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-rw-r--r--editor/import/collada.cpp20
-rw-r--r--editor/import/dynamicfont_import_settings.cpp5
-rw-r--r--editor/import/editor_import_collada.cpp47
-rw-r--r--editor/import/editor_importer_bake_reset.cpp12
-rw-r--r--editor/import/resource_importer_obj.cpp8
-rw-r--r--editor/import/resource_importer_scene.cpp78
-rw-r--r--editor/import/resource_importer_scene.h6
-rw-r--r--editor/import/resource_importer_texture.cpp16
-rw-r--r--editor/import/scene_import_settings.cpp65
-rw-r--r--editor/import/scene_importer_mesh.cpp889
-rw-r--r--editor/import/scene_importer_mesh.h124
-rw-r--r--editor/import/scene_importer_mesh_node_3d.cpp83
-rw-r--r--editor/import/scene_importer_mesh_node_3d.h64
13 files changed, 137 insertions, 1280 deletions
diff --git a/editor/import/collada.cpp b/editor/import/collada.cpp
index b6d0927ce6..4cd9066350 100644
--- a/editor/import/collada.cpp
+++ b/editor/import/collada.cpp
@@ -2095,19 +2095,19 @@ void Collada::_merge_skeletons(VisualScene *p_vscene, Node *p_node) {
}
void Collada::_merge_skeletons2(VisualScene *p_vscene) {
- for (Map<String, SkinControllerData>::Element *E = state.skin_controller_data_map.front(); E; E = E->next()) {
- SkinControllerData &cd = E->get();
+ for (KeyValue<String, SkinControllerData> &E : state.skin_controller_data_map) {
+ SkinControllerData &cd = E.value;
NodeSkeleton *skeleton = nullptr;
- for (Map<String, Transform3D>::Element *F = cd.bone_rest_map.front(); F; F = F->next()) {
+ for (const KeyValue<String, Transform3D> &F : cd.bone_rest_map) {
String name;
- if (!state.sid_to_node_map.has(F->key())) {
+ if (!state.sid_to_node_map.has(F.key)) {
continue;
}
- name = state.sid_to_node_map[F->key()];
+ name = state.sid_to_node_map[F.key];
ERR_CONTINUE(!state.scene_map.has(name));
@@ -2248,9 +2248,9 @@ bool Collada::_move_geometry_to_skeletons(VisualScene *p_vscene, Node *p_node, L
p_node->default_transform = skel_inv * (skin.bind_shape /* p_node->get_global_transform()*/); // i honestly have no idea what to do with a previous model xform.. most exporters ignore it
//make rests relative to the skeleton (they seem to be always relative to world)
- for (Map<String, Transform3D>::Element *E = skin.bone_rest_map.front(); E; E = E->next()) {
- E->get() = skel_inv * E->get(); //make the bone rest local to the skeleton
- state.bone_rest_map[E->key()] = E->get(); // make it remember where the bone is globally, now that it's relative
+ for (KeyValue<String, Transform3D> &E : skin.bone_rest_map) {
+ E.value = skel_inv * E.value; //make the bone rest local to the skeleton
+ state.bone_rest_map[E.key] = E.value; // make it remember where the bone is globally, now that it's relative
}
//but most exporters seem to work only if i do this..
@@ -2302,8 +2302,8 @@ void Collada::_find_morph_nodes(VisualScene *p_vscene, Node *p_node) {
}
void Collada::_optimize() {
- for (Map<String, VisualScene>::Element *E = state.visual_scene_map.front(); E; E = E->next()) {
- VisualScene &vs = E->get();
+ for (KeyValue<String, VisualScene> &E : state.visual_scene_map) {
+ VisualScene &vs = E.value;
for (int i = 0; i < vs.root_nodes.size(); i++) {
_create_skeletons(&vs.root_nodes.write[i]);
}
diff --git a/editor/import/dynamicfont_import_settings.cpp b/editor/import/dynamicfont_import_settings.cpp
index 9a8abfa5c6..474c9d5296 100644
--- a/editor/import/dynamicfont_import_settings.cpp
+++ b/editor/import/dynamicfont_import_settings.cpp
@@ -1011,9 +1011,10 @@ void DynamicFontImportSettings::_glyph_text_selected() {
if (text_rid.is_valid()) {
TS->shaped_text_add_string(text_rid, text_edit->get_text(), font_main->get_rids(), 16, ftrs, text_edit->get_language());
TS->shaped_text_shape(text_rid);
- const Vector<TextServer::Glyph> &gl = TS->shaped_text_get_glyphs(text_rid);
+ const Glyph *gl = TS->shaped_text_get_glyphs(text_rid);
+ const int gl_size = TS->shaped_text_get_glyph_count(text_rid);
- for (int i = 0; i < gl.size(); i++) {
+ for (int i = 0; i < gl_size; i++) {
if (gl[i].font_rid.is_valid() && gl[i].index != 0) {
selected_glyphs.insert(gl[i].index);
}
diff --git a/editor/import/editor_import_collada.cpp b/editor/import/editor_import_collada.cpp
index 7ab80ac3b4..4b01595028 100644
--- a/editor/import/editor_import_collada.cpp
+++ b/editor/import/editor_import_collada.cpp
@@ -33,8 +33,8 @@
#include "core/os/os.h"
#include "editor/editor_node.h"
#include "editor/import/collada.h"
-#include "editor/import/scene_importer_mesh_node_3d.h"
#include "scene/3d/camera_3d.h"
+#include "scene/3d/importer_mesh_instance_3d.h"
#include "scene/3d/light_3d.h"
#include "scene/3d/mesh_instance_3d.h"
#include "scene/3d/node_3d.h"
@@ -42,6 +42,7 @@
#include "scene/3d/skeleton_3d.h"
#include "scene/animation/animation_player.h"
#include "scene/resources/animation.h"
+#include "scene/resources/importer_mesh.h"
#include "scene/resources/packed_scene.h"
#include "scene/resources/surface_tool.h"
@@ -68,7 +69,7 @@ struct ColladaImport {
Map<String, NodeMap> node_map; //map from collada node to engine node
Map<String, String> node_name_map; //map from collada node to engine node
- Map<String, Ref<EditorSceneImporterMesh>> mesh_cache;
+ Map<String, Ref<ImporterMesh>> mesh_cache;
Map<String, Ref<Curve3D>> curve_cache;
Map<String, Ref<Material>> material_cache;
Map<Collada::Node *, Skeleton3D *> skeleton_map;
@@ -87,7 +88,7 @@ struct ColladaImport {
Error _create_scene(Collada::Node *p_node, Node3D *p_parent);
Error _create_resources(Collada::Node *p_node, bool p_use_compression);
Error _create_material(const String &p_target);
- Error _create_mesh_surfaces(bool p_optimize, Ref<EditorSceneImporterMesh> &p_mesh, const Map<String, Collada::NodeGeometry::Material> &p_material_map, const Collada::MeshData &meshdata, const Transform3D &p_local_xform, const Vector<int> &bone_remap, const Collada::SkinControllerData *p_skin_controller, const Collada::MorphControllerData *p_morph_data, Vector<Ref<EditorSceneImporterMesh>> p_morph_meshes = Vector<Ref<EditorSceneImporterMesh>>(), bool p_use_compression = false, bool p_use_mesh_material = false);
+ Error _create_mesh_surfaces(bool p_optimize, Ref<ImporterMesh> &p_mesh, const Map<String, Collada::NodeGeometry::Material> &p_material_map, const Collada::MeshData &meshdata, const Transform3D &p_local_xform, const Vector<int> &bone_remap, const Collada::SkinControllerData *p_skin_controller, const Collada::MorphControllerData *p_morph_data, Vector<Ref<ImporterMesh>> p_morph_meshes = Vector<Ref<ImporterMesh>>(), bool p_use_compression = false, bool p_use_mesh_material = false);
Error load(const String &p_path, int p_flags, bool p_force_make_tangents = false, bool p_use_compression = false);
void _fix_param_animation_tracks();
void create_animation(int p_clip, bool p_make_tracks_in_all_bones, bool p_import_value_tracks);
@@ -282,8 +283,8 @@ Error ColladaImport::_create_scene(Collada::Node *p_node, Node3D *p_parent) {
node = memnew(Path3D);
} else {
//mesh since nothing else
- node = memnew(EditorSceneImporterMeshNode3D);
- //Object::cast_to<EditorSceneImporterMeshNode3D>(node)->set_flag(GeometryInstance3D::FLAG_USE_BAKED_LIGHT, true);
+ node = memnew(ImporterMeshInstance3D);
