godot/editor/import/resource_importer_scene.h
K. S. Ernest (iFire) Lee 1463fc889b GLTF for game templates.
Convert GLTF Document to use ImporterMeshInstance3D.

Add a GLTFDocument extension list and an extension for converting the importer mesh instance 3d to mesh instance 3d.

Use GLTF module when the editor tools are disabled.

Modified the render server to be less restrictive on matching blend arrays and have more logging.

Misc bugs with multimesh.

Always index the meshes.
2021-10-03 12:37:52 -07:00

394 lines
16 KiB
C++

/*************************************************************************/
/* resource_importer_scene.h */
/*************************************************************************/
/* 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 */
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/* the following conditions: */
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/* The above copyright notice and this permission notice shall be */
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/*************************************************************************/
#ifndef RESOURCEIMPORTERSCENE_H
#define RESOURCEIMPORTERSCENE_H
#include "core/io/resource_importer.h"
#include "scene/3d/node_3d.h"
#include "scene/resources/animation.h"
#include "scene/resources/mesh.h"
#include "scene/resources/shape_3d.h"
#include "scene/resources/skin.h"
class Material;
class AnimationPlayer;
class ImporterMesh;
class EditorSceneImporter : public RefCounted {
GDCLASS(EditorSceneImporter, RefCounted);
protected:
static void _bind_methods();
Node *import_scene_from_other_importer(const String &p_path, uint32_t p_flags, int p_bake_fps);
Ref<Animation> import_animation_from_other_importer(const String &p_path, uint32_t p_flags, int p_bake_fps);
GDVIRTUAL0RC(int, _get_import_flags)
GDVIRTUAL0RC(Vector<String>, _get_extensions)
GDVIRTUAL3R(Object *, _import_scene, String, uint32_t, uint32_t)
GDVIRTUAL3R(Ref<Animation>, _import_animation, String, uint32_t, uint32_t)
public:
enum ImportFlags {
IMPORT_SCENE = 1,
IMPORT_ANIMATION = 2,
IMPORT_FAIL_ON_MISSING_DEPENDENCIES = 4,
IMPORT_GENERATE_TANGENT_ARRAYS = 8,
IMPORT_USE_NAMED_SKIN_BINDS = 16,
};
virtual uint32_t get_import_flags() const;
virtual void get_extensions(List<String> *r_extensions) const;
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);
virtual Ref<Animation> import_animation(const String &p_path, uint32_t p_flags, int p_bake_fps);
EditorSceneImporter() {}
};
class EditorScenePostImport : public RefCounted {
GDCLASS(EditorScenePostImport, RefCounted);
String source_file;
protected:
static void _bind_methods();
GDVIRTUAL1R(Object *, _post_import, Node *)
public:
String get_source_file() const;
virtual Node *post_import(Node *p_scene);
virtual void init(const String &p_source_file);
EditorScenePostImport();
};
class ResourceImporterScene : public ResourceImporter {
GDCLASS(ResourceImporterScene, ResourceImporter);
Set<Ref<EditorSceneImporter>> importers;
static ResourceImporterScene *singleton;
enum LightBakeMode {
LIGHT_BAKE_DISABLED,
LIGHT_BAKE_DYNAMIC,
LIGHT_BAKE_STATIC,
LIGHT_BAKE_STATIC_LIGHTMAPS
};
enum MeshPhysicsMode {
MESH_PHYSICS_DISABLED,
MESH_PHYSICS_MESH_AND_STATIC_COLLIDER,
MESH_PHYSICS_RIGID_BODY_AND_MESH,
MESH_PHYSICS_STATIC_COLLIDER_ONLY,
MESH_PHYSICS_AREA_ONLY,
};
enum NavMeshMode {
NAVMESH_DISABLED,
NAVMESH_MESH_AND_NAVMESH,
NAVMESH_NAVMESH_ONLY,
};
enum MeshOverride {
MESH_OVERRIDE_DEFAULT,
MESH_OVERRIDE_ENABLE,
MESH_OVERRIDE_DISABLE,
};
enum BodyType {
BODY_TYPE_STATIC,
BODY_TYPE_DYNAMIC,
