2023-01-05 13:25:55 +01:00
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/**************************************************************************/
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/* resource_importer_scene.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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2018-01-05 00:50:27 +01:00
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2022-07-23 23:41:51 +02:00
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#ifndef RESOURCE_IMPORTER_SCENE_H
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#define RESOURCE_IMPORTER_SCENE_H
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2017-02-04 13:48:04 +01:00
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2021-12-14 06:34:18 +01:00
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#include "core/error/error_macros.h"
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2019-02-12 13:30:56 +01:00
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#include "core/io/resource_importer.h"
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2021-12-14 06:34:18 +01:00
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#include "core/variant/dictionary.h"
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2022-09-07 21:13:10 +02:00
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#include "scene/3d/importer_mesh_instance_3d.h"
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2017-02-04 13:48:04 +01:00
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#include "scene/resources/animation.h"
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2022-09-24 01:06:31 +02:00
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#include "scene/resources/box_shape_3d.h"
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#include "scene/resources/capsule_shape_3d.h"
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#include "scene/resources/cylinder_shape_3d.h"
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2017-06-07 23:18:55 +02:00
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#include "scene/resources/mesh.h"
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2020-03-26 22:49:16 +01:00
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#include "scene/resources/shape_3d.h"
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2022-09-24 01:06:31 +02:00
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#include "scene/resources/sphere_shape_3d.h"
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2017-02-04 13:48:04 +01:00
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2017-02-05 00:31:15 +01:00
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class Material;
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2021-03-19 13:57:52 +01:00
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class AnimationPlayer;
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2017-02-05 00:31:15 +01:00
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2021-09-21 03:24:31 +02:00
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class ImporterMesh;
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2021-10-14 19:34:27 +02:00
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class EditorSceneFormatImporter : public RefCounted {
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GDCLASS(EditorSceneFormatImporter, RefCounted);
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2017-12-07 19:44:20 +01:00
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2017-12-09 18:11:26 +01:00
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protected:
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2017-12-07 19:44:20 +01:00
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static void _bind_methods();
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2017-02-04 13:48:04 +01:00
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2022-11-14 20:14:52 +01:00
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Node *import_scene_wrapper(const String &p_path, uint32_t p_flags, Dictionary p_options);
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Ref<Animation> import_animation_wrapper(const String &p_path, uint32_t p_flags, Dictionary p_options);
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2017-12-09 18:11:26 +01:00
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2021-08-22 03:52:44 +02:00
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GDVIRTUAL0RC(int, _get_import_flags)
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GDVIRTUAL0RC(Vector<String>, _get_extensions)
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2022-11-14 20:14:52 +01:00
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GDVIRTUAL3R(Object *, _import_scene, String, uint32_t, Dictionary)
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2021-11-14 18:02:38 +01:00
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GDVIRTUAL1(_get_import_options, String)
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2022-04-12 16:07:09 +02:00
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GDVIRTUAL3RC(Variant, _get_option_visibility, String, bool, String)
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2021-08-22 03:52:44 +02:00
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2017-03-05 16:44:50 +01:00
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public:
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2017-02-04 13:48:04 +01:00
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enum ImportFlags {
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IMPORT_SCENE = 1,
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IMPORT_ANIMATION = 2,
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2021-03-19 13:57:52 +01:00
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IMPORT_FAIL_ON_MISSING_DEPENDENCIES = 4,
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IMPORT_GENERATE_TANGENT_ARRAYS = 8,
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IMPORT_USE_NAMED_SKIN_BINDS = 16,
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2022-04-12 16:07:09 +02:00
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IMPORT_DISCARD_MESHES_AND_MATERIALS = 32, //used for optimizing animation import
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2017-02-04 13:48:04 +01:00
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};
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2017-12-07 19:44:20 +01:00
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virtual uint32_t get_import_flags() const;
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virtual void get_extensions(List<String> *r_extensions) const;
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2022-11-14 20:14:52 +01:00
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virtual Node *import_scene(const String &p_path, uint32_t p_flags, const HashMap<StringName, Variant> &p_options, List<String> *r_missing_deps, Error *r_err = nullptr);
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2021-11-14 18:02:38 +01:00
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virtual void get_import_options(const String &p_path, List<ResourceImporter::ImportOption> *r_options);
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2022-05-13 15:04:37 +02:00
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virtual Variant get_option_visibility(const String &p_path, bool p_for_animation, const String &p_option, const HashMap<StringName, Variant> &p_options);
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2017-02-04 13:48:04 +01:00
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2021-10-14 19:34:27 +02:00
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EditorSceneFormatImporter() {}
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2017-02-04 13:48:04 +01:00
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};
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2021-06-04 18:03:15 +02:00
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class EditorScenePostImport : public RefCounted {
