203295f17d
Fleshed out the "Optimize Mesh" options found in the mesh import UI Gave a checkbox to every vertex attribute that can be compressed Surfaced option to enable/disable Octahedral compression for normal/tangent vectors Also surfaces the vertex position compression option which previously inaccessible because the defaults did not compress vertex positions Supports all current importers (obj, fbx, collada, gltf)
97 lines
4.5 KiB
C++
97 lines
4.5 KiB
C++
/*************************************************************************/
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/* editor_scene_importer_gltf.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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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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#ifndef EDITOR_SCENE_IMPORTER_GLTF_H
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#define EDITOR_SCENE_IMPORTER_GLTF_H
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#include "core/io/json.h"
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#include "core/object.h"
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#include "core/project_settings.h"
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#include "core/vector.h"
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#include "editor/import/resource_importer_scene.h"
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#include "modules/csg/csg_shape.h"
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#include "modules/gridmap/grid_map.h"
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#include "scene/3d/mesh_instance.h"
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#include "scene/3d/multimesh_instance.h"
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#include "scene/3d/skeleton.h"
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#include "scene/3d/spatial.h"
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#include "scene/animation/animation_player.h"
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#include "scene/gui/check_box.h"
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#include "scene/main/node.h"
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#include "scene/resources/packed_scene.h"
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#include "scene/resources/surface_tool.h"
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#include "gltf_document.h"
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#include "gltf_state.h"
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class AnimationPlayer;
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class BoneAttachment;
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class EditorSceneImporterMeshNode3D;
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#ifdef TOOLS_ENABLED
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class EditorSceneImporterGLTF : public EditorSceneImporter {
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GDCLASS(EditorSceneImporterGLTF, EditorSceneImporter);
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public:
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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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virtual Node *import_scene(const String &p_path, uint32_t p_flags,
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int p_bake_fps, uint32_t p_compress_flags,
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List<String> *r_missing_deps = NULL,
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Error *r_err = NULL);
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virtual Ref<Animation> import_animation(const String &p_path,
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uint32_t p_flags, int p_bake_fps);
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};
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#endif
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class PackedSceneGLTF : public PackedScene {
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GDCLASS(PackedSceneGLTF, PackedScene);
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protected:
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static void _bind_methods();
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public:
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virtual void save_scene(Node *p_node, const String &p_path, const String &p_src_path,
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uint32_t p_flags, int p_bake_fps,
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List<String> *r_missing_deps, Error *r_err = NULL);
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virtual void _build_parent_hierachy(Ref<GLTFState> state);
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virtual Error export_gltf(Node *p_root, String p_path, int32_t p_flags = 0,
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real_t p_bake_fps = 1000.0f);
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virtual Node *import_scene(const String &p_path, uint32_t p_flags,
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int p_bake_fps, uint32_t p_compress_flags,
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List<String> *r_missing_deps,
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Error *r_err,
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Ref<GLTFState> r_state);
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virtual Node *import_gltf_scene(const String &p_path, uint32_t p_flags, float p_bake_fps, uint32_t p_compress_flags, Ref<GLTFState> r_state = Ref<GLTFState>());
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virtual void pack_gltf(String p_path, int32_t p_flags = 0,
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real_t p_bake_fps = 1000.0f, uint32_t p_compress_flags = Mesh::ARRAY_COMPRESS_DEFAULT, Ref<GLTFState> r_state = Ref<GLTFState>());
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};
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#endif // EDITOR_SCENE_IMPORTER_GLTF_H
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