+ //Object::cast_to<ImporterMeshInstance3D>(node)->set_flag(GeometryInstance3D::FLAG_USE_BAKED_LIGHT, true);
}
} break;
case Collada::Node::TYPE_SKELETON: {
@@ -457,7 +458,7 @@ Error ColladaImport::_create_material(const String &p_target) {
return OK;
}
-Error ColladaImport::_create_mesh_surfaces(bool p_optimize, Ref<EditorSceneImporterMesh> &p_mesh, const Map<String, Collada::NodeGeometry::Material> &p_material_map, const Collada::MeshData &meshdata, const Transform3D &p_local_xform, const Vector<int> &bone_remap, const Collada::SkinControllerData *p_skin_controller, const Collada::MorphControllerData *p_morph_data, Vector<Ref<EditorSceneImporterMesh>> p_morph_meshes, bool p_use_compression, bool p_use_mesh_material) {
+Error ColladaImport::_create_mesh_surfaces(bool p_optimize, Ref<ImporterMesh> &p_mesh, const Map<String, Collada::NodeGeometry::Material> &p_material_map, const Collada::MeshData &meshdata, const Transform3D &p_local_xform, const Vector<int> &bone_remap, const Collada::SkinControllerData *p_skin_controller, const Collada::MorphControllerData *p_morph_data, Vector<Ref<ImporterMesh>> p_morph_meshes, bool p_use_compression, bool p_use_mesh_material) {
bool local_xform_mirror = p_local_xform.basis.determinant() < 0;
if (p_morph_data) {
@@ -1087,10 +1088,10 @@ Error ColladaImport::_create_resources(Collada::Node *p_node, bool p_use_compres
}
}
- if (Object::cast_to<EditorSceneImporterMeshNode3D>(node)) {
+ if (Object::cast_to<ImporterMeshInstance3D>(node)) {
Collada::NodeGeometry *ng2 = static_cast<Collada::NodeGeometry *>(p_node);
- EditorSceneImporterMeshNode3D *mi = Object::cast_to<EditorSceneImporterMeshNode3D>(node);
+ ImporterMeshInstance3D *mi = Object::cast_to<ImporterMeshInstance3D>(node);
ERR_FAIL_COND_V(!mi, ERR_BUG);
@@ -1099,7 +1100,7 @@ Error ColladaImport::_create_resources(Collada::Node *p_node, bool p_use_compres
String meshid;
Transform3D apply_xform;
Vector<int> bone_remap;
- Vector<Ref<EditorSceneImporterMesh>> morphs;
+ Vector<Ref<ImporterMesh>> morphs;
if (ng2->controller) {
String ngsource = ng2->source;
@@ -1168,10 +1169,10 @@ Error ColladaImport::_create_resources(Collada::Node *p_node, bool p_use_compres
for (int i = 0; i < names.size(); i++) {
String meshid2 = names[i];
if (collada.state.mesh_data_map.has(meshid2)) {
- Ref<EditorSceneImporterMesh> mesh = Ref<EditorSceneImporterMesh>(memnew(EditorSceneImporterMesh));
+ Ref<ImporterMesh> mesh = Ref<ImporterMesh>(memnew(ImporterMesh));
const Collada::MeshData &meshdata = collada.state.mesh_data_map[meshid2];
mesh->set_name(meshdata.name);
- Error err = _create_mesh_surfaces(false, mesh, ng2->material_map, meshdata, apply_xform, bone_remap, skin, nullptr, Vector<Ref<EditorSceneImporterMesh>>(), false);
+ Error err = _create_mesh_surfaces(false, mesh, ng2->material_map, meshdata, apply_xform, bone_remap, skin, nullptr, Vector<Ref<ImporterMesh>>(), false);
ERR_FAIL_COND_V(err, err);
morphs.push_back(mesh);
@@ -1194,7 +1195,7 @@ Error ColladaImport::_create_resources(Collada::Node *p_node, bool p_use_compres
meshid = ng2->source;
}
- Ref<EditorSceneImporterMesh> mesh;
+ Ref<ImporterMesh> mesh;
if (mesh_cache.has(meshid)) {
mesh = mesh_cache[meshid];
} else {
@@ -1202,7 +1203,7 @@ Error ColladaImport::_create_resources(Collada::Node *p_node, bool p_use_compres
//bleh, must ignore invalid
ERR_FAIL_COND_V(!collada.state.mesh_data_map.has(meshid), ERR_INVALID_DATA);
- mesh = Ref<EditorSceneImporterMesh>(memnew(EditorSceneImporterMesh));
+ mesh = Ref<ImporterMesh>(memnew(ImporterMesh));
const Collada::MeshData &meshdata = collada.state.mesh_data_map[meshid];
String name = meshdata.name;
if (name == "") {
@@ -1314,8 +1315,8 @@ Error ColladaImport::load(const String &p_path, int p_flags, bool p_force_make_t
}
void ColladaImport::_fix_param_animation_tracks() {
- for (Map<String, Collada::Node *>::Element *E = collada.state.scene_map.front(); E; E = E->next()) {
- Collada::Node *n = E->get();
+ for (KeyValue<String, Collada::Node *> &E : collada.state.scene_map) {
+ Collada::Node *n = E.value;
switch (n->type) {
case Collada::Node::TYPE_NODE: {
// ? do nothing
@@ -1363,7 +1364,7 @@ void ColladaImport::_fix_param_animation_tracks() {
for (int rti = 0; rti < rt.size(); rti++) {
Collada::AnimationTrack *at = &collada.state.animation_tracks.write[rt[rti]];
- at->target = E->key();
+ at->target = E.key;
at->param = "morph/" + collada.state.mesh_name_map[mesh_name];
at->property = true;
//at->param
@@ -1431,11 +1432,11 @@ void ColladaImport::create_animation(int p_clip, bool p_make_tracks_in_all_bones
animation->set_name(collada.state.animation_clips[p_clip].name);
}
- for (Map<String, NodeMap>::Element *E = node_map.front(); E; E = E->next()) {
- if (E->get().bone < 0) {
+ for (const KeyValue<String, NodeMap> &E : node_map) {
+ if (E.value.bone < 0) {
continue;
}
- bones_with_animation[E->key()] = false;
+ bones_with_animation[E.key] = false;
}
//store and validate tracks
@@ -1626,19 +1627,19 @@ void ColladaImport::create_animation(int p_clip, bool p_make_tracks_in_all_bones
if (p_make_tracks_in_all_bones) {
//some bones may lack animation, but since we don't store pose as a property, we must add keyframes!
- for (Map<String, bool>::Element *E = bones_with_animation.front(); E; E = E->next()) {
- if (E->get()) {
+ for (const KeyValue<String, bool> &E : bones_with_animation) {
+ if (E.value) {
continue;
}
- NodeMap &nm = node_map[E->key()];
+ NodeMap &nm = node_map[E.key];
String path = scene->get_path_to(nm.node);
ERR_CONTINUE(nm.bone < 0);
Skeleton3D *sk = static_cast<Skeleton3D *>(nm.node);
String name = sk->get_bone_name(nm.bone);
path = path + ":" + name;
- Collada::Node *cn = collada.state.scene_map[E->key()];
+ Collada::Node *cn = collada.state.scene_map[E.key];
if (cn->ignore_anim) {
WARN_PRINT("Collada: Ignoring animation on node: " + path);
continue;
diff --git a/editor/import/editor_importer_bake_reset.cpp b/editor/import/editor_importer_bake_reset.cpp
index 00dce6850e..451a07351c 100644
--- a/editor/import/editor_importer_bake_reset.cpp
+++ b/editor/import/editor_importer_bake_reset.cpp
@@ -33,8 +33,8 @@
#include "core/error/error_list.h"
#include "core/error/error_macros.h"
#include "core/math/transform_3d.h"
-#include "editor/import/scene_importer_mesh_node_3d.h"
#include "resource_importer_scene.h"
+#include "scene/3d/importer_mesh_instance_3d.h"
#include "scene/3d/mesh_instance_3d.h"
#include "scene/3d/node_3d.h"
#include "scene/3d/skeleton_3d.h"
@@ -71,7 +71,7 @@ void BakeReset::_bake_animation_pose(Node *scene, const String &p_bake_anim) {
while (!queue.is_empty()) {
List<Node *>::Element *E = queue.front();
Node *node = E->get();
- EditorSceneImporterMeshNode3D *editor_mesh_3d = scene->cast_to<EditorSceneImporterMeshNode3D>(node);
+ ImporterMeshInstance3D *editor_mesh_3d = scene->cast_to<ImporterMeshInstance3D>(node);
MeshInstance3D *mesh_3d = scene->cast_to<MeshInstance3D>(node);
if (scene->cast_to<Skeleton3D>(node)) {
Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(node);
@@ -122,14 +122,14 @@ void BakeReset::_align_animations(AnimationPlayer *p_ap, const Map<StringName, B
