godot/tools/editor/io_plugins/editor_scene_import_plugin.h
Juan Linietsky 6fc1c3a4d1 Completed the support for plugins! It is not possible to add plugins.
Not all APIs are provided yet, please request whathever you are missing.
Some example plugins are provided in demos/plugins. Just copy them to a folder in your project named addons/ and then enable them from the project settings.
Have fun!
2016-02-27 23:12:27 -03:00

204 lines
7.5 KiB
C++

/*************************************************************************/
/* editor_scene_import_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2016 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
#include "scene/gui/dialogs.h"
#include "scene/gui/tree.h"
#include "scene/gui/label.h"
#include "scene/gui/option_button.h"
#include "scene/gui/line_edit.h"
#include "scene/gui/file_dialog.h"
#include "scene/gui/progress_bar.h"
#include "scene/gui/slider.h"
#include "scene/gui/spin_box.h"
#include "scene/resources/mesh.h"
#include "tools/editor/editor_file_system.h"
#include "tools/editor/editor_dir_dialog.h"
#include "tools/editor/editor_import_export.h"
#include "tools/editor/io_plugins/editor_texture_import_plugin.h"
#include "scene/resources/animation.h"
class EditorNode;
class EditorSceneImportDialog;
class EditorSceneImporter : public Reference {
OBJ_TYPE(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_GENERATE_TANGENT_ARRAYS=256,
IMPORT_FAIL_ON_MISSING_DEPENDENCIES=512
};
virtual uint32_t get_import_flags() const=0;
virtual void get_extensions(List<String> *r_extensions) const=0;
virtual Node* import_scene(const String& p_path,uint32_t p_flags,int p_bake_fps,List<String> *r_missing_deps,Error* r_err=NULL)=0;
virtual Ref<Animation> import_animation(const String& p_path,uint32_t p_flags)=0;
EditorSceneImporter();
};
/////////////////////////////////////////
//Plugin for post processing scenes or images
class EditorScenePostImport : public Reference {
OBJ_TYPE(EditorScenePostImport,Reference );
protected:
static void _bind_methods();
public:
virtual Node* post_import(Node* p_scene);
EditorScenePostImport();
};
class EditorSceneImportPlugin : public EditorImportPlugin {
OBJ_TYPE(EditorSceneImportPlugin,EditorImportPlugin);
EditorSceneImportDialog *dialog;
Vector<Ref<EditorSceneImporter> > importers;
enum TextureRole {
TEXTURE_ROLE_DEFAULT,
TEXTURE_ROLE_DIFFUSE,
TEXTURE_ROLE_NORMALMAP
};
void _find_resources(const Variant& p_var,Map<Ref<ImageTexture>,TextureRole >& image_map,int p_flags);
Node* _fix_node(Node *p_node,Node *p_root,Map<Ref<Mesh>,Ref<Shape> > &collision_map,uint32_t p_flags,Map<Ref<ImageTexture>,TextureRole >& image_map);
void _create_clips(Node *scene, const Array& p_clips, bool p_bake_all);
void _filter_anim_tracks(Ref<Animation> anim,Set<String> &keep);
void _filter_tracks(Node *scene, const String& p_text);
void _merge_existing_node(Node *p_node,Node *p_imported_scene,Set<Ref<Resource> >& checked_resources,Set<Node*> &checked_nodes);
void _add_new_nodes(Node *p_node,Node *p_imported,Node *p_imported_scene,Node *p_existing_scene,Set<Node*> &checked_nodes);
void _optimize_animations(Node *scene, float p_max_lin_error,float p_max_ang_error,float p_max_angle);
void _merge_scenes(Node *p_node, Node *p_imported);
void _scan_materials(Node*p_base,Node *p_node,Map<String,Ref<Material> > &mesh_materials,Map<String,Ref<Material> >& override_materials);
void _apply_materials(Node*p_base,Node *p_node,Map<String,Ref<Material> > &mesh_materials,Map<String,Ref<Material> >& override_materials,Set<Ref<Mesh> >& meshes_processed);
void _merge_materials(Node *p_node,Node *p_imported);
void _tag_import_paths(Node *p_scene,Node *p_node);
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_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,
};
enum SceneUpdate {
SCENE_UPDATE_REPLACE_WITH_NEW,
SCENE_UPDATE_REPLACE_WITH_NEW_KEEP_MATERIALS,
SCENE_UPDATE_KEEP_OLD_MERGE_CHANGES,
SCENE_UPDATE_KEEP_OLD,
};
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<ResourceImportMetadata>& p_from);
Error import1(const Ref<ResourceImportMetadata>& p_from,Node**r_node,List<String> *r_missing=NULL);
Error import2(Node* p_scene,const String& p_path, const Ref<ResourceImportMetadata>& p_from);
void add_importer(const Ref<EditorSceneImporter>& p_importer);
const Vector<Ref<EditorSceneImporter> >& get_importers() { return importers; }
EditorSceneImportPlugin(EditorNode* p_editor=NULL);
};
class EditorSceneAnimationImportPlugin : public EditorImportPlugin {
OBJ_TYPE(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<ResourceImportMetadata>& p_from);
EditorSceneAnimationImportPlugin(EditorNode* p_editor=NULL);
};
#endif // EDITOR_SCENE_IMPORT_PLUGIN_H