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

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/**************************************************************************/
/* scene_import_settings.cpp */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#include "scene_import_settings.h"
#include "core/config/project_settings.h"
#include "editor/editor_file_system.h"
#include "editor/editor_inspector.h"
#include "editor/editor_node.h"
#include "editor/editor_settings.h"
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#include "editor/editor_string_names.h"
#include "editor/gui/editor_file_dialog.h"
#include "editor/themes/editor_scale.h"
#include "scene/3d/importer_mesh_instance_3d.h"
#include "scene/animation/animation_player.h"
#include "scene/resources/3d/importer_mesh.h"
#include "scene/resources/surface_tool.h"
class SceneImportSettingsData : public Object {
GDCLASS(SceneImportSettingsData, Object)
friend class SceneImportSettingsDialog;
HashMap<StringName, Variant> *settings = nullptr;
HashMap<StringName, Variant> current;
HashMap<StringName, Variant> defaults;
List<ResourceImporter::ImportOption> options;
Vector<String> animation_list;
bool hide_options = false;
String path;
ResourceImporterScene::InternalImportCategory category = ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_MAX;
bool _set(const StringName &p_name, const Variant &p_value) {
if (settings) {
if (defaults.has(p_name) && defaults[p_name] == p_value) {
settings->erase(p_name);
} else {
(*settings)[p_name] = p_value;
}
current[p_name] = p_value;
// SceneImportSettings must decide if a new collider should be generated or not.
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if (category == ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_MESH_3D_NODE) {
SceneImportSettingsDialog::get_singleton()->request_generate_collider();
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}
if (SceneImportSettingsDialog::get_singleton()->is_editing_animation()) {
if (category == ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_MAX) {
if (ResourceImporterScene::get_animation_singleton()->get_option_visibility(path, p_name, current)) {
SceneImportSettingsDialog::get_singleton()->update_view();
}
} else {
if (ResourceImporterScene::get_animation_singleton()->get_internal_option_update_view_required(category, p_name, current)) {
SceneImportSettingsDialog::get_singleton()->update_view();
}
}
} else {
if (category == ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_MAX) {
if (ResourceImporterScene::get_scene_singleton()->get_option_visibility(path, p_name, current)) {
SceneImportSettingsDialog::get_singleton()->update_view();
}
} else {
if (ResourceImporterScene::get_scene_singleton()->get_internal_option_update_view_required(category, p_name, current)) {
SceneImportSettingsDialog::get_singleton()->update_view();
}
}
}
return true;
}
return false;
}
bool _get(const StringName &p_name, Variant &r_ret) const {
if (settings) {
if (settings->has(p_name)) {
r_ret = (*settings)[p_name];
return true;
}
}
if (defaults.has(p_name)) {
r_ret = defaults[p_name];
return true;
}
return false;
}
void handle_special_properties(PropertyInfo &r_option) const {
ERR_FAIL_NULL(settings);
if (r_option.name == "rest_pose/load_pose") {
if (!settings->has("rest_pose/load_pose") || int((*settings)["rest_pose/load_pose"]) != 2) {
(*settings)["rest_pose/external_animation_library"] = Variant();
}
}
if (r_option.name == "rest_pose/selected_animation") {
if (!settings->has("rest_pose/load_pose")) {
return;
}
String hint_string;
switch (int((*settings)["rest_pose/load_pose"])) {
case 1: {
hint_string = String(",").join(animation_list);
if (animation_list.size() == 1) {
(*settings)["rest_pose/selected_animation"] = animation_list[0];
}
} break;
case 2: {
Object *res = (*settings)["rest_pose/external_animation_library"];
Ref<Animation> anim(res);
Ref<AnimationLibrary> library(res);
if (anim.is_valid()) {
hint_string = anim->get_name();
}
if (library.is_valid()) {
List<StringName> anim_names;
library->get_animation_list(&anim_names);
if (anim_names.size() == 1) {
(*settings)["rest_pose/selected_animation"] = String(anim_names[0]);
}
for (StringName anim_name : anim_names) {
hint_string += "," + anim_name; // Include preceding, as a catch-all.
}
}
} break;
default:
break;
}
r_option.hint = PROPERTY_HINT_ENUM;
r_option.hint_string = hint_string;
}
}
void _get_property_list(List<PropertyInfo> *r_list) const {
if (hide_options) {
return;
}
for (const ResourceImporter::ImportOption &E : options) {
PropertyInfo option = E.option;
if (SceneImportSettingsDialog::get_singleton()->is_editing_animation()) {
if (category == ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_MAX) {
if (ResourceImporterScene::get_animation_singleton()->get_option_visibility(path, E.option.name, current)) {
handle_special_properties(option);
r_list->push_back(option);
}
} else {
if (ResourceImporterScene::get_animation_singleton()->get_internal_option_visibility(category, E.option.name, current)) {
handle_special_properties(option);
r_list->push_back(option);
}
}
} else {
if (category == ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_MAX) {
if (ResourceImporterScene::get_scene_singleton()->get_option_visibility(path, E.option.name, current)) {
handle_special_properties(option);
r_list->push_back(option);
}
} else {
if (ResourceImporterScene::get_scene_singleton()->get_internal_option_visibility(category, E.option.name, current)) {
handle_special_properties(option);
r_list->push_back(option);
}
}
}
}
}
};
void SceneImportSettingsDialog::_fill_material(Tree *p_tree, const Ref<Material> &p_material, TreeItem *p_parent) {
String import_id;
bool has_import_id = false;
if (p_material->has_meta("import_id")) {
import_id = p_material->get_meta("import_id");
has_import_id = true;
} else if (!p_material->get_name().is_empty()) {
import_id = p_material->get_name();
has_import_id = true;
} else if (unnamed_material_name_map.has(p_material)) {
import_id = unnamed_material_name_map[p_material];
} else {
import_id = "@MATERIAL:" + itos(material_map.size());
unnamed_material_name_map[p_material] = import_id;
}
bool created = false;
if (!material_map.has(import_id)) {
MaterialData md;
created = true;
md.has_import_id = has_import_id;
md.material = p_material;
_load_default_subresource_settings(md.settings, "materials", import_id, ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_MATERIAL);
material_map[import_id] = md;
}
MaterialData &material_data = material_map[import_id];
ERR_FAIL_COND(p_material != material_data.material);
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Ref<Texture2D> icon = get_editor_theme_icon(SNAME("StandardMaterial3D"));
TreeItem *item = p_tree->create_item(p_parent);
if (p_material->get_name().is_empty()) {
item->set_text(0, TTR("<Unnamed Material>"));
} else {
item->set_text(0, p_material->get_name());
}
item->set_icon(0, icon);
item->set_meta("type", "Material");
item->set_meta("import_id", import_id);
item->set_tooltip_text(0, vformat(TTR("Import ID: %s"), import_id));
item->set_selectable(0, true);
if (p_tree == scene_tree) {
material_data.scene_node = item;
} else if (p_tree == mesh_tree) {
material_data.mesh_node = item;
} else {
material_data.material_node = item;
}
if (created) {
_fill_material(material_tree, p_material, material_tree->get_root());
}
}
void SceneImportSettingsDialog::_fill_mesh(Tree *p_tree, const Ref<Mesh> &p_mesh, TreeItem *p_parent) {
String import_id;
bool has_import_id = false;
if (p_mesh->has_meta("import_id")) {
import_id = p_mesh->get_meta("import_id");
has_import_id = true;
} else if (!p_mesh->get_name().is_empty()) {