for (List<StringName>::Element *anim_i = anim_names.front(); anim_i; anim_i = anim_i->next()) {
Ref<Animation> a = p_ap->get_animation(anim_i->get());
ERR_CONTINUE(a.is_null());
- for (Map<StringName, BakeResetRestBone>::Element *rest_bone_i = r_rest_bones.front(); rest_bone_i; rest_bone_i = rest_bone_i->next()) {
- int track = a->find_track(NodePath(rest_bone_i->key()));
+ for (const KeyValue<StringName, BakeResetRestBone> &rest_bone_i : r_rest_bones) {
+ int track = a->find_track(NodePath(rest_bone_i.key));
if (track == -1) {
continue;
}
int new_track = a->add_track(Animation::TYPE_TRANSFORM3D);
- NodePath new_path = NodePath(rest_bone_i->key());
- BakeResetRestBone rest_bone = rest_bone_i->get();
+ NodePath new_path = NodePath(rest_bone_i.key);
+ const BakeResetRestBone rest_bone = rest_bone_i.value;
a->track_set_path(new_track, new_path);
for (int key_i = 0; key_i < a->track_get_key_count(track); key_i++) {
Vector3 loc;
diff --git a/editor/import/resource_importer_obj.cpp b/editor/import/resource_importer_obj.cpp
index 34bc0a7d8d..4f75faedcb 100644
--- a/editor/import/resource_importer_obj.cpp
+++ b/editor/import/resource_importer_obj.cpp
@@ -32,10 +32,10 @@
#include "core/io/file_access.h"
#include "core/io/resource_saver.h"
-#include "editor/import/scene_importer_mesh.h"
-#include "editor/import/scene_importer_mesh_node_3d.h"
+#include "scene/3d/importer_mesh_instance_3d.h"
#include "scene/3d/mesh_instance_3d.h"
#include "scene/3d/node_3d.h"
+#include "scene/resources/importer_mesh.h"
#include "scene/resources/mesh.h"
#include "scene/resources/surface_tool.h"
@@ -439,13 +439,13 @@ Node *EditorOBJImporter::import_scene(const String &p_path, uint32_t p_flags, in
Node3D *scene = memnew(Node3D);
for (const Ref<Mesh> &m : meshes) {
- Ref<EditorSceneImporterMesh> mesh;
+ Ref<ImporterMesh> mesh;
mesh.instantiate();
for (int i = 0; i < m->get_surface_count(); i++) {
mesh->add_surface(m->surface_get_primitive_type(i), m->surface_get_arrays(i), Array(), Dictionary(), m->surface_get_material(i));
}
- EditorSceneImporterMeshNode3D *mi = memnew(EditorSceneImporterMeshNode3D);
+ ImporterMeshInstance3D *mi = memnew(ImporterMeshInstance3D);
mi->set_mesh(mesh);
mi->set_name(m->get_name());
scene->add_child(mi);
diff --git a/editor/import/resource_importer_scene.cpp b/editor/import/resource_importer_scene.cpp
index c48d9bb117..1e93113488 100644
--- a/editor/import/resource_importer_scene.cpp
+++ b/editor/import/resource_importer_scene.cpp
@@ -34,9 +34,9 @@
#include "editor/editor_node.h"
#include "editor/import/editor_importer_bake_reset.h"
#include "editor/import/scene_import_settings.h"
-#include "editor/import/scene_importer_mesh_node_3d.h"
#include "scene/3d/area_3d.h"
#include "scene/3d/collision_shape_3d.h"
+#include "scene/3d/importer_mesh_instance_3d.h"
#include "scene/3d/mesh_instance_3d.h"
#include "scene/3d/navigation_region_3d.h"
#include "scene/3d/physics_body_3d.h"
@@ -44,6 +44,7 @@
#include "scene/animation/animation_player.h"
#include "scene/resources/animation.h"
#include "scene/resources/box_shape_3d.h"
+#include "scene/resources/importer_mesh.h"
#include "scene/resources/packed_scene.h"
#include "scene/resources/resource_format_text.h"
#include "scene/resources/separation_ray_shape_3d.h"
@@ -233,7 +234,7 @@ static String _fixstr(const String &p_what, const String &p_str) {
return what;
}
-static void _pre_gen_shape_list(Ref<EditorSceneImporterMesh> &mesh, Vector<Ref<Shape3D>> &r_shape_list, bool p_convex) {
+static void _pre_gen_shape_list(Ref<ImporterMesh> &mesh, Vector<Ref<Shape3D>> &r_shape_list, bool p_convex) {
ERR_FAIL_NULL_MSG(mesh, "Cannot generate shape list with null mesh value");
if (!p_convex) {
Ref<Shape3D> shape = mesh->create_trimesh_shape();
@@ -249,7 +250,7 @@ static void _pre_gen_shape_list(Ref<EditorSceneImporterMesh> &mesh, Vector<Ref<S
}
}
-Node *ResourceImporterScene::_pre_fix_node(Node *p_node, Node *p_root, Map<Ref<EditorSceneImporterMesh>, Vector<Ref<Shape3D>>> &collision_map) {
+Node *ResourceImporterScene::_pre_fix_node(Node *p_node, Node *p_root, Map<Ref<ImporterMesh>, Vector<Ref<Shape3D>>> &collision_map) {
// children first
for (int i = 0; i < p_node->get_child_count(); i++) {
Node *r = _pre_fix_node(p_node->get_child(i), p_root, collision_map);
@@ -267,10 +268,10 @@ Node *ResourceImporterScene::_pre_fix_node(Node *p_node, Node *p_root, Map<Ref<E
return nullptr;
}
- if (Object::cast_to<EditorSceneImporterMeshNode3D>(p_node)) {
- EditorSceneImporterMeshNode3D *mi = Object::cast_to<EditorSceneImporterMeshNode3D>(p_node);
+ if (Object::cast_to<ImporterMeshInstance3D>(p_node)) {
+ ImporterMeshInstance3D *mi = Object::cast_to<ImporterMeshInstance3D>(p_node);
- Ref<EditorSceneImporterMesh> m = mi->get_mesh();
+ Ref<ImporterMesh> m = mi->get_mesh();
if (m.is_valid()) {
for (int i = 0; i < m->get_surface_count(); i++) {
@@ -331,9 +332,9 @@ Node *ResourceImporterScene::_pre_fix_node(Node *p_node, Node *p_root, Map<Ref<E
if (isroot) {
return p_node;
}
- EditorSceneImporterMeshNode3D *mi = Object::cast_to<EditorSceneImporterMeshNode3D>(p_node);
+ ImporterMeshInstance3D *mi = Object::cast_to<ImporterMeshInstance3D>(p_node);
if (mi) {
- Ref<EditorSceneImporterMesh> mesh = mi->get_mesh();
+ Ref<ImporterMesh> mesh = mi->get_mesh();
if (mesh.is_valid()) {
Vector<Ref<Shape3D>> shapes;
@@ -398,13 +399,13 @@ Node *ResourceImporterScene::_pre_fix_node(Node *p_node, Node *p_root, Map<Ref<E
colshape->set_owner(sb->get_owner());
}
- } else if (_teststr(name, "rigid") && Object::cast_to<EditorSceneImporterMeshNode3D>(p_node)) {
+ } else if (_teststr(name, "rigid") && Object::cast_to<ImporterMeshInstance3D>(p_node)) {
if (isroot) {
return p_node;
}
- EditorSceneImporterMeshNode3D *mi = Object::cast_to<EditorSceneImporterMeshNode3D>(p_node);
- Ref<EditorSceneImporterMesh> mesh = mi->get_mesh();
+ ImporterMeshInstance3D *mi = Object::cast_to<ImporterMeshInstance3D>(p_node);
+ Ref<ImporterMesh> mesh = mi->get_mesh();
if (mesh.is_valid()) {
Vector<Ref<Shape3D>> shapes;
@@ -426,10 +427,10 @@ Node *ResourceImporterScene::_pre_fix_node(Node *p_node, Node *p_root, Map<Ref<E
_add_shapes(rigid_body, shapes);
}
- } else if ((_teststr(name, "col") || (_teststr(name, "convcol"))) && Object::cast_to<EditorSceneImporterMeshNode3D>(p_node)) {
- EditorSceneImporterMeshNode3D *mi = Object::cast_to<EditorSceneImporterMeshNode3D>(p_node);
+ } else if ((_teststr(name, "col") || (_teststr(name, "convcol"))) && Object::cast_to<ImporterMeshInstance3D>(p_node)) {
+ ImporterMeshInstance3D *mi = Object::cast_to<ImporterMeshInstance3D>(p_node);
- Ref<EditorSceneImporterMesh> mesh = mi->get_mesh();
+ Ref<ImporterMesh> mesh = mi->get_mesh();
if (mesh.is_valid()) {
Vector<Ref<Shape3D>> shapes;
@@ -465,14 +466,14 @@ Node *ResourceImporterScene::_pre_fix_node(Node *p_node, Node *p_root, Map<Ref<E
}
}
- } else if (_teststr(name, "navmesh") && Object::cast_to<EditorSceneImporterMeshNode3D>(p_node)) {
+ } else if (_teststr(name, "navmesh") && Object::cast_to<ImporterMeshInstance3D>(p_node)) {
if (isroot) {
return p_node;
}
- EditorSceneImporterMeshNode3D *mi = Object::cast_to<EditorSceneImporterMeshNode3D>(p_node);
+ ImporterMeshInstance3D *mi = Object::cast_to<ImporterMeshInstance3D>(p_node);
