " physics/body_type " ] . operator int ( ) ;
switch ( body_type ) {
case BODY_TYPE_STATIC :
mesh_physics_mode = MeshPhysicsMode : : MESH_PHYSICS_MESH_AND_STATIC_COLLIDER ;
break ;
case BODY_TYPE_DYNAMIC :
mesh_physics_mode = MeshPhysicsMode : : MESH_PHYSICS_RIGID_BODY_AND_MESH ;
break ;
case BODY_TYPE_AREA :
mesh_physics_mode = MeshPhysicsMode : : MESH_PHYSICS_AREA_ONLY ;
break ;
}
}
}
2021-03-19 12:57:52 +00:00
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
if ( mesh_physics_mode ! = MeshPhysicsMode : : MESH_PHYSICS_DISABLED ) {
Vector < Ref < Shape3D > > shapes ;
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if ( collision_map . has ( m ) ) {
shapes = collision_map [ m ] ;
} else {
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
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shapes = get_collision_shapes (
m - > get_mesh ( ) ,
node_settings ) ;
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}
if ( shapes . size ( ) ) {
CollisionObject3D * base = nullptr ;
switch ( mesh_physics_mode ) {
case MESH_PHYSICS_MESH_AND_STATIC_COLLIDER : {
StaticBody3D * col = memnew ( StaticBody3D ) ;
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p_node - > add_child ( col , true ) ;
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
col - > set_owner ( p_node - > get_owner ( ) ) ;
col - > set_transform ( get_collision_shapes_transform ( node_settings ) ) ;
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base = col ;
} break ;
case MESH_PHYSICS_RIGID_BODY_AND_MESH : {
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RigidDynamicBody3D * rigid_body = memnew ( RigidDynamicBody3D ) ;
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rigid_body - > set_name ( p_node - > get_name ( ) ) ;
p_node - > replace_by ( rigid_body ) ;
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
rigid_body - > set_transform ( mi - > get_transform ( ) * get_collision_shapes_transform ( node_settings ) ) ;
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p_node = rigid_body ;
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mi - > set_transform ( Transform3D ( ) ) ;
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rigid_body - > add_child ( mi , true ) ;
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mi - > set_owner ( rigid_body - > get_owner ( ) ) ;
base = rigid_body ;
} break ;
case MESH_PHYSICS_STATIC_COLLIDER_ONLY : {
StaticBody3D * col = memnew ( StaticBody3D ) ;
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
col - > set_transform ( mi - > get_transform ( ) * get_collision_shapes_transform ( node_settings ) ) ;
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col - > set_name ( p_node - > get_name ( ) ) ;
p_node - > replace_by ( col ) ;
memdelete ( p_node ) ;
p_node = col ;
base = col ;
} break ;
case MESH_PHYSICS_AREA_ONLY : {
Area3D * area = memnew ( Area3D ) ;
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
area - > set_transform ( mi - > get_transform ( ) * get_collision_shapes_transform ( node_settings ) ) ;
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area - > set_name ( p_node - > get_name ( ) ) ;
p_node - > replace_by ( area ) ;
memdelete ( p_node ) ;
p_node = area ;
base = area ;
} break ;
}
int idx = 0 ;
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for ( const Ref < Shape3D > & E : shapes ) {
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CollisionShape3D * cshape = memnew ( CollisionShape3D ) ;
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cshape - > set_shape ( E ) ;
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base - > add_child ( cshape , true ) ;
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cshape - > set_owner ( base - > get_owner ( ) ) ;
idx + + ;
}
}
}
}
}
}
//navmesh (node may have changed type above)
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if ( Object : : cast_to < ImporterMeshInstance3D > ( p_node ) ) {
ImporterMeshInstance3D * mi = Object : : cast_to < ImporterMeshInstance3D > ( p_node ) ;
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Ref < ImporterMesh > m = mi - > get_mesh ( ) ;
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if ( m . is_valid ( ) ) {
if ( node_settings . has ( " generate/navmesh " ) ) {
int navmesh_mode = node_settings [ " generate/navmesh " ] ;
if ( navmesh_mode ! = NAVMESH_DISABLED ) {
NavigationRegion3D * nmi = memnew ( NavigationRegion3D ) ;
Ref < NavigationMesh > nmesh = m - > create_navigation_mesh ( ) ;
nmi - > set_navigation_mesh ( nmesh ) ;
if ( navmesh_mode = = NAVMESH_NAVMESH_ONLY ) {
nmi - > set_transform ( mi - > get_transform ( ) ) ;
p_node - > replace_by ( nmi ) ;
memdelete ( p_node ) ;
p_node = nmi ;
} else {
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mi - > add_child ( nmi , true ) ;
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nmi - > set_owner ( mi - > get_owner ( ) ) ;
}
}
}
}
}
if ( Object : : cast_to < AnimationPlayer > ( p_node ) ) {
AnimationPlayer * ap = Object : : cast_to < AnimationPlayer > ( p_node ) ;
{
//make sure this is unique
node_settings = node_settings . duplicate ( true ) ;
//fill node settings for this node with default values
List < ImportOption > iopts ;
get_internal_import_options ( INTERNAL_IMPORT_CATEGORY_ANIMATION_NODE , & iopts ) ;
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for ( const ImportOption & E : iopts ) {
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if ( ! node_settings . has ( E . option . name ) ) {
node_settings [ E . option . name ] = E . default_value ;
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}
}
}
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for ( int i = 0 ; i < post_importer_plugins . size ( ) ; i + + ) {
post_importer_plugins . write [ i ] - > internal_process ( EditorScenePostImportPlugin : : INTERNAL_IMPORT_CATEGORY_ANIMATION_NODE , p_root , p_node , RES ( ) , node_settings ) ;
}
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bool use_optimizer = node_settings [ " optimizer/enabled " ] ;
float anim_optimizer_linerr = node_settings [ " optimizer/max_linear_error " ] ;
float anim_optimizer_angerr = node_settings [ " optimizer/max_angular_error " ] ;
float anim_optimizer_maxang = node_settings [ " optimizer/max_angle " ] ;
if ( use_optimizer ) {
_optimize_animations ( ap , anim_optimizer_linerr , anim_optimizer_angerr , anim_optimizer_maxang ) ;
}
Array animation_clips ;
{
int clip_count = node_settings [ " clips/amount " ] ;
for ( int i = 0 ; i < clip_count ; i + + ) {
String name = node_settings [ " clip_ " + itos ( i + 1 ) + " /name " ] ;
int from_frame = node_settings [ " clip_ " + itos ( i + 1 ) + " /start_frame " ] ;
int end_frame = node_settings [ " clip_ " + itos ( i + 1 ) + " /end_frame " ] ;
2021-10-15 13:25:00 +00:00
Animation : : LoopMode loop_mode = static_cast < Animation : : LoopMode > ( ( int ) node_settings [ " clip_ " + itos ( i + 1 ) + " /loop_mode " ] ) ;
2021-03-19 12:57:52 +00:00
bool save_to_file = node_settings [ " clip_ " + itos ( i + 1 ) + " /save_to_file/enabled " ] ;
bool save_to_path = node_settings [ " clip_ " + itos ( i + 1 ) + " /save_to_file/path " ] ;
bool save_to_file_keep_custom = node_settings [ " clip_ " + itos ( i + 1 ) + " /save_to_file/keep_custom_tracks " ] ;
animation_clips . push_back ( name ) ;
animation_clips . push_back ( from_frame / p_animation_fps ) ;
animation_clips . push_back ( end_frame / p_animation_fps ) ;
2021-10-15 13:25:00 +00:00
animation_clips . push_back ( loop_mode ) ;
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animation_clips . push_back ( save_to_file ) ;
animation_clips . push_back ( save_to_path ) ;
animation_clips . push_back ( save_to_file_keep_custom ) ;
}
}
if ( animation_clips . size ( ) ) {
_create_clips ( ap , animation_clips , true ) ;
} else {
List < StringName > anims ;
ap - > get_animation_list ( & anims ) ;
2021-07-24 13:46:25 +00:00
for ( const StringName & name : anims ) {
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Ref < Animation > anim = ap - > get_animation ( name ) ;
if ( p_animation_data . has ( name ) ) {
Dictionary anim_settings = p_animation_data [ name ] ;
{
//fill with default values
List < ImportOption > iopts ;
get_internal_import_options ( INTERNAL_IMPORT_CATEGORY_ANIMATION , & iopts ) ;
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for ( const ImportOption & F : iopts ) {
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if ( ! anim_settings . has ( F . option . name ) ) {
anim_settings [ F . option . name ] = F . default_value ;
2021-03-19 12:57:52 +00:00
}
}
}
2021-10-15 13:25:00 +00:00
anim - > set_loop_mode ( static_cast < Animation : : LoopMode > ( ( int ) anim_settings [ " settings/loop_mode " ] ) ) ;
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bool save = anim_settings [ " save_to_file/enabled " ] ;
String path = anim_settings [ " save_to_file/path " ] ;
bool keep_custom = anim_settings [ " save_to_file/keep_custom_tracks " ] ;
Ref < Animation > saved_anim = _save_animation_to_file ( anim , save , path , keep_custom ) ;
if ( saved_anim ! = anim ) {
ap - > add_animation ( name , saved_anim ) ; //replace
}
}
}
2021-10-13 21:40:55 +00:00
AnimationImportTracks import_tracks_mode [ TRACK_CHANNEL_MAX ] = {
AnimationImportTracks ( int ( node_settings [ " import_tracks/position " ] ) ) ,
AnimationImportTracks ( int ( node_settings [ " import_tracks/rotation " ] ) ) ,
AnimationImportTracks ( int ( node_settings [ " import_tracks/scale " ] ) )
} ;
if ( anims . size ( ) > 1 & & ( import_tracks_mode [ 0 ] ! = ANIMATION_IMPORT_TRACKS_IF_PRESENT | | import_tracks_mode [ 1 ] ! = ANIMATION_IMPORT_TRACKS_IF_PRESENT | | import_tracks_mode [ 2 ] ! = ANIMATION_IMPORT_TRACKS_IF_PRESENT ) ) {
_optimize_track_usage ( ap , import_tracks_mode ) ;
}
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}
2021-10-14 17:34:27 +00:00
if ( post_importer_plugins . size ( ) ) {
List < StringName > anims ;
ap - > get_animation_list ( & anims ) ;
for ( const StringName & name : anims ) {
if ( p_animation_data . has ( name ) ) {
Ref < Animation > anim = ap - > get_animation ( name ) ;
Dictionary anim_settings = p_animation_data [ name ] ;
{
//fill with default values
List < ImportOption > iopts ;
get_internal_import_options ( INTERNAL_IMPORT_CATEGORY_ANIMATION , & iopts ) ;
for ( const ImportOption & F : iopts ) {
if ( ! anim_settings . has ( F . option . name ) ) {
anim_settings [ F . option . name ] = F . default_value ;
}
}
}
for ( int i = 0 ; i < post_importer_plugins . size ( ) ; i + + ) {
post_importer_plugins . write [ i ] - > internal_process ( EditorScenePostImportPlugin : : INTERNAL_IMPORT_CATEGORY_ANIMATION , p_root , p_node , anim , node_settings ) ;
}
}
}
}
2021-10-20 23:42:22 +00:00
bool use_compression = node_settings [ " compression/enabled " ] ;
int anim_compression_page_size = node_settings [ " compression/page_size " ] ;
if ( use_compression ) {
_compress_animations ( ap , anim_compression_page_size ) ;
}
2020-05-14 14:41:43 +00:00
}
2017-02-04 12:48:04 +00:00
2021-03-19 12:57:52 +00:00
return p_node ;
}
Ref < Animation > ResourceImporterScene : : _save_animation_to_file ( Ref < Animation > anim , bool p_save_to_file , String p_save_to_path , bool p_keep_custom_tracks ) {
if ( ! p_save_to_file | | ! p_save_to_path . is_resource_file ( ) ) {
return anim ;
}
if ( FileAccess : : exists ( p_save_to_path ) & & p_keep_custom_tracks ) {
// Copy custom animation tracks from previously imported files.
