/**************************************************************************/ /* scene_import_settings.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #include "scene_import_settings.h" #include "core/config/project_settings.h" #include "editor/editor_file_system.h" #include "editor/editor_inspector.h" #include "editor/editor_node.h" #include "editor/editor_scale.h" #include "editor/editor_settings.h" #include "editor/editor_string_names.h" #include "editor/gui/editor_file_dialog.h" #include "scene/3d/importer_mesh_instance_3d.h" #include "scene/animation/animation_player.h" #include "scene/resources/importer_mesh.h" #include "scene/resources/surface_tool.h" class SceneImportSettingsData : public Object { GDCLASS(SceneImportSettingsData, Object) friend class SceneImportSettings; HashMap *settings = nullptr; HashMap current; HashMap defaults; List options; bool hide_options = false; String path; ResourceImporterScene::InternalImportCategory category = ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_MAX; bool _set(const StringName &p_name, const Variant &p_value) { if (settings) { if (defaults.has(p_name) && defaults[p_name] == p_value) { settings->erase(p_name); } else { (*settings)[p_name] = p_value; } current[p_name] = p_value; // SceneImportSettings must decide if a new collider should be generated or not. if (category == ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_MESH_3D_NODE) { SceneImportSettings::get_singleton()->request_generate_collider(); } if (SceneImportSettings::get_singleton()->is_editing_animation()) { if (category == ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_MAX) { if (ResourceImporterScene::get_animation_singleton()->get_option_visibility(path, p_name, current)) { SceneImportSettings::get_singleton()->update_view(); } } else { if (ResourceImporterScene::get_animation_singleton()->get_internal_option_update_view_required(category, p_name, current)) { SceneImportSettings::get_singleton()->update_view(); } } } else { if (category == ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_MAX) { if (ResourceImporterScene::get_scene_singleton()->get_option_visibility(path, p_name, current)) { SceneImportSettings::get_singleton()->update_view(); } } else { if (ResourceImporterScene::get_scene_singleton()->get_internal_option_update_view_required(category, p_name, current)) { SceneImportSettings::get_singleton()->update_view(); } } } return true; } return false; } bool _get(const StringName &p_name, Variant &r_ret) const { if (settings) { if (settings->has(p_name)) { r_ret = (*settings)[p_name]; return true; } } if (defaults.has(p_name)) { r_ret = defaults[p_name]; return true; } return false; } void _get_property_list(List *p_list) const { if (hide_options) { return; } for (const ResourceImporter::ImportOption &E : options) { if (SceneImportSettings::get_singleton()->is_editing_animation()) { if (category == ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_MAX) { if (ResourceImporterScene::get_animation_singleton()->get_option_visibility(path, E.option.name, current)) { p_list->push_back(E.option); } } else { if (ResourceImporterScene::get_animation_singleton()->get_internal_option_visibility(category, E.option.name, current)) { p_list->push_back(E.option); } } } else { if (category == ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_MAX) { if (ResourceImporterScene::get_scene_singleton()->get_option_visibility(path, E.option.name, current)) { p_list->push_back(E.option); } } else { if (ResourceImporterScene::get_scene_singleton()->get_internal_option_visibility(category, E.option.name, current)) { p_list->push_back(E.option); } } } } } }; void SceneImportSettings::_fill_material(Tree *p_tree, const Ref &p_material, TreeItem *p_parent) { String import_id; bool has_import_id = false; if (p_material->has_meta("import_id")) { import_id = p_material->get_meta("import_id"); has_import_id = true; } else if (!p_material->get_name().is_empty()) { import_id = p_material->get_name(); has_import_id = true; } else if (unnamed_material_name_map.has(p_material)) { import_id = unnamed_material_name_map[p_material]; } else { import_id = "@MATERIAL:" + itos(material_map.size()); unnamed_material_name_map[p_material] = import_id; } bool created = false; if (!material_map.has(import_id)) { MaterialData md; created = true; md.has_import_id = has_import_id; md.material = p_material; _load_default_subresource_settings(md.settings, "materials", import_id, ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_MATERIAL); material_map[import_id] = md; } MaterialData &material_data = material_map[import_id]; ERR_FAIL_COND(p_material != material_data.material); Ref icon = get_editor_theme_icon(SNAME("StandardMaterial3D")); TreeItem *item = p_tree->create_item(p_parent); if (p_material->get_name().is_empty()) { item->set_text(0, TTR("")); } else { item->set_text(0, p_material->get_name()); } item->set_icon(0, icon); item->set_meta("type", "Material"); item->set_meta("import_id", import_id); item->set_tooltip_text(0, vformat(TTR("Import ID: %s"), import_id)); item->set_selectable(0, true); if (p_tree == scene_tree) { material_data.scene_node = item; } else if (p_tree == mesh_tree) { material_data.mesh_node = item; } else { material_data.material_node = item; } if (created) { _fill_material(material_tree, p_material, material_tree->get_root()); } } void SceneImportSettings::_fill_mesh(Tree *p_tree, const Ref &p_mesh, TreeItem *p_parent) { String import_id; bool has_import_id = false; if (p_mesh->has_meta("import_id")) { import_id = p_mesh->get_meta("import_id"); has_import_id = true; } else if (!p_mesh->get_name().is_empty()) { import_id = p_mesh->get_name(); has_import_id = true; } else { import_id = "@MESH:" + itos(mesh_set.size()); } if (!mesh_map.has(import_id)) { MeshData md; md.has_import_id = has_import_id; md.mesh = p_mesh; _load_default_subresource_settings(md.settings, "meshes", import_id, ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_MESH); mesh_map[import_id] = md; } MeshData &mesh_data = mesh_map[import_id]; Ref icon = get_editor_theme_icon(SNAME("MeshItem")); TreeItem *item = p_tree->create_item(p_parent); item->set_text(0, p_mesh->get_name()); item->set_icon(0, icon); bool