virtualx-engine/editor/import/resource_importer_scene.h
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
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".
2023-01-05 13:25:55 +01:00

483 lines
21 KiB
C++

/**************************************************************************/
/* resource_importer_scene.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/**************************************************************************/
#ifndef RESOURCE_IMPORTER_SCENE_H
#define RESOURCE_IMPORTER_SCENE_H
#include "core/error/error_macros.h"
#include "core/io/resource_importer.h"
#include "core/variant/dictionary.h"
#include "scene/3d/importer_mesh_instance_3d.h"
#include "scene/resources/animation.h"
#include "scene/resources/box_shape_3d.h"
#include "scene/resources/capsule_shape_3d.h"
#include "scene/resources/cylinder_shape_3d.h"
#include "scene/resources/mesh.h"
#include "scene/resources/shape_3d.h"
#include "scene/resources/sphere_shape_3d.h"
class Material;
class AnimationPlayer;
class ImporterMesh;
class EditorSceneFormatImporter : public RefCounted {
GDCLASS(EditorSceneFormatImporter, RefCounted);
protected:
static void _bind_methods();
Node *import_scene_wrapper(const String &p_path, uint32_t p_flags, Dictionary p_options);
Ref<Animation> import_animation_wrapper(const String &p_path, uint32_t p_flags, Dictionary p_options);
GDVIRTUAL0RC(int, _get_import_flags)
GDVIRTUAL0RC(Vector<String>, _get_extensions)
GDVIRTUAL3R(Object *, _import_scene, String, uint32_t, Dictionary)
GDVIRTUAL1(_get_import_options, String)
GDVIRTUAL3RC(Variant, _get_option_visibility, String, bool, String)
public:
enum ImportFlags {
IMPORT_SCENE = 1,
IMPORT_ANIMATION = 2,
IMPORT_FAIL_ON_MISSING_DEPENDENCIES = 4,
IMPORT_GENERATE_TANGENT_ARRAYS = 8,
IMPORT_USE_NAMED_SKIN_BINDS = 16,
IMPORT_DISCARD_MESHES_AND_MATERIALS = 32, //used for optimizing animation import
};
virtual uint32_t get_import_flags() const;
virtual void get_extensions(List<String> *r_extensions) const;
virtual Node *import_scene(const String &p_path, uint32_t p_flags, const HashMap<StringName, Variant> &p_options, List<String> *r_missing_deps, Error *r_err = nullptr);
virtual void get_import_options(const String &p_path, List<ResourceImporter::ImportOption> *r_options);
virtual Variant get_option_visibility(const String &p_path, bool p_for_animation, const String &p_option, const HashMap<StringName, Variant> &p_options);
EditorSceneFormatImporter() {}
};
class EditorScenePostImport : public RefCounted {
GDCLASS(EditorScenePostImport, RefCounted);
String source_file;
protected:
static void _bind_methods();
GDVIRTUAL1R(Object *, _post_import, Node *)
public:
String get_source_file() const;
virtual Node *post_import(Node *p_scene);
virtual void init(const String &p_source_file);
EditorScenePostImport();
};
class EditorScenePostImportPlugin : public RefCounted {
GDCLASS(EditorScenePostImportPlugin, RefCounted);
public:
enum InternalImportCategory {
INTERNAL_IMPORT_CATEGORY_NODE,
INTERNAL_IMPORT_CATEGORY_MESH_3D_NODE,
INTERNAL_IMPORT_CATEGORY_MESH,
INTERNAL_IMPORT_CATEGORY_MATERIAL,
INTERNAL_IMPORT_CATEGORY_ANIMATION,
INTERNAL_IMPORT_CATEGORY_ANIMATION_NODE,
INTERNAL_IMPORT_CATEGORY_SKELETON_3D_NODE,
INTERNAL_IMPORT_CATEGORY_MAX
};
private:
mutable const HashMap<StringName, Variant> *current_options = nullptr;
mutable const Dictionary *current_options_dict = nullptr;
List<ResourceImporter::ImportOption> *current_option_list = nullptr;
