c273ddc3ee
Didn't commit all the changes where it wants to initialize a struct with `{}`. Should be reviewed in a separate PR. Option `IgnoreArrays` enabled for now to be conservative, can be disabled to see if it proposes more useful changes. Also fixed manually a handful of other missing initializations / moved some from constructors.
209 lines
6.7 KiB
C++
209 lines
6.7 KiB
C++
/*************************************************************************/
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/* scene_import_settings.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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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 SCENE_IMPORT_SETTINGS_H
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#define SCENE_IMPORT_SETTINGS_H
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#include "editor/import/resource_importer_scene.h"
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#include "scene/3d/camera_3d.h"
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#include "scene/3d/light_3d.h"
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#include "scene/3d/mesh_instance_3d.h"
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#include "scene/gui/dialogs.h"
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#include "scene/gui/item_list.h"
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#include "scene/gui/menu_button.h"
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#include "scene/gui/option_button.h"
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#include "scene/gui/split_container.h"
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#include "scene/gui/subviewport_container.h"
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#include "scene/gui/tab_container.h"
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#include "scene/gui/tree.h"
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#include "scene/resources/primitive_meshes.h"
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class EditorFileDialog;
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class EditorInspector;
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class SceneImportSettingsData;
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class SceneImportSettings : public ConfirmationDialog {
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GDCLASS(SceneImportSettings, ConfirmationDialog)
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static SceneImportSettings *singleton;
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enum Actions {
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ACTION_EXTRACT_MATERIALS,
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ACTION_CHOOSE_MESH_SAVE_PATHS,
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ACTION_CHOOSE_ANIMATION_SAVE_PATHS,
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};
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Node *scene = nullptr;
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HSplitContainer *tree_split = nullptr;
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HSplitContainer *property_split = nullptr;
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TabContainer *data_mode = nullptr;
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Tree *scene_tree = nullptr;
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Tree *mesh_tree = nullptr;
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Tree *material_tree = nullptr;
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EditorInspector *inspector = nullptr;
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SubViewport *base_viewport = nullptr;
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Camera3D *camera = nullptr;
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bool first_aabb = false;
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AABB contents_aabb;
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DirectionalLight3D *light = nullptr;
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Ref<ArrayMesh> selection_mesh;
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MeshInstance3D *node_selected = nullptr;
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MeshInstance3D *mesh_preview = nullptr;
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Ref<SphereMesh> material_preview;
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Ref<StandardMaterial3D> collider_mat;
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float cam_rot_x = 0.0f;
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float cam_rot_y = 0.0f;
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float cam_zoom = 0.0f;
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void _update_scene();
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struct MaterialData {
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bool has_import_id;
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Ref<Material> material;
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TreeItem *scene_node = nullptr;
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TreeItem *mesh_node = nullptr;
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TreeItem *material_node = nullptr;
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float cam_rot_x = -Math_PI / 4;
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float cam_rot_y = -Math_PI / 4;
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float cam_zoom = 1;
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Map<StringName, Variant> settings;
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};
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Map<String, MaterialData> material_map;
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struct MeshData {
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bool has_import_id;
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Ref<Mesh> mesh;
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TreeItem *scene_node = nullptr;
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TreeItem *mesh_node = nullptr;
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float cam_rot_x = -Math_PI / 4;
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float cam_rot_y = -Math_PI / 4;
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float cam_zoom = 1;
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Map<StringName, Variant> settings;
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};
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Map<String, MeshData> mesh_map;
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struct AnimationData {
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Ref<Animation> animation;
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TreeItem *scene_node = nullptr;
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Map<StringName, Variant> settings;
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};
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Map<String, AnimationData> animation_map;
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struct NodeData {
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Node *node = nullptr;
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TreeItem *scene_node = nullptr;
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Map<StringName, Variant> settings;
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};
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Map<String, NodeData> node_map;
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void _fill_material(Tree *p_tree, const Ref<Material> &p_material, TreeItem *p_parent);
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void _fill_mesh(Tree *p_tree, const Ref<Mesh> &p_mesh, TreeItem *p_parent);
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void _fill_animation(Tree *p_tree, const Ref<Animation> &p_anim, const String &p_name, TreeItem *p_parent);
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void _fill_scene(Node *p_node, TreeItem *p_parent_item);
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Set<Ref<Mesh>> mesh_set;
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Set<Ref<Material>> material_set;
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String selected_type;
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String selected_id;
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bool selecting = false;
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void _update_view_gizmos();
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void _update_camera();
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void _select(Tree *p_from, String p_type, String p_id);
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void _material_tree_selected();
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void _mesh_tree_selected();
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void _scene_tree_selected();
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void _viewport_input(const Ref<InputEvent> &p_input);
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Map<StringName, Variant> defaults;
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SceneImportSettingsData *scene_import_settings_data = nullptr;
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void _re_import();
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String base_path;
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MenuButton *action_menu = nullptr;
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ConfirmationDialog *external_paths = nullptr;
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Tree *external_path_tree = nullptr;
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EditorFileDialog *save_path = nullptr;
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OptionButton *external_extension_type = nullptr;
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EditorFileDialog *item_save_path = nullptr;
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void _menu_callback(int p_id);
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void _save_dir_callback(const String &p_path);
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int current_action = 0;
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Vector<TreeItem *> save_path_items;
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TreeItem *save_path_item = nullptr;
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void _save_path_changed(const String &p_path);
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void _browse_save_callback(Object *p_item, int p_column, int p_id);
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void _save_dir_confirm();
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Dictionary base_subresource_settings;
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void _load_default_subresource_settings(Map<StringName, Variant> &settings, const String &p_type, const String &p_import_id, ResourceImporterScene::InternalImportCategory p_category);
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bool editing_animation = false;
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Timer *update_view_timer;
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protected:
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void _notification(int p_what);
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public:
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bool is_editing_animation() const { return editing_animation; }
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void update_view();
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void open_settings(const String &p_path, bool p_for_animation = false);
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static SceneImportSettings *get_singleton();
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SceneImportSettings();
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~SceneImportSettings();
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};
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#endif // SCENE_IMPORT_SETTINGS_H
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