created = false; if (!mesh_set.has(p_mesh)) { mesh_set.insert(p_mesh); created = true; } item->set_meta("type", "Mesh"); item->set_meta("import_id", import_id); item->set_tooltip_text(0, vformat(TTR("Import ID: %s"), import_id)); item->set_selectable(0, true); if (p_tree == scene_tree) { mesh_data.scene_node = item; } else { mesh_data.mesh_node = item; } item->set_collapsed(true); for (int i = 0; i < p_mesh->get_surface_count(); i++) { Ref mat = p_mesh->surface_get_material(i); if (mat.is_valid()) { _fill_material(p_tree, mat, item); } } if (created) { _fill_mesh(mesh_tree, p_mesh, mesh_tree->get_root()); } } void SceneImportSettings::_fill_animation(Tree *p_tree, const Ref &p_anim, const String &p_name, TreeItem *p_parent) { if (!animation_map.has(p_name)) { AnimationData ad; ad.animation = p_anim; _load_default_subresource_settings(ad.settings, "animations", p_name, ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_ANIMATION); animation_map[p_name] = ad; } AnimationData &animation_data = animation_map[p_name]; Ref icon = get_editor_theme_icon(SNAME("Animation")); TreeItem *item = p_tree->create_item(p_parent); item->set_text(0, p_name); item->set_icon(0, icon); item->set_meta("type", "Animation"); item->set_meta("import_id", p_name); item->set_selectable(0, true); animation_data.scene_node = item; } void SceneImportSettings::_fill_scene(Node *p_node, TreeItem *p_parent_item) { String import_id; if (p_node->has_meta("import_id")) { import_id = p_node->get_meta("import_id"); } else { import_id = "PATH:" + String(scene->get_path_to(p_node)); p_node->set_meta("import_id", import_id); } ImporterMeshInstance3D *src_mesh_node = Object::cast_to(p_node); if (src_mesh_node) { MeshInstance3D *mesh_node = memnew(MeshInstance3D); 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 editor_mesh = src_mesh_node->get_mesh(); mesh_node->set_mesh(editor_mesh->get_mesh()); } // Replace the original mesh node in the scene tree with the new one. if (unlikely(p_node == scene)) { scene = mesh_node; } p_node->replace_by(mesh_node); memdelete(p_node); p_node = mesh_node; } String type = p_node->get_class(); if (!has_theme_icon(type, EditorStringName(EditorIcons))) { type = "Node3D"; } Ref icon = get_editor_theme_icon(type); TreeItem *item = scene_tree->create_item(p_parent_item); item->set_text(0, p_node->get_name()); if (p_node == scene) { icon = get_editor_theme_icon(SNAME("PackedScene")); item->set_text(0, TTR("Scene")); } item->set_icon(0, icon); item->set_meta("type", "Node"); item->set_meta("class", type); item->set_meta("import_id", import_id); item->set_tooltip_text(0, vformat(TTR("Type: %s\nImport ID: %s"), type, import_id)); item->set_selectable(0, true); if (!node_map.has(import_id)) { NodeData nd; if (p_node != scene) { ResourceImporterScene::InternalImportCategory category; if (src_mesh_node) { category = ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_MESH_3D_NODE; } else if (Object::cast_to(p_node)) { category = ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_ANIMATION_NODE; animation_player = Object::cast_to(p_node); animation_player->connect(SNAME("animation_finished"), callable_mp(this, &SceneImportSettings::_animation_finished)); } else if (Object::cast_to(p_node)) { category = ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_SKELETON_3D_NODE; skeletons.push_back(Object::cast_to(p_node)); } else { category = ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_NODE; } _load_default_subresource_settings(nd.settings, "nodes", import_id, category); } node_map[import_id] = nd; } NodeData &node_data = node_map[import_id]; node_data.node = p_node; node_data.scene_node = item; AnimationPlayer *anim_node = Object::cast_to(p_node); if (anim_node) { List animations; anim_node->get_animation_list(&animations); for (const StringName &E : animations) { _fill_animation(scene_tree, anim_node->get_animation(E), E, item); } } for (int i = 0; i < p_node->get_child_count(); i++) { _fill_scene(p_node->get_child(i), item); } MeshInstance3D *mesh_node = Object::cast_to(p_node); if (mesh_node && mesh_node->get_mesh().is_valid()) { if (!editing_animation) { _fill_mesh(scene_tree, mesh_node->get_mesh(), item); } // Add the collider view. MeshInstance3D *collider_view = memnew(MeshInstance3D); collider_view->set_name("collider_view"); collider_view->set_visible(false); mesh_node->add_child(collider_view, true); collider_view->set_owner(mesh_node); Transform3D accum_xform; Node3D *base = mesh_node; while (base) { accum_xform = base->get_transform() * accum_xform; base = Object::cast_to(base->get_parent()); } AABB aabb = accum_xform.xform(mesh_node->get_mesh()->get_aabb()); if (first_aabb) { contents_aabb = aabb; first_aabb = false; } else { contents_aabb.merge_with(aabb); } } } void SceneImportSettings::_update_scene() { scene_tree->clear(); material_tree->clear(); mesh_tree->clear(); // Hidden roots. material_tree->create_item(); mesh_tree->create_item(); _fill_scene(scene, nullptr); } void SceneImportSettings::_update_view_gizmos() { if (!is_visible()) { return; } for (const KeyValue &e : node_map) { bool show_collider_view = false; if (e.value.settings.has(SNAME("generate/physics"))) { show_collider_view = e.value.settings[SNAME("generate/physics")]; } MeshInstance3D *mesh_node = Object::cast_to(e.value.node); if (mesh_node == nullptr || mesh_node->get_mesh().is_null()) { // Nothing to do. continue; } TypedArray descendants = mesh_node->find_children("collider_view", "MeshInstance3D"); CRASH_COND_MSG(descendants.is_empty(), "This is unreachable, since the collider view is always created even when the collision is not used! If this is triggered there is a bug on the function `_fill_scene`."); MeshInstance3D *collider_view = static_cast(descendants[0].operator Object *()); collider_view->set_visible(show_collider_view); if (generate_collider) { // This collider_view doesn't have a mesh so we need to generate a new one. Ref mesh; mesh.instantiate(); // ResourceImporterScene::get_collision_shapes() expects ImporterMesh, not Mesh. // TODO: Duplicate code with EditorSceneFormatImporterESCN::import_scene() // Consider making a utility function to convert from Mesh to ImporterMesh. Ref mesh_3d_mesh = mesh_node->get_mesh(); Ref array_mesh_3d_mesh = mesh_3d_mesh; if (array_mesh_3d_mesh.is_valid()) { // For the MeshInstance3D nodes, we need to convert the ArrayMesh to an ImporterMesh specially. mesh->set_name(array_mesh_3d_mesh->get_name()); for (int32_t blend_i = 0; blend_i < array_mesh_3d_mesh->get_blend_shape_count(); blend_i++) { mesh->add_blend_shape(array_mesh_3d_mesh->get_blend_shape_name(blend_i)); } for (int32_t surface_i = 0; surface_i < array_mesh_3d_mesh->get_surface_count(); surface_i++) { mesh->add_surface(array_mesh_3d_mesh->surface_get_primitive_type(surface_i), array_mesh_3d_mesh->surface_get_arrays(surface_i), array_mesh_3d_mesh->surface_get_blend_shape_arrays(surface_i), array_mesh_3d_mesh->surface_get_lods(surface_i), array_mesh_3d_mesh->surface_get_material(surface_i), array_mesh_3d_mesh->surface_get_name(surface_i), array_mesh_3d_mesh->surface_get_format(surface_i)); } mesh->set_blend_shape_mode(array_mesh_3d_mesh->get_blend_shape_mode()); } else if (mesh_3d_mesh.is_valid()) { // For the MeshInstance3D nodes, we need to convert the Mesh to an ImporterMesh specially. mesh->set_name(mesh_3d_mesh->get_name()); for (int32_t surface_i = 0; surface_i < mesh_3d_mesh->get_surface_count(); surface_i++) { mesh->add_surface(mesh_3d_mesh->surface_get_primitive_type(surface_i), mesh_3d_mesh->surface_get_arrays(surface_i), Array(), mesh_3d_mesh->surface_get_lods(surface_i), mesh_3d_mesh->surface_get_material(surface_i), mesh_3d_mesh->surface_get_material(surface_i).is_valid() ? mesh_3d_mesh->surface_get_material(surface_i)->get_name() : String(), mesh_3d_mesh->surface_get_format(surface_i)); } } // Generate the mesh collider. Vector> shapes = ResourceImporterScene::get_collision_shapes(mesh, e.value.settings, 1.0); const Transform3D transform = ResourceImporterScene::get_collision_shapes_transform(e.value.settings); Ref collider_view_mesh; collider_view_mesh.instantiate(); for (Ref shape : shapes) { Ref debug_shape_mesh; if (shape.is_valid()) { debug_shape_mesh = shape->get_debug_mesh(); } if (debug_shape_mesh.is_valid()) { collider_view_mesh->add_surface_from_arrays( debug_shape_mesh->surface_get_primitive_type(0), debug_shape_mesh->surface_get_arrays(0)); collider_view_mesh->surface_set_material( collider_view_mesh->get_surface_count() - 1, collider_mat); } } collider_view->set_mesh(collider_view_mesh); collider_view->set_transform(transform); } } generate_collider = false; } void SceneImportSettings::_update_camera() { AABB camera_aabb; float rot_x = cam_rot_x; float rot_y = cam_rot_y; float zoom = cam_zoom; if (selected_type == "Node" || selected_type.is_empty()) { camera_aabb = contents_aabb; } else { if (mesh_preview->get_mesh().is_valid()) { camera_aabb = mesh_preview->get_transform().xform(mesh_preview->get_mesh()->get_aabb()); } else { camera_aabb = AABB(Vector3(-1, -1, -1), Vector3(2, 2, 2)); } if (selected_type == "Mesh" && mesh_map.has(selected_id)) { const MeshData &md = mesh_map[selected_id]; rot_x = md.cam_rot_x; rot_y = md.cam_rot_y; zoom = md.cam_zoom; } else if (selected_type == "Material" && material_map.has(selected_id)) { const MaterialData &md = material_map[selected_id]; rot_x = md.cam_rot_x; rot_y = md.cam_rot_y; zoom = md.cam_zoom; } } Vector3 center = camera_aabb.get_center(); float camera_size = camera_aabb.get_longest_axis_size(); camera->set_orthogonal(camera_size * zoom, 0.0001, camera_size * 2); Transform3D xf; xf.basis = Basis(Vector3(0, 1, 0), rot_y) * Basis(Vector3(1, 0, 0), rot_x); xf.origin = center; xf.translate_local(0, 0, camera_size); camera->set_transform(xf); } void SceneImportSettings::_load_default_subresource_settings(HashMap &settings, const String &p_type, const String &p_import_id, ResourceImporterScene::InternalImportCategory p_category) { if (base_subresource_settings.has(p_type)) { Dictionary d = base_subresource_settings[p_type]; if (d.has(p_import_id)) { d = d[p_import_id]; List options; if (editing_animation) { ResourceImporterScene::get_animation_singleton()->get_internal_import_options(p_category, &options); } else { ResourceImporterScene::get_scene_singleton()->get_internal_import_options(p_category, &options); } for (const ResourceImporterScene::ImportOption &E : options) { String key = E.option.name; if (d.has(key)) { settings[key] = d[key]; } } } } } void SceneImportSettings::request_generate_collider() { generate_collider = true; } void SceneImportSettings::update_view() { update_view_timer->start(); } void SceneImportSettings::open_settings(const String &p_path, bool p_for_animation) { if (scene) { memdelete(scene); scene = nullptr; } editing_animation = p_for_animation; scene_import_settings_data->settings = nullptr; scene_import_settings_data->path = p_path; // Visibility. data_mode->set_tab_hidden(1, p_for_animation); data_mode->set_tab_hidden(2, p_for_animation); if (p_for_animation) { data_mode->set_current_tab(0); } action_menu->get_popup()->set_item_disabled(action_menu->get_popup()->get_item_id(ACTION_EXTRACT_MATERIALS), p_for_animation); action_menu->get_popup()->set_item_disabled(action_menu->get_popup()->get_item_id(ACTION_CHOOSE_MESH_SAVE_PATHS), p_for_animation); base_path = p_path; mesh_set.clear(); animation_map.clear(); material_map.clear(); unnamed_material_name_map.clear(); mesh_map.clear(); node_map.clear(); defaults.clear(); mesh_preview->hide(); selected_id = ""; selected_type = ""; cam_rot_x = -Math_PI / 4; cam_rot_y = -Math_PI / 4; cam_zoom = 1; { base_subresource_settings.clear(); Ref config; config.instantiate(); Error err = config->load(p_path + ".import"); if (err == OK) { List keys; config->get_section_keys("params", &keys); for (const String &E : keys) { Variant value = config->get_value("params", E); if (E == "_subresources") { base_subresource_settings = value; } else { defaults[E] = value; } } } } scene = ResourceImporterScene::get_scene_singleton()->pre_import(p_path, defaults); // Use the scene singleton here because we want to see the full thing. if (scene == nullptr) { EditorNode::get_singleton()->show_warning(TTR("Error opening scene")); return; } first_aabb = true; _update_scene(); base_viewport->add_child(scene); inspector->edit(nullptr); if (first_aabb) { contents_aabb = AABB(Vector3(-1, -1, -1), Vector3(2, 2, 2)); first_aabb = false; } popup_centered_ratio(); _update_view_gizmos(); _update_camera(); // Start with the root item (Scene) selected. scene_tree->get_root()->select(0); if (p_for_animation) { set_title(vformat(TTR("Advanced Import Settings for AnimationLibrary '%s'"), base_path.get_file())); } else { set_title(vformat(TTR("Advanced Import Settings for Scene '%s'"), base_path.get_file())); } } SceneImportSettings *SceneImportSettings::singleton = nullptr; SceneImportSettings *SceneImportSettings::get_singleton() { return singleton; } Node *SceneImportSettings::get_selected_node() { if (selected_id == "") { return nullptr; } return node_map[selected_id].node; } void SceneImportSettings::_select(Tree *p_from, String p_type, String p_id) { selecting = true; scene_import_settings_data->hide_options = false; if (p_type == "Node") { node_selected->hide(); // Always hide just in case. mesh_preview->hide(); _reset_animation(); if (Object::cast_to(scene)) { Object::cast_to(scene)->show(); } material_tree->deselect_all(); mesh_tree->deselect_all(); NodeData &nd = node_map[p_id]; MeshInstance3D *mi = Object::cast_to(nd.node); if (mi) { Ref base_mesh = mi->get_mesh(); if (base_mesh.is_valid()) { AABB aabb = base_mesh->get_aabb(); Transform3D aabb_xf; aabb_xf.basis.scale(aabb.size); aabb_xf.origin = aabb.position; aabb_xf = mi->get_global_transform() * aabb_xf; node_selected->set_transform(aabb_xf); node_selected->show(); } } if (nd.node == scene) { scene_import_settings_data->settings = &defaults; scene_import_settings_data->category = ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_MAX; } else { scene_import_settings_data->settings = &nd.settings; if (mi) { scene_import_settings_data->category = ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_MESH_3D_NODE; scene_import_settings_data->hide_options = editing_animation; } else if (Object::cast_to(nd.node)) { scene_import_settings_data->category = ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_ANIMATION_NODE; } else if (Object::cast_to(nd.node)) { scene_import_settings_data->category = ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_SKELETON_3D_NODE; } else { scene_import_settings_data->category = ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_NODE; scene_import_settings_data->hide_options = editing_animation; } } } else if (p_type == "Animation") { node_selected->hide(); // Always hide just in case. mesh_preview->hide(); _reset_animation(p_id); if (Object::cast_to(scene)) { Object::cast_to(scene)->show(); } material_tree->deselect_all(); mesh_tree->deselect_all(); AnimationData &ad = animation_map[p_id]; scene_import_settings_data->settings = &ad.settings; scene_import_settings_data->category = ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_ANIMATION; } else if (p_type == "Mesh") { node_selected->hide(); if (Object::cast_to(scene)) { Object::cast_to(scene)->hide(); } MeshData &md = mesh_map[p_id]; if (md.mesh_node != nullptr) { if (p_from != mesh_tree) { md.mesh_node->uncollapse_tree(); md.mesh_node->select(0); mesh_tree->ensure_cursor_is_visible(); } if (p_from != scene_tree) { md.scene_node->uncollapse_tree(); md.scene_node->select(0); scene_tree->ensure_cursor_is_visible(); } } mesh_preview->set_mesh(md.mesh); mesh_preview->show(); _reset_animation(); material_tree->deselect_all(); scene_import_settings_data->settings = &md.settings; scene_import_settings_data->category = ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_MESH; } else if (p_type == "Material") { node_selected->hide(); if (Object::cast_to(scene)) { Object::cast_to(scene)->hide(); } mesh_preview->show(); _reset_animation(); MaterialData &md = material_map[p_id]; material_preview->set_material(md.material); mesh_preview->set_mesh(material_preview); if (p_from != mesh_tree) { md.mesh_node->uncollapse_tree(); md.mesh_node->select(0); mesh_tree->ensure_cursor_is_visible(); } if (p_from != scene_tree) { md.scene_node->uncollapse_tree(); md.scene_node->select(0); scene_tree->ensure_cursor_is_visible(); } if (p_from != material_tree) { md.material_node->uncollapse_tree(); md.material_node->select(0); material_tree->ensure_cursor_is_visible(); } scene_import_settings_data->settings = &md.settings; scene_import_settings_data->category = ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_MATERIAL; } selected_type = p_type; selected_id = p_id; selecting = false; _update_camera(); List options; if (editing_animation) { if (scene_import_settings_data->category == ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_MAX) { ResourceImporterScene::get_animation_singleton()->get_import_options(base_path, &options); } else { ResourceImporterScene::get_animation_singleton()->get_internal_import_options(scene_import_settings_data->category, &options); } } else { if (scene_import_settings_data->category == ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_MAX) { ResourceImporterScene::get_scene_singleton()->get_import_options(base_path, &options); } else { ResourceImporterScene::get_scene_singleton()->get_internal_import_options(scene_import_settings_data->category, &options); } } scene_import_settings_data->defaults.clear(); scene_import_settings_data->current.clear(); if (scene_import_settings_data->settings) { for (const ResourceImporter::ImportOption &E : options) { scene_import_settings_data->defaults[E.option.name] = E.default_value; // Needed for visibility toggling (fails if something is missing). if (scene_import_settings_data->settings->has(E.option.name)) { scene_import_settings_data->current[E.option.name] = (*scene_import_settings_data->settings)[E.option.name]; } else { scene_import_settings_data->current[E.option.name] = E.default_value; } } } scene_import_settings_data->options = options; inspector->edit(scene_import_settings_data); scene_import_settings_data->notify_property_list_changed(); } void SceneImportSettings::_inspector_property_edited(const String &p_name) { if (p_name == "settings/loop_mode") { if (!animation_map.has(selected_id)) { return; } HashMap settings = animation_map[selected_id].settings; if (settings.has(p_name)) { animation_loop_mode = static_cast((int)settings[p_name]); } else { animation_loop_mode = Animation::LoopMode::LOOP_NONE; } } } void SceneImportSettings::_reset_bone_transforms() { for (Skeleton3D *skeleton : skeletons) { skeleton->reset_bone_poses(); } } void SceneImportSettings::_play_animation() { if (animation_player == nullptr) { return; } StringName id = StringName(selected_id); if (animation_player->has_animation(id)) { if (animation_player->is_playing()) { animation_player->pause(); animation_play_button->set_icon(get_editor_theme_icon(SNAME("MainPlay"))); set_process(false); } else { animation_player->play(id); animation_play_button->set_icon(get_editor_theme_icon(SNAME("Pause"))); set_process(true); } } } void SceneImportSettings::_stop_current_animation() { animation_pingpong = false; animation_player->stop(); animation_play_button->set_icon(get_editor_theme_icon(SNAME("MainPlay"))); animation_slider->set_value_no_signal(0.0); set_process(false); } void SceneImportSettings::_reset_animation(const String &p_animation_name) { if (p_animation_name.is_empty()) { animation_preview->hide(); if (animation_player != nullptr && animation_player->is_playing()) { animation_player->stop(); } animation_play_button->set_icon(get_editor_theme_icon(SNAME("MainPlay"))); _reset_bone_transforms(); set_process(false); } else { _reset_bone_transforms(); animation_preview->show(); animation_loop_mode = Animation::LoopMode::LOOP_NONE; animation_pingpong = false; if (animation_map.has(p_animation_name)) { HashMap settings = animation_map[p_animation_name].settings; if (settings.has("settings/loop_mode")) { animation_loop_mode = static_cast((int)settings["settings/loop_mode"]); } } if (animation_player->is_playing() && animation_loop_mode != Animation::LoopMode::LOOP_NONE) { animation_player->play(p_animation_name); } else { animation_player->stop(true); animation_play_button->set_icon(get_editor_theme_icon(SNAME("MainPlay"))); animation_player->set_assigned_animation(p_animation_name); animation_player->seek(0.0, true); animation_slider->set_value_no_signal(0.0); set_process(false); } } } void SceneImportSettings::_animation_slider_value_changed(double p_value) { if (animation_player == nullptr || !animation_map.has(selected_id) || animation_map[selected_id].animation.is_null()) { return; } if (animation_player->is_playing()) { animation_player->stop(); animation_play_button->set_icon(get_editor_theme_icon(SNAME("MainPlay"))); set_process(false); } animation_player->seek(p_value * animation_map[selected_id].animation->get_length(), true); } void SceneImportSettings::_animation_finished(const StringName &p_name) { Animation::LoopMode loop_mode = animation_loop_mode; switch (loop_mode) { case Animation::LOOP_NONE: { animation_play_button->set_icon(get_editor_theme_icon(SNAME("MainPlay"))); animation_slider->set_value_no_signal(1.0); set_process(false); } break; case Animation::LOOP_LINEAR: { animation_player->play(p_name); } break; case Animation::LOOP_PINGPONG: { if (animation_pingpong) { animation_player->play(p_name); } else { animation_player->play_backwards(p_name); } animation_pingpong = !animation_pingpong; } break; default: { } break; } } void SceneImportSettings::_material_tree_selected() { if (selecting) { return; } TreeItem *item = material_tree->get_selected(); String type = item->get_meta("type"); String import_id = item->get_meta("import_id"); _select(material_tree, type, import_id); } void SceneImportSettings::_mesh_tree_selected() { if (selecting) { return; } TreeItem *item = mesh_tree->get_selected(); String type = item->get_meta("type"); String import_id = item->get_meta("import_id"); _select(mesh_tree, type, import_id); } void SceneImportSettings::_scene_tree_selected() { if (selecting) { return; } TreeItem *item = scene_tree->get_selected(); String type = item->get_meta("type"); String import_id = item->get_meta("import_id"); _select(scene_tree, type, import_id); } void SceneImportSettings::_cleanup() { skeletons.clear(); if (animation_player != nullptr) { animation_player->disconnect(SNAME("animation_finished"), callable_mp(this, &SceneImportSettings::_animation_finished)); animation_player = nullptr; } set_process(false); } void SceneImportSettings::_viewport_input(const Ref &p_input) { float *rot_x = &cam_rot_x; float *rot_y = &cam_rot_y; float *zoom = &cam_zoom; if (selected_type == "Mesh" && mesh_map.has(selected_id)) { MeshData &md = mesh_map[selected_id]; rot_x = &md.cam_rot_x; rot_y = &md.cam_rot_y; zoom = &md.cam_zoom; } else if (selected_type == "Material" && material_map.has(selected_id)) { MaterialData &md = material_map[selected_id]; rot_x = &md.cam_rot_x; rot_y = &md.cam_rot_y; zoom = &md.cam_zoom; } Ref mm = p_input; if (mm.is_valid() && (mm->get_button_mask().has_flag(MouseButtonMask::LEFT))) { (*rot_x) -= mm->get_relative().y * 0.01 * EDSCALE; (*rot_y) -= mm->get_relative().x * 0.01 * EDSCALE; (*rot_x) = CLAMP((*rot_x), -Math_PI / 2, Math_PI / 2); _update_camera(); } if (mm.is_valid() && DisplayServer::get_singleton()->has_feature(DisplayServer::FEATURE_CURSOR_SHAPE)) { DisplayServer::get_singleton()->cursor_set_shape(DisplayServer::CursorShape::CURSOR_ARROW); } Ref mb = p_input; if (mb.is_valid() && mb->get_button_index() == MouseButton::WHEEL_DOWN) { (*zoom) *= 1.1; if ((*zoom) > 10.0) { (*zoom) = 10.0; } _update_camera(); } if (mb.is_valid() && mb->get_button_index() == MouseButton::WHEEL_UP) { (*zoom) /= 1.1; if ((*zoom) < 0.1) { (*zoom) = 0.1; } _update_camera(); } } void SceneImportSettings::_re_import() { HashMap main_settings; main_settings = scene_import_settings_data->current; main_settings.erase("_subresources"); Dictionary nodes; Dictionary materials; Dictionary meshes; Dictionary animations; Dictionary subresources; for (KeyValue &E : node_map) { if (E.value.settings.size()) { Dictionary d; for (const KeyValue &F : E.value.settings) { d[String(F.key)] = F.value; } nodes[E.key] = d; } } if (nodes.size()) { subresources["nodes"] = nodes; } for (KeyValue &E : material_map) { if (E.value.settings.size()) { Dictionary d; for (const KeyValue &F : E.value.settings) { d[String(F.key)] = F.value; } materials[E.key] = d; } } if (materials.size()) { subresources["materials"] = materials; } for (KeyValue &E : mesh_map) { if (E.value.settings.size()) { Dictionary