InternalImportCategory current_category = INTERNAL_IMPORT_CATEGORY_MAX;
protected:
GDVIRTUAL1(_get_internal_import_options, int)
GDVIRTUAL3RC(Variant, _get_internal_option_visibility, int, bool, String)
GDVIRTUAL2RC(Variant, _get_internal_option_update_view_required, int, String)
GDVIRTUAL4(_internal_process, int, Node *, Node *, Ref<Resource>)
GDVIRTUAL1(_get_import_options, String)
GDVIRTUAL3RC(Variant, _get_option_visibility, String, bool, String)
GDVIRTUAL1(_pre_process, Node *)
GDVIRTUAL1(_post_process, Node *)
static void _bind_methods();
public:
Variant get_option_value(const StringName &p_name) const;
void add_import_option(const String &p_name, Variant p_default_value);
void add_import_option_advanced(Variant::Type p_type, const String &p_name, Variant p_default_value, PropertyHint p_hint = PROPERTY_HINT_NONE, const String &p_hint_string = String(), int p_usage_flags = PROPERTY_USAGE_DEFAULT);
virtual void get_internal_import_options(InternalImportCategory p_category, List<ResourceImporter::ImportOption> *r_options);
virtual Variant get_internal_option_visibility(InternalImportCategory p_category, bool p_for_animation, const String &p_option, const HashMap<StringName, Variant> &p_options) const;
virtual Variant get_internal_option_update_view_required(InternalImportCategory p_category, const String &p_option, const HashMap<StringName, Variant> &p_options) const;
virtual void internal_process(InternalImportCategory p_category, Node *p_base_scene, Node *p_node, Ref<Resource> p_resource, const Dictionary &p_options);
virtual void get_import_options(const String &p_path, List<ResourceImporter::ImportOption> *r_options);
virtual Variant get_option_visibility(const String &p_path, bool p_for_animation, const String &p_option, const HashMap<StringName, Variant> &p_options) const;
virtual void pre_process(Node *p_scene, const HashMap<StringName, Variant> &p_options);
virtual void post_process(Node *p_scene, const HashMap<StringName, Variant> &p_options);
EditorScenePostImportPlugin() {}
};
VARIANT_ENUM_CAST(EditorScenePostImportPlugin::InternalImportCategory)
class ResourceImporterScene : public ResourceImporter {
GDCLASS(ResourceImporterScene, ResourceImporter);
static Vector<Ref<EditorSceneFormatImporter>> importers;
static Vector<Ref<EditorScenePostImportPlugin>> post_importer_plugins;
static ResourceImporterScene *scene_singleton;
static ResourceImporterScene *animation_singleton;
enum LightBakeMode {
LIGHT_BAKE_DISABLED,
LIGHT_BAKE_STATIC,
LIGHT_BAKE_STATIC_LIGHTMAPS,
LIGHT_BAKE_DYNAMIC,
};
enum MeshPhysicsMode {
MESH_PHYSICS_DISABLED,
MESH_PHYSICS_MESH_AND_STATIC_COLLIDER,
MESH_PHYSICS_RIGID_BODY_AND_MESH,
MESH_PHYSICS_STATIC_COLLIDER_ONLY,
MESH_PHYSICS_AREA_ONLY,
};
enum NavMeshMode {
NAVMESH_DISABLED,
NAVMESH_MESH_AND_NAVMESH,
NAVMESH_NAVMESH_ONLY,
};
enum OccluderMode {
OCCLUDER_DISABLED,
OCCLUDER_MESH_AND_OCCLUDER,
OCCLUDER_OCCLUDER_ONLY,
};
enum MeshOverride {
MESH_OVERRIDE_DEFAULT,
MESH_OVERRIDE_ENABLE,
MESH_OVERRIDE_DISABLE,
};
enum BodyType {
BODY_TYPE_STATIC,
BODY_TYPE_DYNAMIC,
BODY_TYPE_AREA
};
enum ShapeType {
SHAPE_TYPE_DECOMPOSE_CONVEX,
SHAPE_TYPE_SIMPLE_CONVEX,
SHAPE_TYPE_TRIMESH,
SHAPE_TYPE_BOX,
SHAPE_TYPE_SPHERE,
SHAPE_TYPE_CYLINDER,
SHAPE_TYPE_CAPSULE,
};
Array _get_skinned_pose_transforms(ImporterMeshInstance3D *p_src_mesh_node);
void _replace_owner(Node *p_node, Node *p_scene, Node *p_new_owner);
