virtualx-engine/editor/import/resource_importer_scene.h
reduz 77a045e902 Rework Mesh handling on scene importing.
-Reworked how meshes are treated by importer by using EditorSceneImporterMesh and EditorSceneImporterMeshNode. Instead of Mesh and MeshInstance, this allows more efficient processing of meshes before they are actually registered in the RenderingServer.
-Integrated MeshOptimizer
-Reworked internals of SurfaceTool to use arrays, making it more performant and easy to run optimizatons on.
2020-12-13 21:29:51 -03:00

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C++

/*************************************************************************/
/* resource_importer_scene.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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.*/
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/*************************************************************************/
#ifndef RESOURCEIMPORTERSCENE_H
#define RESOURCEIMPORTERSCENE_H
#include "core/io/resource_importer.h"
#include "scene/3d/node_3d.h"
#include "scene/resources/animation.h"
#include "scene/resources/mesh.h"
#include "scene/resources/shape_3d.h"
#include "scene/resources/skin.h"
class Material;
class EditorSceneImporter : public Reference {
GDCLASS(EditorSceneImporter, Reference);
protected:
static void _bind_methods();
Node *import_scene_from_other_importer(const String &p_path, uint32_t p_flags, int p_bake_fps);
Ref<Animation> import_animation_from_other_importer(const String &p_path, uint32_t p_flags, int p_bake_fps);
public:
enum ImportFlags {
IMPORT_SCENE = 1,
IMPORT_ANIMATION = 2,
IMPORT_ANIMATION_DETECT_LOOP = 4,
IMPORT_ANIMATION_OPTIMIZE = 8,
IMPORT_ANIMATION_FORCE_ALL_TRACKS_IN_ALL_CLIPS = 16,
IMPORT_ANIMATION_KEEP_VALUE_TRACKS = 32,
IMPORT_GENERATE_TANGENT_ARRAYS = 256,
IMPORT_FAIL_ON_MISSING_DEPENDENCIES = 512,
IMPORT_MATERIALS_IN_INSTANCES = 1024,
IMPORT_USE_COMPRESSION = 2048,
IMPORT_USE_NAMED_SKIN_BINDS = 4096,
};
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, int p_bake_fps, List<String> *r_missing_deps, Error *r_err = nullptr);
virtual Ref<Animation> import_animation(const String &p_path, uint32_t p_flags, int p_bake_fps);
EditorSceneImporter() {}
};
class EditorScenePostImport : public Reference {
GDCLASS(EditorScenePostImport, Reference);
String source_folder;
String source_file;
protected:
static void _bind_methods();
public:
String get_source_folder() const;
String get_source_file() const;
virtual Node *post_import(Node *p_scene);
virtual void init(const String &p_source_folder, const String &p_source_file);
EditorScenePostImport();
};
// The following classes are used by importers instead of ArrayMesh and MeshInstance3D
// so the data is not reginstered (hence, quality loss), importing happens faster and
// its easier to modify before saving
class EditorSceneImporterMesh : public Resource {
GDCLASS(EditorSceneImporterMesh, Resource)
struct Surface {
Mesh::PrimitiveType primitive;
Array arrays;
struct BlendShape {
Array arrays;
};
Vector<BlendShape> blend_shape_data;
struct LOD {
Vector<int> indices;
float distance;
};
Vector<LOD> lods;
Ref<Material> material;
String name;
};
Vector<Surface> surfaces;
Vector<String> blend_shapes;
Mesh::BlendShapeMode blend_shape_mode = Mesh::BLEND_SHAPE_MODE_NORMALIZED;
Ref<ArrayMesh> mesh;
protected:
void _set_data(const Dictionary &p_data);
Dictionary _get_data() const;
static void _bind_methods();
public:
void add_blend_shape(const String &p_name);
int get_blend_shape_count() const;
String get_blend_shape_name(int p_blend_shape) const;
void add_surface(Mesh::PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes = Array(), const Dictionary &p_lods = Dictionary(), const Ref<Material> &p_material = Ref<Material>(), const String &p_name = String());
int get_surface_count() const;
void set_blend_shape_mode(Mesh::BlendShapeMode p_blend_shape_mode);
Mesh::BlendShapeMode get_blend_shape_mode() const;