Ref < Animation > old_anim = ResourceLoader : : load ( p_save_to_path , " Animation " , ResourceFormatLoader : : CACHE_MODE_IGNORE ) ;
if ( old_anim . is_valid ( ) ) {
for ( int i = 0 ; i < old_anim - > get_track_count ( ) ; i + + ) {
if ( ! old_anim - > track_is_imported ( i ) ) {
old_anim - > copy_track ( i , anim ) ;
}
}
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anim - > set_loop_mode ( old_anim - > get_loop_mode ( ) ) ;
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}
}
2017-02-04 12:48:04 +00:00
2021-03-19 12:57:52 +00:00
if ( ResourceCache : : has ( p_save_to_path ) ) {
Ref < Animation > old_anim = Ref < Resource > ( ResourceCache : : get ( p_save_to_path ) ) ;
if ( old_anim . is_valid ( ) ) {
old_anim - > copy_from ( anim ) ;
anim = old_anim ;
}
}
anim - > set_path ( p_save_to_path , true ) ; // Set path to save externally.
Error err = ResourceSaver : : save ( p_save_to_path , anim , ResourceSaver : : FLAG_CHANGE_PATH ) ;
ERR_FAIL_COND_V_MSG ( err ! = OK , anim , " Saving of animation failed: " + p_save_to_path ) ;
return anim ;
}
void ResourceImporterScene : : _create_clips ( AnimationPlayer * anim , const Array & p_clips , bool p_bake_all ) {
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if ( ! anim - > has_animation ( " default " ) ) {
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return ;
2020-05-14 14:41:43 +00:00
}
2017-02-04 12:48:04 +00:00
Ref < Animation > default_anim = anim - > get_animation ( " default " ) ;
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for ( int i = 0 ; i < p_clips . size ( ) ; i + = 7 ) {
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String name = p_clips [ i ] ;
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float from = p_clips [ i + 1 ] ;
float to = p_clips [ i + 2 ] ;
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Animation : : LoopMode loop_mode = static_cast < Animation : : LoopMode > ( ( int ) p_clips [ i + 3 ] ) ;
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bool save_to_file = p_clips [ i + 4 ] ;
String save_to_path = p_clips [ i + 5 ] ;
bool keep_current = p_clips [ i + 6 ] ;
2020-05-14 14:41:43 +00:00
if ( from > = to ) {
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continue ;
2020-05-14 14:41:43 +00:00
}
2017-02-04 12:48:04 +00:00
2017-03-05 15:44:50 +00:00
Ref < Animation > new_anim = memnew ( Animation ) ;
2017-02-04 12:48:04 +00:00
2017-03-05 15:44:50 +00:00
for ( int j = 0 ; j < default_anim - > get_track_count ( ) ; j + + ) {
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List < float > keys ;
int kc = default_anim - > track_get_key_count ( j ) ;
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int dtrack = - 1 ;
for ( int k = 0 ; k < kc ; k + + ) {
float kt = default_anim - > track_get_key_time ( j , k ) ;
if ( kt > = from & & kt < to ) {
2017-02-04 12:48:04 +00:00
//found a key within range, so create track
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if ( dtrack = = - 1 ) {
2017-02-04 12:48:04 +00:00
new_anim - > add_track ( default_anim - > track_get_type ( j ) ) ;
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dtrack = new_anim - > get_track_count ( ) - 1 ;
new_anim - > track_set_path ( dtrack , default_anim - > track_get_path ( j ) ) ;
2017-02-04 12:48:04 +00:00
2017-03-05 15:44:50 +00:00
if ( kt > ( from + 0.01 ) & & k > 0 ) {
Remove animation 3D transform track, replace by loc/rot/scale tracks.
* `Animation.TYPE_TRANSFORM3D` track is gone.
* Added POSITION_3D, ROTATION_3D, SCALE_3D tracks.
* GLTF2, Collada, FBX importers will only import the track types found.
* Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed.
* AnimationPlayer and AnimationTree animate these tracks separately, only when found.
* Removed BakeReset code, is useless with these changes.
This is the first in a series of commits designed to make the animation system in Godot more useful, which includes:
* Better compatibility with Autodesk products
* Better reusability of animations across models (including retargeting).
* Proper animation compression.
* etc.
*Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
2021-10-11 22:20:58 +00:00
if ( default_anim - > track_get_type ( j ) = = Animation : : TYPE_POSITION_3D ) {
2017-02-04 12:48:04 +00:00
Vector3 p ;
Remove animation 3D transform track, replace by loc/rot/scale tracks.
* `Animation.TYPE_TRANSFORM3D` track is gone.
* Added POSITION_3D, ROTATION_3D, SCALE_3D tracks.
* GLTF2, Collada, FBX importers will only import the track types found.
* Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed.
* AnimationPlayer and AnimationTree animate these tracks separately, only when found.
* Removed BakeReset code, is useless with these changes.
This is the first in a series of commits designed to make the animation system in Godot more useful, which includes:
* Better compatibility with Autodesk products
* Better reusability of animations across models (including retargeting).
* Proper animation compression.
* etc.
*Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
2021-10-11 22:20:58 +00:00
default_anim - > position_track_interpolate ( j , from , & p ) ;
new_anim - > position_track_insert_key ( dtrack , 0 , p ) ;
} else if ( default_anim - > track_get_type ( j ) = = Animation : : TYPE_ROTATION_3D ) {
Quaternion r ;
default_anim - > rotation_track_interpolate ( j , from , & r ) ;
new_anim - > rotation_track_insert_key ( dtrack , 0 , r ) ;
} else if ( default_anim - > track_get_type ( j ) = = Animation : : TYPE_SCALE_3D ) {
2017-02-04 12:48:04 +00:00
Vector3 s ;
Remove animation 3D transform track, replace by loc/rot/scale tracks.
* `Animation.TYPE_TRANSFORM3D` track is gone.
* Added POSITION_3D, ROTATION_3D, SCALE_3D tracks.
* GLTF2, Collada, FBX importers will only import the track types found.
* Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed.
* AnimationPlayer and AnimationTree animate these tracks separately, only when found.
* Removed BakeReset code, is useless with these changes.
This is the first in a series of commits designed to make the animation system in Godot more useful, which includes:
* Better compatibility with Autodesk products
* Better reusability of animations across models (including retargeting).
* Proper animation compression.
* etc.
*Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
2021-10-11 22:20:58 +00:00
default_anim - > scale_track_interpolate ( j , from , & s ) ;
new_anim - > scale_track_insert_key ( dtrack , 0 , s ) ;
} else if ( default_anim - > track_get_type ( j ) = = Animation : : TYPE_VALUE ) {
2019-04-23 23:34:37 +00:00
Variant var = default_anim - > value_track_interpolate ( j , from ) ;
new_anim - > track_insert_key ( dtrack , 0 , var ) ;
2021-10-15 22:04:35 +00:00
} else if ( default_anim - > track_get_type ( j ) = = Animation : : TYPE_BLEND_SHAPE ) {
float interp ;
default_anim - > blend_shape_track_interpolate ( j , from , & interp ) ;
new_anim - > blend_shape_track_insert_key ( dtrack , 0 , interp ) ;
2019-04-23 23:34:37 +00:00
}
2017-02-04 12:48:04 +00:00
}
}
Remove animation 3D transform track, replace by loc/rot/scale tracks.
* `Animation.TYPE_TRANSFORM3D` track is gone.
* Added POSITION_3D, ROTATION_3D, SCALE_3D tracks.
* GLTF2, Collada, FBX importers will only import the track types found.
* Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed.
* AnimationPlayer and AnimationTree animate these tracks separately, only when found.
* Removed BakeReset code, is useless with these changes.