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GDCLASS(EditorScenePostImport, RefCounted);
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2017-02-04 13:48:04 +01:00
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2018-01-20 00:48:44 +01:00
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String source_file;
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2017-02-04 13:48:04 +01:00
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protected:
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static void _bind_methods();
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2021-08-22 03:52:44 +02:00
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GDVIRTUAL1R(Object *, _post_import, Node *)
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2017-02-04 13:48:04 +01:00
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public:
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2018-01-20 00:48:44 +01:00
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String get_source_file() const;
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2017-02-04 13:48:04 +01:00
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virtual Node *post_import(Node *p_scene);
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2021-03-19 13:57:52 +01:00
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virtual void init(const String &p_source_file);
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2017-02-04 13:48:04 +01:00
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EditorScenePostImport();
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};
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2021-10-14 19:34:27 +02:00
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class EditorScenePostImportPlugin : public RefCounted {
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GDCLASS(EditorScenePostImportPlugin, RefCounted);
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public:
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enum InternalImportCategory {
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INTERNAL_IMPORT_CATEGORY_NODE,
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INTERNAL_IMPORT_CATEGORY_MESH_3D_NODE,
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INTERNAL_IMPORT_CATEGORY_MESH,
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INTERNAL_IMPORT_CATEGORY_MATERIAL,
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INTERNAL_IMPORT_CATEGORY_ANIMATION,
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INTERNAL_IMPORT_CATEGORY_ANIMATION_NODE,
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2022-06-27 10:06:50 +02:00
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INTERNAL_IMPORT_CATEGORY_SKELETON_3D_NODE,
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2021-10-14 19:34:27 +02:00
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INTERNAL_IMPORT_CATEGORY_MAX
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};
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private:
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2022-05-13 15:04:37 +02:00
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mutable const HashMap<StringName, Variant> *current_options = nullptr;
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2021-10-14 19:34:27 +02:00
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mutable const Dictionary *current_options_dict = nullptr;
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List<ResourceImporter::ImportOption> *current_option_list = nullptr;
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InternalImportCategory current_category = INTERNAL_IMPORT_CATEGORY_MAX;
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protected:
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GDVIRTUAL1(_get_internal_import_options, int)
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2022-04-12 16:07:09 +02:00
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GDVIRTUAL3RC(Variant, _get_internal_option_visibility, int, bool, String)
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2021-10-14 19:34:27 +02:00
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GDVIRTUAL2RC(Variant, _get_internal_option_update_view_required, int, String)
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2022-05-03 01:43:50 +02:00
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GDVIRTUAL4(_internal_process, int, Node *, Node *, Ref<Resource>)
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2021-11-14 18:02:38 +01:00
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GDVIRTUAL1(_get_import_options, String)
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2022-04-12 16:07:09 +02:00
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GDVIRTUAL3RC(Variant, _get_option_visibility, String, bool, String)
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2021-10-14 19:34:27 +02:00
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GDVIRTUAL1(_pre_process, Node *)
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GDVIRTUAL1(_post_process, Node *)
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static void _bind_methods();
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public:
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Variant get_option_value(const StringName &p_name) const;
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void add_import_option(const String &p_name, Variant p_default_value);
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void add_import_option_advanced(Variant::Type p_type, const String &p_name, Variant p_default_value, PropertyHint p_hint = PROPERTY_HINT_NONE, const String &p_hint_string = String(), int p_usage_flags = PROPERTY_USAGE_DEFAULT);
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virtual void get_internal_import_options(InternalImportCategory p_category, List<ResourceImporter::ImportOption> *r_options);
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2022-05-13 15:04:37 +02:00
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virtual Variant get_internal_option_visibility(InternalImportCategory p_category, bool p_for_animation, const String &p_option, const HashMap<StringName, Variant> &p_options) const;
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virtual Variant get_internal_option_update_view_required(InternalImportCategory p_category, const String &p_option, const HashMap<StringName, Variant> &p_options) const;
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2021-10-14 19:34:27 +02:00
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2022-05-03 01:43:50 +02:00
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virtual void internal_process(InternalImportCategory p_category, Node *p_base_scene, Node *p_node, Ref<Resource> p_resource, const Dictionary &p_options);
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2021-10-14 19:34:27 +02:00
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2021-11-14 18:02:38 +01:00
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virtual void get_import_options(const String &p_path, List<ResourceImporter::ImportOption> *r_options);
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2022-05-13 15:04:37 +02:00
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virtual Variant get_option_visibility(const String &p_path, bool p_for_animation, const String &p_option, const HashMap<StringName, Variant> &p_options) const;
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2021-10-14 19:34:27 +02:00
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2022-05-13 15:04:37 +02:00
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virtual void pre_process(Node *p_scene, const HashMap<StringName, Variant> &p_options);
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virtual void post_process(Node *p_scene, const HashMap<StringName, Variant> &p_options);
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2021-10-14 19:34:27 +02:00
