/*************************************************************************/ /* gltf_document_extension_convert_importer_mesh.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "gltf_document_extension_convert_importer_mesh.h" #include "scene/3d/mesh_instance_3d.h" #include "scene/resources/importer_mesh.h" #include void GLTFDocumentExtensionConvertImporterMesh::_bind_methods() { } Error GLTFDocumentExtensionConvertImporterMesh::import_post(Ref p_document, Node *p_node) { List queue; queue.push_back(p_node); List delete_queue; while (!queue.is_empty()) { List::Element *E = queue.front(); Node *node = E->get(); { ImporterMeshInstance3D *mesh_3d = cast_to(node); if (mesh_3d) { MeshInstance3D *mesh_instance_node_3d = memnew(MeshInstance3D); Ref mesh = mesh_3d->get_mesh(); if (mesh.is_valid()) { Ref array_mesh = mesh->get_mesh(); mesh_instance_node_3d->set_name(node->get_name()); mesh_instance_node_3d->set_transform(mesh_3d->get_transform()); mesh_instance_node_3d->set_mesh(array_mesh); mesh_instance_node_3d->set_skin(mesh_3d->get_skin()); mesh_instance_node_3d->set_skeleton_path(mesh_3d->get_skeleton_path()); node->replace_by(mesh_instance_node_3d); delete_queue.push_back(node); } else { memdelete(mesh_instance_node_3d); } } } int child_count = node->get_child_count(); for (int i = 0; i < child_count; i++) { queue.push_back(node->get_child(i)); } queue.pop_front(); } while (!queue.is_empty()) { List::Element *E = delete_queue.front(); Node *node = E->get(); memdelete(node); delete_queue.pop_front(); } return OK; }