import_id = p_mesh->get_name();
has_import_id = true;
} else {
import_id = "@MESH:" + itos(mesh_set.size());
}
if (!mesh_map.has(import_id)) {
MeshData md;
md.has_import_id = has_import_id;
md.mesh = p_mesh;
_load_default_subresource_settings(md.settings, "meshes", import_id, ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_MESH);
mesh_map[import_id] = md;
}
MeshData &mesh_data = mesh_map[import_id];
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Ref<Texture2D> icon = get_editor_theme_icon(SNAME("MeshItem"));
TreeItem *item = p_tree->create_item(p_parent);
item->set_text(0, p_mesh->get_name());
item->set_icon(0, icon);
bool created = false;
if (!mesh_set.has(p_mesh)) {
mesh_set.insert(p_mesh);
created = true;
}
item->set_meta("type", "Mesh");
item->set_meta("import_id", import_id);
item->set_tooltip_text(0, vformat(TTR("Import ID: %s"), import_id));
item->set_selectable(0, true);
if (p_tree == scene_tree) {
mesh_data.scene_node = item;
} else {
mesh_data.mesh_node = item;
}
item->set_collapsed(true);
for (int i = 0; i < p_mesh->get_surface_count(); i++) {
Ref<Material> mat = p_mesh->surface_get_material(i);
if (mat.is_valid()) {
_fill_material(p_tree, mat, item);
}
}
if (created) {
_fill_mesh(mesh_tree, p_mesh, mesh_tree->get_root());
}
}
void SceneImportSettingsDialog::_fill_animation(Tree *p_tree, const Ref<Animation> &p_anim, const String &p_name, TreeItem *p_parent) {
if (!animation_map.has(p_name)) {
AnimationData ad;
ad.animation = p_anim;
_load_default_subresource_settings(ad.settings, "animations", p_name, ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_ANIMATION);
animation_map[p_name] = ad;
}
AnimationData &animation_data = animation_map[p_name];
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Ref<Texture2D> icon = get_editor_theme_icon(SNAME("Animation"));
TreeItem *item = p_tree->create_item(p_parent);
item->set_text(0, p_name);
item->set_icon(0, icon);
item->set_meta("type", "Animation");
item->set_meta("import_id", p_name);
item->set_selectable(0, true);
animation_data.scene_node = item;
}
void SceneImportSettingsDialog::_fill_scene(Node *p_node, TreeItem *p_parent_item) {
String import_id;
if (p_node->has_meta("import_id")) {
import_id = p_node->get_meta("import_id");
} else {
import_id = "PATH:" + String(scene->get_path_to(p_node));
p_node->set_meta("import_id", import_id);
}
ImporterMeshInstance3D *src_mesh_node = Object::cast_to<ImporterMeshInstance3D>(p_node);
if (src_mesh_node) {
MeshInstance3D *mesh_node = memnew(MeshInstance3D);
mesh_node->set_name(src_mesh_node->get_name());
mesh_node->set_transform(src_mesh_node->get_transform());
mesh_node->set_skin(src_mesh_node->get_skin());
mesh_node->set_skeleton_path(src_mesh_node->get_skeleton_path());
if (src_mesh_node->get_mesh().is_valid()) {
Ref<ImporterMesh> editor_mesh = src_mesh_node->get_mesh();
mesh_node->set_mesh(editor_mesh->get_mesh());
}
// Replace the original mesh node in the scene tree with the new one.
if (unlikely(p_node == scene)) {
scene = mesh_node;
}
p_node->replace_by(mesh_node);
memdelete(p_node);
p_node = mesh_node;
}
String type = p_node->get_class();
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if (!has_theme_icon(type, EditorStringName(EditorIcons))) {
type = "Node3D";
}
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Ref<Texture2D> icon = get_editor_theme_icon(type);
TreeItem *item = scene_tree->create_item(p_parent_item);
item->set_text(0, p_node->get_name());
if (p_node == scene) {
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icon = get_editor_theme_icon(SNAME("PackedScene"));
item->set_text(0, TTR("Scene"));
}
item->set_icon(0, icon);
item->set_meta("type", "Node");
item->set_meta("class", type);
item->set_meta("import_id", import_id);
item->set_tooltip_text(0, vformat(TTR("Type: %s\nImport ID: %s"), type, import_id));
item->set_selectable(0, true);
if (!node_map.has(import_id)) {
NodeData nd;
if (p_node != scene) {
ResourceImporterScene::InternalImportCategory category;
if (src_mesh_node) {
category = ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_MESH_3D_NODE;
} else if (Object::cast_to<AnimationPlayer>(p_node)) {
category = ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_ANIMATION_NODE;
animation_player = Object::cast_to<AnimationPlayer>(p_node);
animation_player->connect(SNAME("animation_finished"), callable_mp(this, &SceneImportSettingsDialog::_animation_finished));
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} else if (Object::cast_to<Skeleton3D>(p_node)) {
category = ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_SKELETON_3D_NODE;
skeletons.push_back(Object::cast_to<Skeleton3D>(p_node));
} else {
category = ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_NODE;
}
_load_default_subresource_settings(nd.settings, "nodes", import_id, category);
}
node_map[import_id] = nd;
}
NodeData &node_data = node_map[import_id];
node_data.node = p_node;
node_data.scene_node = item;
AnimationPlayer *anim_node = Object::cast_to<AnimationPlayer>(p_node);
if (anim_node) {
Vector<String> animation_list;
List<StringName> animations;
anim_node->get_animation_list(&animations);
for (const StringName &E : animations) {
_fill_animation(scene_tree, anim_node->get_animation(E), E, item);
animation_list.append(E);
}
if (scene_import_settings_data != nullptr) {
scene_import_settings_data->animation_list = animation_list;
}
}
for (int i = 0; i < p_node->get_child_count(); i++) {
_fill_scene(p_node->get_child(i), item);
}
MeshInstance3D *mesh_node = Object::cast_to<MeshInstance3D>(p_node);
if (mesh_node && mesh_node->get_mesh().is_valid()) {
if (!editing_animation) {
_fill_mesh(scene_tree, mesh_node->get_mesh(), item);
}
// Add the collider view.
MeshInstance3D *collider_view = memnew(MeshInstance3D);
collider_view->set_name("collider_view");
collider_view->set_visible(false);
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mesh_node->add_child(collider_view, true);
collider_view->set_owner(mesh_node);
Transform3D accum_xform;
Node3D *base = mesh_node;
while (base) {
accum_xform = base->get_transform() * accum_xform;
base = Object::cast_to<Node3D>(base->get_parent());
}
AABB aabb = accum_xform.xform(mesh_node->get_mesh()->get_aabb());
if (first_aabb) {
contents_aabb = aabb;
first_aabb = false;
} else {
contents_aabb.merge_with(aabb);
}
}
}
void SceneImportSettingsDialog::_update_scene() {
scene_tree->clear();
material_tree->clear();
mesh_tree->clear();
// Hidden roots.
material_tree->create_item();
mesh_tree->create_item();
_fill_scene(scene, nullptr);
}
void SceneImportSettingsDialog::_update_view_gizmos() {
if (!is_visible()) {
return;
}
const HashMap<StringName, Variant> &main_settings = scene_import_settings_data->current;
bool reshow_settings = false;
if (main_settings.has("nodes/import_as_skeleton_bones")) {
bool new_import_as_skeleton = main_settings["nodes/import_as_skeleton_bones"];
reshow_settings = reshow_settings || (new_import_as_skeleton != previous_import_as_skeleton);
previous_import_as_skeleton = new_import_as_skeleton;
}
if (main_settings.has("animation/import_rest_as_RESET")) {
bool new_rest_as_reset = main_settings["animation/import_rest_as_RESET"];
reshow_settings = reshow_settings || (new_rest_as_reset != previous_rest_as_reset);
previous_rest_as_reset = new_rest_as_reset;
}
if (reshow_settings) {
_re_import();
open_settings(base_path);
return;
}
for (const KeyValue<String, NodeData> &e : node_map) {
// Skip import nodes that aren't MeshInstance3D.
const MeshInstance3D *mesh_node = Object::cast_to<MeshInstance3D>(e.value.node);
if (mesh_node == nullptr || mesh_node->get_mesh().is_null()) {
continue;
}
// Determine if the mesh collider should be visible.
