godot/editor/import/resource_importer_scene.h
Lyuma d92a172879 Add an import setting use_legacy_names.
During the development of 3.3, internationalization features were added to allow arbitrary bone and node names.
However, doing so will break all references and existing animation clips for projects upgraded from 3.2
This adds an import setting, enabled by default, but disabled for newly generated .import files which restores the old behavior.
2021-04-20 22:48:52 -07:00

176 lines
7.5 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 */
/* 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. */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/*************************************************************************/
#ifndef RESOURCEIMPORTERSCENE_H
#define RESOURCEIMPORTERSCENE_H
#include "core/io/resource_importer.h"
#include "scene/resources/animation.h"
#include "scene/resources/mesh.h"
#include "scene/resources/shape.h"
class Material;
class EditorSceneImporter : public Reference {
GDCLASS(EditorSceneImporter, Reference);
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);
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,
IMPORT_MATERIALS_IN_INSTANCES = 1024,
IMPORT_USE_COMPRESSION = 2048,
IMPORT_USE_NAMED_SKIN_BINDS = 4096,
IMPORT_USE_LEGACY_NAMES = 8192,
};
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 = NULL);
virtual Ref<Animation> import_animation(const String &p_path, uint32_t p_flags, int p_bake_fps);
EditorSceneImporter() {}
};
class EditorScenePostImport : public Reference {
GDCLASS(EditorScenePostImport, Reference);
String source_folder;
String source_file;
protected:
static void _bind_methods();
public:
String get_source_folder() const;
String get_source_file() const;
virtual Node *post_import(Node *p_scene);
virtual void init(const String &p_source_folder, const String &p_source_file);
EditorScenePostImport();
};
class ResourceImporterScene : public ResourceImporter {
GDCLASS(ResourceImporterScene, ResourceImporter);
Set<Ref<EditorSceneImporter> > importers;
static ResourceImporterScene *singleton;
enum Presets {
PRESET_SEPARATE_MATERIALS,
PRESET_SEPARATE_MESHES,
PRESET_SEPARATE_ANIMATIONS,
PRESET_SINGLE_SCENE,
PRESET_SEPARATE_MESHES_AND_MATERIALS,
PRESET_SEPARATE_MESHES_AND_ANIMATIONS,
PRESET_SEPARATE_MATERIALS_AND_ANIMATIONS,
PRESET_SEPARATE_MESHES_MATERIALS_AND_ANIMATIONS,
PRESET_MULTIPLE_SCENES,
PRESET_MULTIPLE_SCENES_AND_MATERIALS,
PRESET_MAX
};
enum LightBakeMode {
LIGHT_BAKE_DISABLED,
LIGHT_BAKE_ENABLE,
LIGHT_BAKE_LIGHTMAPS
};
void _replace_owner(Node *p_node, Node *p_scene, Node *p_new_owner);
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;
virtual String get_visible_name() const;
virtual void get_recognized_extensions(List<String> *p_extensions) const;
virtual String get_save_extension() const;
virtual String get_resource_type() const;
virtual int get_preset_count() const;
virtual String get_preset_name(int p_idx) const;
virtual void get_import_options(List<ImportOption> *r_options, int p_preset = 0) const;
virtual bool get_option_visibility(const String &p_option, const Map<StringName, Variant> &p_options) const;
virtual int get_import_order() const { return 100; } //after everything
void _find_meshes(Node *p_node, Map<Ref<ArrayMesh>, Transform> &meshes);
void _make_external_resources(Node *p_node, const String &p_base_path, bool p_make_animations, bool p_animations_as_text, bool p_keep_animations, bool p_make_materials, bool p_materials_as_text, bool p_keep_materials, bool p_make_meshes, bool p_meshes_as_text, Map<Ref<Animation>, Ref<Animation> > &p_animations, Map<Ref<Material>, Ref<Material> > &p_materials, Map<Ref<ArrayMesh>, Ref<ArrayMesh> > &p_meshes);
Node *_fix_node(Node *p_node, Node *p_root, Map<Ref<Mesh>, List<Ref<Shape> > > &collision_map, LightBakeMode p_light_bake_mode);
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 _optimize_animations(Node *scene, float p_max_lin_error, float p_max_ang_error, float p_max_angle);
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 = NULL, Variant *r_metadata = NULL);
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);
ResourceImporterScene();
};
class EditorSceneImporterESCN : public EditorSceneImporter {
GDCLASS(EditorSceneImporterESCN, EditorSceneImporter);
public:
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 = NULL);
virtual Ref<Animation> import_animation(const String &p_path, uint32_t p_flags, int p_bake_fps);
};
#endif // RESOURCEIMPORTERSCENE_H