This is the first in a series of commits designed to make the animation system in Godot more useful, which includes:
* Better compatibility with Autodesk products
* Better reusability of animations across models (including retargeting).
* Proper animation compression.
* etc.
*Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
2021-10-11 22:20:58 +00:00
if ( default_anim - > track_get_type ( j ) = = Animation : : TYPE_POSITION_3D ) {
2017-02-04 12:48:04 +00:00
Vector3 p ;
Remove animation 3D transform track, replace by loc/rot/scale tracks.
* `Animation.TYPE_TRANSFORM3D` track is gone.
* Added POSITION_3D, ROTATION_3D, SCALE_3D tracks.
* GLTF2, Collada, FBX importers will only import the track types found.
* Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed.
* AnimationPlayer and AnimationTree animate these tracks separately, only when found.
* Removed BakeReset code, is useless with these changes.
This is the first in a series of commits designed to make the animation system in Godot more useful, which includes:
* Better compatibility with Autodesk products
* Better reusability of animations across models (including retargeting).
* Proper animation compression.
* etc.
*Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
2021-10-11 22:20:58 +00:00
default_anim - > position_track_get_key ( j , k , & p ) ;
new_anim - > position_track_insert_key ( dtrack , kt - from , p ) ;
} else if ( default_anim - > track_get_type ( j ) = = Animation : : TYPE_ROTATION_3D ) {
Quaternion r ;
default_anim - > rotation_track_get_key ( j , k , & r ) ;
new_anim - > rotation_track_insert_key ( dtrack , kt - from , r ) ;
} else if ( default_anim - > track_get_type ( j ) = = Animation : : TYPE_SCALE_3D ) {
2017-02-04 12:48:04 +00:00
Vector3 s ;
Remove animation 3D transform track, replace by loc/rot/scale tracks.
* `Animation.TYPE_TRANSFORM3D` track is gone.
* Added POSITION_3D, ROTATION_3D, SCALE_3D tracks.
* GLTF2, Collada, FBX importers will only import the track types found.
* Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed.
* AnimationPlayer and AnimationTree animate these tracks separately, only when found.
* Removed BakeReset code, is useless with these changes.
This is the first in a series of commits designed to make the animation system in Godot more useful, which includes:
* Better compatibility with Autodesk products
* Better reusability of animations across models (including retargeting).
* Proper animation compression.
* etc.
*Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
2021-10-11 22:20:58 +00:00
default_anim - > scale_track_get_key ( j , k , & s ) ;
new_anim - > scale_track_insert_key ( dtrack , kt - from , s ) ;
} else if ( default_anim - > track_get_type ( j ) = = Animation : : TYPE_VALUE ) {
2019-04-23 23:34:37 +00:00
Variant var = default_anim - > track_get_key_value ( j , k ) ;
new_anim - > track_insert_key ( dtrack , kt - from , var ) ;
2021-10-15 22:04:35 +00:00
} else if ( default_anim - > track_get_type ( j ) = = Animation : : TYPE_BLEND_SHAPE ) {
float interp ;
default_anim - > blend_shape_track_get_key ( j , k , & interp ) ;
new_anim - > blend_shape_track_insert_key ( dtrack , kt - from , interp ) ;
2019-04-23 23:34:37 +00:00
}
2017-02-04 12:48:04 +00:00
}
2017-03-05 15:44:50 +00:00
if ( dtrack ! = - 1 & & kt > = to ) {
Remove animation 3D transform track, replace by loc/rot/scale tracks.
* `Animation.TYPE_TRANSFORM3D` track is gone.
* Added POSITION_3D, ROTATION_3D, SCALE_3D tracks.
* GLTF2, Collada, FBX importers will only import the track types found.
* Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed.
* AnimationPlayer and AnimationTree animate these tracks separately, only when found.
* Removed BakeReset code, is useless with these changes.
This is the first in a series of commits designed to make the animation system in Godot more useful, which includes:
* Better compatibility with Autodesk products
* Better reusability of animations across models (including retargeting).
* Proper animation compression.
* etc.
*Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
2021-10-11 22:20:58 +00:00
if ( default_anim - > track_get_type ( j ) = = Animation : : TYPE_POSITION_3D ) {
2017-02-04 12:48:04 +00:00
Vector3 p ;
Remove animation 3D transform track, replace by loc/rot/scale tracks.
* `Animation.TYPE_TRANSFORM3D` track is gone.
* Added POSITION_3D, ROTATION_3D, SCALE_3D tracks.
* GLTF2, Collada, FBX importers will only import the track types found.
* Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed.
* AnimationPlayer and AnimationTree animate these tracks separately, only when found.
* Removed BakeReset code, is useless with these changes.
This is the first in a series of commits designed to make the animation system in Godot more useful, which includes:
* Better compatibility with Autodesk products
* Better reusability of animations across models (including retargeting).
* Proper animation compression.
* etc.
*Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
2021-10-11 22:20:58 +00:00
default_anim - > position_track_interpolate ( j , to , & p ) ;
new_anim - > position_track_insert_key ( dtrack , to - from , p ) ;
} else if ( default_anim - > track_get_type ( j ) = = Animation : : TYPE_ROTATION_3D ) {
Quaternion r ;
default_anim - > rotation_track_interpolate ( j , to , & r ) ;
new_anim - > rotation_track_insert_key ( dtrack , to - from , r ) ;
} else if ( default_anim - > track_get_type ( j ) = = Animation : : TYPE_SCALE_3D ) {
2017-02-04 12:48:04 +00:00
Vector3 s ;
Remove animation 3D transform track, replace by loc/rot/scale tracks.
* `Animation.TYPE_TRANSFORM3D` track is gone.
* Added POSITION_3D, ROTATION_3D, SCALE_3D tracks.
* GLTF2, Collada, FBX importers will only import the track types found.
* Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed.
* AnimationPlayer and AnimationTree animate these tracks separately, only when found.
* Removed BakeReset code, is useless with these changes.
This is the first in a series of commits designed to make the animation system in Godot more useful, which includes:
* Better compatibility with Autodesk products
* Better reusability of animations across models (including retargeting).
* Proper animation compression.
* etc.
*Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
2021-10-11 22:20:58 +00:00
default_anim - > scale_track_interpolate ( j , to , & s ) ;
new_anim - > scale_track_insert_key ( dtrack , to - from , s ) ;
} else if ( default_anim - > track_get_type ( j ) = = Animation : : TYPE_VALUE ) {
2019-04-23 23:34:37 +00:00
Variant var = default_anim - > value_track_interpolate ( j , to ) ;
new_anim - > track_insert_key ( dtrack , to - from , var ) ;
2021-10-15 22:04:35 +00:00
} else if ( default_anim - > track_get_type ( j ) = = Animation : : TYPE_BLEND_SHAPE ) {
float interp ;
default_anim - > blend_shape_track_interpolate ( j , to , & interp ) ;
new_anim - > blend_shape_track_insert_key ( dtrack , to - from , interp ) ;
2019-04-23 23:34:37 +00:00
}
2017-02-04 12:48:04 +00:00
}
}
2017-03-05 15:44:50 +00:00
if ( dtrack = = - 1 & & p_bake_all ) {
2017-02-04 12:48:04 +00:00
new_anim - > add_track ( default_anim - > track_get_type ( j ) ) ;
2017-03-05 15:44:50 +00:00
dtrack = new_anim - > get_track_count ( ) - 1 ;
new_anim - > track_set_path ( dtrack , default_anim - > track_get_path ( j ) ) ;
Remove animation 3D transform track, replace by loc/rot/scale tracks.
* `Animation.TYPE_TRANSFORM3D` track is gone.
* Added POSITION_3D, ROTATION_3D, SCALE_3D tracks.
* GLTF2, Collada, FBX importers will only import the track types found.
* Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed.
* AnimationPlayer and AnimationTree animate these tracks separately, only when found.
* Removed BakeReset code, is useless with these changes.
This is the first in a series of commits designed to make the animation system in Godot more useful, which includes:
* Better compatibility with Autodesk products
* Better reusability of animations across models (including retargeting).
* Proper animation compression.
* etc.
*Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
2021-10-11 22:20:58 +00:00
if ( default_anim - > track_get_type ( j ) = = Animation : : TYPE_POSITION_3D ) {
2017-02-04 12:48:04 +00:00
Vector3 p ;
Remove animation 3D transform track, replace by loc/rot/scale tracks.
* `Animation.TYPE_TRANSFORM3D` track is gone.
* Added POSITION_3D, ROTATION_3D, SCALE_3D tracks.
* GLTF2, Collada, FBX importers will only import the track types found.
* Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed.
* AnimationPlayer and AnimationTree animate these tracks separately, only when found.
* Removed BakeReset code, is useless with these changes.
This is the first in a series of commits designed to make the animation system in Godot more useful, which includes:
* Better compatibility with Autodesk products
* Better reusability of animations across models (including retargeting).
* Proper animation compression.
* etc.
*Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
2021-10-11 22:20:58 +00:00
default_anim - > position_track_interpolate ( j , from , & p ) ;
new_anim - > position_track_insert_key ( dtrack , 0 , p ) ;
default_anim - > position_track_interpolate ( j , to , & p ) ;
new_anim - > position_track_insert_key ( dtrack , to - from , p ) ;
} else if ( default_anim - > track_get_type ( j ) = = Animation : : TYPE_ROTATION_3D ) {
Quaternion r ;
default_anim - > rotation_track_interpolate ( j , from , & r ) ;
new_anim - > rotation_track_insert_key ( dtrack , 0 , r ) ;
default_anim - > rotation_track_interpolate ( j , to , & r ) ;
new_anim - > rotation_track_insert_key ( dtrack , to - from , r ) ;
} else if ( default_anim - > track_get_type ( j ) = = Animation : : TYPE_SCALE_3D ) {
2017-02-04 12:48:04 +00:00
Vector3 s ;
Remove animation 3D transform track, replace by loc/rot/scale tracks.