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bool show_collider_view = false;
if (e.value.settings.has(SNAME("generate/physics"))) {
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show_collider_view = e.value.settings[SNAME("generate/physics")];
}
// Get the collider_view MeshInstance3D.
TypedArray<Node> descendants = mesh_node->find_children("collider_view", "MeshInstance3D");
CRASH_COND_MSG(descendants.is_empty(), "This is unreachable, since the collider view is always created even when the collision is not used! If this is triggered there is a bug on the function `_fill_scene`.");
MeshInstance3D *collider_view = Object::cast_to<MeshInstance3D>(descendants[0].operator Object *());
// Regenerate the physics collider for this MeshInstance3D if either:
// - A regeneration is requested for the selected import node.
// - The collider is being made visible.
if ((generate_collider && e.key == selected_id) || (show_collider_view && !collider_view->is_visible())) {
// This collider_view doesn't have a mesh so we need to generate a new one.
Ref<ImporterMesh> mesh;
mesh.instantiate();
// ResourceImporterScene::get_collision_shapes() expects ImporterMesh, not Mesh.
// TODO: Duplicate code with EditorSceneFormatImporterESCN::import_scene()
// Consider making a utility function to convert from Mesh to ImporterMesh.
Ref<Mesh> mesh_3d_mesh = mesh_node->get_mesh();
Ref<ArrayMesh> array_mesh_3d_mesh = mesh_3d_mesh;
if (array_mesh_3d_mesh.is_valid()) {
// For the MeshInstance3D nodes, we need to convert the ArrayMesh to an ImporterMesh specially.
mesh->set_name(array_mesh_3d_mesh->get_name());
for (int32_t blend_i = 0; blend_i < array_mesh_3d_mesh->get_blend_shape_count(); blend_i++) {
mesh->add_blend_shape(array_mesh_3d_mesh->get_blend_shape_name(blend_i));
}
for (int32_t surface_i = 0; surface_i < array_mesh_3d_mesh->get_surface_count(); surface_i++) {
mesh->add_surface(array_mesh_3d_mesh->surface_get_primitive_type(surface_i),
array_mesh_3d_mesh->surface_get_arrays(surface_i),
array_mesh_3d_mesh->surface_get_blend_shape_arrays(surface_i),
array_mesh_3d_mesh->surface_get_lods(surface_i),
array_mesh_3d_mesh->surface_get_material(surface_i),
array_mesh_3d_mesh->surface_get_name(surface_i),
array_mesh_3d_mesh->surface_get_format(surface_i));
}
mesh->set_blend_shape_mode(array_mesh_3d_mesh->get_blend_shape_mode());
} else if (mesh_3d_mesh.is_valid()) {
// For the MeshInstance3D nodes, we need to convert the Mesh to an ImporterMesh specially.
mesh->set_name(mesh_3d_mesh->get_name());
for (int32_t surface_i = 0; surface_i < mesh_3d_mesh->get_surface_count(); surface_i++) {
mesh->add_surface(mesh_3d_mesh->surface_get_primitive_type(surface_i),
mesh_3d_mesh->surface_get_arrays(surface_i),
Array(),
mesh_3d_mesh->surface_get_lods(surface_i),
mesh_3d_mesh->surface_get_material(surface_i),
mesh_3d_mesh->surface_get_material(surface_i).is_valid() ? mesh_3d_mesh->surface_get_material(surface_i)->get_name() : String(),
mesh_3d_mesh->surface_get_format(surface_i));
}
}
// Generate the mesh collider.
Vector<Ref<Shape3D>> shapes = ResourceImporterScene::get_collision_shapes(mesh, e.value.settings, 1.0);
const Transform3D transform = ResourceImporterScene::get_collision_shapes_transform(e.value.settings);
Ref<ArrayMesh> collider_view_mesh;
collider_view_mesh.instantiate();
for (Ref<Shape3D> shape : shapes) {
Ref<ArrayMesh> debug_shape_mesh;
if (shape.is_valid()) {
debug_shape_mesh = shape->get_debug_mesh();
}
if (debug_shape_mesh.is_valid()) {
collider_view_mesh->add_surface_from_arrays(
debug_shape_mesh->surface_get_primitive_type(0),
debug_shape_mesh->surface_get_arrays(0));
collider_view_mesh->surface_set_material(
collider_view_mesh->get_surface_count() - 1,
collider_mat);
}
}
collider_view->set_mesh(collider_view_mesh);
collider_view->set_transform(transform);
}
// Set the collider visibility.
collider_view->set_visible(show_collider_view);
}
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generate_collider = false;
}
void SceneImportSettingsDialog::_update_camera() {
AABB camera_aabb;
float rot_x = cam_rot_x;
float rot_y = cam_rot_y;
float zoom = cam_zoom;
if (selected_type == "Node" || selected_type.is_empty()) {
camera_aabb = contents_aabb;
} else {
if (mesh_preview->get_mesh().is_valid()) {
camera_aabb = mesh_preview->get_transform().xform(mesh_preview->get_mesh()->get_aabb());
} else {
camera_aabb = AABB(Vector3(-1, -1, -1), Vector3(2, 2, 2));
}
if (selected_type == "Mesh" && mesh_map.has(selected_id)) {
const MeshData &md = mesh_map[selected_id];
rot_x = md.cam_rot_x;
rot_y = md.cam_rot_y;
zoom = md.cam_zoom;
} else if (selected_type == "Material" && material_map.has(selected_id)) {
const MaterialData &md = material_map[selected_id];
rot_x = md.cam_rot_x;
rot_y = md.cam_rot_y;
zoom = md.cam_zoom;
}
}
Vector3 center = camera_aabb.get_center();
float camera_size = camera_aabb.get_longest_axis_size();
camera->set_orthogonal(camera_size * zoom, 0.0001, camera_size * 2);
Transform3D xf;
xf.basis = Basis(Vector3(0, 1, 0), rot_y) * Basis(Vector3(1, 0, 0), rot_x);
xf.origin = center;
xf.translate_local(0, 0, camera_size);
camera->set_transform(xf);
}
void SceneImportSettingsDialog::_load_default_subresource_settings(HashMap<StringName, Variant> &settings, const String &p_type, const String &p_import_id, ResourceImporterScene::InternalImportCategory p_category) {
if (base_subresource_settings.has(p_type)) {
Dictionary d = base_subresource_settings[p_type];
if (d.has(p_import_id)) {
d = d[p_import_id];
List<ResourceImporterScene::ImportOption> options;
if (editing_animation) {
ResourceImporterScene::get_animation_singleton()->get_internal_import_options(p_category, &options);
} else {
ResourceImporterScene::get_scene_singleton()->get_internal_import_options(p_category, &options);
}
for (const ResourceImporterScene::ImportOption &E : options) {
String key = E.option.name;
if (d.has(key)) {
settings[key] = d[key];
}
}
}
}
}
void SceneImportSettingsDialog::request_generate_collider() {
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generate_collider = true;
}
void SceneImportSettingsDialog::update_view() {
update_view_timer->start();
}
void SceneImportSettingsDialog::open_settings(const String &p_path, bool p_for_animation) {
if (scene) {
_cleanup();
memdelete(scene);
scene = nullptr;
}
editing_animation = p_for_animation;
scene_import_settings_data->settings = nullptr;
scene_import_settings_data->path = p_path;
// Visibility.
