2017-03-05 14:47:28 +00:00
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/*************************************************************************/
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/* resource_importer_scene.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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2017-08-27 12:16:55 +00:00
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/* https://godotengine.org */
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2017-03-05 14:47:28 +00:00
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/*************************************************************************/
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2021-01-01 19:13:46 +00:00
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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2017-03-05 14:47:28 +00:00
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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2018-01-04 23:50:27 +00:00
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2017-02-04 12:48:04 +00:00
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#ifndef RESOURCEIMPORTERSCENE_H
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#define RESOURCEIMPORTERSCENE_H
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2019-02-12 12:30:56 +00:00
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#include "core/io/resource_importer.h"
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2020-12-12 12:06:59 +00:00
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#include "scene/3d/node_3d.h"
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2017-02-04 12:48:04 +00:00
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#include "scene/resources/animation.h"
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2017-06-07 21:18:55 +00:00
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#include "scene/resources/mesh.h"
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2020-03-26 21:49:16 +00:00
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#include "scene/resources/shape_3d.h"
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2020-12-12 12:06:59 +00:00
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#include "scene/resources/skin.h"
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2017-02-04 12:48:04 +00:00
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2017-02-04 23:31:15 +00:00
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class Material;
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2021-03-19 12:57:52 +00:00
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class AnimationPlayer;
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2017-02-04 23:31:15 +00:00
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2021-09-21 01:24:31 +00:00
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class ImporterMesh;
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2021-10-14 17:34:27 +00:00
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class EditorSceneFormatImporter : public RefCounted {
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GDCLASS(EditorSceneFormatImporter, RefCounted);
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2017-12-07 18:44:20 +00:00
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2017-12-09 17:11:26 +00:00
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protected:
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2017-12-07 18:44:20 +00:00
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static void _bind_methods();
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2017-02-04 12:48:04 +00:00
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2017-12-09 17:11:26 +00:00
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Node *import_scene_from_other_importer(const String &p_path, uint32_t p_flags, int p_bake_fps);
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2017-12-07 18:44:20 +00:00
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Ref<Animation> import_animation_from_other_importer(const String &p_path, uint32_t p_flags, int p_bake_fps);
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2017-12-09 17:11:26 +00:00
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2021-08-22 01:52:44 +00:00
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GDVIRTUAL0RC(int, _get_import_flags)
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GDVIRTUAL0RC(Vector<String>, _get_extensions)
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GDVIRTUAL3R(Object *, _import_scene, String, uint32_t, uint32_t)
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GDVIRTUAL3R(Ref<Animation>, _import_animation, String, uint32_t, uint32_t)
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2021-11-14 17:02:38 +00:00
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GDVIRTUAL1(_get_import_options, String)
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GDVIRTUAL2RC(Variant, _get_option_visibility, String, String)
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2021-08-22 01:52:44 +00:00
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2017-03-05 15:44:50 +00:00
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public:
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2017-02-04 12:48:04 +00:00
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enum ImportFlags {
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2017-03-05 15:44:50 +00:00
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IMPORT_SCENE = 1,
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IMPORT_ANIMATION = 2,
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2021-03-19 12:57:52 +00:00
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IMPORT_FAIL_ON_MISSING_DEPENDENCIES = 4,
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IMPORT_GENERATE_TANGENT_ARRAYS = 8,
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IMPORT_USE_NAMED_SKIN_BINDS = 16,
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2017-02-04 12:48:04 +00:00
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};
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2017-12-07 18:44:20 +00:00
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virtual uint32_t get_import_flags() const;
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virtual void get_extensions(List<String> *r_extensions) const;
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2020-04-01 23:20:12 +00:00
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virtual Node *import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps, List<String> *r_missing_deps, Error *r_err = nullptr);
