185 lines
7.5 KiB
C++
185 lines
7.5 KiB
C++
/*************************************************************************/
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/* editor_scene_import_plugin.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef EDITOR_SCENE_IMPORT_PLUGIN_H
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#define EDITOR_SCENE_IMPORT_PLUGIN_H
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#include "editor/editor_dir_dialog.h"
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#include "editor/editor_file_system.h"
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#include "editor/editor_import_export.h"
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#include "editor/io_plugins/editor_texture_import_plugin.h"
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#include "scene/gui/dialogs.h"
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#include "scene/gui/file_dialog.h"
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#include "scene/gui/label.h"
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#include "scene/gui/line_edit.h"
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#include "scene/gui/option_button.h"
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#include "scene/gui/progress_bar.h"
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#include "scene/gui/slider.h"
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#include "scene/gui/spin_box.h"
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#include "scene/gui/tree.h"
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#include "scene/resources/animation.h"
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#include "scene/resources/mesh.h"
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class EditorNode;
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class EditorSceneImportDialog;
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class EditorSceneImporter : public Reference {
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OBJ_TYPE(EditorSceneImporter, Reference);
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public:
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enum ImportFlags {
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IMPORT_SCENE = 1,
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IMPORT_ANIMATION = 2,
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IMPORT_ANIMATION_DETECT_LOOP = 4,
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IMPORT_ANIMATION_OPTIMIZE = 8,
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IMPORT_ANIMATION_FORCE_ALL_TRACKS_IN_ALL_CLIPS = 16,
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IMPORT_ANIMATION_KEEP_VALUE_TRACKS = 32,
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IMPORT_GENERATE_TANGENT_ARRAYS = 256,
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IMPORT_FAIL_ON_MISSING_DEPENDENCIES = 512
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};
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virtual uint32_t get_import_flags() const = 0;
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virtual void get_extensions(List<String> *r_extensions) const = 0;
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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;
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virtual Ref<Animation> import_animation(const String &p_path, uint32_t p_flags) = 0;
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EditorSceneImporter();
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};
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/////////////////////////////////////////
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//Plugin for post processing scenes or images
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class EditorScenePostImport : public Reference {
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OBJ_TYPE(EditorScenePostImport, Reference);
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protected:
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static void _bind_methods();
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public:
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virtual Node *post_import(Node *p_scene);
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EditorScenePostImport();
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};
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class EditorSceneImportPlugin : public EditorImportPlugin {
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OBJ_TYPE(EditorSceneImportPlugin, EditorImportPlugin);
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EditorSceneImportDialog *dialog;
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Vector<Ref<EditorSceneImporter> > importers;
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enum TextureRole {
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TEXTURE_ROLE_DEFAULT,
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TEXTURE_ROLE_DIFFUSE,
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TEXTURE_ROLE_NORMALMAP
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};
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void _find_resources(const Variant &p_var, Map<Ref<ImageTexture>, TextureRole> &image_map, int p_flags);
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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);
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void _create_clips(Node *scene, const Array &p_clips, bool p_bake_all);
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void _filter_anim_tracks(Ref<Animation> anim, Set<String> &keep);
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void _filter_tracks(Node *scene, const String &p_text);
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void _optimize_animations(Node *scene, float p_max_lin_error, float p_max_ang_error, float p_max_angle);
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void _tag_import_paths(Node *p_scene, Node *p_node);
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void _find_resources_to_merge(Node *scene, Node *node, bool p_merge_material, Map<String, Ref<Material> > &materials, bool p_merge_anims, Map<String, Ref<Animation> > &merged_anims, Set<Ref<Mesh> > &tested_meshes);
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void _merge_found_resources(Node *scene, Node *node, bool p_merge_material, const Map<String, Ref<Material> > &materials, bool p_merge_anims, const Map<String, Ref<Animation> > &merged_anims, Set<Ref<Mesh> > &tested_meshes);
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public:
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enum SceneFlags {
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SCENE_FLAG_CREATE_COLLISIONS = 1 << 0,
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SCENE_FLAG_CREATE_PORTALS = 1 << 1,
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SCENE_FLAG_CREATE_ROOMS = 1 << 2,
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SCENE_FLAG_SIMPLIFY_ROOMS = 1 << 3,
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SCENE_FLAG_CREATE_BILLBOARDS = 1 << 4,
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SCENE_FLAG_CREATE_IMPOSTORS = 1 << 5,
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SCENE_FLAG_CREATE_LODS = 1 << 6,
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SCENE_FLAG_CREATE_CARS = 1 << 8,
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SCENE_FLAG_CREATE_WHEELS = 1 << 9,
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SCENE_FLAG_DETECT_ALPHA = 1 << 15,
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SCENE_FLAG_DETECT_VCOLOR = 1 << 16,
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SCENE_FLAG_CREATE_NAVMESH = 1 << 17,
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SCENE_FLAG_DETECT_LIGHTMAP_LAYER = 1 << 18,
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SCENE_FLAG_MERGE_KEEP_MATERIALS = 1 << 20,
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SCENE_FLAG_MERGE_KEEP_EXTRA_ANIM_TRACKS = 1 << 21,
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SCENE_FLAG_REMOVE_NOIMP = 1 << 24,
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SCENE_FLAG_IMPORT_ANIMATIONS = 1 << 25,
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SCENE_FLAG_COMPRESS_GEOMETRY = 1 << 26,
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SCENE_FLAG_GENERATE_TANGENT_ARRAYS = 1 << 27,
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SCENE_FLAG_LINEARIZE_DIFFUSE_TEXTURES = 1 << 28,
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SCENE_FLAG_SET_LIGHTMAP_TO_UV2_IF_EXISTS = 1 << 29,
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SCENE_FLAG_CONVERT_NORMALMAPS_TO_XY = 1 << 30,
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};
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virtual String get_name() const;
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virtual String get_visible_name() const;
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virtual void import_dialog(const String &p_from = "");
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virtual Error import(const String &p_path, const Ref<ResourceImportMetadata> &p_from);
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Error import1(const Ref<ResourceImportMetadata> &p_from, Node **r_node, List<String> *r_missing = NULL);
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Error import2(Node *p_scene, const String &p_path, const Ref<ResourceImportMetadata> &p_from);
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void add_importer(const Ref<EditorSceneImporter> &p_importer);
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const Vector<Ref<EditorSceneImporter> > &get_importers() { return importers; }
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virtual void import_from_drop(const Vector<String> &p_drop, const String &p_dest_path);
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EditorSceneImportPlugin(EditorNode *p_editor = NULL);
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};
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class EditorSceneAnimationImportPlugin : public EditorImportPlugin {
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OBJ_TYPE(EditorSceneAnimationImportPlugin, EditorImportPlugin);
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public:
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enum AnimationFlags {
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ANIMATION_DETECT_LOOP = 1,
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ANIMATION_KEEP_VALUE_TRACKS = 2,
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ANIMATION_OPTIMIZE = 4,
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ANIMATION_FORCE_ALL_TRACKS_IN_ALL_CLIPS = 8
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};
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virtual String get_name() const;
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virtual String get_visible_name() const;
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virtual void import_dialog(const String &p_from = "");
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virtual Error import(const String &p_path, const Ref<ResourceImportMetadata> &p_from);
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EditorSceneAnimationImportPlugin(EditorNode *p_editor = NULL);
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};
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#endif // EDITOR_SCENE_IMPORT_PLUGIN_H
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