data_mode->set_tab_hidden(1, p_for_animation);
data_mode->set_tab_hidden(2, p_for_animation);
if (p_for_animation) {
data_mode->set_current_tab(0);
}
action_menu->get_popup()->set_item_disabled(action_menu->get_popup()->get_item_id(ACTION_EXTRACT_MATERIALS), p_for_animation);
action_menu->get_popup()->set_item_disabled(action_menu->get_popup()->get_item_id(ACTION_CHOOSE_MESH_SAVE_PATHS), p_for_animation);
base_path = p_path;
mesh_set.clear();
animation_map.clear();
material_map.clear();
unnamed_material_name_map.clear();
mesh_map.clear();
node_map.clear();
defaults.clear();
mesh_preview->hide();
selected_id = "";
selected_type = "";
cam_rot_x = -Math_PI / 4;
cam_rot_y = -Math_PI / 4;
cam_zoom = 1;
{
base_subresource_settings.clear();
Ref<ConfigFile> config;
config.instantiate();
Error err = config->load(p_path + ".import");
if (err == OK) {
List<String> keys;
config->get_section_keys("params", &keys);
for (const String &E : keys) {
Variant value = config->get_value("params", E);
if (E == "_subresources") {
base_subresource_settings = value;
} else {
defaults[E] = value;
}
}
}
}
scene = ResourceImporterScene::get_scene_singleton()->pre_import(p_path, defaults); // Use the scene singleton here because we want to see the full thing.
if (scene == nullptr) {
EditorNode::get_singleton()->show_warning(TTR("Error opening scene"));
return;
}
first_aabb = true;
_update_scene();
base_viewport->add_child(scene);
inspector->edit(nullptr);
if (first_aabb) {
contents_aabb = AABB(Vector3(-1, -1, -1), Vector3(2, 2, 2));
first_aabb = false;
}
const HashMap<StringName, Variant> &main_settings = scene_import_settings_data->current;
if (main_settings.has("nodes/import_as_skeleton_bones")) {
previous_import_as_skeleton = main_settings["nodes/import_as_skeleton_bones"];
}
if (main_settings.has("animation/import_rest_as_RESET")) {
previous_rest_as_reset = main_settings["animation/import_rest_as_RESET"];
}
popup_centered_ratio();
_update_view_gizmos();
_update_camera();
// Start with the root item (Scene) selected.
scene_tree->get_root()->select(0);
if (p_for_animation) {
set_title(vformat(TTR("Advanced Import Settings for AnimationLibrary '%s'"), base_path.get_file()));
} else {
set_title(vformat(TTR("Advanced Import Settings for Scene '%s'"), base_path.get_file()));
}
}
SceneImportSettingsDialog *SceneImportSettingsDialog::singleton = nullptr;
SceneImportSettingsDialog *SceneImportSettingsDialog::get_singleton() {
return singleton;
}
Node *SceneImportSettingsDialog::get_selected_node() {
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if (selected_id == "") {
return nullptr;
}
return node_map[selected_id].node;
}
void SceneImportSettingsDialog::_select(Tree *p_from, const String &p_type, const String &p_id) {
selecting = true;
scene_import_settings_data->hide_options = false;
if (p_type == "Node") {
node_selected->hide(); // Always hide just in case.
mesh_preview->hide();
_reset_animation();
if (Object::cast_to<Node3D>(scene)) {
Object::cast_to<Node3D>(scene)->show();
}
material_tree->deselect_all();
mesh_tree->deselect_all();
NodeData &nd = node_map[p_id];
MeshInstance3D *mi = Object::cast_to<MeshInstance3D>(nd.node);
if (mi) {
Ref<Mesh> base_mesh = mi->get_mesh();
if (base_mesh.is_valid()) {
AABB aabb = base_mesh->get_aabb();
Transform3D aabb_xf;
aabb_xf.basis.scale(aabb.size);
aabb_xf.origin = aabb.position;
aabb_xf = mi->get_global_transform() * aabb_xf;
node_selected->set_transform(aabb_xf);
node_selected->show();
}
}
if (nd.node == scene) {
scene_import_settings_data->settings = &defaults;
scene_import_settings_data->category = ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_MAX;
} else {
scene_import_settings_data->settings = &nd.settings;
if (mi) {
scene_import_settings_data->category = ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_MESH_3D_NODE;
scene_import_settings_data->hide_options = editing_animation;
} else if (Object::cast_to<AnimationPlayer>(nd.node)) {
scene_import_settings_data->category = ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_ANIMATION_NODE;
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} else if (Object::cast_to<Skeleton3D>(nd.node)) {
scene_import_settings_data->category = ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_SKELETON_3D_NODE;
} else {
scene_import_settings_data->category = ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_NODE;
scene_import_settings_data->hide_options = editing_animation;
}
}
} else if (p_type == "Animation") {
node_selected->hide(); // Always hide just in case.
mesh_preview->hide();
_reset_animation(p_id);
if (Object::cast_to<Node3D>(scene)) {
Object::cast_to<Node3D>(scene)->show();
}
material_tree->deselect_all();
mesh_tree->deselect_all();
AnimationData &ad = animation_map[p_id];
scene_import_settings_data->settings = &ad.settings;
scene_import_settings_data->category = ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_ANIMATION;
} else if (p_type == "Mesh") {
node_selected->hide();
if (Object::cast_to<Node3D>(scene)) {
Object::cast_to<Node3D>(scene)->hide();
}
MeshData &md = mesh_map[p_id];
if (md.mesh_node != nullptr) {
if (p_from != mesh_tree) {
md.mesh_node->uncollapse_tree();
md.mesh_node->select(0);
mesh_tree->ensure_cursor_is_visible();
}
if (p_from != scene_tree) {
md.scene_node->uncollapse_tree();
md.scene_node->select(0);
scene_tree->ensure_cursor_is_visible();
}
}
mesh_preview->set_mesh(md.mesh);
mesh_preview->show();
_reset_animation();
material_tree->deselect_all();
scene_import_settings_data->settings = &md.settings;
scene_import_settings_data->category = ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_MESH;
} else if (p_type == "Material") {
node_selected->hide();
if (Object::cast_to<Node3D>(scene)) {
Object::cast_to<Node3D>(scene)->hide();
}
mesh_preview->show();
_reset_animation();
MaterialData &md = material_map[p_id];
material_preview->set_material(md.material);
mesh_preview->set_mesh(material_preview);
if (p_from != mesh_tree) {
md.mesh_node->uncollapse_tree();
md.mesh_node->select(0);
mesh_tree->ensure_cursor_is_visible();
}
if (p_from != scene_tree) {
md.scene_node->uncollapse_tree();
md.scene_node->select(0);
scene_tree->ensure_cursor_is_visible();
}
if (p_from != material_tree) {
md.material_node->uncollapse_tree();
md.material_node->select(0);
material_tree->ensure_cursor_is_visible();
}
scene_import_settings_data->settings = &md.settings;
scene_import_settings_data->category = ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_MATERIAL;
}
selected_type = p_type;
selected_id = p_id;
selecting = false;
_update_camera();
List<ResourceImporter::ImportOption> options;
if (editing_animation) {
if (scene_import_settings_data->category == ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_MAX) {
ResourceImporterScene::get_animation_singleton()->get_import_options(base_path, &options);
} else {
ResourceImporterScene::get_animation_singleton()->get_internal_import_options(scene_import_settings_data->category, &options);
}
} else {
if (scene_import_settings_data->category == ResourceImporterScene::INTERNAL_IMPORT_CATEGORY_MAX) {
ResourceImporterScene::get_scene_singleton()->get_import_options(base_path, &options);
} else {
ResourceImporterScene::get_scene_singleton()->get_internal_import_options(scene_import_settings_data->category, &options);
}
}
scene_import_settings_data->defaults.clear();
scene_import_settings_data->current.clear();
if (scene_import_settings_data->settings) {
for (const ResourceImporter::ImportOption &E : options) {
scene_import_settings_data->defaults[E.option.name] = E.default_value;
// Needed for visibility toggling (fails if something is missing).