void _generate_meshes(Node *p_node, const Dictionary &p_mesh_data, bool p_generate_lods, bool p_create_shadow_meshes, LightBakeMode p_light_bake_mode, float p_lightmap_texel_size, const Vector<uint8_t> &p_src_lightmap_cache, Vector<Vector<uint8_t>> &r_lightmap_caches);
void _add_shapes(Node *p_node, const Vector<Ref<Shape3D>> &p_shapes);
enum AnimationImportTracks {
ANIMATION_IMPORT_TRACKS_IF_PRESENT,
ANIMATION_IMPORT_TRACKS_IF_PRESENT_FOR_ALL,
ANIMATION_IMPORT_TRACKS_NEVER,
};
enum TrackChannel {
TRACK_CHANNEL_POSITION,
TRACK_CHANNEL_ROTATION,
TRACK_CHANNEL_SCALE,
TRACK_CHANNEL_BLEND_SHAPE,
TRACK_CHANNEL_MAX
};
void _optimize_track_usage(AnimationPlayer *p_player, AnimationImportTracks *p_track_actions);
bool animation_importer = false;
public:
static ResourceImporterScene *get_scene_singleton() { return scene_singleton; }
static ResourceImporterScene *get_animation_singleton() { return animation_singleton; }
static void add_post_importer_plugin(const Ref<EditorScenePostImportPlugin> &p_plugin, bool p_first_priority = false);
static void remove_post_importer_plugin(const Ref<EditorScenePostImportPlugin> &p_plugin);
const Vector<Ref<EditorSceneFormatImporter>> &get_importers() const { return importers; }
static void add_importer(Ref<EditorSceneFormatImporter> p_importer, bool p_first_priority = false);
static void remove_importer(Ref<EditorSceneFormatImporter> p_importer);
static void clean_up_importer_plugins();
virtual String get_importer_name() const override;
virtual String get_visible_name() const override;
virtual void get_recognized_extensions(List<String> *p_extensions) const override;
virtual String get_save_extension() const override;
virtual String get_resource_type() const override;
virtual int get_format_version() const override;
virtual int get_preset_count() const override;
virtual String get_preset_name(int p_idx) const override;
enum InternalImportCategory {
INTERNAL_IMPORT_CATEGORY_NODE = EditorScenePostImportPlugin::INTERNAL_IMPORT_CATEGORY_NODE,
INTERNAL_IMPORT_CATEGORY_MESH_3D_NODE = EditorScenePostImportPlugin::INTERNAL_IMPORT_CATEGORY_MESH_3D_NODE,
INTERNAL_IMPORT_CATEGORY_MESH = EditorScenePostImportPlugin::INTERNAL_IMPORT_CATEGORY_MESH,
INTERNAL_IMPORT_CATEGORY_MATERIAL = EditorScenePostImportPlugin::INTERNAL_IMPORT_CATEGORY_MATERIAL,
INTERNAL_IMPORT_CATEGORY_ANIMATION = EditorScenePostImportPlugin::INTERNAL_IMPORT_CATEGORY_ANIMATION,
INTERNAL_IMPORT_CATEGORY_ANIMATION_NODE = EditorScenePostImportPlugin::INTERNAL_IMPORT_CATEGORY_ANIMATION_NODE,
INTERNAL_IMPORT_CATEGORY_SKELETON_3D_NODE = EditorScenePostImportPlugin::INTERNAL_IMPORT_CATEGORY_SKELETON_3D_NODE,
INTERNAL_IMPORT_CATEGORY_MAX = EditorScenePostImportPlugin::INTERNAL_IMPORT_CATEGORY_MAX
};
void get_internal_import_options(InternalImportCategory p_category, List<ImportOption> *r_options) const;
bool get_internal_option_visibility(InternalImportCategory p_category, const String &p_option, const HashMap<StringName, Variant> &p_options) const;
bool get_internal_option_update_view_required(InternalImportCategory p_category, const String &p_option, const HashMap<StringName, Variant> &p_options) const;
virtual void get_import_options(const String &p_path, List<ImportOption> *r_options, int p_preset = 0) const override;
virtual bool get_option_visibility(const String &p_path, const String &p_option, const HashMap<StringName, Variant> &p_options) const override;
// Import scenes *after* everything else (such as textures).