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2017-12-09 17:11:26 +00:00
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virtual Ref<Animation> import_animation(const String &p_path, uint32_t p_flags, int p_bake_fps);
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2021-11-14 17:02:38 +00:00
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virtual void get_import_options(const String &p_path, List<ResourceImporter::ImportOption> *r_options);
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virtual Variant get_option_visibility(const String &p_path, const String &p_option, const Map<StringName, Variant> &p_options);
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2017-02-04 12:48:04 +00:00
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2021-10-14 17:34:27 +00:00
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EditorSceneFormatImporter() {}
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2017-02-04 12:48:04 +00:00
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};
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2021-06-04 16:03:15 +00:00
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class EditorScenePostImport : public RefCounted {
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GDCLASS(EditorScenePostImport, RefCounted);
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2017-02-04 12:48:04 +00:00
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2018-01-19 23:48:44 +00:00
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String source_file;
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2017-03-05 15:44:50 +00:00
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protected:
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2017-02-04 12:48:04 +00:00
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static void _bind_methods();
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2021-08-22 01:52:44 +00:00
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GDVIRTUAL1R(Object *, _post_import, Node *)
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2017-03-05 15:44:50 +00:00
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public:
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2018-01-19 23:48:44 +00:00
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String get_source_file() const;
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2017-03-05 15:44:50 +00:00
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virtual Node *post_import(Node *p_scene);
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2021-03-19 12:57:52 +00:00
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virtual void init(const String &p_source_file);
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2017-02-04 12:48:04 +00:00
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EditorScenePostImport();
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};
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2021-10-14 17:34:27 +00:00
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class EditorScenePostImportPlugin : public RefCounted {
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GDCLASS(EditorScenePostImportPlugin, RefCounted);
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public:
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enum InternalImportCategory {
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INTERNAL_IMPORT_CATEGORY_NODE,
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INTERNAL_IMPORT_CATEGORY_MESH_3D_NODE,
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INTERNAL_IMPORT_CATEGORY_MESH,
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INTERNAL_IMPORT_CATEGORY_MATERIAL,
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INTERNAL_IMPORT_CATEGORY_ANIMATION,
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INTERNAL_IMPORT_CATEGORY_ANIMATION_NODE,
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INTERNAL_IMPORT_CATEGORY_MAX
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};
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private:
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mutable const Map<StringName, Variant> *current_options = nullptr;
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mutable const Dictionary *current_options_dict = nullptr;
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List<ResourceImporter::ImportOption> *current_option_list = nullptr;
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InternalImportCategory current_category = INTERNAL_IMPORT_CATEGORY_MAX;
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protected:
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GDVIRTUAL1(_get_internal_import_options, int)
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GDVIRTUAL2RC(Variant, _get_internal_option_visibility, int, String)
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GDVIRTUAL2RC(Variant, _get_internal_option_update_view_required, int, String)
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GDVIRTUAL4(_internal_process, int, Node *, Node *, RES)
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2021-11-14 17:02:38 +00:00
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GDVIRTUAL1(_get_import_options, String)
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GDVIRTUAL2RC(Variant, _get_option_visibility, String, String)
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2021-10-14 17:34:27 +00:00
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GDVIRTUAL1(_pre_process, Node *)
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GDVIRTUAL1(_post_process, Node *)
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static void _bind_methods();
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public:
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Variant get_option_value(const StringName &p_name) const;
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void add_import_option(const String &p_name, Variant p_default_value);
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void add_import_option_advanced(Variant::Type p_type, const String &p_name, Variant p_default_value, PropertyHint p_hint = PROPERTY_HINT_NONE, const String &p_hint_string = String(), int p_usage_flags = PROPERTY_USAGE_DEFAULT);
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virtual void get_internal_import_options(InternalImportCategory p_category, List<ResourceImporter::ImportOption> *r_options);
