/*************************************************************************/ /* editor_scene_import_plugin.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 EDITOR_SCENE_IMPORT_PLUGIN_H #define EDITOR_SCENE_IMPORT_PLUGIN_H #if 0 #include "editor/editor_dir_dialog.h" #include "editor/editor_file_system.h" #include "editor/editor_import_export.h" #include "editor/io_plugins/editor_texture_import_plugin.h" #include "scene/gui/dialogs.h" #include "scene/gui/file_dialog.h" #include "scene/gui/label.h" #include "scene/gui/line_edit.h" #include "scene/gui/option_button.h" #include "scene/gui/progress_bar.h" #include "scene/gui/slider.h" #include "scene/gui/spin_box.h" #include "scene/gui/tree.h" #include "scene/resources/animation.h" #include "scene/resources/mesh.h" class EditorNode; class EditorSceneImportDialog; class EditorSceneImporter : public Reference { GDCLASS(EditorSceneImporter,Reference ); public: enum ImportFlags { IMPORT_SCENE=1, IMPORT_ANIMATION=2, IMPORT_ANIMATION_DETECT_LOOP=4, IMPORT_ANIMATION_OPTIMIZE=8, IMPORT_ANIMATION_FORCE_ALL_TRACKS_IN_ALL_CLIPS=16, IMPORT_ANIMATION_KEEP_VALUE_TRACKS=32, IMPORT_GENERATE_TANGENT_ARRAYS=256, IMPORT_FAIL_ON_MISSING_DEPENDENCIES=512 }; virtual uint32_t get_import_flags() const=0; virtual void get_extensions(List *r_extensions) const=0; virtual Node* import_scene(const String& p_path,uint32_t p_flags,int p_bake_fps,List *r_missing_deps,Error* r_err=NULL)=0; virtual Ref import_animation(const String& p_path,uint32_t p_flags)=0; EditorSceneImporter(); }; ///////////////////////////////////////// //Plugin for post processing scenes or images class EditorScenePostImport : public Reference { GDCLASS(EditorScenePostImport,Reference ); protected: static void _bind_methods(); public: virtual Node* post_import(Node* p_scene); EditorScenePostImport(); }; class EditorSceneImportPlugin : public EditorImportPlugin { GDCLASS(EditorSceneImportPlugin,EditorImportPlugin); EditorSceneImportDialog *dialog; Vector > importers; enum TextureRole { TEXTURE_ROLE_DEFAULT, TEXTURE_ROLE_DIFFUSE, TEXTURE_ROLE_NORMALMAP }; void _find_resources(const Variant& p_var,Map,TextureRole >& image_map,int p_flags); Node* _fix_node(Node *p_node,Node *p_root,Map,Ref > &collision_map,uint32_t p_flags,Map,TextureRole >& image_map); void _create_clips(Node *scene, const Array& p_clips, bool p_bake_all); void _filter_anim_tracks(Ref anim,Set &keep); void _filter_tracks(Node *scene, const String& p_text); void _optimize_animations(Node *scene, float p_max_lin_error,float p_max_ang_error,float p_max_angle); void _tag_import_paths(Node *p_scene,Node *p_node); void _find_resources_to_merge(Node *scene, Node *node, bool p_merge_material, Map >&materials, bool p_merge_anims, Map >& merged_anims, Set > &tested_meshes); void _merge_found_resources(Node *scene, Node *node, bool p_merge_material, const Map > &materials, bool p_merge_anims, const Map >& merged_anims, Set > &tested_meshes); public: enum SceneFlags { SCENE_FLAG_CREATE_COLLISIONS=1<<0, SCENE_FLAG_CREATE_PORTALS=1<<1, SCENE_FLAG_CREATE_ROOMS=1<<2, SCENE_FLAG_SIMPLIFY_ROOMS=1<<3, SCENE_FLAG_CREATE_BILLBOARDS=1<<4, SCENE_FLAG_CREATE_IMPOSTORS=1<<5, SCENE_FLAG_CREATE_LODS=1<<6, SCENE_FLAG_CREATE_CARS=1<<8, SCENE_FLAG_CREATE_WHEELS=1<<9, SCENE_FLAG_DETECT_ALPHA=1<<15, SCENE_FLAG_DETECT_VCOLOR=1<<16, SCENE_FLAG_CREATE_NAVMESH=1<<17, SCENE_FLAG_DETECT_LIGHTMAP_LAYER=1<<18, SCENE_FLAG_MERGE_KEEP_MATERIALS=1<<20, SCENE_FLAG_MERGE_KEEP_EXTRA_ANIM_TRACKS=1<<21, SCENE_FLAG_REMOVE_NOIMP=1<<24, SCENE_FLAG_IMPORT_ANIMATIONS=1<<25, SCENE_FLAG_COMPRESS_GEOMETRY=1<<26, SCENE_FLAG_GENERATE_TANGENT_ARRAYS=1<<27, SCENE_FLAG_LINEARIZE_DIFFUSE_TEXTURES=1<<28, SCENE_FLAG_SET_LIGHTMAP_TO_UV2_IF_EXISTS=1<<29, SCENE_FLAG_CONVERT_NORMALMAPS_TO_XY=1<<30, }; virtual String get_name() const; virtual String get_visible_name() const; virtual void import_dialog(const String& p_from=""); virtual Error import(const String& p_path, const Ref& p_from); Error import1(const Ref& p_from,Node**r_node,List *r_missing=NULL); Error import2(Node* p_scene,const String& p_path, const Ref& p_from); void add_importer(const Ref& p_importer); const Vector >& get_importers() { return importers; } virtual void import_from_drop(const Vector& p_drop,const String& p_dest_path); EditorSceneImportPlugin(EditorNode* p_editor=NULL); }; class EditorSceneAnimationImportPlugin : public EditorImportPlugin { GDCLASS(EditorSceneAnimationImportPlugin,EditorImportPlugin); public: enum AnimationFlags { ANIMATION_DETECT_LOOP=1, ANIMATION_KEEP_VALUE_TRACKS=2, ANIMATION_OPTIMIZE=4, ANIMATION_FORCE_ALL_TRACKS_IN_ALL_CLIPS=8 }; virtual String get_name() const; virtual String get_visible_name() const; virtual void import_dialog(const String& p_from=""); virtual Error import(const String& p_path, const Ref& p_from); EditorSceneAnimationImportPlugin(EditorNode* p_editor=NULL); }; #endif #endif // EDITOR_SCENE_IMPORT_PLUGIN_H