* `Animation.TYPE_TRANSFORM3D` track is gone.
* Added POSITION_3D, ROTATION_3D, SCALE_3D tracks.
* GLTF2, Collada, FBX importers will only import the track types found.
* Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed.
* AnimationPlayer and AnimationTree animate these tracks separately, only when found.
* Removed BakeReset code, is useless with these changes.
This is the first in a series of commits designed to make the animation system in Godot more useful, which includes:
* Better compatibility with Autodesk products
* Better reusability of animations across models (including retargeting).
* Proper animation compression.
* etc.
*Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
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default_anim - > scale_track_interpolate ( j , from , & s ) ;
new_anim - > scale_track_insert_key ( dtrack , 0 , s ) ;
default_anim - > scale_track_interpolate ( j , to , & s ) ;
new_anim - > scale_track_insert_key ( dtrack , to - from , s ) ;
} else if ( default_anim - > track_get_type ( j ) = = Animation : : TYPE_VALUE ) {
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Variant var = default_anim - > value_track_interpolate ( j , from ) ;
new_anim - > track_insert_key ( dtrack , 0 , var ) ;
Variant to_var = default_anim - > value_track_interpolate ( j , to ) ;
new_anim - > track_insert_key ( dtrack , to - from , to_var ) ;
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} else if ( default_anim - > track_get_type ( j ) = = Animation : : TYPE_BLEND_SHAPE ) {
float interp ;
default_anim - > blend_shape_track_interpolate ( j , from , & interp ) ;
new_anim - > blend_shape_track_insert_key ( dtrack , 0 , interp ) ;
default_anim - > blend_shape_track_interpolate ( j , to , & interp ) ;
new_anim - > blend_shape_track_insert_key ( dtrack , to - from , interp ) ;
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}
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}
}
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new_anim - > set_loop_mode ( loop_mode ) ;
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new_anim - > set_length ( to - from ) ;
anim - > add_animation ( name , new_anim ) ;
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Ref < Animation > saved_anim = _save_animation_to_file ( new_anim , save_to_file , save_to_path , keep_current ) ;
if ( saved_anim ! = new_anim ) {
anim - > add_animation ( name , saved_anim ) ;
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}
}
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anim - > remove_animation ( " default " ) ; //remove default (no longer needed)
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}
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void ResourceImporterScene : : _optimize_animations ( AnimationPlayer * anim , float p_max_lin_error , float p_max_ang_error , float p_max_angle ) {
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List < StringName > anim_names ;
anim - > get_animation_list ( & anim_names ) ;
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for ( const StringName & E : anim_names ) {
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Ref < Animation > a = anim - > get_animation ( E ) ;
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a - > optimize ( p_max_lin_error , p_max_ang_error , Math : : deg2rad ( p_max_angle ) ) ;
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}
}
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void ResourceImporterScene : : _compress_animations ( AnimationPlayer * anim , int p_page_size_kb ) {
List < StringName > anim_names ;
anim - > get_animation_list ( & anim_names ) ;
for ( const StringName & E : anim_names ) {
Ref < Animation > a = anim - > get_animation ( E ) ;
a - > compress ( p_page_size_kb * 1024 ) ;
}
}
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void ResourceImporterScene : : get_internal_import_options ( InternalImportCategory p_category , List < ImportOption > * r_options ) const {
switch ( p_category ) {
case INTERNAL_IMPORT_CATEGORY_NODE : {
r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : BOOL , " import/skip_import " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED ) , false ) ) ;
} break ;
case INTERNAL_IMPORT_CATEGORY_MESH_3D_NODE : {
r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : BOOL , " import/skip_import " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED ) , false ) ) ;
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
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r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : BOOL , " generate/physics " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED ) , false ) ) ;
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r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : INT , " generate/navmesh " , PROPERTY_HINT_ENUM , " Disabled,Mesh + NavMesh,NavMesh Only " ) , 0 ) ) ;
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
r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : INT , " physics/body_type " , PROPERTY_HINT_ENUM , " Static,Dynamic,Area " ) , 0 ) ) ;
r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : INT , " physics/shape_type " , PROPERTY_HINT_ENUM , " Decompose Convex,Simple Convex,Trimesh,Box,Sphere,Cylinder,Capsule " , PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED ) , 0 ) ) ;
// Decomposition
Mesh : : ConvexDecompositionSettings decomposition_default ;
r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : BOOL , " decomposition/advanced " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED ) , false ) ) ;
r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : INT , " decomposition/precision " , PROPERTY_HINT_RANGE , " 1,10,1 " ) , 5 ) ) ;
r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : FLOAT , " decomposition/max_concavity " , PROPERTY_HINT_RANGE , " 0.0,1.0,0.001 " , PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED ) , decomposition_default . max_concavity ) ) ;
r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : FLOAT , " decomposition/symmetry_planes_clipping_bias " , PROPERTY_HINT_RANGE , " 0.0,1.0,0.001 " , PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED ) , decomposition_default . symmetry_planes_clipping_bias ) ) ;
r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : FLOAT , " decomposition/revolution_axes_clipping_bias " , PROPERTY_HINT_RANGE , " 0.0,1.0,0.001 " , PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED ) , decomposition_default . revolution_axes_clipping_bias ) ) ;
r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : FLOAT , " decomposition/min_volume_per_convex_hull " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED ) , decomposition_default . min_volume_per_convex_hull ) ) ;
r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : INT , " decomposition/resolution " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED ) , decomposition_default . resolution ) ) ;
r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : INT , " decomposition/max_num_vertices_per_convex_hull " , PROPERTY_HINT_RANGE , " 5,512,1 " , PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED ) , decomposition_default . max_num_vertices_per_convex_hull ) ) ;
r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : INT , " decomposition/plane_downsampling " , PROPERTY_HINT_RANGE , " 1,16,1 " , PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED ) , decomposition_default . plane_downsampling ) ) ;
r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : INT , " decomposition/convexhull_downsampling " , PROPERTY_HINT_RANGE , " 1,16,1 " , PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED ) , decomposition_default . convexhull_downsampling ) ) ;
r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : BOOL , " decomposition/normalize_mesh " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED ) , decomposition_default . normalize_mesh ) ) ;
r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : INT , " decomposition/mode " , PROPERTY_HINT_ENUM , " Voxel,Tetrahedron " , PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED ) , static_cast < int > ( decomposition_default . mode ) ) ) ;
r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : BOOL , " decomposition/convexhull_approximation " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED ) , decomposition_default . convexhull_approximation ) ) ;
r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : INT , " decomposition/max_convex_hulls " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED ) , decomposition_default . max_convex_hulls ) ) ;
r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : BOOL , " decomposition/project_hull_vertices " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED ) , decomposition_default . project_hull_vertices ) ) ;
// Primitives: Box, Sphere, Cylinder, Capsule.
r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : VECTOR3 , " primitive/size " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED ) , Vector3 ( 2.0 , 2.0 , 2.0 ) ) ) ;
r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : FLOAT , " primitive/height " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED ) , 1.0 ) ) ;
r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : FLOAT , " primitive/radius " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED ) , 1.0 ) ) ;
r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : VECTOR3 , " primitive/position " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED ) , Vector3 ( ) ) ) ;
r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : VECTOR3 , " primitive/rotation " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED ) , Vector3 ( ) ) ) ;
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} break ;
case INTERNAL_IMPORT_CATEGORY_MESH : {
r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : BOOL , " save_to_file/enabled " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED ) , false ) ) ;
r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : STRING , " save_to_file/path " , PROPERTY_HINT_SAVE_FILE , " *.res,*.tres " ) , " " ) ) ;
r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : BOOL , " save_to_file/make_streamable " ) , " " ) ) ;
r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : INT , " generate/shadow_meshes " , PROPERTY_HINT_ENUM , " Default,Enable,Disable " ) , 0 ) ) ;
r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : INT , " generate/lightmap_uv " , PROPERTY_HINT_ENUM , " Default,Enable,Disable " ) , 0 ) ) ;
r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : INT , " generate/lods " , PROPERTY_HINT_ENUM , " Default,Enable,Disable " ) , 0 ) ) ;
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r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : FLOAT , " lods/normal_split_angle " , PROPERTY_HINT_RANGE , " 0,180,0.1,degrees " ) , 25.0f ) ) ;
r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : FLOAT , " lods/normal_merge_angle " , PROPERTY_HINT_RANGE , " 0,180,0.1,degrees " ) , 60.0f ) ) ;
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} break ;
case INTERNAL_IMPORT_CATEGORY_MATERIAL : {
r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : BOOL , " use_external/enabled " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED ) , false ) ) ;
r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : STRING , " use_external/path " , PROPERTY_HINT_FILE , " *.material,*.res,*.tres " ) , " " ) ) ;
} break ;
case INTERNAL_IMPORT_CATEGORY_ANIMATION : {
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r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : INT , " settings/loop_mode " ) , 0 ) ) ;
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r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : BOOL , " save_to_file/enabled " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED ) , false ) ) ;
r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : STRING , " save_to_file/path " , PROPERTY_HINT_SAVE_FILE , " *.res,*.tres " ) , " " ) ) ;
r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : BOOL , " save_to_file/keep_custom_tracks " ) , " " ) ) ;
} break ;
case INTERNAL_IMPORT_CATEGORY_ANIMATION_NODE : {
r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : BOOL , " import/skip_import " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED ) , false ) ) ;
r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : BOOL , " optimizer/enabled " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED ) , true ) ) ;
r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : FLOAT , " optimizer/max_linear_error " ) , 0.05 ) ) ;
r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : FLOAT , " optimizer/max_angular_error " ) , 0.01 ) ) ;
r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : FLOAT , " optimizer/max_angle " ) , 22 ) ) ;
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r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : BOOL , " compression/enabled " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED ) , false ) ) ;
r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : INT , " compression/page_size " , PROPERTY_HINT_RANGE , " 4,512,1,suffix:kb " ) , 8 ) ) ;
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r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : INT , " import_tracks/position " , PROPERTY_HINT_ENUM , " IfPresent,IfPresentForAll,Never " ) , 1 ) ) ;
r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : INT , " import_tracks/rotation " , PROPERTY_HINT_ENUM , " IfPresent,IfPresentForAll,Never " ) , 1 ) ) ;
r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : INT , " import_tracks/scale " , PROPERTY_HINT_ENUM , " IfPresent,IfPresentForAll,Never " ) , 1 ) ) ;
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r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : INT , " slices/amount " , PROPERTY_HINT_RANGE , " 0,256,1 " , PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED ) , 0 ) ) ;
for ( int i = 0 ; i < 256 ; i + + ) {
r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : STRING , " slice_ " + itos ( i + 1 ) + " /name " ) , " " ) ) ;
r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : INT , " slice_ " + itos ( i + 1 ) + " /start_frame " ) , 0 ) ) ;
r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : INT , " slice_ " + itos ( i + 1 ) + " /end_frame " ) , 0 ) ) ;
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r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : INT , " slice_ " + itos ( i + 1 ) + " /loop_mode " ) , 0 ) ) ;
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r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : BOOL , " slice_ " + itos ( i + 1 ) + " /save_to_file/enabled " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED ) , false ) ) ;
r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : STRING , " slice_ " + itos ( i + 1 ) + " /save_to_file/path " , PROPERTY_HINT_SAVE_FILE , " .res,*.tres " ) , " " ) ) ;
r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : BOOL , " slice_ " + itos ( i + 1 ) + " /save_to_file/keep_custom_tracks " ) , false ) ) ;
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}
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} break ;
default : {
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}
}
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for ( int i = 0 ; i < post_importer_plugins . size ( ) ; i + + ) {
post_importer_plugins . write [ i ] - > get_internal_import_options ( EditorScenePostImportPlugin : : InternalImportCategory ( p_category ) , r_options ) ;
}
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}
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bool ResourceImporterScene : : get_internal_option_visibility ( InternalImportCategory p_category , const String & p_option , const Map < StringName , Variant > & p_options ) const {
if ( p_options . has ( " import/skip_import " ) & & p_option ! = " import/skip_import " & & bool ( p_options [ " import/skip_import " ] ) ) {
return false ; //if skip import
}
switch ( p_category ) {
case INTERNAL_IMPORT_CATEGORY_NODE : {
} break ;
case INTERNAL_IMPORT_CATEGORY_MESH_3D_NODE : {
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
const bool generate_physics =
p_options . has ( " generate/physics " ) & &
p_options [ " generate/physics " ] . operator bool ( ) ;
if (
p_option = = " physics/body_type " | |
p_option = = " physics/shape_type " ) {
// Show if need to generate collisions.