- Ref<EditorSceneImporterMesh> mesh = mi->get_mesh();
+ Ref<ImporterMesh> mesh = mi->get_mesh();
ERR_FAIL_COND_V(mesh.is_null(), nullptr);
NavigationRegion3D *nmi = memnew(NavigationRegion3D);
@@ -484,12 +485,12 @@ Node *ResourceImporterScene::_pre_fix_node(Node *p_node, Node *p_root, Map<Ref<E
memdelete(p_node);
p_node = nmi;
- } else if (Object::cast_to<EditorSceneImporterMeshNode3D>(p_node)) {
+ } else if (Object::cast_to<ImporterMeshInstance3D>(p_node)) {
//last attempt, maybe collision inside the mesh data
- EditorSceneImporterMeshNode3D *mi = Object::cast_to<EditorSceneImporterMeshNode3D>(p_node);
+ ImporterMeshInstance3D *mi = Object::cast_to<ImporterMeshInstance3D>(p_node);
- Ref<EditorSceneImporterMesh> mesh = mi->get_mesh();
+ Ref<ImporterMesh> mesh = mi->get_mesh();
if (!mesh.is_null()) {
Vector<Ref<Shape3D>> shapes;
if (collision_map.has(mesh)) {
@@ -517,7 +518,7 @@ Node *ResourceImporterScene::_pre_fix_node(Node *p_node, Node *p_root, Map<Ref<E
return p_node;
}
-Node *ResourceImporterScene::_post_fix_node(Node *p_node, Node *p_root, Map<Ref<EditorSceneImporterMesh>, Vector<Ref<Shape3D>>> &collision_map, Set<Ref<EditorSceneImporterMesh>> &r_scanned_meshes, const Dictionary &p_node_data, const Dictionary &p_material_data, const Dictionary &p_animation_data, float p_animation_fps) {
+Node *ResourceImporterScene::_post_fix_node(Node *p_node, Node *p_root, Map<Ref<ImporterMesh>, Vector<Ref<Shape3D>>> &collision_map, Set<Ref<ImporterMesh>> &r_scanned_meshes, const Dictionary &p_node_data, const Dictionary &p_material_data, const Dictionary &p_animation_data, float p_animation_fps) {
// children first
for (int i = 0; i < p_node->get_child_count(); i++) {
Node *r = _post_fix_node(p_node->get_child(i), p_root, collision_map, r_scanned_meshes, p_node_data, p_material_data, p_animation_data, p_animation_fps);
@@ -546,10 +547,10 @@ Node *ResourceImporterScene::_post_fix_node(Node *p_node, Node *p_root, Map<Ref<
return nullptr;
}
- if (Object::cast_to<EditorSceneImporterMeshNode3D>(p_node)) {
- EditorSceneImporterMeshNode3D *mi = Object::cast_to<EditorSceneImporterMeshNode3D>(p_node);
+ if (Object::cast_to<ImporterMeshInstance3D>(p_node)) {
+ ImporterMeshInstance3D *mi = Object::cast_to<ImporterMeshInstance3D>(p_node);
- Ref<EditorSceneImporterMesh> m = mi->get_mesh();
+ Ref<ImporterMesh> m = mi->get_mesh();
if (m.is_valid()) {
if (!r_scanned_meshes.has(m)) {
@@ -669,10 +670,10 @@ Node *ResourceImporterScene::_post_fix_node(Node *p_node, Node *p_root, Map<Ref<
}
//navmesh (node may have changed type above)
- if (Object::cast_to<EditorSceneImporterMeshNode3D>(p_node)) {
- EditorSceneImporterMeshNode3D *mi = Object::cast_to<EditorSceneImporterMeshNode3D>(p_node);
+ if (Object::cast_to<ImporterMeshInstance3D>(p_node)) {
+ ImporterMeshInstance3D *mi = Object::cast_to<ImporterMeshInstance3D>(p_node);
- Ref<EditorSceneImporterMesh> m = mi->get_mesh();
+ Ref<ImporterMesh> m = mi->get_mesh();
if (m.is_valid()) {
if (node_settings.has("generate/navmesh")) {
@@ -980,6 +981,8 @@ void ResourceImporterScene::get_internal_import_options(InternalImportCategory p
r_options->push_back(ImportOption(PropertyInfo(Variant::INT, "generate/shadow_meshes", PROPERTY_HINT_ENUM, "Default,Enable,Disable"), 0));
r_options->push_back(ImportOption(PropertyInfo(Variant::INT, "generate/lightmap_uv", PROPERTY_HINT_ENUM, "Default,Enable,Disable"), 0));
r_options->push_back(ImportOption(PropertyInfo(Variant::INT, "generate/lods", PROPERTY_HINT_ENUM, "Default,Enable,Disable"), 0));
+ r_options->push_back(ImportOption(PropertyInfo(Variant::FLOAT, "lods/normal_split_angle", PROPERTY_HINT_RANGE, "0,180,0.1,degrees"), 25.0f));
+ r_options->push_back(ImportOption(PropertyInfo(Variant::FLOAT, "lods/normal_merge_angle", PROPERTY_HINT_RANGE, "0,180,0.1,degrees"), 60.0f));
} break;
case INTERNAL_IMPORT_CATEGORY_MATERIAL: {
r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "use_external/enabled", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), false));
@@ -1245,7 +1248,7 @@ Ref<Animation> ResourceImporterScene::import_animation_from_other_importer(Edito
}
void ResourceImporterScene::_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) {
- EditorSceneImporterMeshNode3D *src_mesh_node = Object::cast_to<EditorSceneImporterMeshNode3D>(p_node);
+ ImporterMeshInstance3D *src_mesh_node = Object::cast_to<ImporterMeshInstance3D>(p_node);
if (src_mesh_node) {
//is mesh
MeshInstance3D *mesh_node = memnew(MeshInstance3D);
@@ -1259,6 +1262,8 @@ void ResourceImporterScene::_generate_meshes(Node *p_node, const Dictionary &p_m
//do mesh processing
bool generate_lods = p_generate_lods;
+ float split_angle = 25.0f;
+ float merge_angle = 60.0f;
bool create_shadow_meshes = p_create_shadow_meshes;
bool bake_lightmaps = p_light_bake_mode == LIGHT_BAKE_STATIC_LIGHTMAPS;
String save_to_file;
@@ -1301,6 +1306,14 @@ void ResourceImporterScene::_generate_meshes(Node *p_node, const Dictionary &p_m
}
}
+ if (mesh_settings.has("lods/normal_split_angle")) {
+ split_angle = mesh_settings["lods/normal_split_angle"];
+ }
+
+ if (mesh_settings.has("lods/normal_merge_angle")) {
+ merge_angle = mesh_settings["lods/normal_merge_angle"];
+ }
+
if (mesh_settings.has("save_to_file/enabled") && bool(mesh_settings["save_to_file/enabled"]) && mesh_settings.has("save_to_file/path")) {
save_to_file = mesh_settings["save_to_file/path"];
if (!save_to_file.is_resource_file()) {
@@ -1310,8 +1323,9 @@ void ResourceImporterScene::_generate_meshes(Node *p_node, const Dictionary &p_m
}
if (generate_lods) {
- src_mesh_node->get_mesh()->generate_lods();
+ src_mesh_node->get_mesh()->generate_lods(merge_angle, split_angle);
}
+
if (create_shadow_meshes) {
src_mesh_node->get_mesh()->create_shadow_mesh();
}
@@ -1439,7 +1453,7 @@ Node *ResourceImporterScene::pre_import(const String &p_source_file) {
return nullptr;
}
- Map<Ref<EditorSceneImporterMesh>, Vector<Ref<Shape3D>>> collision_map;
+ Map<Ref<ImporterMesh>, Vector<Ref<Shape3D>>> collision_map;
_pre_fix_node(scene, scene, collision_map);
@@ -1514,8 +1528,8 @@ Error ResourceImporterScene::import(const String &p_source_file, const String &p
animation_data = subresources["animations"];
}
- Set<Ref<EditorSceneImporterMesh>> scanned_meshes;
- Map<Ref<EditorSceneImporterMesh>, Vector<Ref<Shape3D>>> collision_map;
+ Set<Ref<ImporterMesh>> scanned_meshes;
+ Map<Ref<ImporterMesh>, Vector<Ref<Shape3D>>> collision_map;
_pre_fix_node(scene, scene, collision_map);
_post_fix_node(scene, scene, collision_map, scanned_meshes, node_data, material_data, animation_data, fps);
diff --git a/editor/import/resource_importer_scene.h b/editor/import/resource_importer_scene.h
index e232b715be..2a67fa9aae 100644
--- a/editor/import/resource_importer_scene.h
+++ b/editor/import/resource_importer_scene.h
@@ -41,7 +41,7 @@
class Material;
class AnimationPlayer;
-class EditorSceneImporterMesh;
+class ImporterMesh;
class EditorSceneImporter : public RefCounted {
GDCLASS(EditorSceneImporter, RefCounted);
@@ -181,8 +181,8 @@ public:
// 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, Map<Ref<EditorSceneImporterMesh>, Vector<Ref<Shape3D>>> &collision_map);
