Merge pull request #5057 from pkowal1982/master
Improved Blender/Collada -colonly import creating collision shapes fo…
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commit
a21eb2b89d
5 changed files with 94 additions and 18 deletions
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@ -482,6 +482,24 @@ Transform Collada::_read_transform(XMLParser& parser) {
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return _read_transform_from_array(array);
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}
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String Collada::_read_empty_draw_type(XMLParser& parser) {
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String empty_draw_type = "";
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if (parser.is_empty())
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return empty_draw_type;
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while (parser.read()==OK) {
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if (parser.get_node_type() == XMLParser::NODE_TEXT) {
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empty_draw_type = parser.get_node_data();
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}
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else
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if (parser.get_node_type() == XMLParser::NODE_ELEMENT_END)
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break; // end parsing text
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}
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return empty_draw_type;
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}
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Variant Collada::_parse_param(XMLParser& parser) {
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if (parser.is_empty())
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@ -1664,6 +1682,8 @@ Collada::Node* Collada::_parse_visual_scene_node(XMLParser& parser) {
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Vector<Node::XForm> xform_list;
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Vector<Node*> children;
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String empty_draw_type="";
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Node *node=NULL;
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@ -1771,7 +1791,9 @@ Collada::Node* Collada::_parse_visual_scene_node(XMLParser& parser) {
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xform_list.push_back(xf);
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} else if (section=="technique" || section=="extra") {
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} else if (section=="empty_draw_type") {
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empty_draw_type = _read_empty_draw_type(parser);
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} else if (section == "technique" || section=="extra") {
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} else if (section!="node") {
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//usually what defines the type of node
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@ -1817,6 +1839,7 @@ Collada::Node* Collada::_parse_visual_scene_node(XMLParser& parser) {
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node->name=name;
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node->id=id;
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node->empty_draw_type=empty_draw_type;
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if (node->children.size()==1) {
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if (node->children[0]->noname && !node->noname) {
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@ -403,6 +403,7 @@ public:
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String name;
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String id;
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String empty_draw_type;
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bool noname;
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Vector<XForm> xform_list;
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Transform default_transform;
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@ -635,6 +636,7 @@ private: // private stuff
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Vector<float> _read_float_array(XMLParser& parser);
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Vector<String> _read_string_array(XMLParser& parser);
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Transform _read_transform(XMLParser& parser);
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String _read_empty_draw_type(XMLParser& parser);
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void _joint_set_owner(Collada::Node *p_node, NodeSkeleton *p_owner);
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void _create_skeletons(Collada::Node **p_node, NodeSkeleton *p_skeleton=NULL);
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@ -355,6 +355,10 @@ Error ColladaImport::_create_scene(Collada::Node *p_node, Spatial *p_parent) {
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p_parent->add_child(node);
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node->set_owner(scene);
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if (p_node->empty_draw_type!="") {
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node->set_meta("empty_draw_type", Variant(p_node->empty_draw_type));
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}
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for(int i=0;i<p_node->children.size();i++) {
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Error err = _create_scene(p_node->children[i],node);
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@ -41,6 +41,10 @@
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#include "scene/3d/physics_body.h"
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#include "scene/3d/portal.h"
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#include "scene/3d/vehicle_body.h"
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#include "scene/resources/sphere_shape.h"
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#include <scene/resources/box_shape.h>
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#include <scene/resources/ray_shape.h>
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#include <scene/resources/plane_shape.h>
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#include "tools/editor/create_dialog.h"
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#include "os/os.h"
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@ -1685,28 +1689,61 @@ Node* EditorSceneImportPlugin::_fix_node(Node *p_node,Node *p_root,Map<Ref<Mesh>
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mi->set_baked_light_texture_id(layer);
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}
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if (p_flags&SCENE_FLAG_CREATE_COLLISIONS && _teststr(name,"colonly") && p_node->cast_to<MeshInstance>()) {
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if (p_flags&SCENE_FLAG_CREATE_COLLISIONS && _teststr(name,"colonly")) {
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if (isroot)
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return p_node;
