/*************************************************************************/ /* 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 */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #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 EditorSceneImporterMesh; 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 import_animation_from_other_importer(const String &p_path, uint32_t p_flags, int p_bake_fps); GDVIRTUAL0RC(int, _get_import_flags) GDVIRTUAL0RC(Vector, _get_extensions) GDVIRTUAL3R(Object *, _import_scene, String, uint32_t, uint32_t) GDVIRTUAL3R(Ref, _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 *r_extensions) const; virtual Node *import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps, List *r_missing_deps, Error *r_err = nullptr); virtual Ref 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> 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, }; 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 &p_src_lightmap_cache, Vector> &r_lightmap_caches); void _add_shapes(Node *p_node, const List> &p_shapes); public: static ResourceImporterScene *get_singleton() { return singleton; } const Set> &get_importers() const { return importers; } void add_importer(Ref p_importer) { importers.insert(p_importer); } void remove_importer(Ref 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 *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 *r_options) const; bool get_internal_option_visibility(InternalImportCategory p_category, const String &p_option, const Map &p_options) const; virtual void get_import_options(List *r_options, int p_preset = 0) const override; virtual bool get_option_visibility(const String &p_option, const Map &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, List>> &collision_map); Node *_post_fix_node(Node *p_node, Node *p_root, Map, List>> &collision_map, Set> &r_scanned_meshes, const Dictionary &p_node_data, const Dictionary &p_material_data, const Dictionary &p_animation_data, float p_animation_fps); Ref _save_animation_to_file(Ref 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 &p_options, List *r_platform_variants, List *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 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(); }; class EditorSceneImporterESCN : public EditorSceneImporter { GDCLASS(EditorSceneImporterESCN, EditorSceneImporter); public: virtual uint32_t get_import_flags() const override; virtual void get_extensions(List *r_extensions) const override; virtual Node *import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps, List *r_missing_deps, Error *r_err = nullptr) override; virtual Ref import_animation(const String &p_path, uint32_t p_flags, int p_bake_fps) override; }; #endif // RESOURCEIMPORTERSCENE_H