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virtual Variant get_internal_option_visibility(InternalImportCategory p_category, const String &p_option, const Map<StringName, Variant> &p_options) const;
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virtual Variant get_internal_option_update_view_required(InternalImportCategory p_category, const String &p_option, const Map<StringName, Variant> &p_options) const;
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virtual void internal_process(InternalImportCategory p_category, Node *p_base_scene, Node *p_node, RES p_resource, const Dictionary &p_options);
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2021-11-14 17:02:38 +00:00
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virtual void get_import_options(const String &p_path, List<ResourceImporter::ImportOption> *r_options);
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virtual Variant get_option_visibility(const String &p_path, const String &p_option, const Map<StringName, Variant> &p_options) const;
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2021-10-14 17:34:27 +00:00
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virtual void pre_process(Node *p_scene, const Map<StringName, Variant> &p_options);
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virtual void post_process(Node *p_scene, const Map<StringName, Variant> &p_options);
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EditorScenePostImportPlugin() {}
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};
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VARIANT_ENUM_CAST(EditorScenePostImportPlugin::InternalImportCategory)
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2017-02-04 12:48:04 +00:00
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class ResourceImporterScene : public ResourceImporter {
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2019-03-19 18:35:57 +00:00
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GDCLASS(ResourceImporterScene, ResourceImporter);
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2017-02-04 12:48:04 +00:00
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2021-10-14 17:34:27 +00:00
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Set<Ref<EditorSceneFormatImporter>> importers;
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2017-02-04 12:48:04 +00:00
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static ResourceImporterScene *singleton;
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2021-03-19 12:57:52 +00:00
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enum LightBakeMode {
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LIGHT_BAKE_DISABLED,
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LIGHT_BAKE_DYNAMIC,
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LIGHT_BAKE_STATIC,
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LIGHT_BAKE_STATIC_LIGHTMAPS
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};
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2017-09-08 11:06:09 +00:00
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2021-03-19 12:57:52 +00:00
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enum MeshPhysicsMode {
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MESH_PHYSICS_DISABLED,
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MESH_PHYSICS_MESH_AND_STATIC_COLLIDER,
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MESH_PHYSICS_RIGID_BODY_AND_MESH,
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MESH_PHYSICS_STATIC_COLLIDER_ONLY,
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MESH_PHYSICS_AREA_ONLY,
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};
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2017-09-08 11:06:09 +00:00
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2021-03-19 12:57:52 +00:00
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enum NavMeshMode {
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NAVMESH_DISABLED,
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NAVMESH_MESH_AND_NAVMESH,
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NAVMESH_NAVMESH_ONLY,
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2017-07-23 21:48:05 +00:00
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};
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2021-03-19 12:57:52 +00:00
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enum MeshOverride {
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MESH_OVERRIDE_DEFAULT,
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MESH_OVERRIDE_ENABLE,
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MESH_OVERRIDE_DISABLE,
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2017-11-25 04:29:15 +00:00
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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
2021-08-22 16:19:13 +00:00
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enum BodyType {
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BODY_TYPE_STATIC,
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BODY_TYPE_DYNAMIC,
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BODY_TYPE_AREA
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};
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enum ShapeType {
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SHAPE_TYPE_DECOMPOSE_CONVEX,
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SHAPE_TYPE_SIMPLE_CONVEX,
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SHAPE_TYPE_TRIMESH,
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SHAPE_TYPE_BOX,
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SHAPE_TYPE_SPHERE,
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SHAPE_TYPE_CYLINDER,
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SHAPE_TYPE_CAPSULE,
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};
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2017-07-23 21:48:05 +00:00
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void _replace_owner(Node *p_node, Node *p_scene, Node *p_new_owner);
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2021-04-25 21:36:39 +00:00
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void _generate_meshes(Node *p_node, const Dictionary &p_mesh_data, bool p_generate_lods, bool p_create_shadow_meshes, LightBakeMode p_light_bake_mode, float p_lightmap_texel_size, const Vector<uint8_t> &p_src_lightmap_cache, Vector<Vector<uint8_t>> &r_lightmap_caches);
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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