d; for (const KeyValue &F : E.value.settings) { d[String(F.key)] = F.value; } meshes[E.key] = d; } } if (meshes.size()) { subresources["meshes"] = meshes; } for (KeyValue &E : animation_map) { if (E.value.settings.size()) { Dictionary d; for (const KeyValue &F : E.value.settings) { d[String(F.key)] = F.value; } animations[E.key] = d; } } if (animations.size()) { subresources["animations"] = animations; } if (subresources.size()) { main_settings["_subresources"] = subresources; } EditorFileSystem::get_singleton()->reimport_file_with_custom_parameters(base_path, editing_animation ? "animation_library" : "scene", main_settings); } void SceneImportSettings::_notification(int p_what) { switch (p_what) { case NOTIFICATION_READY: { connect("confirmed", callable_mp(this, &SceneImportSettings::_re_import)); } break; case NOTIFICATION_THEME_CHANGED: { action_menu->begin_bulk_theme_override(); action_menu->add_theme_style_override("normal", get_theme_stylebox("normal", "Button")); action_menu->add_theme_style_override("hover", get_theme_stylebox("hover", "Button")); action_menu->add_theme_style_override("pressed", get_theme_stylebox("pressed", "Button")); action_menu->end_bulk_theme_override(); if (animation_player != nullptr && animation_player->is_playing()) { animation_play_button->set_icon(get_editor_theme_icon(SNAME("Pause"))); } else { animation_play_button->set_icon(get_editor_theme_icon(SNAME("MainPlay"))); } animation_stop_button->set_icon(get_editor_theme_icon(SNAME("Stop"))); } break; case NOTIFICATION_PROCESS: { if (animation_player != nullptr) { animation_slider->set_value_no_signal(animation_player->get_current_animation_position() / animation_player->get_current_animation_length()); } } break; case NOTIFICATION_VISIBILITY_CHANGED: { if (!is_visible()) { _cleanup(); } } break; } } void SceneImportSettings::_menu_callback(int p_id) { switch (p_id) { case ACTION_EXTRACT_MATERIALS: { save_path->set_title(TTR("Select folder to extract material resources")); external_extension_type->select(0); } break; case ACTION_CHOOSE_MESH_SAVE_PATHS: { save_path->set_title(TTR("Select folder where mesh resources will save on import")); external_extension_type->select(1); } break; case ACTION_CHOOSE_ANIMATION_SAVE_PATHS: { save_path->set_title(TTR("Select folder where animations will save on import")); external_extension_type->select(1); } break; } save_path->set_current_dir(base_path.get_base_dir()); current_action = p_id; save_path->popup_centered_ratio(); } void SceneImportSettings::_save_path_changed(const String &p_path) { save_path_item->set_text(1, p_path); if (FileAccess::exists(p_path)) { save_path_item->set_text(2, TTR("Warning: File exists")); save_path_item->set_tooltip_text(2, TTR("Existing file with the same name will be replaced.")); save_path_item->set_icon(2, get_editor_theme_icon(SNAME("StatusWarning"))); } else { save_path_item->set_text(2, TTR("Will create new file")); save_path_item->set_icon(2, get_editor_theme_icon(SNAME("StatusSuccess"))); } } void SceneImportSettings::_browse_save_callback(Object *p_item, int p_column, int p_id, MouseButton p_button) { if (p_button != MouseButton::LEFT) { return; } TreeItem *item = Object::cast_to(p_item); String path = item->get_text(1); item_save_path->set_current_file(path); save_path_item = item; item_save_path->popup_centered_ratio(); } void SceneImportSettings::_save_dir_callback(const String &p_path) { external_path_tree->clear(); TreeItem *root = external_path_tree->create_item(); save_path_items.clear(); switch (current_action) { case ACTION_EXTRACT_MATERIALS: { for (const KeyValue &E : material_map) { MaterialData &md = material_map[E.key]; TreeItem *item = external_path_tree->create_item(root); String name = md.material_node->get_text(0); item->set_cell_mode(0, TreeItem::CELL_MODE_CHECK); item->set_icon(0, get_editor_theme_icon(SNAME("StandardMaterial3D"))); item->set_text(0, name); if (md.has_import_id) { if (md.settings.has("use_external/enabled") && bool(md.settings["use_external/enabled"])) { item->set_text(2, TTR("Already External")); item->set_tooltip_text(2, TTR("This material already references an external file, no action will be taken.\nDisable the external property for it to be extracted again.")); } else { item->set_metadata(0, E.key); item->set_editable(0, true); item->set_checked(0, true); String path = p_path.path_join(name); if (external_extension_type->get_selected() == 0) { path += ".tres"; } else { path += ".res"; } item->set_text(1, path); if (FileAccess::exists(path)) { item->set_text(2, TTR("Warning: File exists")); item->set_tooltip_text(2, TTR("Existing file with the same name will be replaced.")); item->set_icon(2, get_editor_theme_icon(SNAME("StatusWarning"))); } else { item->set_text(2, TTR("Will create new file")); item->set_icon(2, get_editor_theme_icon(SNAME("StatusSuccess"))); } item->add_button(1, get_editor_theme_icon(SNAME("Folder"))); } } else { item->set_text(2, TTR("No import ID")); item->set_tooltip_text(2, TTR("Material has no name nor any other way to identify on re-import.\nPlease name it or ensure it is exported with an unique ID.")); item->set_icon(2, get_editor_theme_icon(SNAME("StatusError"))); } save_path_items.push_back(item); } external_paths->set_title(TTR("Extract Materials to Resource Files")); external_paths->set_ok_button_text(TTR("Extract")); } break; case ACTION_CHOOSE_MESH_SAVE_PATHS: { for (const KeyValue &E : mesh_map) { MeshData &md = mesh_map[E.key]; TreeItem *item = external_path_tree->create_item(root); String name = md.mesh_node->get_text(0); item->set_cell_mode(0, TreeItem::CELL_MODE_CHECK); item->set_icon(0, get_editor_theme_icon(SNAME("MeshItem"))); item->set_text(0, name); if (md.has_import_id) { if (md.settings.has("save_to_file/enabled") && bool(md.settings["save_to_file/enabled"])) { item->set_text(2, TTR("Already Saving")); item->set_tooltip_text(2, TTR("This mesh already saves to an external resource, no action will be taken.")); } else { item->set_metadata(0, E.key); item->set_editable(0, true); item->set_checked(0, true); String path = p_path.path_join(name); if (external_extension_type->get_selected() == 0) { path += ".tres"; } else { path += ".res"; } item->set_text(1, path); if (FileAccess::exists(path)) { item->set_text(2, TTR("Warning: File exists")); item->set_tooltip_text(2, TTR("Existing file with the same name will be replaced on import.")); item->set_icon(2, get_editor_theme_icon(SNAME("StatusWarning"))); } else { item->set_text(2, TTR("Will save to new file")); item->set_icon(2, get_editor_theme_icon(SNAME("StatusSuccess"))); } item->add_button(1, get_editor_theme_icon(SNAME("Folder"))); } } else { item->set_text(2, TTR("No import ID")); item->set_tooltip_text(2, TTR("Mesh has no name nor any other way to identify on re-import.