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EditorScenePostImportPlugin() {}
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};
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VARIANT_ENUM_CAST(EditorScenePostImportPlugin::InternalImportCategory)
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2017-02-04 13:48:04 +01:00
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class ResourceImporterScene : public ResourceImporter {
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2019-03-19 19:35:57 +01:00
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GDCLASS(ResourceImporterScene, ResourceImporter);
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2017-02-04 13:48:04 +01:00
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2022-04-12 16:07:09 +02:00
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static Vector<Ref<EditorSceneFormatImporter>> importers;
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static Vector<Ref<EditorScenePostImportPlugin>> post_importer_plugins;
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2017-02-04 13:48:04 +01:00
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2022-04-12 16:07:09 +02:00
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static ResourceImporterScene *scene_singleton;
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static ResourceImporterScene *animation_singleton;
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2017-02-04 13:48:04 +01:00
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2021-03-19 13:57:52 +01:00
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enum LightBakeMode {
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LIGHT_BAKE_DISABLED,
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LIGHT_BAKE_STATIC,
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2021-11-26 17:47:37 +01:00
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LIGHT_BAKE_STATIC_LIGHTMAPS,
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LIGHT_BAKE_DYNAMIC,
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2021-03-19 13:57:52 +01:00
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};
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2017-09-08 13:06:09 +02:00
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2021-03-19 13:57:52 +01:00
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enum MeshPhysicsMode {
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MESH_PHYSICS_DISABLED,
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MESH_PHYSICS_MESH_AND_STATIC_COLLIDER,
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MESH_PHYSICS_RIGID_BODY_AND_MESH,
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MESH_PHYSICS_STATIC_COLLIDER_ONLY,
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MESH_PHYSICS_AREA_ONLY,
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};
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2017-09-08 13:06:09 +02:00
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2021-03-19 13:57:52 +01:00
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enum NavMeshMode {
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NAVMESH_DISABLED,
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NAVMESH_MESH_AND_NAVMESH,
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NAVMESH_NAVMESH_ONLY,
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2017-07-23 23:48:05 +02:00
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};
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2022-02-04 16:28:18 +01:00
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enum OccluderMode {
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OCCLUDER_DISABLED,
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OCCLUDER_MESH_AND_OCCLUDER,
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OCCLUDER_OCCLUDER_ONLY,
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};
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2021-03-19 13:57:52 +01:00
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enum MeshOverride {
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MESH_OVERRIDE_DEFAULT,
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MESH_OVERRIDE_ENABLE,
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MESH_OVERRIDE_DISABLE,
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2017-11-25 05:29:15 +01:00
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};
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Improve collision generation usability in the new 3D scene import workflow.
With this PR it's possible to add a collision during the Mesh import, directly in editor.
To generate the shape is possible to chose between the following options:
- Decompose Convex: The Mesh is decomposed in one or many Convex Shapes (Using the VHACD library).
- Simple Convex: Is generated a convex shape that enclose the entire mesh.
- Trimesh: Generate a trimesh shape using the Mesh faces.
- Box: Add a primitive box shape, where you can tweak the `size`, `position`, `rotation`.
- Sphere: Add a primitive sphere shape, where you can tweak the `radius`, `position`, `rotation`.
- Cylinder: Add a primitive cylinder shape, where you can tweak the `height`, `radius`, `position`, `rotation`.
- Capsule: Add a primitive capsule shape, where you can tweak the `height`, `radius`, `position`, `rotation`.
It's also possible to chose the generated body, so you can create:
- Rigid Body
- Static Body
- Area
2021-08-22 18:19:13 +02:00
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enum BodyType {
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BODY_TYPE_STATIC,
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BODY_TYPE_DYNAMIC,
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BODY_TYPE_AREA
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};
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enum ShapeType {
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SHAPE_TYPE_DECOMPOSE_CONVEX,
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SHAPE_TYPE_SIMPLE_CONVEX,
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SHAPE_TYPE_TRIMESH,
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SHAPE_TYPE_BOX,
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SHAPE_TYPE_SPHERE,
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SHAPE_TYPE_CYLINDER,
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SHAPE_TYPE_CAPSULE,
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};
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2022-09-07 21:13:10 +02:00
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Array _get_skinned_pose_transforms(ImporterMeshInstance3D *p_src_mesh_node);
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2017-07-23 23:48:05 +02:00
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void _replace_owner(Node *p_node, Node *p_scene, Node *p_new_owner);
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2021-04-25 23:36:39 +02:00
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void _generate_meshes(Node *p_node, const Dictionary &p_mesh_data, bool p_generate_lods, bool p_create_shadow_meshes, LightBakeMode p_light_bake_mode, float p_lightmap_texel_size, const Vector<uint8_t> &p_src_lightmap_cache, Vector<Vector<uint8_t>> &r_lightmap_caches);
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Improve collision generation usability in the new 3D scene import workflow.
With this PR it's possible to add a collision during the Mesh import, directly in editor.
To generate the shape is possible to chose between the following options:
- Decompose Convex: The Mesh is decomposed in one or many Convex Shapes (Using the VHACD library).
- Simple Convex: Is generated a convex shape that enclose the entire mesh.
- Trimesh: Generate a trimesh shape using the Mesh faces.
- Box: Add a primitive box shape, where you can tweak the `size`, `position`, `rotation`.
- Sphere: Add a primitive sphere shape, where you can tweak the `radius`, `position`, `rotation`.