2021-08-22 16:19:13 +00:00
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void _add_shapes(Node *p_node, const Vector<Ref<Shape3D>> &p_shapes);
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2017-07-23 21:48:05 +00:00
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2021-10-13 21:40:55 +00:00
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enum AnimationImportTracks {
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ANIMATION_IMPORT_TRACKS_IF_PRESENT,
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ANIMATION_IMPORT_TRACKS_IF_PRESENT_FOR_ALL,
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ANIMATION_IMPORT_TRACKS_NEVER,
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};
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enum TrackChannel {
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TRACK_CHANNEL_POSITION,
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TRACK_CHANNEL_ROTATION,
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TRACK_CHANNEL_SCALE,
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2021-10-15 22:04:35 +00:00
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TRACK_CHANNEL_BLEND_SHAPE,
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2021-10-13 21:40:55 +00:00
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TRACK_CHANNEL_MAX
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};
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void _optimize_track_usage(AnimationPlayer *p_player, AnimationImportTracks *p_track_actions);
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2021-10-14 17:34:27 +00:00
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mutable Vector<Ref<EditorScenePostImportPlugin>> post_importer_plugins;
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2017-03-05 15:44:50 +00:00
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public:
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2017-02-04 12:48:04 +00:00
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static ResourceImporterScene *get_singleton() { return singleton; }
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2021-10-14 17:34:27 +00:00
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void add_post_importer_plugin(const Ref<EditorScenePostImportPlugin> &p_plugin) { post_importer_plugins.push_back(p_plugin); }
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void remove_post_importer_plugin(const Ref<EditorScenePostImportPlugin> &p_plugin) { post_importer_plugins.erase(p_plugin); }
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2017-02-04 12:48:04 +00:00
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2021-10-14 17:34:27 +00:00
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const Set<Ref<EditorSceneFormatImporter>> &get_importers() const { return importers; }
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void add_importer(Ref<EditorSceneFormatImporter> p_importer) { importers.insert(p_importer); }
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void remove_importer(Ref<EditorSceneFormatImporter> p_importer) { importers.erase(p_importer); }
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2017-02-04 12:48:04 +00:00
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2020-07-10 10:34:39 +00:00
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virtual String get_importer_name() const override;
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virtual String get_visible_name() const override;
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virtual void get_recognized_extensions(List<String> *p_extensions) const override;
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virtual String get_save_extension() const override;
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virtual String get_resource_type() const override;
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2020-12-02 01:40:47 +00:00
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virtual int get_format_version() const override;
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2017-02-04 12:48:04 +00:00
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2020-07-10 10:34:39 +00:00
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virtual int get_preset_count() const override;
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virtual String get_preset_name(int p_idx) const override;
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2017-02-04 12:48:04 +00:00
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2021-03-19 12:57:52 +00:00
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enum InternalImportCategory {
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2021-10-14 17:34:27 +00:00
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INTERNAL_IMPORT_CATEGORY_NODE = EditorScenePostImportPlugin::INTERNAL_IMPORT_CATEGORY_NODE,
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INTERNAL_IMPORT_CATEGORY_MESH_3D_NODE = EditorScenePostImportPlugin::INTERNAL_IMPORT_CATEGORY_MESH_3D_NODE,
|
|
|
|
INTERNAL_IMPORT_CATEGORY_MESH = EditorScenePostImportPlugin::INTERNAL_IMPORT_CATEGORY_MESH,
|
|
|
|
INTERNAL_IMPORT_CATEGORY_MATERIAL = EditorScenePostImportPlugin::INTERNAL_IMPORT_CATEGORY_MATERIAL,
|
|
|
|
INTERNAL_IMPORT_CATEGORY_ANIMATION = EditorScenePostImportPlugin::INTERNAL_IMPORT_CATEGORY_ANIMATION,
|
|
|
|
INTERNAL_IMPORT_CATEGORY_ANIMATION_NODE = EditorScenePostImportPlugin::INTERNAL_IMPORT_CATEGORY_ANIMATION_NODE,
|
|
|
|
INTERNAL_IMPORT_CATEGORY_MAX = EditorScenePostImportPlugin::INTERNAL_IMPORT_CATEGORY_MAX
|
2021-03-19 12:57:52 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
void get_internal_import_options(InternalImportCategory p_category, List<ImportOption> *r_options) const;
|
|
|
|
bool get_internal_option_visibility(InternalImportCategory p_category, const String &p_option, const Map<StringName, Variant> &p_options) const;
|
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 get_internal_option_update_view_required(InternalImportCategory p_category, const String &p_option, const Map<StringName, Variant> &p_options) const;
|
2021-03-19 12:57:52 +00:00
|
|
|
|
2021-11-14 17:02:38 +00:00
|
|
|
virtual void get_import_options(const String &p_path, List<ImportOption> *r_options, int p_preset = 0) const override;
|
|
|
|
virtual bool get_option_visibility(const String &p_path, const String &p_option, const Map<StringName, Variant> &p_options) const override;
|
2021-07-23 10:10:32 +00:00
|
|
|
// Import scenes *after* everything else (such as textures).