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if (p_node->cast_to<MeshInstance>()) {
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MeshInstance *mi = p_node->cast_to<MeshInstance>();
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Node * col = mi->create_trimesh_collision_node();
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ERR_FAIL_COND_V(!col,NULL);
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MeshInstance *mi = p_node->cast_to<MeshInstance>();
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Node * col = mi->create_trimesh_collision_node();
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ERR_FAIL_COND_V(!col,NULL);
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col->set_name(_fixstr(name,"colonly"));
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col->cast_to<Spatial>()->set_transform(mi->get_transform());
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p_node->replace_by(col);
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memdelete(p_node);
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p_node=col;
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StaticBody *sb = col->cast_to<StaticBody>();
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CollisionShape *colshape = memnew( CollisionShape);
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colshape->set_shape(sb->get_shape(0));
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colshape->set_name("shape");
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sb->add_child(colshape);
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colshape->set_owner(p_node->get_owner());
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col->set_name(_fixstr(name,"colonly"));
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col->cast_to<Spatial>()->set_transform(mi->get_transform());
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p_node->replace_by(col);
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memdelete(p_node);
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p_node=col;
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StaticBody *sb = col->cast_to<StaticBody>();
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CollisionShape *colshape = memnew( CollisionShape);
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colshape->set_shape(sb->get_shape(0));
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colshape->set_name("shape");
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sb->add_child(colshape);
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colshape->set_owner(p_node->get_owner());
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} else if (p_node->has_meta("empty_draw_type")) {
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String empty_draw_type = String(p_node->get_meta("empty_draw_type"));
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print_line(empty_draw_type);
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StaticBody *sb = memnew( StaticBody);
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sb->set_name(_fixstr(name,"colonly"));
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sb->cast_to<Spatial>()->set_transform(p_node->cast_to<Spatial>()->get_transform());
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p_node->replace_by(sb);
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memdelete(p_node);
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CollisionShape *colshape = memnew( CollisionShape);
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if (empty_draw_type == "CUBE") {
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BoxShape *boxShape = memnew( BoxShape);
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boxShape->set_extents(Vector3(1, 1, 1));
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colshape->set_shape(boxShape);
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colshape->set_name("BoxShape");
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} else if (empty_draw_type == "SINGLE_ARROW") {
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RayShape *rayShape = memnew( RayShape);
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rayShape->set_length(1);
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colshape->set_shape(rayShape);
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colshape->set_name("RayShape");
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sb->cast_to<Spatial>()->rotate_x(Math_PI / 2);
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} else if (empty_draw_type == "IMAGE") {
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PlaneShape *planeShape = memnew( PlaneShape);
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colshape->set_shape(planeShape);
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colshape->set_name("PlaneShape");
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} else {
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SphereShape *sphereShape = memnew( SphereShape);
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sphereShape->set_radius(1);
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colshape->set_shape(sphereShape);
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colshape->set_name("SphereShape");
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}
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sb->add_child(colshape);
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colshape->set_owner(sb->get_owner());
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}
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} else if (p_flags&SCENE_FLAG_CREATE_COLLISIONS &&_teststr(name,"col") && p_node->cast_to<MeshInstance>()) {
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@ -1104,6 +1104,14 @@ class DaeExporter:
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self.writel(S_NODES,il,'<instance_light url="#'+lightid+'"/>')
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def export_empty_node(self,node,il):
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self.writel(S_NODES,4,'<extra>')
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self.writel(S_NODES,5,'<technique profile="GODOT">')
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self.writel(S_NODES,6,'<empty_draw_type>'+node.empty_draw_type+'</empty_draw_type>')
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self.writel(S_NODES,5,'</technique>')
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self.writel(S_NODES,4,'</extra>')
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def export_curve(self,curve):
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@ -1264,6 +1272,8 @@ class DaeExporter:
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self.export_camera_node(node,il)
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elif (node.type=="LAMP"):
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self.export_lamp_node(node,il)
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elif (node.type=="EMPTY"):
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self.export_empty_node(node,il)
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for x in node.children:
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self.export_node(x,il)
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