/*************************************************************************/ /* editor_scene_exporter_gltf_plugin.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #if TOOLS_ENABLED #include "editor_scene_exporter_gltf_plugin.h" #include "core/config/project_settings.h" #include "core/error/error_list.h" #include "core/object/object.h" #include "core/templates/vector.h" #include "editor/editor_file_dialog.h" #include "editor/editor_file_system.h" #include "gltf_document.h" #include "gltf_state.h" #include "scene/3d/mesh_instance_3d.h" #include "scene/gui/check_box.h" #include "scene/main/node.h" #include "editor/editor_node.h" String SceneExporterGLTFPlugin::get_name() const { return "ConvertGLTF2"; } bool SceneExporterGLTFPlugin::has_main_screen() const { return false; } SceneExporterGLTFPlugin::SceneExporterGLTFPlugin() { file_export_lib = memnew(EditorFileDialog); EditorNode::get_singleton()->get_gui_base()->add_child(file_export_lib); file_export_lib->connect("file_selected", callable_mp(this, &SceneExporterGLTFPlugin::_gltf2_dialog_action)); file_export_lib->set_title(TTR("Export Library")); file_export_lib->set_file_mode(EditorFileDialog::FILE_MODE_SAVE_FILE); file_export_lib->set_access(EditorFileDialog::ACCESS_FILESYSTEM); file_export_lib->clear_filters(); file_export_lib->add_filter("*.glb"); file_export_lib->add_filter("*.gltf"); file_export_lib->set_title(TTR("Export Mesh GLTF2")); String gltf_scene_name = TTR("Export GLTF..."); add_tool_menu_item(gltf_scene_name, callable_mp(this, &SceneExporterGLTFPlugin::convert_scene_to_gltf2)); } void SceneExporterGLTFPlugin::_gltf2_dialog_action(String p_file) { Node *root = EditorNode::get_singleton()->get_tree()->get_edited_scene_root(); if (!root) { EditorNode::get_singleton()->show_accept(TTR("This operation can't be done without a scene."), TTR("OK")); return; } List deps; Ref doc; doc.instantiate(); Ref state; state.instantiate(); int32_t flags = 0; flags |= EditorSceneFormatImporter::IMPORT_USE_NAMED_SKIN_BINDS; Error err = doc->append_from_scene(root, state, flags, 30.0f); if (err != OK) { ERR_PRINT(vformat("glTF2 save scene error %s.", itos(err))); } err = doc->write_to_filesystem(state, p_file); if (err != OK) { ERR_PRINT(vformat("glTF2 save scene error %s.", itos(err))); } } void SceneExporterGLTFPlugin::convert_scene_to_gltf2() { Node *root = EditorNode::get_singleton()->get_tree()->get_edited_scene_root(); if (!root) { EditorNode::get_singleton()->show_accept(TTR("This operation can't be done without a scene."), TTR("OK")); return; } String filename = String(root->get_scene_file_path().get_file().get_basename()); if (filename.is_empty()) { filename = root->get_name(); } file_export_lib->set_current_file(filename + String(".gltf")); file_export_lib->popup_centered_ratio(); } #endif // TOOLS_ENABLED