|
|
|
|
virtual int get_import_order() const override { return ResourceImporter::IMPORT_ORDER_SCENE; }
|
2017-02-04 12:48:04 +00:00
|
|
|
|
2021-09-21 01:24:31 +00:00
|
|
|
Node *_pre_fix_node(Node *p_node, Node *p_root, Map<Ref<ImporterMesh>, Vector<Ref<Shape3D>>> &collision_map);
|
|
|
|
Node *_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);
|
2017-12-09 17:11:26 +00:00
|
|
|
|
2021-03-19 12:57:52 +00:00
|
|
|
Ref<Animation> _save_animation_to_file(Ref<Animation> anim, bool p_save_to_file, String p_save_to_path, bool p_keep_custom_tracks);
|
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|
|
void _create_clips(AnimationPlayer *anim, const Array &p_clips, bool p_bake_all);
|
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|
|
void _optimize_animations(AnimationPlayer *anim, float p_max_lin_error, float p_max_ang_error, float p_max_angle);
|
2021-10-20 23:42:22 +00:00
|
|
|
void _compress_animations(AnimationPlayer *anim, int p_page_size_kb);
|
2017-02-04 12:48:04 +00:00
|
|
|
|
2021-03-19 12:57:52 +00:00
|
|
|
Node *pre_import(const String &p_source_file);
|
2020-07-10 10:34:39 +00:00
|
|
|
virtual Error 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 = nullptr, Variant *r_metadata = nullptr) override;
|
2017-02-04 12:48:04 +00:00
|
|
|
|
2021-10-14 17:34:27 +00:00
|
|
|
Node *import_scene_from_other_importer(EditorSceneFormatImporter *p_exception, const String &p_path, uint32_t p_flags, int p_bake_fps);
|
|
|
|
Ref<Animation> import_animation_from_other_importer(EditorSceneFormatImporter *p_exception, const String &p_path, uint32_t p_flags, int p_bake_fps);
|
2017-12-07 18:44:20 +00:00
|
|
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|
2021-03-19 12:57:52 +00:00
|
|
|
virtual bool has_advanced_options() const override;
|
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|
|
virtual void show_advanced_options(const String &p_path) override;
|
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|
2021-03-24 23:44:13 +00:00
|
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|
virtual bool can_import_threaded() const override { return false; }
|
|
|
|
|
2017-02-04 12:48:04 +00:00
|
|
|
ResourceImporterScene();
|
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
|
|
|
|
|
|
|
template <class M>
|
|
|
|
static Vector<Ref<Shape3D>> get_collision_shapes(const Ref<Mesh> &p_mesh, const M &p_options);
|
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|
|
|
|
|
|
template <class M>
|
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|
|
static Transform3D get_collision_shapes_transform(const M &p_options);
|
2017-02-04 12:48:04 +00:00
|
|
|
};
|
|
|
|
|
2021-10-14 17:34:27 +00:00
|
|
|
class EditorSceneFormatImporterESCN : public EditorSceneFormatImporter {
|
|
|
|
GDCLASS(EditorSceneFormatImporterESCN, EditorSceneFormatImporter);
|
