1426cd3b3a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see". Backported from #70885.
175 lines
7.8 KiB
C++
175 lines
7.8 KiB
C++
/**************************************************************************/
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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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#ifndef RESOURCE_IMPORTER_SCENE_H
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#define RESOURCE_IMPORTER_SCENE_H
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#include "core/io/resource_importer.h"
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#include "scene/resources/animation.h"
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#include "scene/resources/mesh.h"
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#include "scene/resources/shape.h"
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class Material;
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class EditorSceneImporter : public Reference {
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GDCLASS(EditorSceneImporter, Reference);
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protected:
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static void _bind_methods();
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Node *import_scene_from_other_importer(const String &p_path, uint32_t p_flags, int p_bake_fps, uint32_t p_compress_flags);
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Ref<Animation> import_animation_from_other_importer(const String &p_path, uint32_t p_flags, int p_bake_fps);
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public:
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enum ImportFlags {
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IMPORT_SCENE = 1,
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IMPORT_ANIMATION = 2,
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IMPORT_ANIMATION_DETECT_LOOP = 4,
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IMPORT_ANIMATION_OPTIMIZE = 8,
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IMPORT_ANIMATION_FORCE_ALL_TRACKS_IN_ALL_CLIPS = 16,
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IMPORT_ANIMATION_KEEP_VALUE_TRACKS = 32,
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IMPORT_GENERATE_TANGENT_ARRAYS = 256,
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IMPORT_FAIL_ON_MISSING_DEPENDENCIES = 512,
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IMPORT_MATERIALS_IN_INSTANCES = 1024,
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IMPORT_USE_COMPRESSION = 2048,
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IMPORT_USE_NAMED_SKIN_BINDS = 4096,
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IMPORT_USE_LEGACY_NAMES = 8192,
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};
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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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virtual Node *import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps, uint32_t p_compress_flags, List<String> *r_missing_deps, Error *r_err = nullptr);
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virtual Ref<Animation> import_animation(const String &p_path, uint32_t p_flags, int p_bake_fps);
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EditorSceneImporter() {}
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};
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class EditorScenePostImport : public Reference {
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GDCLASS(EditorScenePostImport, Reference);
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String source_folder;
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String source_file;
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protected:
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static void _bind_methods();
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public:
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String get_source_folder() const;
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String get_source_file() const;
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virtual Node *post_import(Node *p_scene);
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virtual void init(const String &p_source_folder, const String &p_source_file);
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EditorScenePostImport();
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};
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class ResourceImporterScene : public ResourceImporter {
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GDCLASS(ResourceImporterScene, ResourceImporter);
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Set<Ref<EditorSceneImporter>> importers;
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static ResourceImporterScene *singleton;
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enum Presets {
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PRESET_SEPARATE_MATERIALS,
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PRESET_SEPARATE_MESHES,
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PRESET_SEPARATE_ANIMATIONS,
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PRESET_SINGLE_SCENE,
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PRESET_SEPARATE_MESHES_AND_MATERIALS,
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PRESET_SEPARATE_MESHES_AND_ANIMATIONS,
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PRESET_SEPARATE_MATERIALS_AND_ANIMATIONS,
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PRESET_SEPARATE_MESHES_MATERIALS_AND_ANIMATIONS,
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PRESET_MULTIPLE_SCENES,
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PRESET_MULTIPLE_SCENES_AND_MATERIALS,
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PRESET_MAX
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};
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enum LightBakeMode {
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LIGHT_BAKE_DISABLED,
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LIGHT_BAKE_ENABLE,
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LIGHT_BAKE_LIGHTMAPS
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};
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void _replace_owner(Node *p_node, Node *p_scene, Node *p_new_owner);
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void _add_shapes(Node *p_node, const List<Ref<Shape>> &p_shapes);
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public:
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static ResourceImporterScene *get_singleton() { return singleton; }
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const Set<Ref<EditorSceneImporter>> &get_importers() const { return importers; }
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void add_importer(Ref<EditorSceneImporter> p_importer) { importers.insert(p_importer); }
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void remove_importer(Ref<EditorSceneImporter> p_importer) { importers.erase(p_importer); }
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virtual String get_importer_name() const;
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virtual String get_visible_name() const;
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virtual void get_recognized_extensions(List<String> *p_extensions) const;
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virtual String get_save_extension() const;
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virtual String get_resource_type() const;
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virtual int get_preset_count() const;
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virtual String get_preset_name(int p_idx) const;
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virtual void get_import_options(List<ImportOption> *r_options, int p_preset = 0) const;
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virtual bool get_option_visibility(const String &p_option, const Map<StringName, Variant> &p_options) const;
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// Import scenes *after* everything else (such as textures).
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virtual int get_import_order() const { return ResourceImporter::IMPORT_ORDER_SCENE; }
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void _find_meshes(Node *p_node, Map<Ref<ArrayMesh>, Transform> &meshes);
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void _make_external_resources(Node *p_node, const String &p_base_path, bool p_make_animations, bool p_animations_as_text, bool p_keep_animations, bool p_make_materials, bool p_materials_as_text, bool p_keep_materials, bool p_make_meshes, bool p_meshes_as_text, Map<Ref<Animation>, Ref<Animation>> &p_animations, Map<Ref<Material>, Ref<Material>> &p_materials, Map<Ref<ArrayMesh>, Ref<ArrayMesh>> &p_meshes);
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Node *_fix_node(Node *p_node, Node *p_root, Map<Ref<Mesh>, List<Ref<Shape>>> &collision_map, LightBakeMode p_light_bake_mode, List<Pair<NodePath, Node *>> &r_node_renames);
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void _create_clips(Node *scene, const Array &p_clips, bool p_bake_all);
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void _filter_anim_tracks(Ref<Animation> anim, Set<String> &keep);
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void _filter_tracks(Node *scene, const String &p_text);
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void _optimize_animations(Node *scene, float p_max_lin_error, float p_max_ang_error, float p_max_angle);
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virtual Error import(const String &p_source_file, const String &p_save_path, const Map<StringName, Variant> &p_options, List<String> *r_platform_variants, List<String> *r_gen_files = nullptr, Variant *r_metadata = nullptr);
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Node *import_scene_from_other_importer(EditorSceneImporter *p_exception, const String &p_path, uint32_t p_flags, int p_bake_fps, uint32_t p_compress_flags);
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Ref<Animation> import_animation_from_other_importer(EditorSceneImporter *p_exception, const String &p_path, uint32_t p_flags, int p_bake_fps);
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ResourceImporterScene();
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};
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class EditorSceneImporterESCN : public EditorSceneImporter {
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GDCLASS(EditorSceneImporterESCN, EditorSceneImporter);
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public:
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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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virtual Node *import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps, uint32_t p_compress_flags, List<String> *r_missing_deps, Error *r_err = nullptr);
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virtual Ref<Animation> import_animation(const String &p_path, uint32_t p_flags, int p_bake_fps);
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};
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#endif // RESOURCE_IMPORTER_SCENE_H
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