- Cylinder: Add a primitive cylinder shape, where you can tweak the `height`, `radius`, `position`, `rotation`.
- Capsule: Add a primitive capsule shape, where you can tweak the `height`, `radius`, `position`, `rotation`.
It's also possible to chose the generated body, so you can create:
- Rigid Body
- Static Body
- Area
2021-08-22 18:19:13 +02:00
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void _add_shapes(Node *p_node, const Vector<Ref<Shape3D>> &p_shapes);
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2017-07-23 23:48:05 +02:00
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2021-10-13 23:40:55 +02:00
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enum AnimationImportTracks {
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ANIMATION_IMPORT_TRACKS_IF_PRESENT,
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ANIMATION_IMPORT_TRACKS_IF_PRESENT_FOR_ALL,
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ANIMATION_IMPORT_TRACKS_NEVER,
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};
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enum TrackChannel {
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TRACK_CHANNEL_POSITION,
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TRACK_CHANNEL_ROTATION,
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TRACK_CHANNEL_SCALE,
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2021-10-16 00:04:35 +02:00
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TRACK_CHANNEL_BLEND_SHAPE,
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2021-10-13 23:40:55 +02:00
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TRACK_CHANNEL_MAX
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};
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void _optimize_track_usage(AnimationPlayer *p_player, AnimationImportTracks *p_track_actions);
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2022-04-12 16:07:09 +02:00
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bool animation_importer = false;
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2021-10-14 19:34:27 +02:00
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2017-03-05 16:44:50 +01:00
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public:
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2022-04-12 16:07:09 +02:00
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static ResourceImporterScene *get_scene_singleton() { return scene_singleton; }
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static ResourceImporterScene *get_animation_singleton() { return animation_singleton; }
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2017-02-04 13:48:04 +01:00
|
|
|
|
2022-04-12 16:07:09 +02:00
|
|
|
static void add_post_importer_plugin(const Ref<EditorScenePostImportPlugin> &p_plugin, bool p_first_priority = false);
|
|
|
|
static void remove_post_importer_plugin(const Ref<EditorScenePostImportPlugin> &p_plugin);
|
2017-02-04 13:48:04 +01:00
|
|
|
|
2022-01-19 12:03:47 +01:00
|
|
|
const Vector<Ref<EditorSceneFormatImporter>> &get_importers() const { return importers; }
|
2021-10-14 19:34:27 +02:00
|
|
|
|
2022-04-12 16:07:09 +02:00
|
|
|
static void add_importer(Ref<EditorSceneFormatImporter> p_importer, bool p_first_priority = false);
|
|
|
|
static void remove_importer(Ref<EditorSceneFormatImporter> p_importer);
|
|
|
|
|
|
|
|
static void clean_up_importer_plugins();
|
2017-02-04 13:48:04 +01:00
|
|
|
|
2020-07-10 12:34:39 +02:00
|
|
|
virtual String get_importer_name() const override;
|
|
|
|
virtual String get_visible_name() const override;
|
|
|
|
virtual void get_recognized_extensions(List<String> *p_extensions) const override;
|
|
|
|
virtual String get_save_extension() const override;
|
|
|
|
virtual String get_resource_type() const override;
|
2020-12-02 02:40:47 +01:00
|
|
|
virtual int get_format_version() const override;
|
2017-02-04 13:48:04 +01:00
|
|
|
|
2020-07-10 12:34:39 +02:00
|
|
|
virtual int get_preset_count() const override;
|
|
|
|
virtual String get_preset_name(int p_idx) const override;
|
2017-02-04 13:48:04 +01:00
|
|
|
|
2021-03-19 13:57:52 +01:00
|
|
|
enum InternalImportCategory {
|
2021-10-14 19:34:27 +02:00
|
|
|
INTERNAL_IMPORT_CATEGORY_NODE = EditorScenePostImportPlugin::INTERNAL_IMPORT_CATEGORY_NODE,
|
|
|
|
INTERNAL_IMPORT_CATEGORY_MESH_3D_NODE = EditorScenePostImportPlugin::INTERNAL_IMPORT_CATEGORY_MESH_3D_NODE,
|
|
|
|
INTERNAL_IMPORT_CATEGORY_MESH = EditorScenePostImportPlugin::INTERNAL_IMPORT_CATEGORY_MESH,
|
|
|
|
INTERNAL_IMPORT_CATEGORY_MATERIAL = EditorScenePostImportPlugin::INTERNAL_IMPORT_CATEGORY_MATERIAL,
|
|
|
|
INTERNAL_IMPORT_CATEGORY_ANIMATION = EditorScenePostImportPlugin::INTERNAL_IMPORT_CATEGORY_ANIMATION,
|
|
|
|
INTERNAL_IMPORT_CATEGORY_ANIMATION_NODE = EditorScenePostImportPlugin::INTERNAL_IMPORT_CATEGORY_ANIMATION_NODE,
|
2022-06-27 10:06:50 +02:00
|
|
|
INTERNAL_IMPORT_CATEGORY_SKELETON_3D_NODE = EditorScenePostImportPlugin::INTERNAL_IMPORT_CATEGORY_SKELETON_3D_NODE,
|
2021-10-14 19:34:27 +02:00
|
|
|
INTERNAL_IMPORT_CATEGORY_MAX = EditorScenePostImportPlugin::INTERNAL_IMPORT_CATEGORY_MAX
|
2021-03-19 13:57:52 +01:00
|
|
|
};
|
|
|
|
|
|
|
|
void get_internal_import_options(InternalImportCategory p_category, List<ImportOption> *r_options) const;
|
2022-05-13 15:04:37 +02:00
|
|
|
bool get_internal_option_visibility(InternalImportCategory p_category, const String &p_option, const HashMap<StringName, Variant> &p_options) const;
|
|
|
|
bool get_internal_option_update_view_required(InternalImportCategory p_category, const String &p_option, const HashMap<StringName, Variant> &p_options) const;
|
2021-03-19 13:57:52 +01:00
|
|
|
|
2021-11-14 18:02:38 +01:00
|
|
|
virtual void get_import_options(const String &p_path, List<ImportOption> *r_options, int p_preset = 0) const override;
|
2022-05-13 15:04:37 +02:00
|
|
|
virtual bool get_option_visibility(const String &p_path, const String &p_option, const HashMap<StringName, Variant> &p_options) const override;
|
2021-07-23 12:10:32 +02:00
|
|
|
// Import scenes *after* everything else (such as textures).
