virtualx-engine/modules/gltf/editor_scene_exporter_gltf_plugin.cpp

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2021-03-03 05:20:20 +01:00
/*************************************************************************/
/* editor_scene_exporter_gltf_plugin.cpp */
/*************************************************************************/
/* 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. */
/* */
/* 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. */
/*************************************************************************/
#include "editor_scene_exporter_gltf_plugin.h"
#include "core/object.h"
#include "core/project_settings.h"
#include "core/vector.h"
#include "editor/editor_file_system.h"
#include "scene/3d/mesh_instance.h"
#include "scene/gui/check_box.h"
#include "scene/main/node.h"
#include "editor/editor_node.h"
String SceneExporterGLTFPlugin::get_name() const {
return "ConvertGLTF2";
}
bool SceneExporterGLTFPlugin::has_main_screen() const {
return false;
}
SceneExporterGLTFPlugin::SceneExporterGLTFPlugin(EditorNode *p_node) {
editor = p_node;
convert_gltf2.instance();
file_export_lib = memnew(EditorFileDialog);
editor->get_gui_base()->add_child(file_export_lib);
file_export_lib->connect("file_selected", this, "_gltf2_dialog_action");
file_export_lib->set_title(TTR("Export Library"));
file_export_lib->set_mode(EditorFileDialog::MODE_SAVE_FILE);
file_export_lib->set_access(EditorFileDialog::ACCESS_FILESYSTEM);
file_export_lib->clear_filters();
file_export_lib->add_filter("*.glb");
file_export_lib->add_filter("*.gltf");
file_export_lib->set_title(TTR("Export Mesh GLTF2"));
String gltf_scene_name = TTR("Export GLTF...");
add_tool_menu_item(gltf_scene_name, this, "convert_scene_to_gltf2", DEFVAL(Variant()));
}
void SceneExporterGLTFPlugin::_gltf2_dialog_action(String p_file) {
Node *root = editor->get_tree()->get_edited_scene_root();
if (!root) {
editor->show_accept(TTR("This operation can't be done without a scene."), TTR("OK"));
return;
}
List<String> deps;
convert_gltf2->save_scene(root, p_file, p_file, 0, 1000.0f, &deps);
EditorFileSystem::get_singleton()->scan_changes();
}
void SceneExporterGLTFPlugin::_bind_methods() {
ClassDB::bind_method(D_METHOD("convert_scene_to_gltf2"), &SceneExporterGLTFPlugin::convert_scene_to_gltf2);
ClassDB::bind_method(D_METHOD("_gltf2_dialog_action", "file"), &SceneExporterGLTFPlugin::_gltf2_dialog_action);
}
void SceneExporterGLTFPlugin::convert_scene_to_gltf2(Variant p_null) {
Node *root = editor->get_tree()->get_edited_scene_root();
if (!root) {
editor->show_accept(TTR("This operation can't be done without a scene."), TTR("OK"));
return;
}
String filename = String(root->get_filename().get_file().get_basename());
if (filename.empty()) {
filename = root->get_name();
}
file_export_lib->set_current_file(filename + String(".gltf"));
file_export_lib->popup_centered_ratio();
}