return generate_physics ;
}
if ( p_option . find ( " decomposition/ " ) > = 0 ) {
// Show if need to generate collisions.
if ( generate_physics & &
// Show if convex is enabled.
p_options [ " physics/shape_type " ] = = Variant ( SHAPE_TYPE_DECOMPOSE_CONVEX ) ) {
if ( p_option = = " decomposition/advanced " ) {
return true ;
}
const bool decomposition_advanced =
p_options . has ( " decomposition/advanced " ) & &
p_options [ " decomposition/advanced " ] . operator bool ( ) ;
if ( p_option = = " decomposition/precision " ) {
return ! decomposition_advanced ;
} else {
return decomposition_advanced ;
}
}
return false ;
}
if ( p_option = = " primitive/position " | | p_option = = " primitive/rotation " ) {
const ShapeType physics_shape = ( ShapeType ) p_options [ " physics/shape_type " ] . operator int ( ) ;
return generate_physics & &
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physics_shape > = SHAPE_TYPE_BOX ;
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
}
if ( p_option = = " primitive/size " ) {
const ShapeType physics_shape = ( ShapeType ) p_options [ " physics/shape_type " ] . operator int ( ) ;
return generate_physics & &
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physics_shape = = SHAPE_TYPE_BOX ;
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
}
if ( p_option = = " primitive/radius " ) {
const ShapeType physics_shape = ( ShapeType ) p_options [ " physics/shape_type " ] . operator int ( ) ;
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return generate_physics & &
( physics_shape = = SHAPE_TYPE_SPHERE | |
physics_shape = = SHAPE_TYPE_CYLINDER | |
physics_shape = = SHAPE_TYPE_CAPSULE ) ;
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
}
if ( p_option = = " primitive/height " ) {
const ShapeType physics_shape = ( ShapeType ) p_options [ " physics/shape_type " ] . operator int ( ) ;
return generate_physics & &
2021-10-28 13:19:35 +00:00
( physics_shape = = SHAPE_TYPE_CYLINDER | |
physics_shape = = SHAPE_TYPE_CAPSULE ) ;
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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} break ;
case INTERNAL_IMPORT_CATEGORY_MESH : {
if ( p_option = = " save_to_file/path " | | p_option = = " save_to_file/make_streamable " ) {
return p_options [ " save_to_file/enabled " ] ;
}
} break ;
case INTERNAL_IMPORT_CATEGORY_MATERIAL : {
if ( p_option = = " use_external/path " ) {
return p_options [ " use_external/enabled " ] ;
}
} break ;
case INTERNAL_IMPORT_CATEGORY_ANIMATION : {
if ( p_option = = " save_to_file/path " | | p_option = = " save_to_file/keep_custom_tracks " ) {
return p_options [ " save_to_file/enabled " ] ;
}
} break ;
case INTERNAL_IMPORT_CATEGORY_ANIMATION_NODE : {
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if ( p_option . begins_with ( " optimizer/ " ) & & p_option ! = " optimizer/enabled " & & ! bool ( p_options [ " optimizer/enabled " ] ) ) {
return false ;
}
if ( p_option . begins_with ( " compression/ " ) & & p_option ! = " compression/enabled " & & ! bool ( p_options [ " compression/enabled " ] ) ) {
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return false ;
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}
2017-02-04 23:31:15 +00:00
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if ( p_option . begins_with ( " slice_ " ) ) {
int max_slice = p_options [ " slices/amount " ] ;
int slice = p_option . get_slice ( " _ " , 1 ) . to_int ( ) - 1 ;
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if ( slice > = max_slice ) {
return false ;
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}
}
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} break ;
default : {
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}
}
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for ( int i = 0 ; i < post_importer_plugins . size ( ) ; i + + ) {
Variant ret = post_importer_plugins . write [ i ] - > get_internal_option_visibility ( EditorScenePostImportPlugin : : InternalImportCategory ( p_category ) , p_option , p_options ) ;
if ( ret . get_type ( ) = = Variant : : BOOL ) {
return ret ;
}
}
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return true ;
2017-02-04 23:31:15 +00:00
}
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
bool ResourceImporterScene : : get_internal_option_update_view_required ( InternalImportCategory p_category , const String & p_option , const Map < StringName , Variant > & p_options ) const {
switch ( p_category ) {
case INTERNAL_IMPORT_CATEGORY_NODE : {
} break ;
case INTERNAL_IMPORT_CATEGORY_MESH_3D_NODE : {
if (
p_option = = " generate/physics " | |
p_option = = " physics/shape_type " | |
p_option . find ( " decomposition/ " ) > = 0 | |
p_option . find ( " primitive/ " ) > = 0 ) {
return true ;
}
} break ;
case INTERNAL_IMPORT_CATEGORY_MESH : {
} break ;
case INTERNAL_IMPORT_CATEGORY_MATERIAL : {
} break ;
case INTERNAL_IMPORT_CATEGORY_ANIMATION : {
} break ;
case INTERNAL_IMPORT_CATEGORY_ANIMATION_NODE : {
} break ;
default : {
}
}
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for ( int i = 0 ; i < post_importer_plugins . size ( ) ; i + + ) {
Variant ret = post_importer_plugins . write [ i ] - > get_internal_option_update_view_required ( EditorScenePostImportPlugin : : InternalImportCategory ( p_category ) , p_option , p_options ) ;
if ( ret . get_type ( ) = = Variant : : BOOL ) {
return ret ;
}
}
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
return false ;
}
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void ResourceImporterScene : : get_import_options ( const String & p_path , List < ImportOption > * r_options , int p_preset ) const {
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r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : STRING , " nodes/root_type " , PROPERTY_HINT_TYPE_STRING , " Node " ) , " Node3D " ) ) ;
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r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : STRING , " nodes/root_name " ) , " Scene Root " ) ) ;
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List < String > script_extentions ;
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ResourceLoader : : get_recognized_extensions_for_type ( " Script " , & script_extentions ) ;
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String script_ext_hint ;
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for ( const String & E : script_extentions ) {
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if ( script_ext_hint ! = " " ) {
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script_ext_hint + = " , " ;
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}
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script_ext_hint + = " *. " + E ;
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}
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : FLOAT , " nodes/root_scale " , PROPERTY_HINT_RANGE , " 0.001,1000,0.001 " ) , 1.0 ) ) ;
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r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : BOOL , " meshes/ensure_tangents " ) , true ) ) ;
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r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : BOOL , " meshes/generate_lods " ) , true ) ) ;
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r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : BOOL , " meshes/create_shadow_meshes " ) , true ) ) ;
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r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : INT , " meshes/light_baking " , PROPERTY_HINT_ENUM , " Disabled,Dynamic,Static,Static Lightmaps " , PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED ) , 2 ) ) ;
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : FLOAT , " meshes/lightmap_texel_size " , PROPERTY_HINT_RANGE , " 0.001,100,0.001 " ) , 0.1 ) ) ;
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r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : BOOL , " skins/use_named_skins " ) , true ) ) ;
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r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : BOOL , " animation/import " ) , true ) ) ;
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r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : FLOAT , " animation/fps " , PROPERTY_HINT_RANGE , " 1,120,1 " ) , 30 ) ) ;
2021-03-19 12:57:52 +00:00
r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : STRING , " import_script/path " , PROPERTY_HINT_FILE , script_ext_hint ) , " " ) ) ;
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r_options - > push_back ( ImportOption ( PropertyInfo ( Variant : : DICTIONARY , " _subresources " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_NO_EDITOR ) , Dictionary ( ) ) ) ;
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for ( int i = 0 ; i < post_importer_plugins . size ( ) ; i + + ) {
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post_importer_plugins . write [ i ] - > get_import_options ( p_path , r_options ) ;
}
for ( Ref < EditorSceneFormatImporter > importer : importers ) {
importer - > get_import_options ( p_path , r_options ) ;
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}
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}
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2017-07-23 21:48:05 +00:00
void ResourceImporterScene : : _replace_owner ( Node * p_node , Node * p_scene , Node * p_new_owner ) {
if ( p_node ! = p_new_owner & & p_node - > get_owner ( ) = = p_scene ) {
p_node - > set_owner ( p_new_owner ) ;
}
for ( int i = 0 ; i < p_node - > get_child_count ( ) ; i + + ) {
Node * n = p_node - > get_child ( i ) ;
_replace_owner ( n , p_scene , p_new_owner ) ;
}
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}
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Node * ResourceImporterScene : : import_scene_from_other_importer ( EditorSceneFormatImporter * p_exception , const String & p_path , uint32_t p_flags , int p_bake_fps ) {
Ref < EditorSceneFormatImporter > importer ;
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String ext = p_path . get_extension ( ) . to_lower ( ) ;
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for ( Set < Ref < EditorSceneFormatImporter > > : : Element * E = importers . front ( ) ; E ; E = E - > next ( ) ) {
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if ( E - > get ( ) . ptr ( ) = = p_exception ) {
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continue ;
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}
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List < String > extensions ;
E - > get ( ) - > get_extensions ( & extensions ) ;
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for ( const String & F : extensions ) {
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if ( F . to_lower ( ) = = ext ) {
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importer = E - > get ( ) ;
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break ;
}
}
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if ( importer . is_valid ( ) ) {