- Node *_post_fix_node(Node *p_node, Node *p_root, Map<Ref<EditorSceneImporterMesh>, Vector<Ref<Shape3D>>> &collision_map, Set<Ref<EditorSceneImporterMesh>> &r_scanned_meshes, const Dictionary &p_node_data, const Dictionary &p_material_data, const Dictionary &p_animation_data, float p_animation_fps);
+ Node *_pre_fix_node(Node *p_node, Node *p_root, Map<Ref<ImporterMesh>, Vector<Ref<Shape3D>>> &collision_map);
+ Node *_post_fix_node(Node *p_node, Node *p_root, Map<Ref<ImporterMesh>, Vector<Ref<Shape3D>>> &collision_map, Set<Ref<ImporterMesh>> &r_scanned_meshes, const Dictionary &p_node_data, const Dictionary &p_material_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_clips(AnimationPlayer *anim, const Array &p_clips, bool p_bake_all);
diff --git a/editor/import/resource_importer_texture.cpp b/editor/import/resource_importer_texture.cpp
index 61745cb6ee..96a53b3257 100644
--- a/editor/import/resource_importer_texture.cpp
+++ b/editor/import/resource_importer_texture.cpp
@@ -86,28 +86,28 @@ void ResourceImporterTexture::update_imports() {
return;
}
- for (Map<StringName, MakeInfo>::Element *E = make_flags.front(); E; E = E->next()) {
+ for (const KeyValue<StringName, MakeInfo> &E : make_flags) {
Ref<ConfigFile> cf;
cf.instantiate();
- String src_path = String(E->key()) + ".import";
+ String src_path = String(E.key) + ".import";
Error err = cf->load(src_path);
ERR_CONTINUE(err != OK);
bool changed = false;
- if (E->get().flags & MAKE_NORMAL_FLAG && int(cf->get_value("params", "compress/normal_map")) == 0) {
+ if (E.value.flags & MAKE_NORMAL_FLAG && int(cf->get_value("params", "compress/normal_map")) == 0) {
cf->set_value("params", "compress/normal_map", 1);
changed = true;
}
- if (E->get().flags & MAKE_ROUGHNESS_FLAG && int(cf->get_value("params", "roughness/mode")) == 0) {
- cf->set_value("params", "roughness/mode", E->get().channel_for_roughness + 2);
- cf->set_value("params", "roughness/src_normal", E->get().normal_path_for_roughness);
+ if (E.value.flags & MAKE_ROUGHNESS_FLAG && int(cf->get_value("params", "roughness/mode")) == 0) {
+ cf->set_value("params", "roughness/mode", E.value.channel_for_roughness + 2);
+ cf->set_value("params", "roughness/src_normal", E.value.normal_path_for_roughness);
changed = true;
}
- if (E->get().flags & MAKE_3D_FLAG && bool(cf->get_value("params", "detect_3d/compress_to"))) {
+ if (E.value.flags & MAKE_3D_FLAG && bool(cf->get_value("params", "detect_3d/compress_to"))) {
int compress_to = cf->get_value("params", "detect_3d/compress_to");
cf->set_value("params", "detect_3d/compress_to", 0);
if (compress_to == 1) {
@@ -121,7 +121,7 @@ void ResourceImporterTexture::update_imports() {
if (changed) {
cf->save(src_path);
- to_reimport.push_back(E->key());
+ to_reimport.push_back(E.key);
}
}
diff --git a/editor/import/scene_import_settings.cpp b/editor/import/scene_import_settings.cpp
index f99ab9888a..95a96f9e26 100644
--- a/editor/import/scene_import_settings.cpp
+++ b/editor/import/scene_import_settings.cpp
@@ -31,7 +31,8 @@
#include "scene_import_settings.h"
#include "editor/editor_node.h"
#include "editor/editor_scale.h"
-#include "editor/import/scene_importer_mesh_node_3d.h"
+#include "scene/3d/importer_mesh_instance_3d.h"
+#include "scene/resources/importer_mesh.h"
#include "scene/resources/surface_tool.h"
class SceneImportSettingsData : public Object {
@@ -240,7 +241,7 @@ void SceneImportSettings::_fill_scene(Node *p_node, TreeItem *p_parent_item) {
p_node->set_meta("import_id", import_id);
}
- EditorSceneImporterMeshNode3D *src_mesh_node = Object::cast_to<EditorSceneImporterMeshNode3D>(p_node);
+ ImporterMeshInstance3D *src_mesh_node = Object::cast_to<ImporterMeshInstance3D>(p_node);
if (src_mesh_node) {
MeshInstance3D *mesh_node = memnew(MeshInstance3D);
@@ -249,7 +250,7 @@ void SceneImportSettings::_fill_scene(Node *p_node, TreeItem *p_parent_item) {
mesh_node->set_skin(src_mesh_node->get_skin());
mesh_node->set_skeleton_path(src_mesh_node->get_skeleton_path());
if (src_mesh_node->get_mesh().is_valid()) {
- Ref<EditorSceneImporterMesh> editor_mesh = src_mesh_node->get_mesh();
+ Ref<ImporterMesh> editor_mesh = src_mesh_node->get_mesh();
mesh_node->set_mesh(editor_mesh->get_mesh());
}
@@ -771,52 +772,52 @@ void SceneImportSettings::_re_import() {
Dictionary subresources;
- for (Map<String, NodeData>::Element *E = node_map.front(); E; E = E->next()) {
- if (E->get().settings.size()) {
+ for (KeyValue<String, NodeData> &E : node_map) {
+ if (E.value.settings.size()) {
Dictionary d;
- for (Map<StringName, Variant>::Element *F = E->get().settings.front(); F; F = F->next()) {
- d[String(F->key())] = F->get();
+ for (const KeyValue<StringName, Variant> &F : E.value.settings) {
+ d[String(F.key)] = F.value;
}
- nodes[E->key()] = d;
+ nodes[E.key] = d;
}
}
if (nodes.size()) {
subresources["nodes"] = nodes;
}
- for (Map<String, MaterialData>::Element *E = material_map.front(); E; E = E->next()) {
- if (E->get().settings.size()) {
+ for (KeyValue<String, MaterialData> &E : material_map) {
+ if (E.value.settings.size()) {
Dictionary d;
- for (Map<StringName, Variant>::Element *F = E->get().settings.front(); F; F = F->next()) {
- d[String(F->key())] = F->get();
+ for (const KeyValue<StringName, Variant> &F : E.value.settings) {
+ d[String(F.key)] = F.value;
}
- materials[E->key()] = d;
+ materials[E.key] = d;
}
}
if (materials.size()) {
subresources["materials"] = materials;
}
- for (Map<String, MeshData>::Element *E = mesh_map.front(); E; E = E->next()) {
- if (E->get().settings.size()) {
+ for (KeyValue<String, MeshData> &E : mesh_map) {
+ if (E.value.settings.size()) {
Dictionary d;
- for (Map<StringName, Variant>::Element *F = E->get().settings.front(); F; F = F->next()) {
- d[String(F->key())] = F->get();
+ for (const KeyValue<StringName, Variant> &F : E.value.settings) {
+ d[String(F.key)] = F.value;
}
- meshes[E->key()] = d;
+ meshes[E.key] = d;
}
}
if (meshes.size()) {
subresources["meshes"] = meshes;
}
- for (Map<String, AnimationData>::Element *E = animation_map.front(); E; E = E->next()) {
- if (E->get().settings.size()) {
+ for (KeyValue<String, AnimationData> &E : animation_map) {
+ if (E.value.settings.size()) {
Dictionary d;
- for (Map<StringName, Variant>::Element *F = E->get().settings.front(); F; F = F->next()) {
- d[String(F->key())] = F->get();
+ for (const KeyValue<StringName, Variant> &F : E.value.settings) {
+ d[String(F.key)] = F.value;
}
- animations[E->key()] = d;
+ animations[E.key] = d;
}
}
if (animations.size()) {
@@ -889,8 +890,8 @@ void SceneImportSettings::_save_dir_callback(const String &p_path) {
switch (current_action) {
case ACTION_EXTRACT_MATERIALS: {
- for (Map<String, MaterialData>::Element *E = material_map.front(); E; E = E->next()) {
- MaterialData &md = material_map[E->key()];
+ for (const KeyValue<String, MaterialData> &E : material_map) {
+ MaterialData &md = material_map[E.key];
TreeItem *item = external_path_tree->create_item(root);
@@ -905,7 +906,7 @@ void SceneImportSettings::_save_dir_callback(const String &p_path) {
item->set_text(2, "Already External");
item->set_tooltip(2, TTR("This material already references an external file, no action will be taken.\nDisable the external property for it to be extracted again."));
