diff options
author | Silc Renew <tokage.it.lab@gmail.com> | 2022-07-05 14:04:17 +0900 |
---|---|---|
committer | Silc Renew <tokage.it.lab@gmail.com> | 2022-07-16 19:53:11 +0900 |
commit | f3af3aedfe7ed72ecf6671439ebe00e03f86ed8c (patch) | |
tree | 9c044932b62a2c1d07e09b19c2896e5641c56ea6 /editor/import | |
parent | 9904a9db5a90f2f1896b6b7e1603ca2dd2745bad (diff) |
add rest fixer to importer retarget
Diffstat (limited to 'editor/import')
3 files changed, 498 insertions, 0 deletions
diff --git a/editor/import/post_import_plugin_skeleton_renamer.cpp b/editor/import/post_import_plugin_skeleton_renamer.cpp index b0c4bc8c30..bf84348ac3 100644 --- a/editor/import/post_import_plugin_skeleton_renamer.cpp +++ b/editor/import/post_import_plugin_skeleton_renamer.cpp @@ -39,6 +39,8 @@ void PostImportPluginSkeletonRenamer::get_internal_import_options(InternalImportCategory p_category, List<ResourceImporter::ImportOption> *r_options) { if (p_category == INTERNAL_IMPORT_CATEGORY_SKELETON_3D_NODE) { r_options->push_back(ResourceImporter::ImportOption(PropertyInfo(Variant::BOOL, "retarget/bone_renamer/rename_bones"), true)); + r_options->push_back(ResourceImporter::ImportOption(PropertyInfo(Variant::BOOL, "retarget/bone_renamer/unique_node/make_unique"), true)); + r_options->push_back(ResourceImporter::ImportOption(PropertyInfo(Variant::STRING, "retarget/bone_renamer/unique_node/skeleton_name"), "GeneralSkeleton")); } } @@ -137,6 +139,38 @@ void PostImportPluginSkeletonRenamer::internal_process(InternalImportCategory p_ nd->callp("_notify_skeleton_bones_renamed", argptrs, argcount, ce); } } + + // Make unique skeleton. + if (bool(p_options["retarget/bone_renamer/unique_node/make_unique"])) { + String unique_name = String(p_options["retarget/bone_renamer/unique_node/skeleton_name"]); + ERR_FAIL_COND_MSG(unique_name == String(), "Skeleton unique name cannot be empty."); + + TypedArray<Node> nodes = p_base_scene->find_children("*", "AnimationPlayer"); + while (nodes.size()) { + AnimationPlayer *ap = Object::cast_to<AnimationPlayer>(nodes.pop_back()); + List<StringName> anims; + ap->get_animation_list(&anims); + for (const StringName &name : anims) { + Ref<Animation> anim = ap->get_animation(name); + int track_len = anim->get_track_count(); + for (int i = 0; i < track_len; i++) { + if (anim->track_get_path(i).get_subname_count() != 1 || !(anim->track_get_type(i) == Animation::TYPE_POSITION_3D || anim->track_get_type(i) == Animation::TYPE_ROTATION_3D || anim->track_get_type(i) == Animation::TYPE_SCALE_3D)) { + continue; + } + String track_path = String(anim->track_get_path(i).get_concatenated_names()); + Node *node = (ap->get_node(ap->get_root()))->get_node(NodePath(track_path)); + if (node) { + Skeleton3D *track_skeleton = Object::cast_to<Skeleton3D>(node); + if (track_skeleton && track_skeleton == skeleton) { + anim->track_set_path(i, String("%") + unique_name + String(":") + anim->track_get_path(i).get_concatenated_subnames()); + } + } + } + } + } + skeleton->set_name(unique_name); + skeleton->set_unique_name_in_owner(true); + } } } diff --git a/editor/import/post_import_plugin_skeleton_rest_fixer.cpp b/editor/import/post_import_plugin_skeleton_rest_fixer.cpp new file mode 100644 index 0000000000..8b0d8c8729 --- /dev/null +++ b/editor/import/post_import_plugin_skeleton_rest_fixer.cpp @@ -0,0 +1,418 @@ +/*************************************************************************/ +/* post_import_plugin_skeleton_rest_fixer.