|
|
|
|
virtual int get_import_order() const override { return ResourceImporter::IMPORT_ORDER_SCENE; }
|
2017-02-04 13:48:04 +01:00
|
|
|
|
2022-05-13 15:04:37 +02:00
|
|
|
Node *_pre_fix_node(Node *p_node, Node *p_root, HashMap<Ref<ImporterMesh>, Vector<Ref<Shape3D>>> &r_collision_map, Pair<PackedVector3Array, PackedInt32Array> *r_occluder_arrays, List<Pair<NodePath, Node *>> &r_node_renames);
|
2022-07-26 11:48:08 +02:00
|
|
|
Node *_pre_fix_animations(Node *p_node, Node *p_root, const Dictionary &p_node_data, const Dictionary &p_animation_data, float p_animation_fps);
|
2022-05-19 17:00:06 +02:00
|
|
|
Node *_post_fix_node(Node *p_node, Node *p_root, HashMap<Ref<ImporterMesh>, Vector<Ref<Shape3D>>> &collision_map, Pair<PackedVector3Array, PackedInt32Array> &r_occluder_arrays, HashSet<Ref<ImporterMesh>> &r_scanned_meshes, const Dictionary &p_node_data, const Dictionary &p_material_data, const Dictionary &p_animation_data, float p_animation_fps);
|
2022-07-26 11:48:08 +02:00
|
|
|
Node *_post_fix_animations(Node *p_node, Node *p_root, const Dictionary &p_node_data, const Dictionary &p_animation_data, float p_animation_fps);
|
2017-12-09 18:11:26 +01:00
|
|
|
|
2021-03-19 13:57:52 +01:00
|
|
|
Ref<Animation> _save_animation_to_file(Ref<Animation> anim, bool p_save_to_file, String p_save_to_path, bool p_keep_custom_tracks);
|
2022-10-10 22:59:57 +02:00
|
|
|
void _create_slices(AnimationPlayer *ap, Ref<Animation> anim, const Array &p_clips, bool p_bake_all);
|
2022-08-07 03:55:37 +02:00
|
|
|
void _optimize_animations(AnimationPlayer *anim, float p_max_vel_error, float p_max_ang_error, int p_prc_error);
|
2021-10-21 01:42:22 +02:00
|
|
|
void _compress_animations(AnimationPlayer *anim, int p_page_size_kb);
|
2017-02-04 13:48:04 +01:00
|
|
|
|
2022-07-01 14:03:40 +02:00
|
|
|
Node *pre_import(const String &p_source_file, const HashMap<StringName, Variant> &p_options);
|
2022-05-13 15:04:37 +02:00
|
|
|
virtual Error import(const String &p_source_file, const String &p_save_path, const HashMap<StringName, Variant> &p_options, List<String> *r_platform_variants, List<String> *r_gen_files = nullptr, Variant *r_metadata = nullptr) override;
|
2017-02-04 13:48:04 +01:00
|
|
|
|
2021-03-19 13:57:52 +01:00
|
|
|
virtual bool has_advanced_options() const override;
|
|
|
|
virtual void show_advanced_options(const String &p_path) override;
|
|
|
|
|
2021-03-25 00:44:13 +01:00
|
|
|
virtual bool can_import_threaded() const override { return false; }
|
|
|
|
|
2022-04-12 16:07:09 +02:00
|
|
|
ResourceImporterScene(bool p_animation_import = false);
|
Improve collision generation usability in the new 3D scene import workflow.
With this PR it's possible to add a collision during the Mesh import, directly in editor.