2018-01-30 14:03:46 +00:00
|
|
|
|
|
|
|
public:
|
2020-07-10 10:34:39 +00:00
|
|
|
virtual uint32_t get_import_flags() const override;
|
|
|
|
virtual void get_extensions(List<String> *r_extensions) const override;
|
|
|
|
virtual Node *import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps, List<String> *r_missing_deps, Error *r_err = nullptr) override;
|
|
|
|
virtual Ref<Animation> import_animation(const String &p_path, uint32_t p_flags, int p_bake_fps) override;
|
2018-01-30 14:03:46 +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
|
|
|
#include "scene/resources/box_shape_3d.h"
|
|
|
|
#include "scene/resources/capsule_shape_3d.h"
|
|
|
|
#include "scene/resources/cylinder_shape_3d.h"
|
|
|
|
#include "scene/resources/sphere_shape_3d.h"
|
|
|
|
|
|
|
|
template <class M>
|
|
|
|
Vector<Ref<Shape3D>> ResourceImporterScene::get_collision_shapes(const Ref<Mesh> &p_mesh, const M &p_options) {
|
|
|
|
ShapeType generate_shape_type = SHAPE_TYPE_DECOMPOSE_CONVEX;
|
|
|
|
if (p_options.has(SNAME("physics/shape_type"))) {
|
|
|
|
generate_shape_type = (ShapeType)p_options[SNAME("physics/shape_type")].operator int();
|
|
|
|
}
|
|
|
|
|
|
|
|
if (generate_shape_type == SHAPE_TYPE_DECOMPOSE_CONVEX) {
|
|
|
|
Mesh::ConvexDecompositionSettings decomposition_settings;
|
|
|
|
bool advanced = false;
|
|
|
|
if (p_options.has(SNAME("decomposition/advanced"))) {
|
|
|
|
advanced = p_options[SNAME("decomposition/advanced")];
|
|
|
|
}
|
|
|
|
|
|
|
|
if (advanced) {
|
|
|
|
if (p_options.has(SNAME("decomposition/max_concavity"))) {
|
|
|
|
decomposition_settings.max_concavity = p_options[SNAME("decomposition/max_concavity")];
|
|
|
|
}
|
|
|
|
|
|
|
|
if (p_options.has(SNAME("decomposition/symmetry_planes_clipping_bias"))) {
|
|
|
|
decomposition_settings.symmetry_planes_clipping_bias = p_options[SNAME("decomposition/symmetry_planes_clipping_bias")];
|
|
|
|
}
|
|
|
|
|
|
|
|
if (p_options.has(SNAME("decomposition/revolution_axes_clipping_bias"))) {
|
|
|
|
decomposition_settings.revolution_axes_clipping_bias = p_options[SNAME("decomposition/revolution_axes_clipping_bias")];
|
|
|
|
}
|
|
|
|
|
|
|
|
if (p_options.has(SNAME("decomposition/min_volume_per_convex_hull"))) {
|
|
|
|
decomposition_settings.min_volume_per_convex_hull = p_options[SNAME("decomposition/min_volume_per_convex_hull")];
|
|
|
|
}
|
|
|
|
|
|
|
|
if (p_options.has(SNAME("decomposition/resolution"))) {
|
|
|
|
decomposition_settings.resolution = p_options[SNAME("decomposition/resolution")];
|
|
|
|
}
|
|
|
|
|
|
|
|
if (p_options.has(SNAME("decomposition/max_num_vertices_per_convex_hull"))) {
|
|
|
|
decomposition_settings.max_num_vertices_per_convex_hull = p_options[SNAME("decomposition/max_num_vertices_per_convex_hull")];
|
|
|
|
}
|
|
|
|
|
|
|
|
if (p_options.has(SNAME("decomposition/plane_downsampling"))) {
|
|
|
|
