godot/tools/editor/io_plugins/editor_scene_import_plugin.h
2014-02-09 22:10:30 -03:00

168 lines
5.7 KiB
C++

/*************************************************************************/
/* editor_scene_import_plugin.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2014 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_GENERATE_TANGENT_ARRAYS=16,
IMPORT_FAIL_ON_MISSING_DEPENDENCIES=128
};
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,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 Error post_import(Node* p_scene);
EditorScenePostImport();
};
class EditorSceneImportPlugin : public EditorImportPlugin {
OBJ_TYPE(EditorSceneImportPlugin,EditorImportPlugin);
EditorSceneImportDialog *dialog;
Vector<Ref<EditorSceneImporter> > importers;
void _find_resources(const Variant& p_var,Set<Ref<ImageTexture> >& image_map);
Node* _fix_node(Node *p_node,Node *p_root,Map<Ref<Mesh>,Ref<Shape> > &collision_map,uint32_t p_flags,Set<Ref<ImageTexture> >& image_map);
void _merge_node(Node *p_node,Node*p_root,Node *p_existing,Set<Ref<Resource> >& checked_resources);
void _merge_scenes(Node *p_existing,Node *p_new);
public:
enum SceneFlags {
SCENE_FLAG_CREATE_COLLISIONS=1,
SCENE_FLAG_CREATE_PORTALS=2,
SCENE_FLAG_CREATE_ROOMS=4,
SCENE_FLAG_SIMPLIFY_ROOMS=8,
SCENE_FLAG_CREATE_BILLBOARDS=16,
SCENE_FLAG_CREATE_IMPOSTORS=32,
SCENE_FLAG_CREATE_LODS=64,
SCENE_FLAG_REMOVE_NOIMP=128,
SCENE_FLAG_IMPORT_ANIMATIONS=256,
SCENE_FLAG_COMPRESS_GEOMETRY=512,
SCENE_FLAG_FAIL_ON_MISSING_IMAGES=1024,
SCENE_FLAG_GENERATE_TANGENT_ARRAYS=2048,
SCENE_FLAG_DONT_SAVE_TO_DB=8192
};
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);
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
};
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