virtual int get_import_order() const override { return ResourceImporter::IMPORT_ORDER_SCENE; }
Node *_pre_fix_node(Node *p_node, Node *p_root, HashMap<Ref<ImporterMesh>, Vector<Ref<Shape3D>>> &r_collision_map, Pair<PackedVector3Array, PackedInt32Array> *r_occluder_arrays, List<Pair<NodePath, Node *>> &r_node_renames);
Node *_pre_fix_animations(Node *p_node, Node *p_root, const Dictionary &p_node_data, const Dictionary &p_animation_data, float p_animation_fps);
Node *_post_fix_node(Node *p_node, Node *p_root, HashMap<Ref<ImporterMesh>, Vector<Ref<Shape3D>>> &collision_map, Pair<PackedVector3Array, PackedInt32Array> &r_occluder_arrays, HashSet<Ref<ImporterMesh>> &r_scanned_meshes, const Dictionary &p_node_data, const Dictionary &p_material_data, const Dictionary &p_animation_data, float p_animation_fps);
Node *_post_fix_animations(Node *p_node, Node *p_root, const Dictionary &p_node_data, const Dictionary &p_animation_data, float p_animation_fps);
Ref<Animation> _save_animation_to_file(Ref<Animation> anim, bool p_save_to_file, String p_save_to_path, bool p_keep_custom_tracks);
void _create_slices(AnimationPlayer *ap, Ref<Animation> anim, const Array &p_clips, bool p_bake_all);
void _optimize_animations(AnimationPlayer *anim, float p_max_vel_error, float p_max_ang_error, int p_prc_error);
void _compress_animations(AnimationPlayer *anim, int p_page_size_kb);
Node *pre_import(const String &p_source_file, const HashMap<StringName, Variant> &p_options);
virtual Error import(const String &p_source_file, const String &p_save_path, const HashMap<StringName, Variant> &p_options, List<String> *r_platform_variants, List<String> *r_gen_files = nullptr, Variant *r_metadata = nullptr) override;
virtual bool has_advanced_options() const override;
virtual void show_advanced_options(const String &p_path) override;
virtual bool can_import_threaded() const override { return false; }
ResourceImporterScene(bool p_animation_import = false);
template <class M>
static Vector<Ref<Shape3D>> get_collision_shapes(const Ref<Mesh> &p_mesh, const M &p_options);
template <class M>
static Transform3D get_collision_shapes_transform(const M &p_options);
};
class EditorSceneFormatImporterESCN : public EditorSceneFormatImporter {
GDCLASS(EditorSceneFormatImporterESCN, EditorSceneFormatImporter);
public:
virtual uint32_t get_import_flags() const override;
virtual void get_extensions(List<String> *r_extensions) const override;
virtual Node *import_scene(const String &p_path, uint32_t p_flags, const HashMap<StringName, Variant> &p_options, List<String> *r_missing_deps, Error *r_err = nullptr) override;
};
template <class M>
Vector<Ref<Shape3D>> ResourceImporterScene::get_collision_shapes(const Ref<Mesh> &p_mesh, const M &p_options) {
ShapeType generate_shape_type = SHAPE_TYPE_DECOMPOSE_CONVEX;
if (p_options.has(SNAME("physics/shape_type"))) {
generate_shape_type = (ShapeType)p_options[SNAME("physics/shape_type")].operator int();
}
if (generate_shape_type == SHAPE_TYPE_DECOMPOSE_CONVEX) {