To generate the shape is possible to chose between the following options:
- Decompose Convex: The Mesh is decomposed in one or many Convex Shapes (Using the VHACD library).
- Simple Convex: Is generated a convex shape that enclose the entire mesh.
- Trimesh: Generate a trimesh shape using the Mesh faces.
- Box: Add a primitive box shape, where you can tweak the `size`, `position`, `rotation`.
- Sphere: Add a primitive sphere shape, where you can tweak the `radius`, `position`, `rotation`.
- Cylinder: Add a primitive cylinder shape, where you can tweak the `height`, `radius`, `position`, `rotation`.
- Capsule: Add a primitive capsule shape, where you can tweak the `height`, `radius`, `position`, `rotation`.
It's also possible to chose the generated body, so you can create:
- Rigid Body
- Static Body
- Area
2021-08-22 18:19:13 +02:00
|
|
|
|
|
|
|
template <class M>
|
|
|
|
static Vector<Ref<Shape3D>> get_collision_shapes(const Ref<Mesh> &p_mesh, const M &p_options);
|
|
|
|
|
|
|
|
template <class M>
|
|
|
|
static Transform3D get_collision_shapes_transform(const M &p_options);
|
2017-02-04 13:48:04 +01:00
|
|
|
};
|
|
|
|
|
2021-10-14 19:34:27 +02:00
|
|
|
class EditorSceneFormatImporterESCN : public EditorSceneFormatImporter {
|
|
|
|
GDCLASS(EditorSceneFormatImporterESCN, EditorSceneFormatImporter);
|
2018-01-30 15:03:46 +01:00
|
|
|
|
|
|
|
public:
|
2020-07-10 12:34:39 +02:00
|
|
|
virtual uint32_t get_import_flags() const override;
|
|
|
|
virtual void get_extensions(List<String> *r_extensions) const override;
|
2022-11-14 20:14:52 +01:00
|
|
|
virtual Node *import_scene(const String &p_path, uint32_t p_flags, const HashMap<StringName, Variant> &p_options, List<String> *r_missing_deps, Error *r_err = nullptr) override;
|
2018-01-30 15:03:46 +01:00
|
|
|
};
|
|
|
|
|
Improve collision generation usability in the new 3D scene import workflow.
With this PR it's possible to add a collision during the Mesh import, directly in editor.
To generate the shape is possible to chose between the following options:
- Decompose Convex: The Mesh is decomposed in one or many Convex Shapes (Using the VHACD library).
- Simple Convex: Is generated a convex shape that enclose the entire mesh.
- Trimesh: Generate a trimesh shape using the Mesh faces.
- Box: Add a primitive box shape, where you can tweak the `size`, `position`, `rotation`.
- Sphere: Add a primitive sphere shape, where you can tweak the `radius`, `position`, `rotation`.
- Cylinder: Add a primitive cylinder shape, where you can tweak the `height`, `radius`, `position`, `rotation`.
- Capsule: Add a primitive capsule shape, where you can tweak the `height`, `radius`, `position`, `rotation`.
It's also possible to chose the generated body, so you can create:
- Rigid Body
- Static Body
- Area
2021-08-22 18:19:13 +02:00
|
|
|
template <class M>
|
|
|
|
Vector<Ref<Shape3D>> ResourceImporterScene::get_collision_shapes(const Ref<Mesh> &p_mesh, const M &p_options) {
|
|
|
|
ShapeType generate_shape_type = SHAPE_TYPE_DECOMPOSE_CONVEX;
|
|
|
|
if (p_options.has(SNAME("physics/shape_type"))) {
|
|
|
|
generate_shape_type = (ShapeType)p_options[SNAME("physics/shape_type")].operator int();
|
|
|
|
}
|
|
|
|
|
|
|
|
if (generate_shape_type == SHAPE_TYPE_DECOMPOSE_CONVEX) {
|
|
|
|
Mesh::ConvexDecompositionSettings decomposition_settings;
|
|
|
|
bool advanced = false;
|
|
|
|
if (p_options.has(SNAME("decomposition/advanced"))) {
|
|
|
|
advanced = p_options[SNAME("decomposition/advanced")];
|
|
|
|
}
|
|
|
|
|
|
|
|
if (advanced) {
|
|
|
|
if (p_options.has(SNAME("decomposition/max_concavity"))) {
|
|
|
|
decomposition_settings.max_concavity = p_options[SNAME("decomposition/max_concavity")];
|
|
|
|
}
|
|
|
|
|
|
|
|
if (p_options.has(SNAME("decomposition/symmetry_planes_clipping_bias"))) {
|
|
|
|
decomposition_settings.symmetry_planes_clipping_bias = p_options[SNAME("decomposition/symmetry_planes_clipping_bias")];
|
|
|
|
}
|
|
|
|
|
|
|
|
if (p_options.has(SNAME("decomposition/revolution_axes_clipping_bias"))) {