Mesh::PrimitiveType get_surface_primitive_type(int p_surface);
String get_surface_name(int p_surface) const;
Array get_surface_arrays(int p_surface) const;
Array get_surface_blend_shape_arrays(int p_surface, int p_blend_shape) const;
int get_surface_lod_count(int p_surface) const;
Vector<int> get_surface_lod_indices(int p_surface, int p_lod) const;
float get_surface_lod_size(int p_surface, int p_lod) const;
Ref<Material> get_surface_material(int p_surface) const;
bool has_mesh() const;
Ref<ArrayMesh> get_mesh();
void clear();
};
class EditorSceneImporterMeshNode : public Node3D {
GDCLASS(EditorSceneImporterMeshNode, Node3D)
Ref<EditorSceneImporterMesh> mesh;
Ref<Skin> skin;
NodePath skeleton_path;
Vector<Ref<Material>> surface_materials;
protected:
static void _bind_methods();
public:
void set_mesh(const Ref<EditorSceneImporterMesh> &p_mesh);
Ref<EditorSceneImporterMesh> get_mesh() const;
void set_skin(const Ref<Skin> &p_skin);
Ref<Skin> get_skin() const;
void set_surface_material(int p_idx, const Ref<Material> &p_material);
Ref<Material> get_surface_material(int p_idx) const;
void set_skeleton_path(const NodePath &p_path);
NodePath get_skeleton_path() const;
};
class ResourceImporterScene : public ResourceImporter {
GDCLASS(ResourceImporterScene, ResourceImporter);
Set<Ref<EditorSceneImporter>> importers;
static ResourceImporterScene *singleton;
enum Presets {
PRESET_SEPARATE_MATERIALS,
PRESET_SEPARATE_MESHES,
PRESET_SEPARATE_ANIMATIONS,
PRESET_SINGLE_SCENE,
PRESET_SEPARATE_MESHES_AND_MATERIALS,
PRESET_SEPARATE_MESHES_AND_ANIMATIONS,
PRESET_SEPARATE_MATERIALS_AND_ANIMATIONS,
PRESET_SEPARATE_MESHES_MATERIALS_AND_ANIMATIONS,
PRESET_MULTIPLE_SCENES,
PRESET_MULTIPLE_SCENES_AND_MATERIALS,
PRESET_MAX
};
enum LightBakeMode {
LIGHT_BAKE_DISABLED,
LIGHT_BAKE_ENABLE,
LIGHT_BAKE_LIGHTMAPS
};
void _replace_owner(Node *p_node, Node *p_scene, Node *p_new_owner);
void _generate_meshes(Node *p_node);
public:
static ResourceImporterScene *get_singleton() { return singleton; }
const Set<Ref<EditorSceneImporter>> &get_importers() const { return importers; }
void add_importer(Ref<EditorSceneImporter> p_importer) { importers.insert(p_importer); }
void remove_importer(Ref<EditorSceneImporter> p_importer) { importers.erase(p_importer); }
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;
virtual void get_import_options(List<ImportOption> *r_options, int p_preset = 0) const override;
virtual bool get_option_visibility(const String &p_option, const Map<StringName, Variant> &p_options) const override;
virtual int get_import_order() const override { return 100; } //after everything
void _find_meshes(Node *p_node, Map<Ref<ArrayMesh>, Transform> &meshes);
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);
Node *_fix_node(Node *p_node, Node *p_root, Map<Ref<Mesh>, List<Ref<Shape3D>>> &collision_map, LightBakeMode p_light_bake_mode);
void _create_clips(Node *scene, const Array &p_clips, bool p_bake_all);
void _filter_anim_tracks(Ref<Animation> anim, Set<String> &keep);
void _filter_tracks(Node *scene, const String &p_text);
void _optimize_animations(Node *scene, float p_max_lin_error, float p_max_ang_error, float p_max_angle);
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) override;
Node *import_scene_from_other_importer(EditorSceneImporter *p_exception, const String &p_path, uint32_t p_flags, int p_bake_fps);
Ref<Animation> import_animation_from_other_importer(EditorSceneImporter *p_exception, const String &p_path, uint32_t p_flags, int p_bake_fps);
ResourceImporterScene();
};
class EditorSceneImporterESCN : public EditorSceneImporter {
GDCLASS(EditorSceneImporterESCN, EditorSceneImporter);
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, int p_bake_fps, List<String> *r_missing_deps, Error *r_err = nullptr) override;
virtual Ref<Animation> import_animation(const String &p_path, uint32_t p_flags, int p_bake_fps) override;
};
#endif // RESOURCEIMPORTERSCENE_H