if (scene_import_settings_data->settings->has(E.option.name)) {
scene_import_settings_data->current[E.option.name] = (*scene_import_settings_data->settings)[E.option.name];
} else {
scene_import_settings_data->current[E.option.name] = E.default_value;
}
}
}
scene_import_settings_data->options = options;
inspector->edit(scene_import_settings_data);
scene_import_settings_data->notify_property_list_changed();
}
void SceneImportSettingsDialog::_inspector_property_edited(const String &p_name) {
if (p_name == "settings/loop_mode") {
if (!animation_map.has(selected_id)) {
return;
}
HashMap<StringName, Variant> settings = animation_map[selected_id].settings;
if (settings.has(p_name)) {
animation_loop_mode = static_cast<Animation::LoopMode>((int)settings[p_name]);
} else {
animation_loop_mode = Animation::LoopMode::LOOP_NONE;
}
}
}
void SceneImportSettingsDialog::_reset_bone_transforms() {
for (Skeleton3D *skeleton : skeletons) {
skeleton->reset_bone_poses();
}
}
void SceneImportSettingsDialog::_play_animation() {
if (animation_player == nullptr) {
return;
}
StringName id = StringName(selected_id);
if (animation_player->has_animation(id)) {
if (animation_player->is_playing()) {
animation_player->pause();
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animation_play_button->set_icon(get_editor_theme_icon(SNAME("MainPlay")));
set_process(false);
} else {
animation_player->play(id);
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animation_play_button->set_icon(get_editor_theme_icon(SNAME("Pause")));
set_process(true);
}
}
}
void SceneImportSettingsDialog::_stop_current_animation() {
animation_pingpong = false;
animation_player->stop();
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animation_play_button->set_icon(get_editor_theme_icon(SNAME("MainPlay")));
animation_slider->set_value_no_signal(0.0);
set_process(false);
}
void SceneImportSettingsDialog::_reset_animation(const String &p_animation_name) {
if (p_animation_name.is_empty()) {
animation_preview->hide();
if (animation_player != nullptr && animation_player->is_playing()) {
animation_player->stop();
}
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animation_play_button->set_icon(get_editor_theme_icon(SNAME("MainPlay")));
_reset_bone_transforms();
set_process(false);
} else {
_reset_bone_transforms();
animation_preview->show();
animation_loop_mode = Animation::LoopMode::LOOP_NONE;
animation_pingpong = false;
if (animation_map.has(p_animation_name)) {
HashMap<StringName, Variant> settings = animation_map[p_animation_name].settings;
if (settings.has("settings/loop_mode")) {
animation_loop_mode = static_cast<Animation::LoopMode>((int)settings["settings/loop_mode"]);
}
}
if (animation_player->is_playing() && animation_loop_mode != Animation::LoopMode::LOOP_NONE) {
animation_player->play(p_animation_name);
} else {
animation_player->stop(true);
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animation_play_button->set_icon(get_editor_theme_icon(SNAME("MainPlay")));
animation_player->set_assigned_animation(p_animation_name);
animation_player->seek(0.0, true);
animation_slider->set_value_no_signal(0.0);
set_process(false);
}
}
}
void SceneImportSettingsDialog::_animation_slider_value_changed(double p_value) {
if (animation_player == nullptr || !animation_map.has(selected_id) || animation_map[selected_id].animation.is_null()) {
return;
}
if (animation_player->is_playing()) {
animation_player->stop();
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animation_play_button->set_icon(get_editor_theme_icon(SNAME("MainPlay")));
set_process(false);
}
animation_player->seek(p_value * animation_map[selected_id].animation->get_length(), true);
}
void SceneImportSettingsDialog::_animation_finished(const StringName &p_name) {
Animation::LoopMode loop_mode = animation_loop_mode;
switch (loop_mode) {
case Animation::LOOP_NONE: {
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animation_play_button->set_icon(get_editor_theme_icon(SNAME("MainPlay")));
animation_slider->set_value_no_signal(1.0);
set_process(false);
} break;
case Animation::LOOP_LINEAR: {
animation_player->play(p_name);
} break;
case Animation::LOOP_PINGPONG: {
if (animation_pingpong) {
animation_player->play(p_name);
} else {
animation_player->play_backwards(p_name);
}
animation_pingpong = !animation_pingpong;
} break;
default: {
} break;
}
}
void SceneImportSettingsDialog::_material_tree_selected() {
if (selecting) {
return;
}
TreeItem *item = material_tree->get_selected();
String type = item->get_meta("type");
String import_id = item->get_meta("import_id");
_select(material_tree, type, import_id);
}
void SceneImportSettingsDialog::_mesh_tree_selected() {
if (selecting) {
return;
}
TreeItem *item = mesh_tree->get_selected();
String type = item->get_meta("type");
String import_id = item->get_meta("import_id");
_select(mesh_tree, type, import_id);
}
void SceneImportSettingsDialog::_scene_tree_selected() {
if (selecting) {
return;
}
TreeItem *item = scene_tree->get_selected();
String type = item->get_meta("type");
String import_id = item->get_meta("import_id");
_select(scene_tree, type, import_id);
}
void SceneImportSettingsDialog::_cleanup() {
skeletons.clear();
if (animation_player != nullptr) {
animation_player->disconnect(SNAME("animation_finished"), callable_mp(this, &SceneImportSettingsDialog::_animation_finished));
animation_player = nullptr;
}
set_process(false);
}
void SceneImportSettingsDialog::_viewport_input(const Ref<InputEvent> &p_input) {
float *rot_x = &cam_rot_x;
float *rot_y = &cam_rot_y;
float *zoom = &cam_zoom;
if (selected_type == "Mesh" && mesh_map.has(selected_id)) {
MeshData &md = mesh_map[selected_id];
rot_x = &md.cam_rot_x;
rot_y = &md.cam_rot_y;
zoom = &md.cam_zoom;
} else if (selected_type == "Material" && material_map.has(selected_id)) {
MaterialData &md = material_map[selected_id];
rot_x = &md.cam_rot_x;
rot_y = &md.cam_rot_y;
zoom = &md.cam_zoom;
}
Ref<InputEventMouseMotion> mm = p_input;
if (mm.is_valid() && (mm->get_button_mask().has_flag(MouseButtonMask::LEFT))) {
(*rot_x) -= mm->get_relative().y * 0.01 * EDSCALE;
(*rot_y) -= mm->get_relative().x * 0.01 * EDSCALE;
(*rot_x) = CLAMP((*rot_x), -Math_PI / 2, Math_PI / 2);
_update_camera();
}
if (mm.is_valid() && DisplayServer::get_singleton()->has_feature(DisplayServer::FEATURE_CURSOR_SHAPE)) {
DisplayServer::get_singleton()->cursor_set_shape(DisplayServer::CursorShape::CURSOR_ARROW);
}
Ref<InputEventMouseButton> mb = p_input;
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if (mb.is_valid() && mb->get_button_index() == MouseButton::WHEEL_DOWN) {
(*zoom) *= 1.1;
if ((*zoom) > 10.0) {
(*zoom) = 10.0;
}
_update_camera();
}
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if (mb.is_valid() && mb->get_button_index() == MouseButton::WHEEL_UP) {
(*zoom) /= 1.1;
if ((*zoom) < 0.1) {
(*zoom) = 0.1;
}
_update_camera();
}
}
void SceneImportSettingsDialog::_re_import() {
HashMap<StringName, Variant> main_settings;
main_settings = scene_import_settings_data->current;
main_settings.erase("_subresources");
Dictionary nodes;
Dictionary materials;
Dictionary meshes;
Dictionary animations;
Dictionary subresources;
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for (KeyValue<String, NodeData> &E : node_map) {
if (E.value.settings.size()) {
Dictionary d;
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for (const KeyValue<StringName, Variant> &F : E.value.settings) {
d[String(F.key)] = F.value;
}
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nodes[E.key] = d;
}
}
if (nodes.size()) {
subresources["nodes"] = nodes;
}
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for (KeyValue<String, MaterialData> &E : material_map) {
if (E.value.settings.size()) {
Dictionary d;
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for (const KeyValue<StringName, Variant> &F : E.value.settings) {
d[String(F.key)] = F.value;
}
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materials[E.key] = d;
}
}
if (materials.size()) {
subresources["materials"] = materials;
}
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for (KeyValue<String, MeshData> &E : mesh_map) {
if (E.value.settings.size()) {
Dictionary d;
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for (const KeyValue<StringName, Variant> &F : E.value.settings) {
d[String(F.key)] = F.value;
}
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meshes[E.key] = d;
}
}
if (meshes.size()) {
subresources["meshes"] = meshes;
}
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for (KeyValue<String, AnimationData> &E : animation_map) {
if (E.value.settings.size()) {
Dictionary d;
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for (const KeyValue<StringName, Variant> &F : E.value.settings) {
d[String(F.key)] = F.value;
}
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animations[E.key] = d;
}
}
if (animations.size()) {
subresources["animations"] = animations;
}
if (subresources.size()) {
main_settings["_subresources"] = subresources;
}
_cleanup(); // Prevent skeletons and other pointers from pointing to dangling references.