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break ;
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}
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}
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ERR_FAIL_COND_V ( ! importer . is_valid ( ) , nullptr ) ;
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List < String > missing ;
Error err ;
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return importer - > import_scene ( p_path , p_flags , p_bake_fps , & missing , & err ) ;
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}
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Ref < Animation > ResourceImporterScene : : import_animation_from_other_importer ( EditorSceneFormatImporter * p_exception , const String & p_path , uint32_t p_flags , int p_bake_fps ) {
Ref < EditorSceneFormatImporter > importer ;
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String ext = p_path . get_extension ( ) . to_lower ( ) ;
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for ( Set < Ref < EditorSceneFormatImporter > > : : Element * E = importers . front ( ) ; E ; E = E - > next ( ) ) {
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if ( E - > get ( ) . ptr ( ) = = p_exception ) {
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continue ;
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}
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List < String > extensions ;
E - > get ( ) - > get_extensions ( & extensions ) ;
2017-12-07 18:44:20 +00:00
2021-07-24 13:46:25 +00:00
for ( const String & F : extensions ) {
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if ( F . to_lower ( ) = = ext ) {
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importer = E - > get ( ) ;
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break ;
}
}
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2020-05-14 14:41:43 +00:00
if ( importer . is_valid ( ) ) {
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break ;
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}
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}
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2020-04-01 23:20:12 +00:00
ERR_FAIL_COND_V ( ! importer . is_valid ( ) , nullptr ) ;
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return importer - > import_animation ( p_path , p_flags , p_bake_fps ) ;
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}
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void ResourceImporterScene : : _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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ImporterMeshInstance3D * src_mesh_node = Object : : cast_to < ImporterMeshInstance3D > ( p_node ) ;
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if ( src_mesh_node ) {
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//is mesh
MeshInstance3D * mesh_node = memnew ( MeshInstance3D ) ;
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mesh_node - > set_name ( src_mesh_node - > get_name ( ) ) ;
mesh_node - > set_transform ( src_mesh_node - > get_transform ( ) ) ;
mesh_node - > set_skin ( src_mesh_node - > get_skin ( ) ) ;
mesh_node - > set_skeleton_path ( src_mesh_node - > get_skeleton_path ( ) ) ;
if ( src_mesh_node - > get_mesh ( ) . is_valid ( ) ) {
Ref < ArrayMesh > mesh ;
if ( ! src_mesh_node - > get_mesh ( ) - > has_mesh ( ) ) {
//do mesh processing
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bool generate_lods = p_generate_lods ;
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float split_angle = 25.0f ;
float merge_angle = 60.0f ;
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bool create_shadow_meshes = p_create_shadow_meshes ;
bool bake_lightmaps = p_light_bake_mode = = LIGHT_BAKE_STATIC_LIGHTMAPS ;
String save_to_file ;
String mesh_id ;
if ( src_mesh_node - > get_mesh ( ) - > has_meta ( " import_id " ) ) {
mesh_id = src_mesh_node - > get_mesh ( ) - > get_meta ( " import_id " ) ;
} else {
mesh_id = src_mesh_node - > get_mesh ( ) - > get_name ( ) ;
}
if ( mesh_id ! = String ( ) & & p_mesh_data . has ( mesh_id ) ) {
Dictionary mesh_settings = p_mesh_data [ mesh_id ] ;
if ( mesh_settings . has ( " generate/shadow_meshes " ) ) {
int shadow_meshes = mesh_settings [ " generate/shadow_meshes " ] ;
if ( shadow_meshes = = MESH_OVERRIDE_ENABLE ) {
create_shadow_meshes = true ;
} else if ( shadow_meshes = = MESH_OVERRIDE_DISABLE ) {
create_shadow_meshes = false ;
}
}
if ( mesh_settings . has ( " generate/lightmap_uv " ) ) {
int lightmap_uv = mesh_settings [ " generate/lightmap_uv " ] ;
if ( lightmap_uv = = MESH_OVERRIDE_ENABLE ) {
bake_lightmaps = true ;
} else if ( lightmap_uv = = MESH_OVERRIDE_DISABLE ) {
bake_lightmaps = false ;
}
}
if ( mesh_settings . has ( " generate/lods " ) ) {
int lods = mesh_settings [ " generate/lods " ] ;
if ( lods = = MESH_OVERRIDE_ENABLE ) {
generate_lods = true ;
} else if ( lods = = MESH_OVERRIDE_DISABLE ) {
generate_lods = false ;
}
}
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if ( mesh_settings . has ( " lods/normal_split_angle " ) ) {
split_angle = mesh_settings [ " lods/normal_split_angle " ] ;
}
if ( mesh_settings . has ( " lods/normal_merge_angle " ) ) {
merge_angle = mesh_settings [ " lods/normal_merge_angle " ] ;
}
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if ( mesh_settings . has ( " save_to_file/enabled " ) & & bool ( mesh_settings [ " save_to_file/enabled " ] ) & & mesh_settings . has ( " save_to_file/path " ) ) {
save_to_file = mesh_settings [ " save_to_file/path " ] ;
if ( ! save_to_file . is_resource_file ( ) ) {
save_to_file = " " ;
}
}
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for ( int i = 0 ; i < post_importer_plugins . size ( ) ; i + + ) {
post_importer_plugins . write [ i ] - > internal_process ( EditorScenePostImportPlugin : : INTERNAL_IMPORT_CATEGORY_MESH , nullptr , src_mesh_node , src_mesh_node - > get_mesh ( ) , mesh_settings ) ;
}
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}
if ( generate_lods ) {
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src_mesh_node - > get_mesh ( ) - > generate_lods ( merge_angle , split_angle ) ;
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}
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if ( create_shadow_meshes ) {
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src_mesh_node - > get_mesh ( ) - > create_shadow_mesh ( ) ;
}
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if ( bake_lightmaps ) {
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Transform3D xf ;
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Node3D * n = src_mesh_node ;
while ( n ) {
xf = n - > get_transform ( ) * xf ;
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n = n - > get_parent_node_3d ( ) ;
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}
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Vector < uint8_t > lightmap_cache ;
src_mesh_node - > get_mesh ( ) - > lightmap_unwrap_cached ( xf , p_lightmap_texel_size , p_src_lightmap_cache , lightmap_cache ) ;
if ( ! lightmap_cache . is_empty ( ) ) {
if ( r_lightmap_caches . is_empty ( ) ) {
r_lightmap_caches . push_back ( lightmap_cache ) ;
} else {
String new_md5 = String : : md5 ( lightmap_cache . ptr ( ) ) ; // MD5 is stored at the beginning of the cache data
for ( int i = 0 ; i < r_lightmap_caches . size ( ) ; i + + ) {
String md5 = String : : md5 ( r_lightmap_caches [ i ] . ptr ( ) ) ;
if ( new_md5 < md5 ) {
r_lightmap_caches . insert ( i , lightmap_cache ) ;
break ;
}
if ( new_md5 = = md5 ) {
break ;
}
}
}
}
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}
if ( save_to_file ! = String ( ) ) {
Ref < Mesh > existing = Ref < Resource > ( ResourceCache : : get ( save_to_file ) ) ;
if ( existing . is_valid ( ) ) {
//if somehow an existing one is useful, create
existing - > reset_state ( ) ;
}
mesh = src_mesh_node - > get_mesh ( ) - > get_mesh ( existing ) ;
ResourceSaver : : save ( save_to_file , mesh ) ; //override
mesh - > set_path ( save_to_file , true ) ; //takeover existing, if needed
} else {
mesh = src_mesh_node - > get_mesh ( ) - > get_mesh ( ) ;
}
} else {
mesh = src_mesh_node - > get_mesh ( ) - > get_mesh ( ) ;
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}
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if ( mesh . is_valid ( ) ) {
mesh_node - > set_mesh ( mesh ) ;
for ( int i = 0 ; i < mesh - > get_surface_count ( ) ; i + + ) {
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mesh_node - > set_surface_override_material ( i , src_mesh_node - > get_surface_material ( i ) ) ;
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}
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}
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}
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switch ( p_light_bake_mode ) {
case LIGHT_BAKE_DISABLED : {
mesh_node - > set_gi_mode ( GeometryInstance3D : : GI_MODE_DISABLED ) ;
} break ;
case LIGHT_BAKE_DYNAMIC : {
mesh_node - > set_gi_mode ( GeometryInstance3D : : GI_MODE_DYNAMIC ) ;
} break ;
case LIGHT_BAKE_STATIC :
case LIGHT_BAKE_STATIC_LIGHTMAPS : {
mesh_node - > set_gi_mode ( GeometryInstance3D : : GI_MODE_BAKED ) ;
} break ;
}
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p_node - > replace_by ( mesh_node ) ;
memdelete ( p_node ) ;
p_node = mesh_node ;
}
for ( int i = 0 ; i < p_node - > get_child_count ( ) ; i + + ) {
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_generate_meshes ( p_node - > get_child ( i ) , p_mesh_data , p_generate_lods , p_create_shadow_meshes , p_light_bake_mode , p_lightmap_texel_size , p_src_lightmap_cache , r_lightmap_caches ) ;
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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
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void ResourceImporterScene : : _add_shapes ( Node * p_node , const Vector < Ref < Shape3D > > & p_shapes ) {
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for ( const Ref < Shape3D > & E : p_shapes ) {
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CollisionShape3D * cshape = memnew ( CollisionShape3D ) ;
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cshape - > set_shape ( E ) ;
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p_node - > add_child ( cshape , true ) ;
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cshape - > set_owner ( p_node - > get_owner ( ) ) ;
}
}
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void ResourceImporterScene : : _optimize_track_usage ( AnimationPlayer * p_player , AnimationImportTracks * p_track_actions ) {
List < StringName > anims ;
p_player - > get_animation_list ( & anims ) ;
Node * parent = p_player - > get_parent ( ) ;
ERR_FAIL_COND ( parent = = nullptr ) ;
OrderedHashMap < NodePath , uint32_t > used_tracks [ TRACK_CHANNEL_MAX ] ;
bool tracks_to_add = false ;
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static const Animation : : TrackType track_types [ TRACK_CHANNEL_MAX ] = { Animation : : TYPE_POSITION_3D , Animation : : TYPE_ROTATION_3D , Animation : : TYPE_SCALE_3D , Animation : : TYPE_BLEND_SHAPE } ;