BODY_TYPE_AREA
};
enum ShapeType {
SHAPE_TYPE_DECOMPOSE_CONVEX,
SHAPE_TYPE_SIMPLE_CONVEX,
SHAPE_TYPE_TRIMESH,
SHAPE_TYPE_BOX,
SHAPE_TYPE_SPHERE,
SHAPE_TYPE_CYLINDER,
SHAPE_TYPE_CAPSULE,
};
void _replace_owner(Node *p_node, Node *p_scene, Node *p_new_owner);
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);
void _add_shapes(Node *p_node, const Vector<Ref<Shape3D>> &p_shapes);
public:
static ResourceImporterScene *get_singleton() { return singleton; }
const Set<Ref<EditorSceneImporter>> &get_importers() const { return importers; }
void add_importer(Ref<EditorSceneImporter> p_importer) { importers.insert(p_importer); }
void remove_importer(Ref<EditorSceneImporter> p_importer) { importers.erase(p_importer); }
virtual String get_importer_name() const override;
virtual String get_visible_name() const override;
virtual void get_recognized_extensions(List<String> *p_extensions) const override;
virtual String get_save_extension() const override;
virtual String get_resource_type() const override;
virtual int get_format_version() const override;
virtual int get_preset_count() const override;
virtual String get_preset_name(int p_idx) const override;
enum InternalImportCategory {
INTERNAL_IMPORT_CATEGORY_NODE,
INTERNAL_IMPORT_CATEGORY_MESH_3D_NODE,
INTERNAL_IMPORT_CATEGORY_MESH,
INTERNAL_IMPORT_CATEGORY_MATERIAL,
INTERNAL_IMPORT_CATEGORY_ANIMATION,
INTERNAL_IMPORT_CATEGORY_ANIMATION_NODE,
INTERNAL_IMPORT_CATEGORY_MAX
};
void get_internal_import_options(InternalImportCategory p_category, List<ImportOption> *r_options) const;
bool get_internal_option_visibility(InternalImportCategory p_category, const String &p_option, const Map<StringName, Variant> &p_options) const;
bool get_internal_option_update_view_required(InternalImportCategory p_category, const String &p_option, const Map<StringName, Variant> &p_options) const;
virtual void get_import_options(List<ImportOption> *r_options, int p_preset = 0) const override;
virtual bool get_option_visibility(const String &p_option, const Map<StringName, Variant> &p_options) const override;
// Import scenes *after* everything else (such as textures).
virtual int get_import_order() const override { return ResourceImporter::IMPORT_ORDER_SCENE; }
Node *_pre_fix_node(Node *p_node, Node *p_root, Map<Ref<ImporterMesh>, Vector<Ref<Shape3D>>> &collision_map);
Node *_post_fix_node(Node *p_node, Node *p_root, Map<Ref<ImporterMesh>, Vector<Ref<Shape3D>>> &collision_map, Set<Ref<ImporterMesh>> &r_scanned_meshes, const Dictionary &p_node_data, const Dictionary &p_material_data, const Dictionary &p_animation_data, float p_animation_fps);
Ref<Animation> _save_animation_to_file(Ref<Animation> anim, bool p_save_to_file, String p_save_to_path, bool p_keep_custom_tracks);
void _create_clips(AnimationPlayer *anim, const Array &p_clips, bool p_bake_all);
void _optimize_animations(AnimationPlayer *anim, float p_max_lin_error, float p_max_ang_error, float p_max_angle);
Node *pre_import(const String &p_source_file);
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;
Node *import_scene_from_other_importer(EditorSceneImporter *p_exception, const String &p_path, uint32_t p_flags, int p_bake_fps);
Ref<Animation> import_animation_from_other_importer(EditorSceneImporter *p_exception, const String &p_path, uint32_t p_flags, int p_bake_fps);
virtual bool has_advanced_options() const override;
virtual void show_advanced_options(const String &p_path) override;
virtual bool can_import_threaded() const override { return false; }
ResourceImporterScene();
template <class M>