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. */ +/*************************************************************************/ + +#include "post_import_plugin_skeleton_rest_fixer.h" + +#include "editor/import/scene_import_settings.h" +#include "scene/3d/importer_mesh_instance_3d.h" +#include "scene/3d/skeleton_3d.h" +#include "scene/animation/animation_player.h" +#include "scene/resources/animation.h" +#include "scene/resources/bone_map.h" + +void PostImportPluginSkeletonRestFixer::get_internal_import_options(InternalImportCategory p_category, List<ResourceImporter::ImportOption> *r_options) { + if (p_category == INTERNAL_IMPORT_CATEGORY_SKELETON_3D_NODE) { + r_options->push_back(ResourceImporter::ImportOption(PropertyInfo(Variant::BOOL, "retarget/rest_fixer/overwrite_axis"), true)); + + r_options->push_back(ResourceImporter::ImportOption(PropertyInfo(Variant::BOOL, "retarget/rest_fixer/fix_silhouette/enable"), false)); + r_options->push_back(ResourceImporter::ImportOption(PropertyInfo(Variant::FLOAT, "retarget/rest_fixer/fix_silhouette/threshold"), 15)); + + // TODO: PostImportPlugin need to be implemented such as validate_option(PropertyInfo &property, const Dictionary &p_options). + // get_internal_option_visibility() is not sufficient because it can only retrieve options implemented in the core and can only read option values. + // r_options->push_back(ResourceImporter::ImportOption(PropertyInfo(Variant::ARRAY, "retarget/rest_fixer/filter", PROPERTY_HINT_ARRAY_TYPE, vformat("%s/%s:%s", Variant::STRING_NAME, PROPERTY_HINT_ENUM, "Hips,Spine,Chest")), Array())); + r_options->push_back(ResourceImporter::ImportOption(PropertyInfo(Variant::ARRAY, "retarget/rest_fixer/fix_silhouette/filter", PROPERTY_HINT_ARRAY_TYPE, "StringName"), Array())); + } +} + +void PostImportPluginSkeletonRestFixer::internal_process(InternalImportCategory p_category, Node *p_base_scene, Node *p_node, Ref<Resource> p_resource, const Dictionary &p_options) { + if (p_category == INTERNAL_IMPORT_CATEGORY_SKELETON_3D_NODE) { + // Prepare objects. + Object *map = p_options["retarget/bone_map"].get_validated_object(); + if (!map) { + return; + } + BoneMap *bone_map = Object::cast_to<BoneMap>(map); + Ref<SkeletonProfile> profile = bone_map->get_profile(); + if (!profile.is_valid()) { + return; + } + Skeleton3D *src_skeleton = Object::cast_to<Skeleton3D>(p_node); + if (!src_skeleton) { + return; + } + bool is_renamed = bool(p_options["retarget/bone_renamer/rename_bones"]); + Array filter = p_options["retarget/rest_fixer/fix_silhouette/filter"]; + bool is_rest_changed = false; + + // Build profile skeleton. + Skeleton3D *prof_skeleton = memnew(Skeleton3D); + { + int prof_bone_len = profile->get_bone_size(); + // Add single bones. + for (int i = 0; i < prof_bone_len; i++) { + prof_skeleton->add_bone(profile->get_bone_name(i)); + prof_skeleton->set_bone_rest(i, profile->get_reference_pose(i)); + } + // Set parents. + for (int i = 0; i < prof_bone_len; i++) { + int parent = profile->find_bone(profile->get_bone_parent(i)); + if (parent >= 0) { + prof_skeleton->set_bone_parent(i, parent); + } + } + } + + // Complement Rotation track for compatibility between defference rests. + { + TypedArray<Node> nodes = p_base_scene->find_children("*", "AnimationPlayer"); + while (nodes.size()) { + AnimationPlayer *ap = Object::cast_to<AnimationPlayer>(nodes.pop_back()); + List<StringName> anims; + ap->get_animation_list(&anims); + for (const StringName &name : anims) { + Ref<Animation> anim = ap->get_animation(name); + int track_len = anim->get_track_count(); + + // Detect does the animetion have skeleton's TRS track. + String track_path; + bool found_skeleton = false; + for (int i = 0; i < track_len; i++) { + if (anim->track_get_path(i).get_subname_count() != 1 || !(anim->track_get_type(i) == Animation::TYPE_POSITION_3D || anim->track_get_type(i) == Animation::TYPE_ROTATION_3D || anim->track_get_type(i) == Animation::TYPE_SCALE_3D)) { + continue; + } + track_path = String(anim->track_get_path(i).get_concatenated_names()); + Node *node = (ap->get_node(ap->get_root()))->get_node(NodePath(track_path)); + if (node) { + Skeleton3D *track_skeleton = Object::cast_to<Skeleton3D>(node); + if (track_skeleton && track_skeleton == src_skeleton) { + found_skeleton = true; + break; + } + } + } + + if (found_skeleton) { + // Search and insert rot track if it doesn't exist. + for (int prof_idx = 0; prof_idx < prof_skeleton->get_bone_count(); prof_idx++) { + String bone_name = is_renamed ? prof_skeleton->get_bone_name(prof_idx) : String(bone_map->get_skeleton_bone_name(prof_skeleton->get_bone_name(prof_idx))); + if (bone_name == String()) { + continue; + } + int src_idx = src_skeleton->find_bone(bone_name); + if (src_idx == -1) { + continue; + } + String insert_path = track_path + ":" + bone_name; + int rot_track = anim->find_track(insert_path, Animation::TYPE_ROTATION_3D); + if (rot_track == -1) { + int track = anim->add_track(Animation::TYPE_ROTATION_3D); + anim->track_set_path(track, insert_path); + anim->rotation_track_insert_key(track, 0, src_skeleton->get_bone_rest(src_idx).basis.get_rotation_quaternion()); + } + } + } + } + } + } + + // Fix silhouette. + Vector<Transform3D> silhouette_diff; // Transform values to be ignored when overwrite axis. + silhouette_diff.resize(src_skeleton->get_bone_count()); + Transform3D *silhouette_diff_w = silhouette_diff.ptrw(); + if (bool(p_options["retarget/rest_fixer/fix_silhouette/enable"])) { + LocalVector<Transform3D> old_skeleton_global_rest; + for (int i = 0; i < src_skeleton->get_bone_count(); i++) { + old_skeleton_global_rest.push_back(src_skeleton->get_bone_global_rest(i)); + } + + Vector<int> bones_to_process = prof_skeleton->get_parentless_bones(); + while (bones_to_process.size() > 0) { + int prof_idx = bones_to_process[0]; + bones_to_process.erase(prof_idx); + Vector<int> prof_children = prof_skeleton->get_bone_children(prof_idx); + for (int i = 0; i < prof_children.size(); i++) { + bones_to_process.push_back(prof_children[i]); + } + + // Calc virtual/looking direction with origins. + bool is_filtered = false; + for (int i = 0; i < filter.size(); i++) { + if (String(filter[i]) == prof_skeleton->get_bone_name(prof_idx)) { + is_filtered = true; + break; + } + } + if (is_filtered) { + continue; + } + + int src_idx = src_skeleton->find_bone(is_renamed ? prof_skeleton->get_bone_name(prof_idx) : String(bone_map->get_skeleton_bone_name(prof_skeleton->get_bone_name(prof_idx)))); + if (src_idx < 0 || profile->get_tail_direction(prof_idx) == SkeletonProfile::TAIL_DIRECTION_END) { + continue; + } + Vector3 prof_tail; + Vector3 src_tail; + if (profile->get_tail_direction(prof_idx) == SkeletonProfile::TAIL_DIRECTION_AVERAGE_CHILDREN) { + PackedInt32Array prof_bone_children = prof_skeleton->get_bone_children(prof_idx); + int children_size = prof_bone_children.size(); + if (children_size == 0) { + continue; + } + bool exist_all_children = true; + for (int i = 0; i < children_size; i++) { + int prof_child_idx = prof_bone_children[i]; + int src_child_idx = src_skeleton->find_bone(is_renamed ? prof_skeleton->get_bone_name(prof_child_idx) : String(bone_map->get_skeleton_bone_name(prof_skeleton->get_bone_name(prof_child_idx)))); + if (src_child_idx < 0) { + exist_all_children = false; + break; + } + prof_tail = prof_tail + prof_skeleton->get_bone_global_rest(prof_child_idx).origin; + src_tail = src_tail + src_skeleton->get_bone_global_rest(src_child_idx).origin; + } + if (!exist_all_children) { + continue; + } + prof_tail = prof_tail / children_size; + src_tail = src_tail / children_size; + } + if (profile->get_tail_direction(prof_idx) == SkeletonProfile::TAIL_DIRECTION_SPECIFIC_CHILD) { + int prof_tail_idx = prof_skeleton->find_bone(profile->get_bone_tail(prof_idx)); + if (prof_tail_idx < 0) { + continue; + } + int src_tail_idx = src_skeleton->find_bone(is_renamed ? prof_skeleton->get_bone_name(prof_tail_idx) : String(bone_map->get_skeleton_bone_name(prof_skeleton->get_bone_name(prof_tail_idx)))); + if (src_tail_idx < 0) { + continue; + } + prof_tail = prof_skeleton->get_bone_global_rest(prof_tail_idx).origin; + src_tail = src_skeleton->get_bone_global_rest(src_tail_idx).origin; + } + + Vector3 prof_head = prof_skeleton->get_bone_global_rest(prof_idx).origin; + Vector3 src_head = src_skeleton->get_bone_global_rest(src_idx).origin; + + Vector3 prof_dir = prof_tail - prof_head; + Vector3 src_dir = src_tail - src_head; + + // Rotate rest. + if (Math::abs(Math::rad2deg(src_dir.angle_to(prof_dir))) > float(p_options["retarget/rest_fixer/fix_silhouette/threshold"])) { + // Get rotation difference. + Vector3 up_vec; // Need to rotate other than roll axis. + switch (Vector3(abs(src_dir.x), abs(src_dir.y), abs(src_dir.z)).min_axis_index()) { + case Vector3::AXIS_X: { + up_vec = Vector3(1, 0, 0); + } break; + case Vector3::AXIS_Y: { + up_vec = Vector3(0, 1, 0); + } break; + case Vector3::AXIS_Z: { + up_vec = Vector3(0, 0, 1); + } break; + } + Basis src_b; + src_b = src_b.looking_at(src_dir, up_vec); + Basis prof_b; + prof_b = src_b.looking_at(prof_dir, up_vec); + if (prof_b.is_equal_approx(Basis())) { + continue; // May not need to rotate. + } + Basis diff_b = prof_b * src_b.inverse(); + + // Apply rotation difference as global transform to skeleton. + Basis src_pg; + int src_parent = src_skeleton->get_bone_parent(src_idx); + if (src_parent >= 0) { + src_pg = src_skeleton->get_bone_global_rest(src_parent).basis; + } + Transform3D fixed_rest = Transform3D(src_pg.inverse() * diff_b * src_pg * src_skeleton->get_bone_rest(src_idx).basis, src_skeleton->get_bone_rest(src_idx).origin); + src_skeleton->set_bone_rest(src_idx, fixed_rest); + } + } + + // For skin modification in overwrite rest. + for (int i = 0; i < src_skeleton->get_bone_count(); i++) { + silhouette_diff_w[i] = old_skeleton_global_rest[i] * src_skeleton->get_bone_global_rest(i).inverse(); + } + + is_rest_changed = true; + } + + // Overwrite axis. + if (bool(p_options["retarget/rest_fixer/overwrite_axis"])) { + LocalVector<Transform3D> old_skeleton_rest; + LocalVector<Transform3D> old_skeleton_global_rest; + for (int i = 0; i < src_skeleton->get_bone_count(); i++) { + old_skeleton_rest.push_back(src_skeleton->get_bone_rest(i)); + old_skeleton_global_rest.push_back(src_skeleton->get_bone_global_rest(i)); + } + + Vector<Basis> diffs; + diffs.resize(src_skeleton->get_bone_count()); + Basis *diffs_w = diffs.ptrw(); + + Vector<int> bones_to_process = src_skeleton->get_parentless_bones(); + while (bones_to_process.size() > 0) { + int src_idx = bones_to_process[0]; + bones_to_process.erase(src_idx); + Vector<int> src_children = src_skeleton->get_bone_children(src_idx); + for (int i = 0; i < src_children.size(); i++) { + bones_to_process.push_back(src_children[i]); + } + + Basis tgt_rot; + StringName src_bone_name = is_renamed ? StringName(src_skeleton->get_bone_name(src_idx)) : bone_map->find_profile_bone_name(src_skeleton->get_bone_name(src_idx)); + if (src_bone_name != StringName()) { + Basis src_pg; + int src_parent_idx = src_skeleton->get_bone_parent(src_idx); + if (src_parent_idx >= 0) { + src_pg = src_skeleton->get_bone_global_rest(src_parent_idx).basis; + } + + int prof_idx = profile->find_bone(src_bone_name); + if (prof_idx >= 0) { + tgt_rot = src_pg.inverse() * prof_skeleton->get_bone_global_rest(prof_idx).basis; // Mapped bone uses reference pose. + } + /* + // If there is rest-relative animation, this logic may be work fine, but currently not so... + } else { + // tgt_rot = src_pg.inverse() * old_skeleton_global_rest[src_idx].basis; // Non-Mapped bone keeps global rest. + } + */ + } + + if (src_skeleton->get_bone_parent(src_idx) >= 0) { + diffs_w[src_idx] = tgt_rot.inverse() * diffs[src_skeleton->get_bone_parent(src_idx)] * src_skeleton->get_bone_rest(src_idx).basis; + } else { + diffs_w[src_idx] = tgt_rot.inverse() * src_skeleton->get_bone_rest(src_idx).basis; + } + + Basis diff; + if (src_skeleton->get_bone_parent(src_idx) >= 0) { + diff = diffs[src_skeleton->get_bone_parent(src_idx)]; + } + src_skeleton->set_bone_rest(src_idx, Transform3D(tgt_rot, diff.xform(src_skeleton->get_bone_rest(src_idx).origin))); + } + + // Fix skin. + { + TypedArray<Node> nodes = p_base_scene->find_children("*", "ImporterMeshInstance3D"); + while (nodes.size()) { + ImporterMeshInstance3D *mi = Object::cast_to<ImporterMeshInstance3D>(nodes.pop_back()); + Ref<Skin> skin = mi->get_skin(); + if (skin.is_valid()) { + Node *node = mi->get_node(mi->get_skeleton_path()); + if (node) { + Skeleton3D *mesh_skeleton = Object::cast_to<Skeleton3D>(node); + if (mesh_skeleton && node == src_skeleton) { + int skin_len = skin->get_bind_count(); + for (int i = 0; i < skin_len; i++) { + StringName bn = skin->get_bind_name(i); + int bone_idx = src_skeleton->find_bone(bn); + if (bone_idx >= 0) { + Transform3D new_rest = silhouette_diff[i] * src_skeleton->get_bone_global_rest(bone_idx); + skin->set_bind_pose(i, new_rest.inverse()); + } + } + } + } + } + } + } + + // Fix animation. + { + TypedArray<Node> nodes = p_base_scene->find_children("*", "AnimationPlayer"); + while (nodes.size()) { + AnimationPlayer *ap = Object::cast_to<AnimationPlayer>(nodes.pop_back()); + List<StringName> anims; + ap->get_animation_list(&anims); + for (const StringName &name : anims) { + Ref<Animation> anim = ap->get_animation(name); + int track_len = anim->get_track_count(); + for (int i = 0; i < track_len; i++) { + if (anim->track_get_path(i).get_subname_count() != 1 || anim->track_get_type(i) != Animation::TYPE_ROTATION_3D) { + continue; + } + + if (anim->track_is_compressed(i)) { + continue; // TODO: Adopt to compressed track. + } + + String track_path = String(anim->track_get_path(i).get_concatenated_names()); + Node *node = (ap->get_node(ap->get_root()))->get_node(NodePath(track_path)); + if (node) { + Skeleton3D *track_skeleton = Object::cast_to<Skeleton3D>(node); + if (track_skeleton && track_skeleton == src_skeleton) { + StringName bn = anim->track_get_path(i).get_subname(0); + if (bn) { + int bone_idx = src_skeleton->find_bone(bn); + + Quaternion old_rest = old_skeleton_rest[bone_idx].basis.get_rotation_quaternion(); + Quaternion new_rest = src_skeleton->get_bone_rest(bone_idx).basis.get_rotation_quaternion(); + Quaternion old_pg; + Quaternion new_pg; + int parent_idx = src_skeleton->get_bone_parent(bone_idx); + if (parent_idx >= 0) { + old_pg = old_skeleton_global_rest[parent_idx].basis.get_rotation_quaternion(); + new_pg = src_skeleton->get_bone_global_rest(parent_idx).basis.get_rotation_quaternion(); + } + + int key_len = anim->track_get_key_count(i); + for (int j = 0; j < key_len; j++) { + Quaternion qt = static_cast<Quaternion>(anim->track_get_key_value(i, j)); + anim->track_set_key_value(i, j, new_pg.inverse() * old_pg * qt * old_rest.inverse() * old_pg.inverse() * new_pg * new_rest); + } + } + } + } + } + } + } + } + + is_rest_changed = true; + } + + // Init skeleton pose to new rest. + if (is_rest_changed) { + for (int i = 0; i < src_skeleton->get_bone_count(); i++) { + Transform3D fixed_rest = src_skeleton->get_bone_rest(i); + src_skeleton->set_bone_pose_position(i, fixed_rest.origin); + src_skeleton->set_bone_pose_rotation(i, fixed_rest.basis.get_rotation_quaternion()); + src_skeleton->set_bone_pose_scale(i, fixed_rest.basis.get_scale()); + } + } + + memdelete(prof_skeleton); + } +} + +PostImportPluginSkeletonRestFixer::PostImportPluginSkeletonRestFixer() { +} diff --git a/editor/import/post_import_plugin_skeleton_rest_fixer.h b/editor/import/post_import_plugin_skeleton_rest_fixer.h new file mode 100644 index 0000000000..11e9d08e88 --- /dev/null +++ b/editor/import/post_import_plugin_skeleton_rest_fixer.h @@ -0,0 +1,46 @@ +/*************************************************************************/ +/* post_import_plugin_skeleton_rest_fixer.h */ +/*************************************************************************/ +/* 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. */ +/*************************************************************************/ + +#ifndef POST_IMPORT_PLUGIN_SKELETON_REST_FIXER_H +#define POST_IMPORT_PLUGIN_SKELETON_REST_FIXER_H + +#include "resource_importer_scene.h" + +class PostImportPluginSkeletonRestFixer : public EditorScenePostImportPlugin { + GDCLASS(PostImportPluginSkeletonRestFixer, EditorScenePostImportPlugin); + +public: + virtual void get_internal_import_options(InternalImportCategory p_category, List<ResourceImporter::ImportOption> *r_options) override; + virtual void internal_process(InternalImportCategory p_category, Node *p_base_scene, Node *p_node, Ref<Resource> p_resource, const Dictionary &p_options) override; + + PostImportPluginSkeletonRestFixer(); +}; + +#endif // POST_IMPORT_PLUGIN_SKELETON_REST_FIXER_H |