Mesh::ConvexDecompositionSettings decomposition_settings;
bool advanced = false;
if (p_options.has(SNAME("decomposition/advanced"))) {
advanced = p_options[SNAME("decomposition/advanced")];
}
if (advanced) {
if (p_options.has(SNAME("decomposition/max_concavity"))) {
decomposition_settings.max_concavity = p_options[SNAME("decomposition/max_concavity")];
}
if (p_options.has(SNAME("decomposition/symmetry_planes_clipping_bias"))) {
decomposition_settings.symmetry_planes_clipping_bias = p_options[SNAME("decomposition/symmetry_planes_clipping_bias")];
}
if (p_options.has(SNAME("decomposition/revolution_axes_clipping_bias"))) {
decomposition_settings.revolution_axes_clipping_bias = p_options[SNAME("decomposition/revolution_axes_clipping_bias")];
}
if (p_options.has(SNAME("decomposition/min_volume_per_convex_hull"))) {
decomposition_settings.min_volume_per_convex_hull = p_options[SNAME("decomposition/min_volume_per_convex_hull")];
}
if (p_options.has(SNAME("decomposition/resolution"))) {
decomposition_settings.resolution = p_options[SNAME("decomposition/resolution")];
}
if (p_options.has(SNAME("decomposition/max_num_vertices_per_convex_hull"))) {
decomposition_settings.max_num_vertices_per_convex_hull = p_options[SNAME("decomposition/max_num_vertices_per_convex_hull")];
}
if (p_options.has(SNAME("decomposition/plane_downsampling"))) {
decomposition_settings.plane_downsampling = p_options[SNAME("decomposition/plane_downsampling")];
}
if (p_options.has(SNAME("decomposition/convexhull_downsampling"))) {
decomposition_settings.convexhull_downsampling = p_options[SNAME("decomposition/convexhull_downsampling")];
}
if (p_options.has(SNAME("decomposition/normalize_mesh"))) {
decomposition_settings.normalize_mesh = p_options[SNAME("decomposition/normalize_mesh")];
}
if (p_options.has(SNAME("decomposition/mode"))) {
decomposition_settings.mode = (Mesh::ConvexDecompositionSettings::Mode)p_options[SNAME("decomposition/mode")].operator int();
}
if (p_options.has(SNAME("decomposition/convexhull_approximation"))) {
decomposition_settings.convexhull_approximation = p_options[SNAME("decomposition/convexhull_approximation")];
}
if (p_options.has(SNAME("decomposition/max_convex_hulls"))) {
decomposition_settings.max_convex_hulls = p_options[SNAME("decomposition/max_convex_hulls")];
}
if (p_options.has(SNAME("decomposition/project_hull_vertices"))) {
decomposition_settings.project_hull_vertices = p_options[SNAME("decomposition/project_hull_vertices")];
}
} else {
int precision_level = 5;
if (p_options.has(SNAME("decomposition/precision"))) {
precision_level = p_options[SNAME("decomposition/precision")];
}
const real_t precision = real_t(precision_level - 1) / 9.0;
decomposition_settings.max_concavity = Math::lerp(real_t(1.0), real_t(0.001), precision);
decomposition_settings.min_volume_per_convex_hull = Math::lerp(real_t(0.01), real_t(0.0001), precision);
decomposition_settings.resolution = Math::lerp(10'000, 100'000, precision);
