7f83977f37
This avoids using magic numbers in code.
193 lines
8.5 KiB
C++
193 lines
8.5 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) 2007-2021 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 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 AnimationPlayer;
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class EditorSceneImporterMesh;
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class EditorSceneImporter : public RefCounted {
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GDCLASS(EditorSceneImporter, RefCounted);
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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_FAIL_ON_MISSING_DEPENDENCIES = 4,
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IMPORT_GENERATE_TANGENT_ARRAYS = 8,
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IMPORT_USE_NAMED_SKIN_BINDS = 16,
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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 RefCounted {
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GDCLASS(EditorScenePostImport, RefCounted);
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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_file() const;
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virtual Node *post_import(Node *p_scene);
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virtual void init(const String &p_source_file);
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EditorScenePostImport();
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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 LightBakeMode {
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LIGHT_BAKE_DISABLED,
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LIGHT_BAKE_DYNAMIC,
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LIGHT_BAKE_STATIC,
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LIGHT_BAKE_STATIC_LIGHTMAPS
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};
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enum MeshPhysicsMode {
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MESH_PHYSICS_DISABLED,
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MESH_PHYSICS_MESH_AND_STATIC_COLLIDER,
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MESH_PHYSICS_RIGID_BODY_AND_MESH,
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MESH_PHYSICS_STATIC_COLLIDER_ONLY,
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MESH_PHYSICS_AREA_ONLY,
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};
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enum NavMeshMode {
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NAVMESH_DISABLED,
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NAVMESH_MESH_AND_NAVMESH,
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NAVMESH_NAVMESH_ONLY,
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};
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enum MeshOverride {
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MESH_OVERRIDE_DEFAULT,
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MESH_OVERRIDE_ENABLE,
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MESH_OVERRIDE_DISABLE,
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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, const Dictionary &p_mesh_data, bool p_generate_lods, bool p_create_shadow_meshes, LightBakeMode p_light_bake_mode, float p_lightmap_texel_size, const Vector<uint8_t> &p_src_lightmap_cache, Vector<Vector<uint8_t>> &r_lightmap_caches);
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void _add_shapes(Node *p_node, const List<Ref<Shape3D>> &p_shapes);
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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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enum InternalImportCategory {
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INTERNAL_IMPORT_CATEGORY_NODE,
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INTERNAL_IMPORT_CATEGORY_MESH_3D_NODE,
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INTERNAL_IMPORT_CATEGORY_MESH,
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INTERNAL_IMPORT_CATEGORY_MATERIAL,
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INTERNAL_IMPORT_CATEGORY_ANIMATION,
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INTERNAL_IMPORT_CATEGORY_ANIMATION_NODE,
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INTERNAL_IMPORT_CATEGORY_MAX
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};
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void get_internal_import_options(InternalImportCategory p_category, List<ImportOption> *r_options) const;
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bool get_internal_option_visibility(InternalImportCategory p_category, const String &p_option, const Map<StringName, Variant> &p_options) const;
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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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// Import scenes *after* everything else (such as textures).
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virtual int get_import_order() const override { return ResourceImporter::IMPORT_ORDER_SCENE; }
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Node *_pre_fix_node(Node *p_node, Node *p_root, Map<Ref<EditorSceneImporterMesh>, List<Ref<Shape3D>>> &collision_map);
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Node *_post_fix_node(Node *p_node, Node *p_root, Map<Ref<EditorSceneImporterMesh>, List<Ref<Shape3D>>> &collision_map, Set<Ref<EditorSceneImporterMesh>> &r_scanned_meshes, const Dictionary &p_node_data, const Dictionary &p_material_data, const Dictionary &p_animation_data, float p_animation_fps);
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Ref<Animation> _save_animation_to_file(Ref<Animation> anim, bool p_save_to_file, String p_save_to_path, bool p_keep_custom_tracks);
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void _create_clips(AnimationPlayer *anim, const Array &p_clips, bool p_bake_all);
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void _optimize_animations(AnimationPlayer *anim, float p_max_lin_error, float p_max_ang_error, float p_max_angle);
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Node *pre_import(const String &p_source_file);
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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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virtual bool has_advanced_options() const override;
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virtual void show_advanced_options(const String &p_path) override;
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virtual bool can_import_threaded() const override { return false; }
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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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