EditorFileSystem::get_singleton()->reimport_file_with_custom_parameters(base_path, editing_animation ? "animation_library" : "scene", main_settings);
}
void SceneImportSettingsDialog::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_READY: {
connect("confirmed", callable_mp(this, &SceneImportSettingsDialog::_re_import));
} break;
case NOTIFICATION_THEME_CHANGED: {
action_menu->begin_bulk_theme_override();
action_menu->add_theme_style_override("normal", get_theme_stylebox("normal", "Button"));
action_menu->add_theme_style_override("hover", get_theme_stylebox("hover", "Button"));
action_menu->add_theme_style_override("pressed", get_theme_stylebox("pressed", "Button"));
action_menu->end_bulk_theme_override();
if (animation_player != nullptr && animation_player->is_playing()) {
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animation_play_button->set_icon(get_editor_theme_icon(SNAME("Pause")));
} else {
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animation_play_button->set_icon(get_editor_theme_icon(SNAME("MainPlay")));
}
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animation_stop_button->set_icon(get_editor_theme_icon(SNAME("Stop")));
} break;
case NOTIFICATION_PROCESS: {
if (animation_player != nullptr) {
animation_slider->set_value_no_signal(animation_player->get_current_animation_position() / animation_player->get_current_animation_length());
}
} break;
case NOTIFICATION_VISIBILITY_CHANGED: {
if (!is_visible()) {
_cleanup();
}
} break;
}
}
void SceneImportSettingsDialog::_menu_callback(int p_id) {
switch (p_id) {
case ACTION_EXTRACT_MATERIALS: {
save_path->set_title(TTR("Select folder to extract material resources"));
external_extension_type->select(0);
} break;
case ACTION_CHOOSE_MESH_SAVE_PATHS: {
save_path->set_title(TTR("Select folder where mesh resources will save on import"));
external_extension_type->select(1);
} break;
case ACTION_CHOOSE_ANIMATION_SAVE_PATHS: {
save_path->set_title(TTR("Select folder where animations will save on import"));
external_extension_type->select(1);
} break;
}
save_path->set_current_dir(base_path.get_base_dir());
current_action = p_id;
save_path->popup_centered_ratio();
}
void SceneImportSettingsDialog::_save_path_changed(const String &p_path) {
save_path_item->set_text(1, p_path);
if (FileAccess::exists(p_path)) {
save_path_item->set_text(2, TTR("Warning: File exists"));
save_path_item->set_tooltip_text(2, TTR("Existing file with the same name will be replaced."));
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save_path_item->set_icon(2, get_editor_theme_icon(SNAME("StatusWarning")));
} else {
save_path_item->set_text(2, TTR("Will create new file"));
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save_path_item->set_icon(2, get_editor_theme_icon(SNAME("StatusSuccess")));
}
}
void SceneImportSettingsDialog::_browse_save_callback(Object *p_item, int p_column, int p_id, MouseButton p_button) {
if (p_button != MouseButton::LEFT) {
return;
}
TreeItem *item = Object::cast_to<TreeItem>(p_item);
String path = item->get_text(1);
item_save_path->set_current_file(path);
save_path_item = item;
item_save_path->popup_centered_ratio();
}
void SceneImportSettingsDialog::_save_dir_callback(const String &p_path) {
external_path_tree->clear();
TreeItem *root = external_path_tree->create_item();
save_path_items.clear();
switch (current_action) {
case ACTION_EXTRACT_MATERIALS: {
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for (const KeyValue<String, MaterialData> &E : material_map) {
MaterialData &md = material_map[E.key];
TreeItem *item = external_path_tree->create_item(root);
String name = md.material_node->get_text(0);
item->set_cell_mode(0, TreeItem::CELL_MODE_CHECK);
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item->set_icon(0, get_editor_theme_icon(SNAME("StandardMaterial3D")));
item->set_text(0, name);
if (md.has_import_id) {
if (md.settings.has("use_external/enabled") && bool(md.settings["use_external/enabled"])) {
item->set_text(2, TTR("Already External"));
item->set_tooltip_text(2, TTR("This material already references an external file, no action will be taken.\nDisable the external property for it to be extracted again."));
} else {
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item->set_metadata(0, E.key);
item->set_editable(0, true);
item->set_checked(0, true);
name = name.validate_filename();
String path = p_path.path_join(name);
if (external_extension_type->get_selected() == 0) {
path += ".tres";
} else {
path += ".res";
}
item->set_text(1, path);
if (FileAccess::exists(path)) {
item->set_text(2, TTR("Warning: File exists"));
item->set_tooltip_text(2, TTR("Existing file with the same name will be replaced."));
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item->set_icon(2, get_editor_theme_icon(SNAME("StatusWarning")));
} else {
item->set_text(2, TTR("Will create new file"));
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item->set_icon(2, get_editor_theme_icon(SNAME("StatusSuccess")));
}
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item->add_button(1, get_editor_theme_icon(SNAME("Folder")));
}
} else {
item->set_text(2, TTR("No import ID"));
item->set_tooltip_text(2, TTR("Material has no name nor any other way to identify on re-import.\nPlease name it or ensure it is exported with an unique ID."));
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item->set_icon(2, get_editor_theme_icon(SNAME("StatusError")));
}
save_path_items.push_back(item);
}
external_paths->set_title(TTR("Extract Materials to Resource Files"));
external_paths->set_ok_button_text(TTR("Extract"));
} break;
case ACTION_CHOOSE_MESH_SAVE_PATHS: {
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for (const KeyValue<String, MeshData> &E : mesh_map) {
MeshData &md = mesh_map[E.key];
TreeItem *item = external_path_tree->create_item(root);
String name = md.mesh_node->get_text(0);
item->set_cell_mode(0, TreeItem::CELL_MODE_CHECK);
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item->set_icon(0, get_editor_theme_icon(SNAME("MeshItem")));
item->set_text(0, name);
if (md.has_import_id) {
if (md.settings.has("save_to_file/enabled") && bool(md.settings["save_to_file/enabled"])) {
item->set_text(2, TTR("Already Saving"));
item->set_tooltip_text(2, TTR("This mesh already saves to an external resource, no action will be taken."));
} else {
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item->set_metadata(0, E.key);
item->set_editable(0, true);
item->set_checked(0, true);
name = name.validate_filename();
String path = p_path.path_join(name);
if (external_extension_type->get_selected() == 0) {
path += ".tres";
} else {
path += ".res";
}
item->set_text(1, path);
if (FileAccess::exists(path)) {
item->set_text(2, TTR("Warning: File exists"));
item->set_tooltip_text(2, TTR("Existing file with the same name will be replaced on import."));
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item->set_icon(2, get_editor_theme_icon(SNAME("StatusWarning")));
} else {
item->set_text(2, TTR("Will save to new file"));
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item->set_icon(2, get_editor_theme_icon(SNAME("StatusSuccess")));
}
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item->add_button(1, get_editor_theme_icon(SNAME("Folder")));
}
} else {
item->set_text(2, TTR("No import ID"));
item->set_tooltip_text(2, TTR("Mesh has no name nor any other way to identify on re-import.\nPlease name it or ensure it is exported with an unique ID."));
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item->set_icon(2, get_editor_theme_icon(SNAME("StatusError")));
}
save_path_items.push_back(item);
}
external_paths->set_title(TTR("Set paths to save meshes as resource files on Reimport"));
external_paths->set_ok_button_text(TTR("Set Paths"));
} break;
case ACTION_CHOOSE_ANIMATION_SAVE_PATHS: {
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for (const KeyValue<String, AnimationData> &E : animation_map) {
AnimationData &ad = animation_map[E.key];
TreeItem *item = external_path_tree->create_item(root);
