2020-12-21 16:39:32 +01:00
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/*************************************************************************/
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/* editor_scene_exporter_gltf_plugin.cpp */
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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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2021-01-01 20:13:46 +01:00
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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2020-12-21 16:39:32 +01:00
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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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#include "editor_scene_exporter_gltf_plugin.h"
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#include "core/config/project_settings.h"
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#include "core/object/object.h"
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#include "core/templates/vector.h"
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#include "editor/editor_file_system.h"
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#include "scene/3d/mesh_instance_3d.h"
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#include "scene/gui/check_box.h"
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#include "scene/main/node.h"
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#include "editor/editor_node.h"
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String SceneExporterGLTFPlugin::get_name() const {
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return "ConvertGLTF2";
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}
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bool SceneExporterGLTFPlugin::has_main_screen() const {
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return false;
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}
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SceneExporterGLTFPlugin::SceneExporterGLTFPlugin(EditorNode *p_node) {
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editor = p_node;
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2021-06-18 00:03:09 +02:00
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convert_gltf2.instantiate();
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2020-12-21 16:39:32 +01:00
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file_export_lib = memnew(EditorFileDialog);
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editor->get_gui_base()->add_child(file_export_lib);
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file_export_lib->connect("file_selected", callable_mp(this, &SceneExporterGLTFPlugin::_gltf2_dialog_action));
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file_export_lib->set_title(TTR("Export Library"));
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file_export_lib->set_file_mode(EditorFileDialog::FILE_MODE_SAVE_FILE);
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file_export_lib->set_access(EditorFileDialog::ACCESS_FILESYSTEM);
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file_export_lib->clear_filters();
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file_export_lib->add_filter("*.glb");
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file_export_lib->add_filter("*.gltf");
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file_export_lib->set_title(TTR("Export Mesh GLTF2"));
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String gltf_scene_name = TTR("Export GLTF...");
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add_tool_menu_item(gltf_scene_name, callable_mp(this, &SceneExporterGLTFPlugin::convert_scene_to_gltf2));
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}
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void SceneExporterGLTFPlugin::_gltf2_dialog_action(String p_file) {
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Node *root = editor->get_tree()->get_edited_scene_root();
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if (!root) {
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editor->show_accept(TTR("This operation can't be done without a scene."), TTR("OK"));
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return;
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}
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List<String> deps;
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convert_gltf2->save_scene(root, p_file, p_file, 0, 1000.0f, &deps);
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EditorFileSystem::get_singleton()->scan_changes();
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}
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void SceneExporterGLTFPlugin::convert_scene_to_gltf2() {
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Node *root = editor->get_tree()->get_edited_scene_root();
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if (!root) {
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editor->show_accept(TTR("This operation can't be done without a scene."), TTR("OK"));
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return;
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}
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String filename = String(root->get_filename().get_file().get_basename());
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2020-12-15 13:04:21 +01:00
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if (filename.is_empty()) {
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2020-12-21 16:39:32 +01:00
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filename = root->get_name();
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}
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file_export_lib->set_current_file(filename + String(".gltf"));
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file_export_lib->popup_centered_ratio();
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}
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