72599858fc
Use a gradient sky to improve visibility in shaded areas, while also helping the user orient themselves. The bottom of the sky is black, while the top of the sky is white. This change also makes it so that the Default Clear Color project setting no longer affects the Advanced Import Settings dialog.
238 lines
8 KiB
C++
238 lines
8 KiB
C++
/**************************************************************************/
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/* scene_import_settings.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 SCENE_IMPORT_SETTINGS_H
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#define SCENE_IMPORT_SETTINGS_H
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#include "editor/import/3d/resource_importer_scene.h"
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#include "scene/3d/camera_3d.h"
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#include "scene/3d/light_3d.h"
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#include "scene/3d/mesh_instance_3d.h"
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#include "scene/3d/skeleton_3d.h"
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#include "scene/gui/dialogs.h"
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#include "scene/gui/item_list.h"
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#include "scene/gui/menu_button.h"
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#include "scene/gui/option_button.h"
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#include "scene/gui/panel_container.h"
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#include "scene/gui/slider.h"
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#include "scene/gui/split_container.h"
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#include "scene/gui/subviewport_container.h"
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#include "scene/gui/tab_container.h"
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#include "scene/gui/tree.h"
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#include "scene/resources/3d/primitive_meshes.h"
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#include "scene/resources/3d/sky_material.h"
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class EditorFileDialog;
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class EditorInspector;
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class SceneImportSettingsData;
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class SceneImportSettingsDialog : public ConfirmationDialog {
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GDCLASS(SceneImportSettingsDialog, ConfirmationDialog)
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static SceneImportSettingsDialog *singleton;
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enum Actions {
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ACTION_EXTRACT_MATERIALS,
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ACTION_CHOOSE_MESH_SAVE_PATHS,
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ACTION_CHOOSE_ANIMATION_SAVE_PATHS,
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};
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Node *scene = nullptr;
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HSplitContainer *tree_split = nullptr;
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HSplitContainer *property_split = nullptr;
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TabContainer *data_mode = nullptr;
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Tree *scene_tree = nullptr;
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Tree *mesh_tree = nullptr;
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Tree *material_tree = nullptr;
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EditorInspector *inspector = nullptr;
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SubViewport *base_viewport = nullptr;
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Camera3D *camera = nullptr;
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Ref<CameraAttributesPractical> camera_attributes;
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Ref<Environment> environment;
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Ref<Sky> sky;
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Ref<ProceduralSkyMaterial> procedural_sky_material;
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bool first_aabb = false;
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AABB contents_aabb;
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DirectionalLight3D *light = nullptr;
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Ref<ArrayMesh> selection_mesh;
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MeshInstance3D *node_selected = nullptr;
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MeshInstance3D *mesh_preview = nullptr;
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Ref<SphereMesh> material_preview;
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AnimationPlayer *animation_player = nullptr;
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List<Skeleton3D *> skeletons;
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PanelContainer *animation_preview = nullptr;
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HSlider *animation_slider = nullptr;
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Button *animation_play_button = nullptr;
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Button *animation_stop_button = nullptr;
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Animation::LoopMode animation_loop_mode = Animation::LOOP_NONE;
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bool animation_pingpong = false;
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bool previous_import_as_skeleton = false;
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bool previous_rest_as_reset = false;
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Ref<StandardMaterial3D> collider_mat;
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float cam_rot_x = 0.0f;
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float cam_rot_y = 0.0f;
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float cam_zoom = 0.0f;
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void _update_scene();
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struct MaterialData {
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bool has_import_id;
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Ref<Material> material;
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TreeItem *scene_node = nullptr;
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TreeItem *mesh_node = nullptr;
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TreeItem *material_node = nullptr;
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float cam_rot_x = -Math_PI / 4;
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float cam_rot_y = -Math_PI / 4;
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float cam_zoom = 1;
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HashMap<StringName, Variant> settings;
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};
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HashMap<String, MaterialData> material_map;
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HashMap<Ref<Material>, String> unnamed_material_name_map;
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struct MeshData {
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bool has_import_id;
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Ref<Mesh> mesh;
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TreeItem *scene_node = nullptr;
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TreeItem *mesh_node = nullptr;
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float cam_rot_x = -Math_PI / 4;
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float cam_rot_y = -Math_PI / 4;
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float cam_zoom = 1;
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HashMap<StringName, Variant> settings;
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};
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HashMap<String, MeshData> mesh_map;
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struct AnimationData {
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Ref<Animation> animation;
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TreeItem *scene_node = nullptr;
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HashMap<StringName, Variant> settings;
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};
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HashMap<String, AnimationData> animation_map;
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struct NodeData {
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Node *node = nullptr;
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TreeItem *scene_node = nullptr;
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HashMap<StringName, Variant> settings;
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};
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HashMap<String, NodeData> node_map;
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void _fill_material(Tree *p_tree, const Ref<Material> &p_material, TreeItem *p_parent);
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void _fill_mesh(Tree *p_tree, const Ref<Mesh> &p_mesh, TreeItem *p_parent);
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void _fill_animation(Tree *p_tree, const Ref<Animation> &p_anim, const String &p_name, TreeItem *p_parent);
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void _fill_scene(Node *p_node, TreeItem *p_parent_item);
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HashSet<Ref<Mesh>> mesh_set;
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String selected_type;
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String selected_id;
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bool selecting = false;
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void _update_view_gizmos();
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void _update_camera();
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void _select(Tree *p_from, const String &p_type, const String &p_id);
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void _inspector_property_edited(const String &p_name);
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void _reset_bone_transforms();
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void _play_animation();
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void _stop_current_animation();
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void _reset_animation(const String &p_animation_name = "");
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void _animation_slider_value_changed(double p_value);
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void _animation_finished(const StringName &p_name);
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void _material_tree_selected();
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void _mesh_tree_selected();
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void _scene_tree_selected();
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void _cleanup();
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void _viewport_input(const Ref<InputEvent> &p_input);
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HashMap<StringName, Variant> defaults;
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SceneImportSettingsData *scene_import_settings_data = nullptr;
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void _re_import();
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String base_path;
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MenuButton *action_menu = nullptr;
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ConfirmationDialog *external_paths = nullptr;
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Tree *external_path_tree = nullptr;
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EditorFileDialog *save_path = nullptr;
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OptionButton *external_extension_type = nullptr;
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EditorFileDialog *item_save_path = nullptr;
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void _menu_callback(int p_id);
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void _save_dir_callback(const String &p_path);
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int current_action = 0;
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Vector<TreeItem *> save_path_items;
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TreeItem *save_path_item = nullptr;
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void _save_path_changed(const String &p_path);
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void _browse_save_callback(Object *p_item, int p_column, int p_id, MouseButton p_button);
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void _save_dir_confirm();
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Dictionary base_subresource_settings;
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void _load_default_subresource_settings(HashMap<StringName, Variant> &settings, const String &p_type, const String &p_import_id, ResourceImporterScene::InternalImportCategory p_category);
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bool editing_animation = false;
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bool generate_collider = false;
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Timer *update_view_timer = nullptr;
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protected:
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void _notification(int p_what);
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public:
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bool is_editing_animation() const { return editing_animation; }
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void request_generate_collider();
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void update_view();
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void open_settings(const String &p_path, bool p_for_animation = false);
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static SceneImportSettingsDialog *get_singleton();
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Node *get_selected_node();
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SceneImportSettingsDialog();
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~SceneImportSettingsDialog();
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};
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#endif // SCENE_IMPORT_SETTINGS_H
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