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for ( const StringName & I : anims ) {
Ref < Animation > anim = p_player - > get_animation ( I ) ;
for ( int i = 0 ; i < anim - > get_track_count ( ) ; i + + ) {
for ( int j = 0 ; j < TRACK_CHANNEL_MAX ; j + + ) {
if ( anim - > track_get_type ( i ) ! = track_types [ j ] ) {
continue ;
}
switch ( p_track_actions [ j ] ) {
case ANIMATION_IMPORT_TRACKS_IF_PRESENT : {
// Do Nothing.
} break ;
case ANIMATION_IMPORT_TRACKS_IF_PRESENT_FOR_ALL : {
used_tracks [ j ] . insert ( anim - > track_get_path ( i ) , 0 ) ;
tracks_to_add = true ;
} break ;
case ANIMATION_IMPORT_TRACKS_NEVER : {
anim - > remove_track ( i ) ;
i - - ;
} break ;
}
}
}
}
if ( ! tracks_to_add ) {
return ;
}
uint32_t pass = 0 ;
for ( const StringName & I : anims ) {
Ref < Animation > anim = p_player - > get_animation ( I ) ;
for ( int j = 0 ; j < TRACK_CHANNEL_MAX ; j + + ) {
if ( p_track_actions [ j ] ! = ANIMATION_IMPORT_TRACKS_IF_PRESENT_FOR_ALL ) {
continue ;
}
pass + + ;
for ( int i = 0 ; i < anim - > get_track_count ( ) ; i + + ) {
if ( anim - > track_get_type ( i ) ! = track_types [ j ] ) {
continue ;
}
NodePath path = anim - > track_get_path ( i ) ;
ERR_CONTINUE ( ! used_tracks [ j ] . has ( path ) ) ; // Should never happen.
used_tracks [ j ] [ path ] = pass ;
}
for ( OrderedHashMap < NodePath , uint32_t > : : Element J = used_tracks [ j ] . front ( ) ; J ; J = J . next ( ) ) {
if ( J . get ( ) = = pass ) {
continue ;
}
NodePath path = J . key ( ) ;
Node * n = parent - > get_node ( path ) ;
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if ( j = = TRACK_CHANNEL_BLEND_SHAPE ) {
MeshInstance3D * mi = Object : : cast_to < MeshInstance3D > ( n ) ;
if ( mi & & path . get_subname_count ( ) > 0 ) {
StringName bs = path . get_subname ( 0 ) ;
bool valid ;
float value = mi - > get ( bs , & valid ) ;
if ( valid ) {
int track_idx = anim - > add_track ( track_types [ j ] ) ;
anim - > track_set_path ( track_idx , path ) ;
anim - > track_set_imported ( track_idx , true ) ;
anim - > blend_shape_track_insert_key ( track_idx , 0 , value ) ;
}
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}
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} else {
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Skeleton3D * skel = Object : : cast_to < Skeleton3D > ( n ) ;
Node3D * n3d = Object : : cast_to < Node3D > ( n ) ;
Vector3 loc ;
Quaternion rot ;
Vector3 scale ;
if ( skel & & path . get_subname_count ( ) > 0 ) {
StringName bone = path . get_subname ( 0 ) ;
int bone_idx = skel - > find_bone ( bone ) ;
if ( bone_idx = = - 1 ) {
continue ;
}
skel - > get_bone_pose ( bone_idx ) ;
loc = skel - > get_bone_pose_position ( bone_idx ) ;
rot = skel - > get_bone_pose_rotation ( bone_idx ) ;
scale = skel - > get_bone_pose_scale ( bone_idx ) ;
} else if ( n3d ) {
loc = n3d - > get_position ( ) ;
rot = n3d - > get_transform ( ) . basis . get_rotation_quaternion ( ) ;
scale = n3d - > get_scale ( ) ;
} else {
continue ;
}
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// Ensure insertion keeps tracks together and ordered by type (loc/rot/scale)
int insert_at_pos = - 1 ;
for ( int k = 0 ; k < anim - > get_track_count ( ) ; k + + ) {
NodePath tpath = anim - > track_get_path ( k ) ;
if ( path = = tpath ) {
Animation : : TrackType ttype = anim - > track_get_type ( k ) ;
if ( insert_at_pos = = - 1 ) {
// First insert, determine whether replacing or kicking back
if ( track_types [ j ] < ttype ) {
insert_at_pos = k ;
break ; // No point in continuing.
} else {
insert_at_pos = k + 1 ;
}
} else if ( ttype < track_types [ j ] ) {
// Kick back.
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insert_at_pos = k + 1 ;
}
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} else if ( insert_at_pos > = 0 ) {
break ;
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}
}
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int track_idx = anim - > add_track ( track_types [ j ] , insert_at_pos ) ;
anim - > track_set_path ( track_idx , path ) ;
anim - > track_set_imported ( track_idx , true ) ;
switch ( j ) {
case TRACK_CHANNEL_POSITION : {
anim - > position_track_insert_key ( track_idx , 0 , loc ) ;
} break ;
case TRACK_CHANNEL_ROTATION : {
anim - > rotation_track_insert_key ( track_idx , 0 , rot ) ;
} break ;
case TRACK_CHANNEL_SCALE : {
anim - > scale_track_insert_key ( track_idx , 0 , scale ) ;
} break ;
default : {
}
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}
}
}
}
}
}
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Node * ResourceImporterScene : : pre_import ( const String & p_source_file ) {
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Ref < EditorSceneFormatImporter > importer ;
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String ext = p_source_file . get_extension ( ) . to_lower ( ) ;
EditorProgress progress ( " pre-import " , TTR ( " Pre-Import Scene " ) , 0 ) ;
progress . step ( TTR ( " Importing Scene... " ) , 0 ) ;
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for ( Set < Ref < EditorSceneFormatImporter > > : : Element * E = importers . front ( ) ; E ; E = E - > next ( ) ) {
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List < String > extensions ;
E - > get ( ) - > get_extensions ( & extensions ) ;
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for ( const String & F : extensions ) {
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if ( F . to_lower ( ) = = ext ) {
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importer = E - > get ( ) ;
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break ;
}
}
if ( importer . is_valid ( ) ) {
break ;
}
}
ERR_FAIL_COND_V ( ! importer . is_valid ( ) , nullptr ) ;
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Error err = OK ;
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Node * scene = importer - > import_scene ( p_source_file , EditorSceneFormatImporter : : IMPORT_ANIMATION | EditorSceneFormatImporter : : IMPORT_GENERATE_TANGENT_ARRAYS , 15 , nullptr , & err ) ;
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if ( ! scene | | err ! = OK ) {
return nullptr ;
}
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Map < Ref < ImporterMesh > , Vector < Ref < Shape3D > > > collision_map ;
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_pre_fix_node ( scene , scene , collision_map ) ;
return scene ;
}
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Error ResourceImporterScene : : 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 , Variant * r_metadata ) {
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const String & src_path = p_source_file ;
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Ref < EditorSceneFormatImporter > importer ;
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String ext = src_path . get_extension ( ) . to_lower ( ) ;
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EditorProgress progress ( " import " , TTR ( " Import Scene " ) , 104 ) ;
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progress . step ( TTR ( " Importing Scene... " ) , 0 ) ;
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for ( Set < Ref < EditorSceneFormatImporter > > : : Element * E = importers . front ( ) ; E ; E = E - > next ( ) ) {
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List < String > extensions ;
E - > get ( ) - > get_extensions ( & extensions ) ;
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for ( const String & F : extensions ) {
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if ( F . to_lower ( ) = = ext ) {
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importer = E - > get ( ) ;
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break ;
}
}
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if ( importer . is_valid ( ) ) {
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break ;
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}
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}
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ERR_FAIL_COND_V ( ! importer . is_valid ( ) , ERR_FILE_UNRECOGNIZED ) ;
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float fps = p_options [ " animation/fps " ] ;
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int import_flags = 0 ;
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if ( bool ( p_options [ " animation/import " ] ) ) {
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import_flags | = EditorSceneFormatImporter : : IMPORT_ANIMATION ;
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}
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if ( bool ( p_options [ " skins/use_named_skins " ] ) ) {
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import_flags | = EditorSceneFormatImporter : : IMPORT_USE_NAMED_SKIN_BINDS ;
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}
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bool ensure_tangents = p_options [ " meshes/ensure_tangents " ] ;
if ( ensure_tangents ) {
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import_flags | = EditorSceneFormatImporter : : IMPORT_GENERATE_TANGENT_ARRAYS ;
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}
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Error err = OK ;
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List < String > missing_deps ; // for now, not much will be done with this
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Node * scene = importer - > import_scene ( src_path , import_flags , fps , & missing_deps , & err ) ;
if ( ! scene | | err ! = OK ) {
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return err ;
}
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Dictionary subresources = p_options [ " _subresources " ] ;
Dictionary node_data ;
if ( subresources . has ( " nodes " ) ) {
node_data = subresources [ " nodes " ] ;
}
Dictionary material_data ;
if ( subresources . has ( " materials " ) ) {
material_data = subresources [ " materials " ] ;
}
Dictionary animation_data ;
if ( subresources . has ( " animations " ) ) {
animation_data = subresources [ " animations " ] ;
}
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Set < Ref < ImporterMesh > > scanned_meshes ;
Map < Ref < ImporterMesh > , Vector < Ref < Shape3D > > > collision_map ;
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_pre_fix_node ( scene , scene , collision_map ) ;
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for ( int i = 0 ; i < post_importer_plugins . size ( ) ; i + + ) {
post_importer_plugins . write [ i ] - > pre_process ( scene , p_options ) ;
}
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_post_fix_node ( scene , scene , collision_map , scanned_meshes , node_data , material_data , animation_data , fps ) ;
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String root_type = p_options [ " nodes/root_type " ] ;
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root_type = root_type . split ( " " ) [ 0 ] ; // full root_type is "ClassName (filename.gd)" for a script global class.