static Vector<Ref<Shape3D>> get_collision_shapes(const Ref<Mesh> &p_mesh, const M &p_options);
template <class M>
static Transform3D get_collision_shapes_transform(const M &p_options);
};
class EditorSceneImporterESCN : public EditorSceneImporter {
GDCLASS(EditorSceneImporterESCN, EditorSceneImporter);
public:
virtual uint32_t get_import_flags() const override;
virtual void get_extensions(List<String> *r_extensions) const override;
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;
virtual Ref<Animation> import_animation(const String &p_path, uint32_t p_flags, int p_bake_fps) override;
};
#include "scene/resources/box_shape_3d.h"
#include "scene/resources/capsule_shape_3d.h"
#include "scene/resources/cylinder_shape_3d.h"
#include "scene/resources/sphere_shape_3d.h"
template <class M>
Vector<Ref<Shape3D>> ResourceImporterScene::get_collision_shapes(const Ref<Mesh> &p_mesh, const M &p_options) {
ShapeType generate_shape_type = SHAPE_TYPE_DECOMPOSE_CONVEX;
if (p_options.has(SNAME("physics/shape_type"))) {
generate_shape_type = (ShapeType)p_options[SNAME("physics/shape_type")].operator int();
}
if (generate_shape_type == SHAPE_TYPE_DECOMPOSE_CONVEX) {
Mesh::ConvexDecompositionSettings decomposition_settings;
bool advanced = false;
if (p_options.has(SNAME("decomposition/advanced"))) {
advanced = p_options[SNAME("decomposition/advanced")];
}
if (advanced) {
if (p_options.has(SNAME("decomposition/max_concavity"))) {
decomposition_settings.max_concavity = p_options[SNAME("decomposition/max_concavity")];
}
if (p_options.has(SNAME("decomposition/symmetry_planes_clipping_bias"))) {
decomposition_settings.symmetry_planes_clipping_bias = p_options[SNAME("decomposition/symmetry_planes_clipping_bias")];
}
if (p_options.has(SNAME("decomposition/revolution_axes_clipping_bias"))) {
decomposition_settings.revolution_axes_clipping_bias = p_options[SNAME("decomposition/revolution_axes_clipping_bias")];
}
if (p_options.has(SNAME("decomposition/min_volume_per_convex_hull"))) {
decomposition_settings.min_volume_per_convex_hull = p_options[SNAME("decomposition/min_volume_per_convex_hull")];
}
if (p_options.has(SNAME("decomposition/resolution"))) {
decomposition_settings.resolution = p_options[SNAME("decomposition/resolution")];
}
if (p_options.has(SNAME("decomposition/max_num_vertices_per_convex_hull"))) {
decomposition_settings.max_num_vertices_per_convex_hull = p_options[SNAME("decomposition/max_num_vertices_per_convex_hull")];
}
if (p_options.has(SNAME("decomposition/plane_downsampling"))) {
decomposition_settings.plane_downsampling = p_options[SNAME("decomposition/plane_downsampling")];
}
if (p_options.has(SNAME("decomposition/convexhull_downsampling"))) {
decomposition_settings.convexhull_downsampling = p_options[SNAME("decomposition/convexhull_downsampling")];
}
if (p_options.has(SNAME("decomposition/normalize_mesh"))) {
decomposition_settings.normalize_mesh = p_options[SNAME("decomposition/normalize_mesh")];
}
if (p_options.has(SNAME("decomposition/mode"))) {
decomposition_settings.mode = (Mesh::ConvexDecompositionSettings::Mode)p_options[SNAME("decomposition/mode")].operator int();
}
if (p_options.has(SNAME("decomposition/convexhull_approximation"))) {
decomposition_settings.convexhull_approximation = p_options[SNAME("decomposition/convexhull_approximation")];
}
if (p_options.has(SNAME("decomposition/max_convex_hulls"))) {
decomposition_settings.max_convex_hulls = p_options[SNAME("decomposition/max_convex_hulls")];
}
if (p_options.has(SNAME("decomposition/project_hull_vertices"))) {
