d2302f53d6
-Happens on import by default for all models -Just works (tm) -Biasing can be later adjusted per node or per viewport (as well as globally) -Disabled AABB.get_support test because its broken
264 lines
10 KiB
C++
264 lines
10 KiB
C++
/*************************************************************************/
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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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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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 RESOURCEIMPORTERSCENE_H
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#define RESOURCEIMPORTERSCENE_H
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#include "core/io/resource_importer.h"
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#include "scene/3d/node_3d.h"
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#include "scene/resources/animation.h"
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#include "scene/resources/mesh.h"
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#include "scene/resources/shape_3d.h"
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#include "scene/resources/skin.h"
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class Material;
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class EditorSceneImporter : public Reference {
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GDCLASS(EditorSceneImporter, Reference);
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protected:
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static void _bind_methods();
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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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Ref<Animation> import_animation_from_other_importer(const String &p_path, uint32_t p_flags, int p_bake_fps);
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public:
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enum ImportFlags {
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IMPORT_SCENE = 1,
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IMPORT_ANIMATION = 2,
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IMPORT_ANIMATION_DETECT_LOOP = 4,
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IMPORT_ANIMATION_OPTIMIZE = 8,
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IMPORT_ANIMATION_FORCE_ALL_TRACKS_IN_ALL_CLIPS = 16,
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IMPORT_ANIMATION_KEEP_VALUE_TRACKS = 32,
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IMPORT_GENERATE_TANGENT_ARRAYS = 256,
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IMPORT_FAIL_ON_MISSING_DEPENDENCIES = 512,
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IMPORT_MATERIALS_IN_INSTANCES = 1024,
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IMPORT_USE_COMPRESSION = 2048,
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IMPORT_USE_NAMED_SKIN_BINDS = 4096,
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};
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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, int p_bake_fps, List<String> *r_missing_deps, Error *r_err = nullptr);
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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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EditorSceneImporter() {}
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};
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class EditorScenePostImport : public Reference {
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GDCLASS(EditorScenePostImport, Reference);
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String source_folder;
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String source_file;
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protected:
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static void _bind_methods();
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public:
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String get_source_folder() const;
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String get_source_file() const;
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virtual Node *post_import(Node *p_scene);
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virtual void init(const String &p_source_folder, const String &p_source_file);
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EditorScenePostImport();
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};
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// The following classes are used by importers instead of ArrayMesh and MeshInstance3D
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// so the data is not reginstered (hence, quality loss), importing happens faster and
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// its easier to modify before saving
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class EditorSceneImporterMesh : public Resource {
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GDCLASS(EditorSceneImporterMesh, Resource)
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struct Surface {
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Mesh::PrimitiveType primitive;
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Array arrays;
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struct BlendShape {
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Array arrays;
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};
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Vector<BlendShape> blend_shape_data;
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struct LOD {
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Vector<int> indices;
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float distance;
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};
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Vector<LOD> lods;
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Ref<Material> material;
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String name;
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};
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Vector<Surface> surfaces;
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Vector<String> blend_shapes;
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Mesh::BlendShapeMode blend_shape_mode = Mesh::BLEND_SHAPE_MODE_NORMALIZED;
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Ref<ArrayMesh> mesh;
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protected:
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void _set_data(const Dictionary &p_data);
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Dictionary _get_data() const;
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static void _bind_methods();
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public:
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void add_blend_shape(const String &p_name);
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int get_blend_shape_count() const;
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String get_blend_shape_name(int p_blend_shape) const;
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void add_surface(Mesh::PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes = Array(), const Dictionary &p_lods = Dictionary(), const Ref<Material> &p_material = Ref<Material>(), const String &p_name = String());
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int get_surface_count() const;
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void set_blend_shape_mode(Mesh::BlendShapeMode p_blend_shape_mode);
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Mesh::BlendShapeMode get_blend_shape_mode() const;
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Mesh::PrimitiveType get_surface_primitive_type(int p_surface);
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String get_surface_name(int p_surface) const;
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Array get_surface_arrays(int p_surface) const;
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Array get_surface_blend_shape_arrays(int p_surface, int p_blend_shape) const;
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int get_surface_lod_count(int p_surface) const;
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Vector<int> get_surface_lod_indices(int p_surface, int p_lod) const;