|
|
|
|
decomposition_settings.revolution_axes_clipping_bias = p_options[SNAME("decomposition/revolution_axes_clipping_bias")];
|
|
|
|
}
|
|
|
|
|
|
|
|
if (p_options.has(SNAME("decomposition/min_volume_per_convex_hull"))) {
|
|
|
|
decomposition_settings.min_volume_per_convex_hull = p_options[SNAME("decomposition/min_volume_per_convex_hull")];
|
|
|
|
}
|
|
|
|
|
|
|
|
if (p_options.has(SNAME("decomposition/resolution"))) {
|
|
|
|
decomposition_settings.resolution = p_options[SNAME("decomposition/resolution")];
|
|
|
|
}
|
|
|
|
|
|
|
|
if (p_options.has(SNAME("decomposition/max_num_vertices_per_convex_hull"))) {
|
|
|
|
decomposition_settings.max_num_vertices_per_convex_hull = p_options[SNAME("decomposition/max_num_vertices_per_convex_hull")];
|
|
|
|
}
|
|
|
|
|
|
|
|
if (p_options.has(SNAME("decomposition/plane_downsampling"))) {
|
|
|
|
decomposition_settings.plane_downsampling = p_options[SNAME("decomposition/plane_downsampling")];
|
|
|
|
}
|
|
|
|
|
|
|
|
if (p_options.has(SNAME("decomposition/convexhull_downsampling"))) {
|
|
|
|
decomposition_settings.convexhull_downsampling = p_options[SNAME("decomposition/convexhull_downsampling")];
|
|
|
|
}
|
|
|
|
|
|
|
|
if (p_options.has(SNAME("decomposition/normalize_mesh"))) {
|
|
|
|
decomposition_settings.normalize_mesh = p_options[SNAME("decomposition/normalize_mesh")];
|
|
|
|
}
|
|
|
|
|
|
|
|
if (p_options.has(SNAME("decomposition/mode"))) {
|
|
|
|
decomposition_settings.mode = (Mesh::ConvexDecompositionSettings::Mode)p_options[SNAME("decomposition/mode")].operator int();
|
|
|
|
}
|
|
|
|
|
|
|
|
if (p_options.has(SNAME("decomposition/convexhull_approximation"))) {
|
|
|
|
decomposition_settings.convexhull_approximation = p_options[SNAME("decomposition/convexhull_approximation")];
|
|
|
|
}
|
|
|
|
|
|
|
|
if (p_options.has(SNAME("decomposition/max_convex_hulls"))) {
|
|
|
|
decomposition_settings.max_convex_hulls = p_options[SNAME("decomposition/max_convex_hulls")];
|
|
|
|
}
|
|
|
|
|
|
|
|
if (p_options.has(SNAME("decomposition/project_hull_vertices"))) {
|
|
|
|
decomposition_settings.project_hull_vertices = p_options[SNAME("decomposition/project_hull_vertices")];
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
int precision_level = 5;
|
|
|
|
if (p_options.has(SNAME("decomposition/precision"))) {
|
|
|
|
precision_level = p_options[SNAME("decomposition/precision")];
|
|
|
|
}
|
|
|
|
|
|
|
|
const real_t precision = real_t(precision_level - 1) / 9.0;
|
|
|
|
|
|
|
|
decomposition_settings.max_concavity = Math::lerp(real_t(1.0), real_t(0.001), precision);
|
|
|
|
decomposition_settings.min_volume_per_convex_hull = Math::lerp(real_t(0.01), real_t(0.0001), precision);
|
|
|
|
decomposition_settings.resolution = Math::lerp(10'000, 100'000, precision);
|
|
|
|
decomposition_settings.max_num_vertices_per_convex_hull = Math::lerp(32, 64, precision);
|
|
|
|
decomposition_settings.plane_downsampling = Math::lerp(3, 16, precision);
|
|
|
|
decomposition_settings.convexhull_downsampling = Math::lerp(3, 16, precision);
|
|
|
|
decomposition_settings.max_convex_hulls = Math::lerp(1, 32, precision);
|
|
|
|
}
|
|
|
|
|
|
|
|
return p_mesh->convex_decompose(decomposition_settings);
|
|
|
|
} else if (generate_shape_type == SHAPE_TYPE_SIMPLE_CONVEX) {
|
|
|
|
Vector<Ref<Shape3D>> shapes;
|
|
|
|
shapes.push_back(p_mesh->create_convex_shape(true, /*Passing false, otherwise VHACD will be used to simplify (Decompose) the Mesh.*/ false));
|
|
|
|
return shapes;
|
|
|
|
} else if (generate_shape_type == SHAPE_TYPE_TRIMESH) {
|
|
|
|
Vector<Ref<Shape3D>> shapes;
|
|
|
|
shapes.push_back(p_mesh->create_trimesh_shape());
|
|
|
|
return shapes;
|
|
|
|
} else if (generate_shape_type == SHAPE_TYPE_BOX) {
|
|
|
|
Ref<BoxShape3D> box;
|
|
|
|
box.instantiate();
|
|
|
|
if (p_options.has(SNAME("primitive/size"))) {
|
|
|
|
box->set_size(p_options[SNAME("primitive/size")]);
|
|
|
|
}
|
|
|
|
|
|
|
|
Vector<Ref<Shape3D>> shapes;
|
|
|
|
shapes.push_back(box);
|
|
|
|
return shapes;
|
|
|
|
|
|
|