String name = ad.scene_node->get_text(0);
item->set_cell_mode(0, TreeItem::CELL_MODE_CHECK);
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item->set_icon(0, get_editor_theme_icon(SNAME("Animation")));
item->set_text(0, name);
if (ad.settings.has("save_to_file/enabled") && bool(ad.settings["save_to_file/enabled"])) {
item->set_text(2, TTR("Already Saving"));
item->set_tooltip_text(2, TTR("This animation already saves to an external resource, no action will be taken."));
} else {
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item->set_metadata(0, E.key);
item->set_editable(0, true);
item->set_checked(0, true);
name = name.validate_filename();
String path = p_path.path_join(name);
if (external_extension_type->get_selected() == 0) {
path += ".tres";
} else {
path += ".res";
}
item->set_text(1, path);
if (FileAccess::exists(path)) {
item->set_text(2, TTR("Warning: File exists"));
item->set_tooltip_text(2, TTR("Existing file with the same name will be replaced on import."));
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item->set_icon(2, get_editor_theme_icon(SNAME("StatusWarning")));
} else {
item->set_text(2, TTR("Will save to new file"));
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item->set_icon(2, get_editor_theme_icon(SNAME("StatusSuccess")));
}
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item->add_button(1, get_editor_theme_icon(SNAME("Folder")));
}
save_path_items.push_back(item);
}
external_paths->set_title(TTR("Set paths to save animations as resource files on Reimport"));
external_paths->set_ok_button_text(TTR("Set Paths"));
} break;
}
external_paths->popup_centered_ratio();
}
void SceneImportSettingsDialog::_save_dir_confirm() {
for (int i = 0; i < save_path_items.size(); i++) {
TreeItem *item = save_path_items[i];
if (!item->is_checked(0)) {
continue; //ignore
}
String path = item->get_text(1);
if (!path.is_resource_file()) {
continue;
}
String id = item->get_metadata(0);
switch (current_action) {
case ACTION_EXTRACT_MATERIALS: {
ERR_CONTINUE(!material_map.has(id));
MaterialData &md = material_map[id];
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Error err = ResourceSaver::save(md.material, path);
if (err != OK) {
EditorNode::get_singleton()->add_io_error(TTR("Can't make material external to file, write error:") + "\n\t" + path);
continue;
}
md.settings["use_external/enabled"] = true;
md.settings["use_external/path"] = path;
} break;
case ACTION_CHOOSE_MESH_SAVE_PATHS: {
ERR_CONTINUE(!mesh_map.has(id));
MeshData &md = mesh_map[id];
md.settings["save_to_file/enabled"] = true;
md.settings["save_to_file/path"] = path;
} break;
case ACTION_CHOOSE_ANIMATION_SAVE_PATHS: {
ERR_CONTINUE(!animation_map.has(id));
AnimationData &ad = animation_map[id];
ad.settings["save_to_file/enabled"] = true;
ad.settings["save_to_file/path"] = path;
} break;
}
}
if (current_action == ACTION_EXTRACT_MATERIALS) {
//as this happens right now, the scene needs to be saved and reimported.
_re_import();
open_settings(base_path);
} else {
scene_import_settings_data->notify_property_list_changed();
}
}
SceneImportSettingsDialog::SceneImportSettingsDialog() {
singleton = this;
VBoxContainer *main_vb = memnew(VBoxContainer);
add_child(main_vb);
HBoxContainer *menu_hb = memnew(HBoxContainer);
main_vb->add_child(menu_hb);
action_menu = memnew(MenuButton);
action_menu->set_text(TTR("Actions..."));
// Style the MenuButton like a regular Button to make it more noticeable.
action_menu->set_flat(false);
action_menu->set_focus_mode(Control::FOCUS_ALL);
menu_hb->add_child(action_menu);
action_menu->get_popup()->add_item(TTR("Extract Materials"), ACTION_EXTRACT_MATERIALS);
action_menu->get_popup()->add_separator();
action_menu->get_popup()->add_item(TTR("Set Animation Save Paths"), ACTION_CHOOSE_ANIMATION_SAVE_PATHS);
action_menu->get_popup()->add_item(TTR("Set Mesh Save Paths"), ACTION_CHOOSE_MESH_SAVE_PATHS);
action_menu->get_popup()->connect("id_pressed", callable_mp(this, &SceneImportSettingsDialog::_menu_callback));
tree_split = memnew(HSplitContainer);
main_vb->add_child(tree_split);
tree_split->set_v_size_flags(Control::SIZE_EXPAND_FILL);
data_mode = memnew(TabContainer);
tree_split->add_child(data_mode);
data_mode->set_custom_minimum_size(Size2(300 * EDSCALE, 0));
data_mode->set_theme_type_variation("TabContainerOdd");
property_split = memnew(HSplitContainer);
tree_split->add_child(property_split);
property_split->set_h_size_flags(Control::SIZE_EXPAND_FILL);
scene_tree = memnew(Tree);
scene_tree->set_name(TTR("Scene"));
scene_tree->set_auto_translate_mode(AUTO_TRANSLATE_MODE_DISABLED);
data_mode->add_child(scene_tree);
scene_tree->connect("cell_selected", callable_mp(this, &SceneImportSettingsDialog::_scene_tree_selected));
mesh_tree = memnew(Tree);
mesh_tree->set_name(TTR("Meshes"));
mesh_tree->set_auto_translate_mode(AUTO_TRANSLATE_MODE_DISABLED);
data_mode->add_child(mesh_tree);
mesh_tree->set_hide_root(true);
mesh_tree->connect("cell_selected", callable_mp(this, &SceneImportSettingsDialog::_mesh_tree_selected));
material_tree = memnew(Tree);
material_tree->set_name(TTR("Materials"));
material_tree->set_auto_translate_mode(AUTO_TRANSLATE_MODE_DISABLED);
data_mode->add_child(material_tree);
material_tree->connect("cell_selected", callable_mp(this, &SceneImportSettingsDialog::_material_tree_selected));
material_tree->set_hide_root(true);
VBoxContainer *vp_vb = memnew(VBoxContainer);
vp_vb->set_h_size_flags(Control::SIZE_EXPAND_FILL);
vp_vb->set_v_size_flags(Control::SIZE_EXPAND_FILL);
vp_vb->set_anchors_and_offsets_preset(Control::LayoutPreset::PRESET_FULL_RECT);
property_split->add_child(vp_vb);
SubViewportContainer *vp_container = memnew(SubViewportContainer);
vp_container->set_v_size_flags(Control::SIZE_EXPAND_FILL);
vp_container->set_custom_minimum_size(Size2(10, 10));
vp_container->set_stretch(true);
vp_container->connect("gui_input", callable_mp(this, &SceneImportSettingsDialog::_viewport_input));
vp_vb->add_child(vp_container);
base_viewport = memnew(SubViewport);
vp_container->add_child(base_viewport);
animation_preview = memnew(PanelContainer);
animation_preview->set_h_size_flags(Control::SIZE_EXPAND_FILL);
vp_vb->add_child(animation_preview);
animation_preview->hide();
HBoxContainer *animation_hbox = memnew(HBoxContainer);
animation_preview->add_child(animation_hbox);
animation_play_button = memnew(Button);
animation_hbox->add_child(animation_play_button);
animation_play_button->set_flat(true);
animation_play_button->set_focus_mode(Control::FOCUS_NONE);
animation_play_button->set_shortcut(ED_SHORTCUT("scene_import_settings/play_selected_animation", TTR("Selected Animation Play/Pause"), Key::SPACE));
animation_play_button->connect(SNAME("pressed"), callable_mp(this, &SceneImportSettingsDialog::_play_animation));
animation_stop_button = memnew(Button);
animation_hbox->add_child(animation_stop_button);
animation_stop_button->set_flat(true);
animation_stop_button->set_focus_mode(Control::FOCUS_NONE);
animation_stop_button->connect(SNAME("pressed"), callable_mp(this, &SceneImportSettingsDialog::_stop_current_animation));
animation_slider = memnew(HSlider);
animation_hbox->add_child(animation_slider);
animation_slider->set_h_size_flags(Control::SIZE_EXPAND_FILL);
animation_slider->set_v_size_flags(Control::SIZE_EXPAND_FILL);
animation_slider->set_max(1.0);
animation_slider->set_step(1.0 / 100.0);
animation_slider->set_value_no_signal(0.0);
animation_slider->set_focus_mode(Control::FOCUS_NONE);
animation_slider->connect(SNAME("value_changed"), callable_mp(this, &SceneImportSettingsDialog::_animation_slider_value_changed));
base_viewport->set_use_own_world_3d(true);
camera = memnew(Camera3D);
base_viewport->add_child(camera);
camera->make_current();
if (GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units")) {
camera_attributes.instantiate();
camera->set_attributes(camera_attributes);
}
// Use a grayscale gradient sky to avoid skewing the preview towards a specific color,
// but still allow shaded areas to be easily distinguished (using the ambient and reflected light).