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float get_surface_lod_size(int p_surface, int p_lod) const;
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Ref<Material> get_surface_material(int p_surface) const;
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void generate_lods();
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bool has_mesh() const;
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Ref<ArrayMesh> get_mesh();
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void clear();
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};
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class EditorSceneImporterMeshNode : public Node3D {
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GDCLASS(EditorSceneImporterMeshNode, Node3D)
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Ref<EditorSceneImporterMesh> mesh;
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Ref<Skin> skin;
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NodePath skeleton_path;
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Vector<Ref<Material>> surface_materials;
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protected:
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static void _bind_methods();
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public:
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void set_mesh(const Ref<EditorSceneImporterMesh> &p_mesh);
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Ref<EditorSceneImporterMesh> get_mesh() const;
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void set_skin(const Ref<Skin> &p_skin);
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Ref<Skin> get_skin() const;
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void set_surface_material(int p_idx, const Ref<Material> &p_material);
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Ref<Material> get_surface_material(int p_idx) const;
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void set_skeleton_path(const NodePath &p_path);
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NodePath get_skeleton_path() const;
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};
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class ResourceImporterScene : public ResourceImporter {
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GDCLASS(ResourceImporterScene, ResourceImporter);
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Set<Ref<EditorSceneImporter>> importers;
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static ResourceImporterScene *singleton;
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enum Presets {
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PRESET_SEPARATE_MATERIALS,
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PRESET_SEPARATE_MESHES,
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PRESET_SEPARATE_ANIMATIONS,
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PRESET_SINGLE_SCENE,
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PRESET_SEPARATE_MESHES_AND_MATERIALS,
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PRESET_SEPARATE_MESHES_AND_ANIMATIONS,
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PRESET_SEPARATE_MATERIALS_AND_ANIMATIONS,
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PRESET_SEPARATE_MESHES_MATERIALS_AND_ANIMATIONS,
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PRESET_MULTIPLE_SCENES,
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PRESET_MULTIPLE_SCENES_AND_MATERIALS,
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PRESET_MAX
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};
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enum LightBakeMode {
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LIGHT_BAKE_DISABLED,
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LIGHT_BAKE_ENABLE,
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LIGHT_BAKE_LIGHTMAPS
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};
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void _replace_owner(Node *p_node, Node *p_scene, Node *p_new_owner);
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void _generate_meshes(Node *p_node, bool p_generate_lods);
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public:
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static ResourceImporterScene *get_singleton() { return singleton; }
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const Set<Ref<EditorSceneImporter>> &get_importers() const { return importers; }
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void add_importer(Ref<EditorSceneImporter> p_importer) { importers.insert(p_importer); }
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void remove_importer(Ref<EditorSceneImporter> p_importer) { importers.erase(p_importer); }
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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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virtual int get_format_version() const override;
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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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virtual void get_import_options(List<ImportOption> *r_options, int p_preset = 0) const override;
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virtual bool get_option_visibility(const String &p_option, const Map<StringName, Variant> &p_options) const override;
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virtual int get_import_order() const override { return 100; } //after everything
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void _find_meshes(Node *p_node, Map<Ref<ArrayMesh>, Transform> &meshes);
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void _make_external_resources(Node *p_node, const String &p_base_path, bool p_make_animations, bool p_animations_as_text, bool p_keep_animations, bool p_make_materials, bool p_materials_as_text, bool p_keep_materials, bool p_make_meshes, bool p_meshes_as_text, Map<Ref<Animation>, Ref<Animation>> &p_animations, Map<Ref<Material>, Ref<Material>> &p_materials, Map<Ref<ArrayMesh>, Ref<ArrayMesh>> &p_meshes);
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Node *_fix_node(Node *p_node, Node *p_root, Map<Ref<Mesh>, List<Ref<Shape3D>>> &collision_map, LightBakeMode p_light_bake_mode);
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void _create_clips(Node *scene, const Array &p_clips, bool p_bake_all);
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void _filter_anim_tracks(Ref<Animation> anim, Set<String> &keep);
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void _filter_tracks(Node *scene, const String &p_text);
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void _optimize_animations(Node *scene, float p_max_lin_error, float p_max_ang_error, float p_max_angle);
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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;
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Node *import_scene_from_other_importer(EditorSceneImporter *p_exception, const String &p_path, uint32_t p_flags, int p_bake_fps);
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Ref<Animation> import_animation_from_other_importer(EditorSceneImporter *p_exception, const String &p_path, uint32_t p_flags, int p_bake_fps);
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ResourceImporterScene();
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};
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class EditorSceneImporterESCN : public EditorSceneImporter {
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GDCLASS(EditorSceneImporterESCN, EditorSceneImporter);
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public:
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virtual uint32_t get_import_flags() const override;
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virtual void get_extensions(List<String> *r_extensions) const override;
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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) override;
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virtual Ref<Animation> import_animation(const String &p_path, uint32_t p_flags, int p_bake_fps) override;
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};
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#endif // RESOURCEIMPORTERSCENE_H
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