} else {
- item->set_metadata(0, E->key());
+ item->set_metadata(0, E.key);
item->set_editable(0, true);
item->set_checked(0, true);
String path = p_path.plus_file(name);
@@ -942,8 +943,8 @@ void SceneImportSettings::_save_dir_callback(const String &p_path) {
external_paths->get_ok_button()->set_text(TTR("Extract"));
} break;
case ACTION_CHOOSE_MESH_SAVE_PATHS: {
- for (Map<String, MeshData>::Element *E = mesh_map.front(); E; E = E->next()) {
- MeshData &md = mesh_map[E->key()];
+ for (const KeyValue<String, MeshData> &E : mesh_map) {
+ MeshData &md = mesh_map[E.key];
TreeItem *item = external_path_tree->create_item(root);
@@ -958,7 +959,7 @@ void SceneImportSettings::_save_dir_callback(const String &p_path) {
item->set_text(2, "Already Saving");
item->set_tooltip(2, TTR("This mesh already saves to an external resource, no action will be taken."));
} else {
- item->set_metadata(0, E->key());
+ item->set_metadata(0, E.key);
item->set_editable(0, true);
item->set_checked(0, true);
String path = p_path.plus_file(name);
@@ -995,8 +996,8 @@ void SceneImportSettings::_save_dir_callback(const String &p_path) {
external_paths->get_ok_button()->set_text(TTR("Set Paths"));
} break;
case ACTION_CHOOSE_ANIMATION_SAVE_PATHS: {
- for (Map<String, AnimationData>::Element *E = animation_map.front(); E; E = E->next()) {
- AnimationData &ad = animation_map[E->key()];
+ for (const KeyValue<String, AnimationData> &E : animation_map) {
+ AnimationData &ad = animation_map[E.key];
TreeItem *item = external_path_tree->create_item(root);
@@ -1010,7 +1011,7 @@ void SceneImportSettings::_save_dir_callback(const String &p_path) {
item->set_text(2, "Already Saving");
item->set_tooltip(2, TTR("This animation already saves to an external resource, no action will be taken."));
} else {
- item->set_metadata(0, E->key());
+ item->set_metadata(0, E.key);
item->set_editable(0, true);
item->set_checked(0, true);
String path = p_path.plus_file(name);
diff --git a/editor/import/scene_importer_mesh.cpp b/editor/import/scene_importer_mesh.cpp
deleted file mode 100644
index 5e6dd08e79..0000000000
--- a/editor/import/scene_importer_mesh.cpp
+++ /dev/null
@@ -1,889 +0,0 @@
-/*************************************************************************/
-/* scene_importer_mesh.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 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 "scene_importer_mesh.h"
-
-#include "core/math/math_defs.h"
-#include "scene/resources/surface_tool.h"
-
-#include <cstdint>
-
-void EditorSceneImporterMesh::add_blend_shape(const String &p_name) {
- ERR_FAIL_COND(surfaces.size() > 0);
- blend_shapes.push_back(p_name);
-}
-
-int EditorSceneImporterMesh::get_blend_shape_count() const {
- return blend_shapes.size();
-}
-
-String EditorSceneImporterMesh::get_blend_shape_name(int p_blend_shape) const {
- ERR_FAIL_INDEX_V(p_blend_shape, blend_shapes.size(), String());
- return blend_shapes[p_blend_shape];
-}
-
-void EditorSceneImporterMesh::set_blend_shape_mode(Mesh::BlendShapeMode p_blend_shape_mode) {
- blend_shape_mode = p_blend_shape_mode;
-}
-
-Mesh::BlendShapeMode EditorSceneImporterMesh::get_blend_shape_mode() const {
- return blend_shape_mode;
-}
-
-void EditorSceneImporterMesh::add_surface(Mesh::PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes, const Dictionary &p_lods, const Ref<Material> &p_material, const String &p_name, const uint32_t p_flags) {
- ERR_FAIL_COND(p_blend_shapes.size() != blend_shapes.size());
- ERR_FAIL_COND(p_arrays.size() != Mesh::ARRAY_MAX);
- Surface s;
- s.primitive = p_primitive;
- s.arrays = p_arrays;
- s.name = p_name;
- s.flags = p_flags;
-
- Vector<Vector3> vertex_array = p_arrays[Mesh::ARRAY_VERTEX];
- int vertex_count = vertex_array.size();
- ERR_FAIL_COND(vertex_count == 0);
-
- for (int i = 0; i < blend_shapes.size(); i++) {
- Array bsdata = p_blend_shapes[i];
- ERR_FAIL_COND(bsdata.size() != Mesh::ARRAY_MAX);
- Vector<Vector3> vertex_data = bsdata[Mesh::ARRAY_VERTEX];
- ERR_FAIL_COND(vertex_data.size() != vertex_count);
- Surface::BlendShape bs;
- bs.arrays = bsdata;
- s.blend_shape_data.push_back(bs);
- }
-
- List<Variant> lods;
- p_lods.get_key_list(&lods);
- for (const Variant &E : lods) {
- ERR_CONTINUE(!E.is_num());
- Surface::LOD lod;
- lod.distance = E;
- lod.indices = p_lods[E];
- ERR_CONTINUE(lod.indices.size() == 0);
- s.lods.push_back(lod);
- }
-
- s.material = p_material;
-
- surfaces.push_back(s);
- mesh.unref();
-}
-
-int EditorSceneImporterMesh::get_surface_count() const {
- return surfaces.size();
-}
-
-Mesh::PrimitiveType EditorSceneImporterMesh::get_surface_primitive_type(int p_surface) {
- ERR_FAIL_INDEX_V(p_surface, surfaces.size(), Mesh::PRIMITIVE_MAX);
- return surfaces[p_surface].primitive;
-}
-Array EditorSceneImporterMesh::get_surface_arrays(int p_surface) const {
- ERR_FAIL_INDEX_V(p_surface, surfaces.size(), Array());
- return surfaces[p_surface].arrays;
-}
-String EditorSceneImporterMesh::get_surface_name(int p_surface) const {
- ERR_FAIL_INDEX_V(p_surface, surfaces.size(), String());
- return surfaces[p_surface].name;
-}
-void EditorSceneImporterMesh::set_surface_name(int p_surface, const String &p_name) {
- ERR_FAIL_INDEX(p_surface, surfaces.size());
- surfaces.write[p_surface].name = p_name;
- mesh.unref();
-}
-
-Array EditorSceneImporterMesh::get_surface_blend_shape_arrays(int p_surface, int p_blend_shape) const {
- ERR_FAIL_INDEX_V(p_surface, surfaces.size(), Array());
- ERR_FAIL_INDEX_V(p_blend_shape, surfaces[p_surface].blend_shape_data.size(), Array());
- return surfaces[p_surface].blend_shape_data[p_blend_shape].arrays;
-}
-int EditorSceneImporterMesh::get_surface_lod_count(int p_surface) const {
- ERR_FAIL_INDEX_V(p_surface, surfaces.size(), 0);
- return surfaces[p_surface].lods.size();
-}
-Vector<int> EditorSceneImporterMesh::get_surface_lod_indices(int p_surface, int p_lod) const {
- ERR_FAIL_INDEX_V(p_surface, surfaces.size(), Vector<int>());
- ERR_FAIL_INDEX_V(p_lod, surfaces[p_surface].lods.size(), Vector<int>());
-
- return surfaces[p_surface].lods[p_lod].indices;
-}
-
-float EditorSceneImporterMesh::get_surface_lod_size(int p_surface, int p_lod) const {
- ERR_FAIL_INDEX_V(p_surface, surfaces.size(), 0);
- ERR_FAIL_INDEX_V(p_lod, surfaces[p_surface].lods.size(), 0);
- return surfaces[p_surface].lods[p_lod].distance;
-}
-
-uint32_t EditorSceneImporterMesh::get_surface_format(int p_surface) const {
- ERR_FAIL_INDEX_V(p_surface, surfaces.size(), 0);
- return surfaces[p_surface].flags;
-}
-
-Ref<Material> EditorSceneImporterMesh::get_surface_material(int p_surface) const {
- ERR_FAIL_INDEX_V(p_surface, surfaces.size(), Ref<Material>());
- return surfaces[p_surface].material;
-}
-
-void EditorSceneImporterMesh::set_surface_material(int p_surface, const Ref<Material> &p_material) {
- ERR_FAIL_INDEX(p_surface, surfaces.size());
- surfaces.write[p_surface].material = p_material;
- mesh.unref();
-}
-
-Basis EditorSceneImporterMesh::compute_rotation_matrix_from_ortho_6d(Vector3 p_x_raw, Vector3 p_y_raw) {
- Vector3 x = p_x_raw.normalized();
- Vector3 z = x.cross(p_y_raw);
- z = z.normalized();