\nPlease name it or ensure it is exported with an unique ID.")); item->set_icon(2, get_editor_theme_icon(SNAME("StatusError"))); } save_path_items.push_back(item); } external_paths->set_title(TTR("Set paths to save meshes as resource files on Reimport")); external_paths->set_ok_button_text(TTR("Set Paths")); } break; case ACTION_CHOOSE_ANIMATION_SAVE_PATHS: { for (const KeyValue &E : animation_map) { AnimationData &ad = animation_map[E.key]; TreeItem *item = external_path_tree->create_item(root); String name = ad.scene_node->get_text(0); item->set_cell_mode(0, TreeItem::CELL_MODE_CHECK); item->set_icon(0, get_editor_theme_icon(SNAME("Animation"))); item->set_text(0, name); if (ad.settings.has("save_to_file/enabled") && bool(ad.settings["save_to_file/enabled"])) { item->set_text(2, TTR("Already Saving")); item->set_tooltip_text(2, TTR("This animation already saves to an external resource, no action will be taken.")); } else { item->set_metadata(0, E.key); item->set_editable(0, true); item->set_checked(0, true); String path = p_path.path_join(name); if (external_extension_type->get_selected() == 0) { path += ".tres"; } else { path += ".res"; } item->set_text(1, path); if (FileAccess::exists(path)) { item->set_text(2, TTR("Warning: File exists")); item->set_tooltip_text(2, TTR("Existing file with the same name will be replaced on import.")); item->set_icon(2, get_editor_theme_icon(SNAME("StatusWarning"))); } else { item->set_text(2, TTR("Will save to new file")); item->set_icon(2, get_editor_theme_icon(SNAME("StatusSuccess"))); } item->add_button(1, get_editor_theme_icon(SNAME("Folder"))); } save_path_items.push_back(item); } external_paths->set_title(TTR("Set paths to save animations as resource files on Reimport")); external_paths->set_ok_button_text(TTR("Set Paths")); } break; } external_paths->popup_centered_ratio(); } void SceneImportSettings::_save_dir_confirm() { for (int i = 0; i < save_path_items.size(); i++) { TreeItem *item = save_path_items[i]; if (!item->is_checked(0)) { continue; //ignore } String path = item->get_text(1); if (!path.is_resource_file()) { continue; } String id = item->get_metadata(0); switch (current_action) { case ACTION_EXTRACT_MATERIALS: { ERR_CONTINUE(!material_map.has(id)); MaterialData &md = material_map[id]; Error err = ResourceSaver::save(md.material, path); if (err != OK) { EditorNode::get_singleton()->add_io_error(TTR("Can't make material external to file, write error:") + "\n\t" + path); continue; } md.settings["use_external/enabled"] = true; md.settings["use_external/path"] = path; } break; case ACTION_CHOOSE_MESH_SAVE_PATHS: { ERR_CONTINUE(!mesh_map.has(id)); MeshData &md = mesh_map[id]; md.settings["save_to_file/enabled"] = true; md.settings["save_to_file/path"] = path; } break; case ACTION_CHOOSE_ANIMATION_SAVE_PATHS: { ERR_CONTINUE(!animation_map.has(id)); AnimationData &ad = animation_map[id]; ad.settings["save_to_file/enabled"] = true; ad.settings["save_to_file/path"] = path; } break; } } if (current_action == ACTION_EXTRACT_MATERIALS) { //as this happens right now, the scene needs to be saved and reimported. _re_import(); open_settings(base_path); } else { scene_import_settings_data->notify_property_list_changed(); } } SceneImportSettings::SceneImportSettings() { singleton = this; VBoxContainer *main_vb = memnew(VBoxContainer); add_child(main_vb); HBoxContainer *menu_hb = memnew(HBoxContainer); main_vb->add_child(menu_hb); action_menu = memnew(MenuButton); action_menu->set_text(TTR("Actions...")); // Style the MenuButton like a regular Button to make it more noticeable. action_menu->set_flat(false); action_menu->set_focus_mode(Control::FOCUS_ALL); menu_hb->add_child(action_menu); action_menu->get_popup()->add_item(TTR("Extract Materials"), ACTION_EXTRACT_MATERIALS); action_menu->get_popup()->add_separator(); action_menu->get_popup()->add_item(TTR("Set Animation Save Paths"), ACTION_CHOOSE_ANIMATION_SAVE_PATHS); action_menu->get_popup()->add_item(TTR("Set Mesh Save Paths"), ACTION_CHOOSE_MESH_SAVE_PATHS); action_menu->get_popup()->connect("id_pressed", callable_mp(this, &SceneImportSettings::_menu_callback)); tree_split = memnew(HSplitContainer); main_vb->add_child(tree_split); tree_split->set_v_size_flags(Control::SIZE_EXPAND_FILL); data_mode = memnew(TabContainer); tree_split->add_child(data_mode); data_mode->set_custom_minimum_size(Size2(300 * EDSCALE, 0)); data_mode->set_theme_type_variation("TabContainerOdd"); property_split = memnew(HSplitContainer); tree_split->add_child(property_split); property_split->set_h_size_flags(Control::SIZE_EXPAND_FILL); scene_tree = memnew(Tree); scene_tree->set_name(TTR("Scene")); data_mode->add_child(scene_tree); scene_tree->connect("cell_selected", callable_mp(this, &SceneImportSettings::_scene_tree_selected)); mesh_tree = memnew(Tree); mesh_tree->set_name(TTR("Meshes")); data_mode->add_child(mesh_tree); mesh_tree->set_hide_root(true); mesh_tree->connect("cell_selected", callable_mp(this, &SceneImportSettings::_mesh_tree_selected)); material_tree = memnew(Tree); material_tree->set_name(TTR("Materials")); data_mode->add_child(material_tree); material_tree->connect("cell_selected", callable_mp(this, &SceneImportSettings::_material_tree_selected)); material_tree->set_hide_root(true); VBoxContainer *vp_vb = memnew(VBoxContainer); vp_vb->set_h_size_flags(Control::SIZE_EXPAND_FILL); vp_vb->set_v_size_flags(Control::SIZE_EXPAND_FILL); vp_vb->set_anchors_and_offsets_preset(Control::LayoutPreset::PRESET_FULL_RECT); property_split->add_child(vp_vb); SubViewportContainer *vp_container = memnew(SubViewportContainer); vp_container->set_v_size_flags(Control::SIZE_EXPAND_FILL); vp_container->set_custom_minimum_size(Size2(10, 