decomposition_settings.project_hull_vertices = p_options[SNAME("decomposition/project_hull_vertices")];
}
} else {
int precision_level = 5;
if (p_options.has(SNAME("decomposition/precision"))) {
precision_level = p_options[SNAME("decomposition/precision")];
}
const real_t precision = real_t(precision_level - 1) / 9.0;
decomposition_settings.max_concavity = Math::lerp(real_t(1.0), real_t(0.001), precision);
decomposition_settings.min_volume_per_convex_hull = Math::lerp(real_t(0.01), real_t(0.0001), precision);
decomposition_settings.resolution = Math::lerp(10'000, 100'000, precision);
decomposition_settings.max_num_vertices_per_convex_hull = Math::lerp(32, 64, precision);
decomposition_settings.plane_downsampling = Math::lerp(3, 16, precision);
decomposition_settings.convexhull_downsampling = Math::lerp(3, 16, precision);
decomposition_settings.max_convex_hulls = Math::lerp(1, 32, precision);
}
return p_mesh->convex_decompose(decomposition_settings);
} else if (generate_shape_type == SHAPE_TYPE_SIMPLE_CONVEX) {
Vector<Ref<Shape3D>> shapes;
shapes.push_back(p_mesh->create_convex_shape(true, /*Passing false, otherwise VHACD will be used to simplify (Decompose) the Mesh.*/ false));
return shapes;
} else if (generate_shape_type == SHAPE_TYPE_TRIMESH) {
Vector<Ref<Shape3D>> shapes;
shapes.push_back(p_mesh->create_trimesh_shape());
return shapes;
} else if (generate_shape_type == SHAPE_TYPE_BOX) {
Ref<BoxShape3D> box;
box.instantiate();
if (p_options.has(SNAME("primitive/size"))) {
box->set_size(p_options[SNAME("primitive/size")]);
}
Vector<Ref<Shape3D>> shapes;
shapes.push_back(box);
return shapes;
} else if (generate_shape_type == SHAPE_TYPE_SPHERE) {
Ref<SphereShape3D> sphere;
sphere.instantiate();
if (p_options.has(SNAME("primitive/radius"))) {
sphere->set_radius(p_options[SNAME("primitive/radius")]);
}
Vector<Ref<Shape3D>> shapes;
shapes.push_back(sphere);
return shapes;
} else if (generate_shape_type == SHAPE_TYPE_CYLINDER) {
Ref<CylinderShape3D> cylinder;
cylinder.instantiate();
if (p_options.has(SNAME("primitive/height"))) {
cylinder->set_height(p_options[SNAME("primitive/height")]);
}
if (p_options.has(SNAME("primitive/radius"))) {
cylinder->set_radius(p_options[SNAME("primitive/radius")]);
}
Vector<Ref<Shape3D>> shapes;
shapes.push_back(cylinder);
return shapes;
} else if (generate_shape_type == SHAPE_TYPE_CAPSULE) {
Ref<CapsuleShape3D> capsule;
capsule.instantiate();
if (p_options.has(SNAME("primitive/height"))) {
capsule->set_height(p_options[SNAME("primitive/height")]);
}
if (p_options.has(SNAME("primitive/radius"))) {
capsule->set_radius(p_options[SNAME("primitive/radius")]);
}
Vector<Ref<Shape3D>> shapes;
shapes.push_back(capsule);
return shapes;
}
return Vector<Ref<Shape3D>>();
}
template <class M>
Transform3D ResourceImporterScene::get_collision_shapes_transform(const M &p_options) {
Transform3D transform;
ShapeType generate_shape_type = SHAPE_TYPE_DECOMPOSE_CONVEX;
if (p_options.has(SNAME("physics/shape_type"))) {
generate_shape_type = (ShapeType)p_options[SNAME("physics/shape_type")].operator int();
}
if (generate_shape_type == SHAPE_TYPE_BOX ||
generate_shape_type == SHAPE_TYPE_SPHERE ||
generate_shape_type == SHAPE_TYPE_CYLINDER ||
generate_shape_type == SHAPE_TYPE_CAPSULE) {
if (p_options.has(SNAME("primitive/position"))) {
transform.origin = p_options[SNAME("primitive/position")];
}
if (p_options.has(SNAME("primitive/rotation"))) {
transform.basis.set_euler((p_options[SNAME("primitive/rotation")].operator Vector3() / 180.0) * Math_PI);
}
}
return transform;
}
#endif // RESOURCEIMPORTERSCENE_H