- Vector3 y = z.cross(x);
- Basis basis;
- basis.set_axis(Vector3::AXIS_X, x);
- basis.set_axis(Vector3::AXIS_Y, y);
- basis.set_axis(Vector3::AXIS_Z, z);
- return basis;
-}
-
-void EditorSceneImporterMesh::generate_lods() {
- if (!SurfaceTool::simplify_func) {
- return;
- }
- if (!SurfaceTool::simplify_scale_func) {
- return;
- }
- if (!SurfaceTool::simplify_sloppy_func) {
- return;
- }
- if (!SurfaceTool::simplify_with_attrib_func) {
- return;
- }
-
- for (int i = 0; i < surfaces.size(); i++) {
- if (surfaces[i].primitive != Mesh::PRIMITIVE_TRIANGLES) {
- continue;
- }
-
- surfaces.write[i].lods.clear();
- Vector<Vector3> vertices = surfaces[i].arrays[RS::ARRAY_VERTEX];
- Vector<int> indices = surfaces[i].arrays[RS::ARRAY_INDEX];
- if (indices.size() == 0) {
- continue; //no lods if no indices
- }
- Vector<Vector3> normals = surfaces[i].arrays[RS::ARRAY_NORMAL];
- uint32_t vertex_count = vertices.size();
- const Vector3 *vertices_ptr = vertices.ptr();
- Vector<float> attributes;
- Vector<float> normal_weights;
- int32_t attribute_count = 6;
- if (normals.size()) {
- attributes.resize(normals.size() * attribute_count);
- for (int32_t normal_i = 0; normal_i < normals.size(); normal_i++) {
- Basis basis;
- basis.set_euler(normals[normal_i]);
- Vector3 basis_x = basis.get_axis(0);
- Vector3 basis_y = basis.get_axis(1);
- basis = compute_rotation_matrix_from_ortho_6d(basis_x, basis_y);
- basis_x = basis.get_axis(0);
- basis_y = basis.get_axis(1);
- attributes.write[normal_i * attribute_count + 0] = basis_x.x;
- attributes.write[normal_i * attribute_count + 1] = basis_x.y;
- attributes.write[normal_i * attribute_count + 2] = basis_x.z;
- attributes.write[normal_i * attribute_count + 3] = basis_y.x;
- attributes.write[normal_i * attribute_count + 4] = basis_y.y;
- attributes.write[normal_i * attribute_count + 5] = basis_y.z;
- }
- normal_weights.resize(vertex_count);
- for (int32_t weight_i = 0; weight_i < normal_weights.size(); weight_i++) {
- normal_weights.write[weight_i] = 1.0;
- }
- } else {
- attribute_count = 0;
- }
- const int min_indices = 10;
- const float error_tolerance = 1.44224'95703; // Cube root of 3
- const float threshold = 1.0 / error_tolerance;
- int index_target = indices.size() * threshold;
- float max_mesh_error_percentage = 1e0f;
- float mesh_error = 0.0f;
- float scale = SurfaceTool::simplify_scale_func((const float *)vertices_ptr, vertex_count, sizeof(Vector3));
- while (index_target > min_indices) {
- Vector<int> new_indices;
- new_indices.resize(indices.size());
- size_t new_len = SurfaceTool::simplify_with_attrib_func((unsigned int *)new_indices.ptrw(), (const unsigned int *)indices.ptr(), indices.size(), (const float *)vertices_ptr, vertex_count, sizeof(Vector3), index_target, max_mesh_error_percentage, &mesh_error, (float *)attributes.ptrw(), normal_weights.ptrw(), attribute_count);
- if ((int)new_len > (index_target * error_tolerance)) {
- break;
- }
- Surface::LOD lod;
- lod.distance = mesh_error * scale;
- if (Math::is_zero_approx(mesh_error)) {
- break;
- }
- if (new_len <= 0) {
- break;
- }
- new_indices.resize(new_len);
- lod.indices = new_indices;
- print_line("Lod " + itos(surfaces.write[i].lods.size()) + " begin with " + itos(indices.size() / 3) + " triangles and shoot for " + itos(index_target / 3) + " triangles. Got " + itos(new_len / 3) + " triangles. Lod screen ratio " + rtos(lod.distance));
- surfaces.write[i].lods.push_back(lod);
- index_target *= threshold;
- }
- }
-}
-
-bool EditorSceneImporterMesh::has_mesh() const {
- return mesh.is_valid();
-}
-
-Ref<ArrayMesh> EditorSceneImporterMesh::get_mesh(const Ref<ArrayMesh> &p_base) {
- ERR_FAIL_COND_V(surfaces.size() == 0, Ref<ArrayMesh>());
-
- if (mesh.is_null()) {
- if (p_base.is_valid()) {
- mesh = p_base;
- }
- if (mesh.is_null()) {
- mesh.instantiate();
- }
- mesh->set_name(get_name());
- if (has_meta("import_id")) {
- mesh->set_meta("import_id", get_meta("import_id"));
- }
- for (int i = 0; i < blend_shapes.size(); i++) {
- mesh->add_blend_shape(blend_shapes[i]);
- }
- mesh->set_blend_shape_mode(blend_shape_mode);
- for (int i = 0; i < surfaces.size(); i++) {
- Array bs_data;
- if (surfaces[i].blend_shape_data.size()) {
- for (int j = 0; j < surfaces[i].blend_shape_data.size(); j++) {
- bs_data.push_back(surfaces[i].blend_shape_data[j].arrays);
- }
- }
- Dictionary lods;
- if (surfaces[i].lods.size()) {
- for (int j = 0; j < surfaces[i].lods.size(); j++) {
- lods[surfaces[i].lods[j].distance] = surfaces[i].lods[j].indices;
- }
- }
-
- mesh->add_surface_from_arrays(surfaces[i].primitive, surfaces[i].arrays, bs_data, lods, surfaces[i].flags);
- if (surfaces[i].material.is_valid()) {
- mesh->surface_set_material(mesh->get_surface_count() - 1, surfaces[i].material);
- }
- if (surfaces[i].name != String()) {
- mesh->surface_set_name(mesh->get_surface_count() - 1, surfaces[i].name);
- }
- }
-
- mesh->set_lightmap_size_hint(lightmap_size_hint);
-
- if (shadow_mesh.is_valid()) {
- Ref<ArrayMesh> shadow = shadow_mesh->get_mesh();
- mesh->set_shadow_mesh(shadow);
- }
- }
-
- return mesh;
-}
-
-void EditorSceneImporterMesh::clear() {
- surfaces.clear();
- blend_shapes.clear();
- mesh.unref();
-}
-
-void EditorSceneImporterMesh::create_shadow_mesh() {
- if (shadow_mesh.is_valid()) {
- shadow_mesh.unref();
- }
-
- //no shadow mesh for blendshapes
- if (blend_shapes.size() > 0) {
- return;
- }
- //no shadow mesh for skeletons
- for (int i = 0; i < surfaces.size(); i++) {
- if (surfaces[i].arrays[RS::ARRAY_BONES].get_type() != Variant::NIL) {
- return;
- }
- if (surfaces[i].arrays[RS::ARRAY_WEIGHTS].get_type() != Variant::NIL) {
- return;
- }
- }
-
- shadow_mesh.instantiate();
-
- for (int i = 0; i < surfaces.size(); i++) {
- LocalVector<int> vertex_remap;
- Vector<Vector3> new_vertices;
- Vector<Vector3> vertices = surfaces[i].arrays[RS::ARRAY_VERTEX];
- int vertex_count = vertices.size();
- {
- Map<Vector3, int> unique_vertices;
- const Vector3 *vptr = vertices.ptr();
- for (int j = 0; j < vertex_count; j++) {
- Vector3 v = vptr[j];
-
- Map<Vector3, int>::Element *E = unique_vertices.find(v);
-
- if (E) {
- vertex_remap.push_back(E->get());
- } else {
- int vcount = unique_vertices.size();
- unique_vertices[v] = vcount;
- vertex_remap.push_back(vcount);
- new_vertices.push_back(v);
- }
- }
- }
-
- Array new_surface;
- new_surface.resize(RS::ARRAY_MAX);
- Dictionary lods;
-
- // print_line("original vertex count: " + itos(vertices.size()) + " new vertex count: " + itos(new_vertices.size()));
-
- new_surface[RS::ARRAY_VERTEX] = new_vertices;
-
- Vector<int> indices = surfaces[i].arrays[RS::ARRAY_INDEX];
- if (indices.size()) {
- int index_count = indices.size();
- const int *index_rptr = indices.ptr();
- Vector<int> new_indices;
- new_indices.resize(indices.size());
- int *index_wptr = new_indices.ptrw();
-
- for (int j = 0; j < index_count; j++) {
- int index = index_rptr[j];
- ERR_FAIL_INDEX(index, vertex_count);
- index_wptr[j] = vertex_remap[index];
- }
-
- new_surface[RS::ARRAY_INDEX] = new_indices;
-
- // Make sure the same LODs as the full version are used.
- // This makes it more coherent between rendered model and its shadows.