decomposition_settings.max_num_vertices_per_convex_hull = Math::lerp(32, 64, precision);
decomposition_settings.plane_downsampling = Math::lerp(3, 16, precision);
decomposition_settings.convexhull_downsampling = Math::lerp(3, 16, precision);
decomposition_settings.max_convex_hulls = Math::lerp(1, 32, precision);
}
return p_mesh->convex_decompose(decomposition_settings);
} else if (generate_shape_type == SHAPE_TYPE_SIMPLE_CONVEX) {
Vector<Ref<Shape3D>> shapes;
shapes.push_back(p_mesh->create_convex_shape(true, /*Passing false, otherwise VHACD will be used to simplify (Decompose) the Mesh.*/ false));
return shapes;
} else if (generate_shape_type == SHAPE_TYPE_TRIMESH) {
Vector<Ref<Shape3D>> shapes;
shapes.push_back(p_mesh->create_trimesh_shape());
return shapes;
} else if (generate_shape_type == SHAPE_TYPE_BOX) {
Ref<BoxShape3D> box;
box.instantiate();
if (p_options.has(SNAME("primitive/size"))) {
box->set_size(p_options[SNAME("primitive/size")]);
}
Vector<Ref<Shape3D>> shapes;
shapes.push_back(box);
return shapes;
} else if (generate_shape_type == SHAPE_TYPE_SPHERE) {
Ref<SphereShape3D> sphere;
sphere.instantiate();
if (p_options.has(SNAME("primitive/radius"))) {
sphere->set_radius(p_options[SNAME("primitive/radius")]);
}
Vector<Ref<Shape3D>> shapes;
shapes.push_back(sphere);
return shapes;
} else if (generate_shape_type == SHAPE_TYPE_CYLINDER) {
Ref<CylinderShape3D> cylinder;
cylinder.instantiate();
if (p_options.has(SNAME("primitive/height"))) {
cylinder->set_height(p_options[SNAME("primitive/height")]);
}
if (p_options.has(SNAME("primitive/radius"))) {
cylinder->set_radius(p_options[SNAME("primitive/radius")]);
}
Vector<Ref<Shape3D>> shapes;
shapes.push_back(cylinder);
return shapes;
} else if (generate_shape_type == SHAPE_TYPE_CAPSULE) {
Ref<CapsuleShape3D> capsule;
capsule.instantiate();
if (p_options.has(SNAME("primitive/height"))) {
capsule->set_height(p_options[SNAME("primitive/height")]);
}
if (p_options.has(SNAME("primitive/radius"))) {
capsule->set_radius(p_options[SNAME("primitive/radius")]);
}
Vector<Ref<Shape3D>> shapes;
shapes.push_back(capsule);
return shapes;
}
return Vector<Ref<Shape3D>>();
}
template <class M>
Transform3D ResourceImporterScene::get_collision_shapes_transform(const M &p_options) {
Transform3D transform;
ShapeType generate_shape_type = SHAPE_TYPE_DECOMPOSE_CONVEX;
if (p_options.has(SNAME("physics/shape_type"))) {
generate_shape_type = (ShapeType)p_options[SNAME("physics/shape_type")].operator int();
}
if (generate_shape_type == SHAPE_TYPE_BOX ||
generate_shape_type == SHAPE_TYPE_SPHERE ||
generate_shape_type == SHAPE_TYPE_CYLINDER ||
generate_shape_type == SHAPE_TYPE_CAPSULE) {
if (p_options.has(SNAME("primitive/position"))) {
transform.origin = p_options[SNAME("primitive/position")];
}
if (p_options.has(SNAME("primitive/rotation"))) {
transform.basis = Basis::from_euler(p_options[SNAME("primitive/rotation")].operator Vector3() * (Math_PI / 180.0));
}
}
return transform;
}
#endif // RESOURCE_IMPORTER_SCENE_H