// This also helps the user orient themselves in the preview, since the bottom of the sky is black
// and the top of the sky is white.
procedural_sky_material.instantiate();
procedural_sky_material->set_sky_top_color(Color(1, 1, 1));
procedural_sky_material->set_sky_horizon_color(Color(0.5, 0.5, 0.5));
procedural_sky_material->set_ground_horizon_color(Color(0.5, 0.5, 0.5));
procedural_sky_material->set_ground_bottom_color(Color(0, 0, 0));
procedural_sky_material->set_sky_curve(2.0);
procedural_sky_material->set_ground_curve(0.5);
// Hide the sun from the sky.
procedural_sky_material->set_sun_angle_max(0.0);
sky.instantiate();
sky->set_material(procedural_sky_material);
environment.instantiate();
environment->set_background(Environment::BG_SKY);
environment->set_sky(sky);
// A custom FOV must be specified, as an orthogonal camera is used for the preview.
environment->set_sky_custom_fov(50.0);
camera->set_environment(environment);
light = memnew(DirectionalLight3D);
light->set_transform(Transform3D().looking_at(Vector3(-1, -2, -0.6), Vector3(0, 1, 0)));
base_viewport->add_child(light);
light->set_shadow(true);
{
Ref<StandardMaterial3D> selection_mat;
selection_mat.instantiate();
selection_mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
selection_mat->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
selection_mat->set_albedo(Color(1, 0.8, 1.0));
Ref<SurfaceTool> st;
st.instantiate();
st->begin(Mesh::PRIMITIVE_LINES);
AABB base_aabb;
base_aabb.size = Vector3(1, 1, 1);
for (int i = 0; i < 12; i++) {
Vector3 a, b;
base_aabb.get_edge(i, a, b);
st->add_vertex(a);
st->add_vertex(a.lerp(b, 0.2));
st->add_vertex(b);
st->add_vertex(b.lerp(a, 0.2));
}
selection_mesh.instantiate();
st->commit(selection_mesh);
selection_mesh->surface_set_material(0, selection_mat);
node_selected = memnew(MeshInstance3D);
node_selected->set_mesh(selection_mesh);
node_selected->set_cast_shadows_setting(GeometryInstance3D::SHADOW_CASTING_SETTING_OFF);
base_viewport->add_child(node_selected);
node_selected->hide();
}
{
mesh_preview = memnew(MeshInstance3D);
base_viewport->add_child(mesh_preview);
mesh_preview->hide();
material_preview.instantiate();
}
{
collider_mat.instantiate();
collider_mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
collider_mat->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
collider_mat->set_albedo(Color(0.5, 0.5, 1.0));
}
inspector = memnew(EditorInspector);
inspector->set_custom_minimum_size(Size2(300 * EDSCALE, 0));
inspector->connect(SNAME("property_edited"), callable_mp(this, &SceneImportSettingsDialog::_inspector_property_edited));
property_split->add_child(inspector);
scene_import_settings_data = memnew(SceneImportSettingsData);
set_ok_button_text(TTR("Reimport"));
set_cancel_button_text(TTR("Close"));
external_paths = memnew(ConfirmationDialog);
add_child(external_paths);
external_path_tree = memnew(Tree);
external_paths->add_child(external_path_tree);
external_path_tree->connect("button_clicked", callable_mp(this, &SceneImportSettingsDialog::_browse_save_callback));
external_paths->connect("confirmed", callable_mp(this, &SceneImportSettingsDialog::_save_dir_confirm));
external_path_tree->set_auto_translate_mode(AUTO_TRANSLATE_MODE_DISABLED);
external_path_tree->set_columns(3);
external_path_tree->set_column_titles_visible(true);
external_path_tree->set_column_expand(0, true);
external_path_tree->set_column_custom_minimum_width(0, 100 * EDSCALE);
external_path_tree->set_column_title(0, TTR("Resource"));
external_path_tree->set_column_expand(1, true);
external_path_tree->set_column_custom_minimum_width(1, 100 * EDSCALE);
external_path_tree->set_column_title(1, TTR("Path"));
external_path_tree->set_column_expand(2, false);
external_path_tree->set_column_custom_minimum_width(2, 200 * EDSCALE);
external_path_tree->set_column_title(2, TTR("Status"));
save_path = memnew(EditorFileDialog);
save_path->set_file_mode(EditorFileDialog::FILE_MODE_OPEN_DIR);
HBoxContainer *extension_hb = memnew(HBoxContainer);
save_path->get_vbox()->add_child(extension_hb);
extension_hb->add_spacer();
extension_hb->add_child(memnew(Label(TTR("Save Extension:"))));
external_extension_type = memnew(OptionButton);
extension_hb->add_child(external_extension_type);
external_extension_type->add_item(TTR("Text: *.tres"));
external_extension_type->add_item(TTR("Binary: *.res"));
external_path_tree->set_hide_root(true);
add_child(save_path);
item_save_path = memnew(EditorFileDialog);
item_save_path->set_file_mode(EditorFileDialog::FILE_MODE_SAVE_FILE);
item_save_path->add_filter("*.tres", TTR("Text Resource"));
item_save_path->add_filter("*.res", TTR("Binary Resource"));
add_child(item_save_path);
item_save_path->connect("file_selected", callable_mp(this, &SceneImportSettingsDialog::_save_path_changed));
save_path->connect("dir_selected", callable_mp(this, &SceneImportSettingsDialog::_save_dir_callback));
update_view_timer = memnew(Timer);
update_view_timer->set_wait_time(0.2);
update_view_timer->connect("timeout", callable_mp(this, &SceneImportSettingsDialog::_update_view_gizmos));
add_child(update_view_timer);
}
SceneImportSettingsDialog::~SceneImportSettingsDialog() {
memdelete(scene_import_settings_data);
}