virtualx-engine/editor/import/3d/scene_import_settings.h

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/**************************************************************************/
/* scene_import_settings.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* 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 SCENE_IMPORT_SETTINGS_H
#define SCENE_IMPORT_SETTINGS_H
#include "editor/import/3d/resource_importer_scene.h"
#include "scene/3d/camera_3d.h"
#include "scene/3d/light_3d.h"
#include "scene/3d/mesh_instance_3d.h"
#include "scene/3d/skeleton_3d.h"
#include "scene/gui/dialogs.h"
#include "scene/gui/item_list.h"
#include "scene/gui/menu_button.h"
#include "scene/gui/option_button.h"
#include "scene/gui/panel_container.h"
#include "scene/gui/slider.h"
#include "scene/gui/split_container.h"
#include "scene/gui/subviewport_container.h"
#include "scene/gui/tab_container.h"
#include "scene/gui/tree.h"
#include "scene/resources/3d/primitive_meshes.h"
#include "scene/resources/3d/sky_material.h"
class EditorFileDialog;
class EditorInspector;
class SceneImportSettingsData;
class SceneImportSettingsDialog : public ConfirmationDialog {
GDCLASS(SceneImportSettingsDialog, ConfirmationDialog)
static SceneImportSettingsDialog *singleton;
enum Actions {
ACTION_EXTRACT_MATERIALS,
ACTION_CHOOSE_MESH_SAVE_PATHS,
ACTION_CHOOSE_ANIMATION_SAVE_PATHS,
};
Node *scene = nullptr;
HSplitContainer *tree_split = nullptr;
HSplitContainer *property_split = nullptr;
TabContainer *data_mode = nullptr;
Tree *scene_tree = nullptr;
Tree *mesh_tree = nullptr;
Tree *material_tree = nullptr;
EditorInspector *inspector = nullptr;
SubViewport *base_viewport = nullptr;
Camera3D *camera = nullptr;
Ref<CameraAttributesPractical> camera_attributes;
Ref<Environment> environment;
Ref<Sky> sky;
Ref<ProceduralSkyMaterial> procedural_sky_material;
bool first_aabb = false;
AABB contents_aabb;
Button *light_1_switch = nullptr;
Button *light_2_switch = nullptr;
Button *light_rotate_switch = nullptr;
struct ThemeCache {
Ref<Texture2D> light_1_icon;
Ref<Texture2D> light_2_icon;
Ref<Texture2D> rotate_icon;
} theme_cache;
DirectionalLight3D *light1 = nullptr;
DirectionalLight3D *light2 = nullptr;
Ref<ArrayMesh> selection_mesh;
MeshInstance3D *node_selected = nullptr;
MeshInstance3D *mesh_preview = nullptr;
Ref<SphereMesh> material_preview;
AnimationPlayer *animation_player = nullptr;
List<Skeleton3D *> skeletons;
PanelContainer *animation_preview = nullptr;
HSlider *animation_slider = nullptr;
Button *animation_play_button = nullptr;
Button *animation_stop_button = nullptr;
Animation::LoopMode animation_loop_mode = Animation::LOOP_NONE;
bool animation_pingpong = false;
bool previous_import_as_skeleton = false;
bool previous_rest_as_reset = false;
MeshInstance3D *bones_mesh_preview = nullptr;
Ref<StandardMaterial3D> collider_mat;
float cam_rot_x = 0.0f;
float cam_rot_y = 0.0f;
float cam_zoom = 0.0f;
void _update_scene();
struct MaterialData {
bool has_import_id;
Ref<Material> material;
TreeItem *scene_node = nullptr;
TreeItem *mesh_node = nullptr;
TreeItem *material_node = nullptr;
float cam_rot_x = -Math_PI / 4;
float cam_rot_y = -Math_PI / 4;
float cam_zoom = 1;
HashMap<StringName, Variant> settings;
};
HashMap<String, MaterialData> material_map;
HashMap<Ref<Material>, String> unnamed_material_name_map;
struct MeshData {
bool has_import_id;
Ref<Mesh> mesh;
TreeItem *scene_node = nullptr;
TreeItem *mesh_node = nullptr;
float cam_rot_x = -Math_PI / 4;
float cam_rot_y = -Math_PI / 4;
float cam_zoom = 1;
HashMap<StringName, Variant> settings;
};
HashMap<String, MeshData> mesh_map;
struct AnimationData {
Ref<Animation> animation;
TreeItem *scene_node = nullptr;
HashMap<StringName, Variant> settings;
};
HashMap<String, AnimationData> animation_map;
struct NodeData {
Node *node = nullptr;
TreeItem *scene_node = nullptr;
HashMap<StringName, Variant> settings;
};
HashMap<String, NodeData> node_map;
void _fill_material(Tree *p_tree, const Ref<Material> &p_material, TreeItem *p_parent);
void _fill_mesh(Tree *p_tree, const Ref<Mesh> &p_mesh, TreeItem *p_parent);
void _fill_animation(Tree *p_tree, const Ref<Animation> &p_anim, const String &p_name, TreeItem *p_parent);
void _fill_scene(Node *p_node, TreeItem *p_parent_item);
HashSet<Ref<Mesh>> mesh_set;
String selected_type;
String selected_id;
bool selecting = false;
void _update_view_gizmos();
void _update_camera();
void _select(Tree *p_from, const String &p_type, const String &p_id);
void _inspector_property_edited(const String &p_name);
void _reset_bone_transforms();
void _play_animation();
void _stop_current_animation();
void _reset_animation(const String &p_animation_name = "");
void _animation_slider_value_changed(double p_value);
void _animation_finished(const StringName &p_name);
void _material_tree_selected();
void _mesh_tree_selected();
void _scene_tree_selected();
void _skeleton_tree_entered(Skeleton3D *skeleton);
void _cleanup();
void _on_light_1_switch_pressed();
void _on_light_2_switch_pressed();
void _on_light_rotate_switch_pressed();
void _viewport_input(const Ref<InputEvent> &p_input);
HashMap<StringName, Variant> defaults;
SceneImportSettingsData *scene_import_settings_data = nullptr;
void _re_import();
String base_path;
MenuButton *action_menu = nullptr;
ConfirmationDialog *external_paths = nullptr;
Tree *external_path_tree = nullptr;
EditorFileDialog *save_path = nullptr;
OptionButton *external_extension_type = nullptr;
EditorFileDialog *item_save_path = nullptr;
void _menu_callback(int p_id);
void _save_dir_callback(const String &p_path);
int current_action = 0;
Vector<TreeItem *> save_path_items;
TreeItem *save_path_item = nullptr;
void _save_path_changed(const String &p_path);
void _browse_save_callback(Object *p_item, int p_column, int p_id, MouseButton p_button);
void _save_dir_confirm();
Dictionary base_subresource_settings;
void _load_default_subresource_settings(HashMap<StringName, Variant> &settings, const String &p_type, const String &p_import_id, ResourceImporterScene::InternalImportCategory p_category);
bool editing_animation = false;
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bool generate_collider = false;
Timer *update_view_timer = nullptr;
protected:
virtual void _update_theme_item_cache() override;
void _notification(int p_what);
public:
bool is_editing_animation() const { return editing_animation; }
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void request_generate_collider();
void update_view();
void open_settings(const String &p_path, bool p_for_animation = false);
static SceneImportSettingsDialog *get_singleton();
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Node *get_selected_node();
SceneImportSettingsDialog();
~SceneImportSettingsDialog();
};
#endif // SCENE_IMPORT_SETTINGS_H