10)); vp_container->set_stretch(true); vp_container->connect("gui_input", callable_mp(this, &SceneImportSettings::_viewport_input)); vp_vb->add_child(vp_container); base_viewport = memnew(SubViewport); vp_container->add_child(base_viewport); animation_preview = memnew(PanelContainer); animation_preview->set_h_size_flags(Control::SIZE_EXPAND_FILL); vp_vb->add_child(animation_preview); animation_preview->hide(); HBoxContainer *animation_hbox = memnew(HBoxContainer); animation_preview->add_child(animation_hbox); animation_play_button = memnew(Button); animation_hbox->add_child(animation_play_button); animation_play_button->set_flat(true); animation_play_button->set_focus_mode(Control::FOCUS_NONE); animation_play_button->set_shortcut(ED_SHORTCUT("scene_import_settings/play_selected_animation", TTR("Selected Animation Play/Pause"), Key::SPACE)); animation_play_button->connect(SNAME("pressed"), callable_mp(this, &SceneImportSettings::_play_animation)); animation_stop_button = memnew(Button); animation_hbox->add_child(animation_stop_button); animation_stop_button->set_flat(true); animation_stop_button->set_focus_mode(Control::FOCUS_NONE); animation_stop_button->connect(SNAME("pressed"), callable_mp(this, &SceneImportSettings::_stop_current_animation)); animation_slider = memnew(HSlider); animation_hbox->add_child(animation_slider); animation_slider->set_h_size_flags(Control::SIZE_EXPAND_FILL); animation_slider->set_v_size_flags(Control::SIZE_EXPAND_FILL); animation_slider->set_max(1.0); animation_slider->set_step(1.0 / 100.0); animation_slider->set_value_no_signal(0.0); animation_slider->set_focus_mode(Control::FOCUS_NONE); animation_slider->connect(SNAME("value_changed"), callable_mp(this, &SceneImportSettings::_animation_slider_value_changed)); base_viewport->set_use_own_world_3d(true); camera = memnew(Camera3D); base_viewport->add_child(camera); camera->make_current(); if (GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) { camera_attributes.instantiate(); camera->set_attributes(camera_attributes); } light = memnew(DirectionalLight3D); light->set_transform(Transform3D().looking_at(Vector3(-1, -2, -0.6), Vector3(0, 1, 0))); base_viewport->add_child(light); light->set_shadow(true); { Ref selection_mat; selection_mat.instantiate(); selection_mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED); selection_mat->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true); selection_mat->set_albedo(Color(1, 0.8, 1.0)); Ref st; st.instantiate(); st->begin(Mesh::PRIMITIVE_LINES); AABB base_aabb; base_aabb.size = Vector3(1, 1, 1); for (int i = 0; i < 12; i++) { Vector3 a, b; base_aabb.get_edge(i, a, b); st->add_vertex(a); st->add_vertex(a.lerp(b, 0.2)); st->add_vertex(b); st->add_vertex(b.lerp(a, 0.2)); } selection_mesh.instantiate(); st->commit(selection_mesh); selection_mesh->surface_set_material(0, selection_mat); node_selected = memnew(MeshInstance3D); node_selected->set_mesh(selection_mesh); node_selected->set_cast_shadows_setting(GeometryInstance3D::SHADOW_CASTING_SETTING_OFF); base_viewport->add_child(node_selected); node_selected->hide(); } { mesh_preview = memnew(MeshInstance3D); base_viewport->add_child(mesh_preview); mesh_preview->hide(); material_preview.instantiate(); } { collider_mat.instantiate(); collider_mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED); collider_mat->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true); collider_mat->set_albedo(Color(0.5, 0.5, 1.0)); } inspector = memnew(EditorInspector); inspector->set_custom_minimum_size(Size2(300 * EDSCALE, 0)); inspector->connect(SNAME("property_edited"), callable_mp(this, &SceneImportSettings::_inspector_property_edited)); property_split->add_child(inspector); scene_import_settings_data = memnew(SceneImportSettingsData); set_ok_button_text(TTR("Reimport")); set_cancel_button_text(TTR("Close")); external_paths = memnew(ConfirmationDialog); add_child(external_paths); external_path_tree = memnew(Tree); external_paths->add_child(external_path_tree); external_path_tree->connect("button_clicked", callable_mp(this, &SceneImportSettings::_browse_save_callback)); external_paths->connect("confirmed", callable_mp(this, &SceneImportSettings::_save_dir_confirm)); external_path_tree->set_columns(3); external_path_tree->set_column_titles_visible(true); external_path_tree->set_column_expand(0, true); external_path_tree->set_column_custom_minimum_width(0, 100 * EDSCALE); external_path_tree->set_column_title(0, TTR("Resource")); external_path_tree->set_column_expand(1, true); external_path_tree->set_column_custom_minimum_width(1, 100 * EDSCALE); external_path_tree->set_column_title(1, TTR("Path")); external_path_tree->set_column_expand(2, false); external_path_tree->set_column_custom_minimum_width(2, 200 * EDSCALE); external_path_tree->set_column_title(2, TTR("Status")); save_path = memnew(EditorFileDialog); save_path->set_file_mode(EditorFileDialog::FILE_MODE_OPEN_DIR); HBoxContainer *extension_hb = memnew(HBoxContainer); save_path->get_vbox()->add_child(extension_hb); extension_hb->add_spacer(); extension_hb->add_child(memnew(Label(TTR("Save Extension:")))); external_extension_type = memnew(OptionButton); extension_hb->add_child(external_extension_type); external_extension_type->add_item(TTR("Text: *.tres")); external_extension_type->add_item(TTR("Binary: *.res")); external_path_tree->set_hide_root(true); add_child(save_path); item_save_path = memnew(EditorFileDialog); item_save_path->set_file_mode(EditorFileDialog::FILE_MODE_SAVE_FILE); item_save_path->add_filter("*.tres", TTR("Text Resource")); item_save_path->add_filter("*.res", TTR("Binary Resource")); add_child(item_save_path); item_save_path->connect("file_selected", callable_mp(this, &SceneImportSettings::_save_path_changed)); save_path->connect("dir_selected", callable_mp(this, &SceneImportSettings::_save_dir_callback)); update_view_timer = memnew(Timer); update_view_timer->set_wait_time(0.2); update_view_timer->connect("timeout", callable_mp(this, &SceneImportSettings::_update_view_gizmos)); add_child(update_view_timer); } SceneImportSettings::~SceneImportSettings() { memdelete(scene_import_settings_data); }