decomposition_settings.plane_downsampling = p_options[SNAME("decomposition/plane_downsampling")];
|
|
|
|
}
|
|
|
|
|
|
|
|
if (p_options.has(SNAME("decomposition/convexhull_downsampling"))) {
|
|
|
|
decomposition_settings.convexhull_downsampling = p_options[SNAME("decomposition/convexhull_downsampling")];
|
|
|
|
}
|
|
|
|
|
|
|
|
if (p_options.has(SNAME("decomposition/normalize_mesh"))) {
|
|
|
|
decomposition_settings.normalize_mesh = p_options[SNAME("decomposition/normalize_mesh")];
|
|
|
|
}
|
|
|
|
|
|
|
|
if (p_options.has(SNAME("decomposition/mode"))) {
|
|
|
|
decomposition_settings.mode = (Mesh::ConvexDecompositionSettings::Mode)p_options[SNAME("decomposition/mode")].operator int();
|
|
|
|
}
|
|
|
|
|
|
|
|
if (p_options.has(SNAME("decomposition/convexhull_approximation"))) {
|
|
|
|
decomposition_settings.convexhull_approximation = p_options[SNAME("decomposition/convexhull_approximation")];
|
|
|
|
}
|
|
|
|
|
|
|
|
if (p_options.has(SNAME("decomposition/max_convex_hulls"))) {
|
|
|
|
decomposition_settings.max_convex_hulls = p_options[SNAME("decomposition/max_convex_hulls")];
|
|
|
|
}
|
|
|
|
|
|
|
|
if (p_options.has(SNAME("decomposition/project_hull_vertices"))) {
|
|
|
|
decomposition_settings.project_hull_vertices = p_options[SNAME("decomposition/project_hull_vertices")];
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
int precision_level = 5;
|
|
|
|
if (p_options.has(SNAME("decomposition/precision"))) {
|
|
|
|
precision_level = p_options[SNAME("decomposition/precision")];
|
|
|
|
}
|
|
|
|
|
|
|
|
const real_t precision = real_t(precision_level - 1) / 9.0;
|
|
|
|
|
|
|
|
decomposition_settings.max_concavity = Math::lerp(real_t(1.0), real_t(0.001), precision);
|
|
|
|
decomposition_settings.min_volume_per_convex_hull = Math::lerp(real_t(0.01), real_t(0.0001), precision);
|
|
|
|
decomposition_settings.resolution = Math::lerp(10'000, 100'000, precision);
|
|
|
|
decomposition_settings.max_num_vertices_per_convex_hull = Math::lerp(32, 64, precision);
|
|
|
|
decomposition_settings.plane_downsampling = Math::lerp(3, 16, precision);
|
|
|
|
decomposition_settings.convexhull_downsampling = Math::lerp(3, 16, precision);
|
|
|
|
decomposition_settings.max_convex_hulls = Math::lerp(1, 32, precision);
|
|
|
|
}
|
|
|
|
|
|
|
|
return p_mesh->convex_decompose(decomposition_settings);
|
|
|
|
} else if (generate_shape_type == SHAPE_TYPE_SIMPLE_CONVEX) {
|
|
|
|
Vector<Ref<Shape3D>> shapes;
|
|
|
|
shapes.push_back(p_mesh->create_convex_shape(true, /*Passing false, otherwise VHACD will be used to simplify (Decompose) the Mesh.*/ false));
|
|
|
|
return shapes;
|
|
|
|
} else if (generate_shape_type == SHAPE_TYPE_TRIMESH) {
|
|
|
|
Vector<Ref<Shape3D>> shapes;
|
|
|
|
shapes.push_back(p_mesh->create_trimesh_shape());
|
|
|
|
return shapes;
|
|
|
|
} else if (generate_shape_type == SHAPE_TYPE_BOX) {