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Ref < Script > root_script = nullptr ;
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if ( ScriptServer : : is_global_class ( root_type ) ) {
root_script = ResourceLoader : : load ( ScriptServer : : get_global_class_path ( root_type ) ) ;
root_type = ScriptServer : : get_global_class_base ( root_type ) ;
}
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if ( root_type ! = " Node3D " ) {
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Node * base_node = Object : : cast_to < Node > ( ClassDB : : instantiate ( root_type ) ) ;
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if ( base_node ) {
scene - > replace_by ( base_node ) ;
memdelete ( scene ) ;
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scene = base_node ;
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}
}
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if ( root_script . is_valid ( ) ) {
scene - > set_script ( Variant ( root_script ) ) ;
}
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float root_scale = 1.0 ;
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if ( Object : : cast_to < Node3D > ( scene ) ) {
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root_scale = p_options [ " nodes/root_scale " ] ;
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Object : : cast_to < Node3D > ( scene ) - > scale ( Vector3 ( root_scale , root_scale , root_scale ) ) ;
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}
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if ( p_options [ " nodes/root_name " ] ! = " Scene Root " ) {
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scene - > set_name ( p_options [ " nodes/root_name " ] ) ;
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} else {
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scene - > set_name ( p_save_path . get_file ( ) . get_basename ( ) ) ;
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}
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bool gen_lods = bool ( p_options [ " meshes/generate_lods " ] ) ;
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bool create_shadow_meshes = bool ( p_options [ " meshes/create_shadow_meshes " ] ) ;
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int light_bake_mode = p_options [ " meshes/light_baking " ] ;
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float texel_size = p_options [ " meshes/lightmap_texel_size " ] ;
float lightmap_texel_size = MAX ( 0.001 , texel_size ) ;
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Vector < uint8_t > src_lightmap_cache ;
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Vector < Vector < uint8_t > > mesh_lightmap_caches ;
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{
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src_lightmap_cache = FileAccess : : get_file_as_array ( p_source_file + " .unwrap_cache " , & err ) ;
if ( err ! = OK ) {
src_lightmap_cache . clear ( ) ;
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}
}
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Dictionary mesh_data ;
if ( subresources . has ( " meshes " ) ) {
mesh_data = subresources [ " meshes " ] ;
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}
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_generate_meshes ( scene , mesh_data , gen_lods , create_shadow_meshes , LightBakeMode ( light_bake_mode ) , lightmap_texel_size , src_lightmap_cache , mesh_lightmap_caches ) ;
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if ( mesh_lightmap_caches . size ( ) ) {
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FileAccessRef f = FileAccess : : open ( p_source_file + " .unwrap_cache " , FileAccess : : WRITE ) ;
if ( f ) {
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f - > store_32 ( mesh_lightmap_caches . size ( ) ) ;
for ( int i = 0 ; i < mesh_lightmap_caches . size ( ) ; i + + ) {
String md5 = String : : md5 ( mesh_lightmap_caches [ i ] . ptr ( ) ) ;
f - > store_buffer ( mesh_lightmap_caches [ i ] . ptr ( ) , mesh_lightmap_caches [ i ] . size ( ) ) ;
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}
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f - > close ( ) ;
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}
}
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err = OK ;
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progress . step ( TTR ( " Running Custom Script... " ) , 2 ) ;
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String post_import_script_path = p_options [ " import_script/path " ] ;
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Ref < EditorScenePostImport > post_import_script ;
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if ( post_import_script_path ! = " " ) {
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Ref < Script > scr = ResourceLoader : : load ( post_import_script_path ) ;
if ( ! scr . is_valid ( ) ) {
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EditorNode : : add_io_error ( TTR ( " Couldn't load post-import script: " ) + " " + post_import_script_path ) ;
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} else {
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post_import_script = Ref < EditorScenePostImport > ( memnew ( EditorScenePostImport ) ) ;
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post_import_script - > set_script ( scr ) ;
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if ( ! post_import_script - > get_script_instance ( ) ) {
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EditorNode : : add_io_error ( TTR ( " Invalid/broken script for post-import (check console): " ) + " " + post_import_script_path ) ;
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post_import_script . unref ( ) ;
return ERR_CANT_CREATE ;
}
}
}
if ( post_import_script . is_valid ( ) ) {
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post_import_script - > init ( p_source_file ) ;
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scene = post_import_script - > post_import ( scene ) ;
if ( ! scene ) {
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EditorNode : : add_io_error (
TTR ( " Error running post-import script: " ) + " " + post_import_script_path + " \n " +
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TTR ( " Did you return a Node-derived object in the `_post_import()` method? " ) ) ;
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return err ;
}
}
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for ( int i = 0 ; i < post_importer_plugins . size ( ) ; i + + ) {
post_importer_plugins . write [ i ] - > post_process ( scene , p_options ) ;
}
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progress . step ( TTR ( " Saving... " ) , 104 ) ;
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Ref < PackedScene > packer = memnew ( PackedScene ) ;
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packer - > pack ( scene ) ;
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print_verbose ( " Saving scene to: " + p_save_path + " .scn " ) ;
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err = ResourceSaver : : save ( p_save_path + " .scn " , packer ) ; //do not take over, let the changed files reload themselves
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ERR_FAIL_COND_V_MSG ( err ! = OK , err , " Cannot save scene to file ' " + p_save_path + " .scn'. " ) ;
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memdelete ( scene ) ;
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//this is not the time to reimport, wait until import process is done, import file is saved, etc.
//EditorNode::get_singleton()->reload_scene(p_source_file);
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return OK ;
}
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ResourceImporterScene * ResourceImporterScene : : singleton = nullptr ;
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bool ResourceImporterScene : : ResourceImporterScene : : has_advanced_options ( ) const {
return true ;
}
void ResourceImporterScene : : ResourceImporterScene : : show_advanced_options ( const String & p_path ) {
SceneImportSettings : : get_singleton ( ) - > open_settings ( p_path ) ;
}
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ResourceImporterScene : : ResourceImporterScene ( ) {
singleton = this ;
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}
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///////////////////////////////////////
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uint32_t EditorSceneFormatImporterESCN : : get_import_flags ( ) const {
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return IMPORT_SCENE ;
}
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void EditorSceneFormatImporterESCN : : get_extensions ( List < String > * r_extensions ) const {
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r_extensions - > push_back ( " escn " ) ;
}
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Node * EditorSceneFormatImporterESCN : : import_scene ( const String & p_path , uint32_t p_flags , int p_bake_fps , List < String > * r_missing_deps , Error * r_err ) {
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Error error ;
Ref < PackedScene > ps = ResourceFormatLoaderText : : singleton - > load ( p_path , p_path , & error ) ;
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ERR_FAIL_COND_V_MSG ( ! ps . is_valid ( ) , nullptr , " Cannot load scene as text resource from path ' " + p_path + " '. " ) ;
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Node * scene = ps - > instantiate ( ) ;
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ERR_FAIL_COND_V ( ! scene , nullptr ) ;
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return scene ;
}
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Ref < Animation > EditorSceneFormatImporterESCN : : import_animation ( const String & p_path , uint32_t p_flags , int p_bake_fps ) {
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ERR_FAIL_V ( Ref < Animation > ( ) ) ;
}