|
} else if (generate_shape_type == SHAPE_TYPE_SPHERE) {
|
|
|
|
Ref<SphereShape3D> sphere;
|
|
|
|
sphere.instantiate();
|
|
|
|
if (p_options.has(SNAME("primitive/radius"))) {
|
|
|
|
sphere->set_radius(p_options[SNAME("primitive/radius")]);
|
|
|
|
}
|
|
|
|
|
|
|
|
Vector<Ref<Shape3D>> shapes;
|
|
|
|
shapes.push_back(sphere);
|
|
|
|
return shapes;
|
|
|
|
} else if (generate_shape_type == SHAPE_TYPE_CYLINDER) {
|
|
|
|
Ref<CylinderShape3D> cylinder;
|
|
|
|
cylinder.instantiate();
|
|
|
|
if (p_options.has(SNAME("primitive/height"))) {
|
|
|
|
cylinder->set_height(p_options[SNAME("primitive/height")]);
|
|
|
|
}
|
|
|
|
if (p_options.has(SNAME("primitive/radius"))) {
|
|
|
|
cylinder->set_radius(p_options[SNAME("primitive/radius")]);
|
|
|
|
}
|
|
|
|
|
|
|
|
Vector<Ref<Shape3D>> shapes;
|
|
|
|
shapes.push_back(cylinder);
|
|
|
|
return shapes;
|
|
|
|
} else if (generate_shape_type == SHAPE_TYPE_CAPSULE) {
|
|
|
|
Ref<CapsuleShape3D> capsule;
|
|
|
|
capsule.instantiate();
|
|
|
|
if (p_options.has(SNAME("primitive/height"))) {
|
|
|
|
capsule->set_height(p_options[SNAME("primitive/height")]);
|
|
|
|
}
|
|
|
|
if (p_options.has(SNAME("primitive/radius"))) {
|
|
|
|
capsule->set_radius(p_options[SNAME("primitive/radius")]);
|
|
|
|
}
|
|
|
|
|
|
|
|
Vector<Ref<Shape3D>> shapes;
|
|
|
|
shapes.push_back(capsule);
|
|
|
|
return shapes;
|
|
|
|
}
|
|
|
|
return Vector<Ref<Shape3D>>();
|
|
|
|
}
|
|
|
|
|
|
|
|
template <class M>
|
|
|
|
Transform3D ResourceImporterScene::get_collision_shapes_transform(const M &p_options) {
|
|
|
|
Transform3D transform;
|
|
|
|
|
|
|
|
ShapeType generate_shape_type = SHAPE_TYPE_DECOMPOSE_CONVEX;
|
|
|
|
if (p_options.has(SNAME("physics/shape_type"))) {
|
|
|
|
generate_shape_type = (ShapeType)p_options[SNAME("physics/shape_type")].operator int();
|
|
|
|
}
|
|
|
|
|
|
|
|
if (generate_shape_type == SHAPE_TYPE_BOX ||
|
|
|
|
generate_shape_type == SHAPE_TYPE_SPHERE ||
|
|
|
|
generate_shape_type == SHAPE_TYPE_CYLINDER ||
|
|
|
|
generate_shape_type == SHAPE_TYPE_CAPSULE) {
|
|
|
|
if (p_options.has(SNAME("primitive/position"))) {
|
|
|
|
transform.origin = p_options[SNAME("primitive/position")];
|
|
|
|
}
|
|
|
|
|
|
|
|
if (p_options.has(SNAME("primitive/rotation"))) {
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2022-09-25 01:19:55 +02:00
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transform.basis = Basis::from_euler(p_options[SNAME("primitive/rotation")].operator Vector3() * (Math_PI / 180.0));
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Improve collision generation usability in the new 3D scene import workflow.
With this PR it's possible to add a collision during the Mesh import, directly in editor.
To generate the shape is possible to chose between the following options:
- Decompose Convex: The Mesh is decomposed in one or many Convex Shapes (Using the VHACD library).
- Simple Convex: Is generated a convex shape that enclose the entire mesh.
- Trimesh: Generate a trimesh shape using the Mesh faces.
- Box: Add a primitive box shape, where you can tweak the `size`, `position`, `rotation`.
- Sphere: Add a primitive sphere shape, where you can tweak the `radius`, `position`, `rotation`.
- Cylinder: Add a primitive cylinder shape, where you can tweak the `height`, `radius`, `position`, `rotation`.
- Capsule: Add a primitive capsule shape, where you can tweak the `height`, `radius`, `position`, `rotation`.
It's also possible to chose the generated body, so you can create:
- Rigid Body
- Static Body
- Area
2021-08-22 18:19:13 +02:00
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}
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}
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return transform;
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}
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2022-07-23 23:41:51 +02:00
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#endif // RESOURCE_IMPORTER_SCENE_H
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