|
|
|
|
Ref<BoxShape3D> box;
|
|
|
|
box.instantiate();
|
|
|
|
if (p_options.has(SNAME("primitive/size"))) {
|
|
|
|
box->set_size(p_options[SNAME("primitive/size")]);
|
|
|
|
}
|
|
|
|
|
|
|
|
Vector<Ref<Shape3D>> shapes;
|
|
|
|
shapes.push_back(box);
|
|
|
|
return shapes;
|
|
|
|
|
|
|
|
} else if (generate_shape_type == SHAPE_TYPE_SPHERE) {
|
|
|
|
Ref<SphereShape3D> sphere;
|
|
|
|
sphere.instantiate();
|
|
|
|
if (p_options.has(SNAME("primitive/radius"))) {
|
|
|
|
sphere->set_radius(p_options[SNAME("primitive/radius")]);
|
|
|
|
}
|
|
|
|
|
|
|
|
Vector<Ref<Shape3D>> shapes;
|
|
|
|
shapes.push_back(sphere);
|
|
|
|
return shapes;
|
|
|
|
} else if (generate_shape_type == SHAPE_TYPE_CYLINDER) {
|
|
|
|
Ref<CylinderShape3D> cylinder;
|
|
|
|
cylinder.instantiate();
|
|
|
|
if (p_options.has(SNAME("primitive/height"))) {
|
|
|
|
cylinder->set_height(p_options[SNAME("primitive/height")]);
|
|
|
|
}
|
|
|
|
if (p_options.has(SNAME("primitive/radius"))) {
|
|
|
|
cylinder->set_radius(p_options[SNAME("primitive/radius")]);
|
|
|
|
}
|
|
|
|
|
|
|
|
Vector<Ref<Shape3D>> shapes;
|
|
|
|
shapes.push_back(cylinder);
|
|
|
|
return shapes;
|
|
|
|
} else if (generate_shape_type == SHAPE_TYPE_CAPSULE) {
|
|
|
|
Ref<CapsuleShape3D> capsule;
|
|
|
|
capsule.instantiate();
|
|
|
|
if (p_options.has(SNAME("primitive/height"))) {
|
|
|
|
capsule->set_height(p_options[SNAME("primitive/height")]);
|
|
|
|
}
|
|
|
|
if (p_options.has(SNAME("primitive/radius"))) {
|
|
|
|
capsule->set_radius(p_options[SNAME("primitive/radius")]);
|
|
|
|
}
|
|
|
|
|
|
|
|
Vector<Ref<Shape3D>> shapes;
|
|
|
|
shapes.push_back(capsule);
|
|
|
|
return shapes;
|
|
|
|
}
|
|
|
|
return Vector<Ref<Shape3D>>();
|
|
|
|
}
|
|
|
|
|
|
|
|
template <class M>
|
|
|
|
Transform3D ResourceImporterScene::get_collision_shapes_transform(const M &p_options) {
|
|
|
|
Transform3D transform;
|
|
|
|
|
|
|
|
ShapeType generate_shape_type = SHAPE_TYPE_DECOMPOSE_CONVEX;
|
|
|
|
if (p_options.has(SNAME("physics/shape_type"))) {
|
|
|
|
generate_shape_type = (ShapeType)p_options[SNAME("physics/shape_type")].operator int();
|
|
|
|
}
|
|
|
|
|
|
|
|
if (generate_shape_type == SHAPE_TYPE_BOX ||
|
|
|
|
generate_shape_type == SHAPE_TYPE_SPHERE ||
|
|
|
|
generate_shape_type == SHAPE_TYPE_CYLINDER ||
|
|
|
|
generate_shape_type == SHAPE_TYPE_CAPSULE) {
|
|
|
|
if (p_options.has(SNAME("primitive/position"))) {
|
|
|
|
transform.origin = p_options[SNAME("primitive/position")];
|
|
|
|
}
|
|
|
|
|
|
|
|
if (p_options.has(SNAME("primitive/rotation"))) {
|
|
|
|
transform.basis.set_euler((p_options[SNAME("primitive/rotation")].operator Vector3() / 180.0) * Math_PI);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return transform;
|
|
|
|
}
|
|
|
|
|
2017-02-04 12:48:04 +00:00
|
|
|
#endif // RESOURCEIMPORTERSCENE_H
|