- for (int j = 0; j < surfaces[i].lods.size(); j++) {
- indices = surfaces[i].lods[j].indices;
-
- index_count = indices.size();
- index_rptr = indices.ptr();
- new_indices.resize(indices.size());
- index_wptr = new_indices.ptrw();
-
- for (int k = 0; k < index_count; k++) {
- int index = index_rptr[j];
- ERR_FAIL_INDEX(index, vertex_count);
- index_wptr[j] = vertex_remap[index];
- }
-
- lods[surfaces[i].lods[j].distance] = new_indices;
- }
- }
-
- shadow_mesh->add_surface(surfaces[i].primitive, new_surface, Array(), lods, Ref<Material>(), surfaces[i].name, surfaces[i].flags);
- }
-}
-
-Ref<EditorSceneImporterMesh> EditorSceneImporterMesh::get_shadow_mesh() const {
- return shadow_mesh;
-}
-
-void EditorSceneImporterMesh::_set_data(const Dictionary &p_data) {
- clear();
- if (p_data.has("blend_shape_names")) {
- blend_shapes = p_data["blend_shape_names"];
- }
- if (p_data.has("surfaces")) {
- Array surface_arr = p_data["surfaces"];
- for (int i = 0; i < surface_arr.size(); i++) {
- Dictionary s = surface_arr[i];
- ERR_CONTINUE(!s.has("primitive"));
- ERR_CONTINUE(!s.has("arrays"));
- Mesh::PrimitiveType prim = Mesh::PrimitiveType(int(s["primitive"]));
- ERR_CONTINUE(prim >= Mesh::PRIMITIVE_MAX);
- Array arr = s["arrays"];
- Dictionary lods;
- String name;
- if (s.has("name")) {
- name = s["name"];
- }
- if (s.has("lods")) {
- lods = s["lods"];
- }
- Array blend_shapes;
- if (s.has("blend_shapes")) {
- blend_shapes = s["blend_shapes"];
- }
- Ref<Material> material;
- if (s.has("material")) {
- material = s["material"];
- }
- uint32_t flags = 0;
- if (s.has("flags")) {
- flags = s["flags"];
- }
- add_surface(prim, arr, blend_shapes, lods, material, name, flags);
- }
- }
-}
-Dictionary EditorSceneImporterMesh::_get_data() const {
- Dictionary data;
- if (blend_shapes.size()) {
- data["blend_shape_names"] = blend_shapes;
- }
- Array surface_arr;
- for (int i = 0; i < surfaces.size(); i++) {
- Dictionary d;
- d["primitive"] = surfaces[i].primitive;
- d["arrays"] = surfaces[i].arrays;
- if (surfaces[i].blend_shape_data.size()) {
- Array bs_data;
- for (int j = 0; j < surfaces[i].blend_shape_data.size(); j++) {
- bs_data.push_back(surfaces[i].blend_shape_data[j].arrays);
- }
- d["blend_shapes"] = bs_data;
- }
- if (surfaces[i].lods.size()) {
- Dictionary lods;
- for (int j = 0; j < surfaces[i].lods.size(); j++) {
- lods[surfaces[i].lods[j].distance] = surfaces[i].lods[j].indices;
- }
- d["lods"] = lods;
- }
-
- if (surfaces[i].material.is_valid()) {
- d["material"] = surfaces[i].material;
- }
-
- if (surfaces[i].name != String()) {
- d["name"] = surfaces[i].name;
- }
-
- if (surfaces[i].flags != 0) {
- d["flags"] = surfaces[i].flags;
- }
-
- surface_arr.push_back(d);
- }
- data["surfaces"] = surface_arr;
- return data;
-}
-
-Vector<Face3> EditorSceneImporterMesh::get_faces() const {
- Vector<Face3> faces;
- for (int i = 0; i < surfaces.size(); i++) {
- if (surfaces[i].primitive == Mesh::PRIMITIVE_TRIANGLES) {
- Vector<Vector3> vertices = surfaces[i].arrays[Mesh::ARRAY_VERTEX];
- Vector<int> indices = surfaces[i].arrays[Mesh::ARRAY_INDEX];
- if (indices.size()) {
- for (int j = 0; j < indices.size(); j += 3) {
- Face3 f;
- f.vertex[0] = vertices[indices[j + 0]];
- f.vertex[1] = vertices[indices[j + 1]];
- f.vertex[2] = vertices[indices[j + 2]];
- faces.push_back(f);
- }
- } else {
- for (int j = 0; j < vertices.size(); j += 3) {
- Face3 f;
- f.vertex[0] = vertices[j + 0];
- f.vertex[1] = vertices[j + 1];
- f.vertex[2] = vertices[j + 2];
- faces.push_back(f);
- }
- }
- }
- }
-
- return faces;
-}
-
-Vector<Ref<Shape3D>> EditorSceneImporterMesh::convex_decompose(const Mesh::ConvexDecompositionSettings &p_settings) const {
- ERR_FAIL_COND_V(!Mesh::convex_decomposition_function, Vector<Ref<Shape3D>>());
-
- const Vector<Face3> faces = get_faces();
- int face_count = faces.size();
-
- Vector<Vector3> vertices;
- uint32_t vertex_count = 0;
- vertices.resize(face_count * 3);
- Vector<uint32_t> indices;
- indices.resize(face_count * 3);
- {
- Map<Vector3, uint32_t> vertex_map;
- Vector3 *vertex_w = vertices.ptrw();
- uint32_t *index_w = indices.ptrw();
- for (int i = 0; i < face_count; i++) {
- for (int j = 0; j < 3; j++) {
- const Vector3 &vertex = faces[i].vertex[j];
- Map<Vector3, uint32_t>::Element *found_vertex = vertex_map.find(vertex);
- uint32_t index;
- if (found_vertex) {
- index = found_vertex->get();
- } else {
- index = ++vertex_count;
- vertex_map[vertex] = index;
- vertex_w[index] = vertex;
- }
- index_w[i * 3 + j] = index;
- }
- }
- }
- vertices.resize(vertex_count);
-
- Vector<Vector<Vector3>> decomposed = Mesh::convex_decomposition_function((real_t *)vertices.ptr(), vertex_count, indices.ptr(), face_count, p_settings, nullptr);
-
- Vector<Ref<Shape3D>> ret;
-
- for (int i = 0; i < decomposed.size(); i++) {
- Ref<ConvexPolygonShape3D> shape;
- shape.instantiate();
- shape->set_points(decomposed[i]);
- ret.push_back(shape);
- }
-
- return ret;
-}
-
-Ref<Shape3D> EditorSceneImporterMesh::create_trimesh_shape() const {
- Vector<Face3> faces = get_faces();
- if (faces.size() == 0) {
- return Ref<Shape3D>();
- }
-
- Vector<Vector3> face_points;
- face_points.resize(faces.size() * 3);
-
- for (int i = 0; i < face_points.size(); i += 3) {
- Face3 f = faces.get(i / 3);
- face_points.set(i, f.vertex[0]);
- face_points.set(i + 1, f.vertex[1]);
- face_points.set(i + 2, f.vertex[2]);
- }
-
- Ref<ConcavePolygonShape3D> shape = memnew(ConcavePolygonShape3D);
- shape->set_faces(face_points);
- return shape;
-}
-
-Ref<NavigationMesh> EditorSceneImporterMesh::create_navigation_mesh() {
- Vector<Face3> faces = get_faces();
- if (faces.size() == 0) {
- return Ref<NavigationMesh>();
- }
-
- Map<Vector3, int> unique_vertices;
- LocalVector<int> face_indices;
-
- for (int i = 0; i < faces.size(); i++) {
- for (int j = 0; j < 3; j++) {
- Vector3 v = faces[i].vertex[j];
- int idx;
- if (unique_vertices.has(v)) {
- idx = unique_vertices[v];
- } else {
- idx = unique_vertices.size();
- unique_vertices[v] = idx;
- }
- face_indices.push_back(idx);
- }
- }
-
- Vector<Vector3> vertices;
- vertices.resize(unique_vertices.size());
- for (Map<Vector3, int>::Element *E = unique_vertices.front(); E; E = E->next()) {
- vertices.write[E->get()] = E->key();
- }
-
- Ref<NavigationMesh> nm;
- nm.instantiate();
- nm->set_vertices(vertices);
-
- Vector<int> v3;
- v3.resize(3);
- for (uint32_t i = 0; i < face_indices.size(); i += 3) {
- v3.write[0] = face_indices[i + 0];
- v3.write[1] = face_indices[i + 1];
- v3.write[2] = face_indices[i + 2];
- nm->add_polygon(v3);
- }
-
- return nm;
-}
-
-extern bool (*array_mesh_lightmap_unwrap_callback)(float p_texel_size, const float *p_vertices, const float *p_normals, int p_vertex_count, const int *p_indices, int p_index_count, const uint8_t *p_cache_data, bool *r_use_cache, uint8_t **r_mesh_cache, int *r_mesh_cache_size, float **r_uv, int **r_vertex, int *r_vertex_count, int **r_index, int *r_index_count, int *r_size_hint_x, int *r_size_hint_y);
-
-struct EditorSceneImporterMeshLightmapSurface {
- Ref<Material> material;
- LocalVector<SurfaceTool::Vertex> vertices;
- Mesh::PrimitiveType primitive = Mesh::PrimitiveType::PRIMITIVE_MAX;
- uint32_t format = 0;
- String name;
-};
-
-Error EditorSceneImporterMesh::lightmap_unwrap_cached(const Transform3D &p_base_transform, float p_texel_size, const Vector<uint8_t> &p_src_cache, Vector<uint8_t> &r_dst_cache) {
- ERR_FAIL_COND_V(!array_mesh_lightmap_unwrap_callback, ERR_UNCONFIGURED);
- ERR_FAIL_COND_V_MSG(blend_shapes.size() != 0, ERR_UNAVAILABLE, "Can't unwrap mesh with blend shapes.");
-
- LocalVector<float> vertices;
- LocalVector<float> normals;
- LocalVector<int> indices;
- LocalVector<float> uv;
- LocalVector<Pair<int, int>> uv_indices;
-
- Vector<EditorSceneImporterMeshLightmapSurface> lightmap_surfaces;
-
- // Keep only the scale
- Basis basis = p_base_transform.get_basis();
- Vector3 scale = Vector3(basis.get_axis(0).length(), basis.get_axis(1).length(), basis.get_axis(2).length());
-
- Transform3D transform;
- transform.scale(scale);
-
- Basis normal_basis = transform.basis.inverse().transposed();
-
- for (int i = 0; i < get_surface_count(); i++) {
- EditorSceneImporterMeshLightmapSurface s;
- s.primitive = get_surface_primitive_type(i);
-
- ERR_FAIL_COND_V_MSG(s.primitive != Mesh::PRIMITIVE_TRIANGLES, ERR_UNAVAILABLE, "Only triangles are supported for lightmap unwrap.");
- Array arrays = get_surface_arrays(i);
- s.material = get_surface_material(i);
- s.name = get_surface_name(i);
-
- SurfaceTool::create_vertex_array_from_triangle_arrays(arrays, s.vertices, &s.format);
-
- PackedVector3Array rvertices = arrays[Mesh::ARRAY_VERTEX];
- int vc = rvertices.size();
-
- PackedVector3Array rnormals = arrays[Mesh::ARRAY_NORMAL];
-
- int vertex_ofs = vertices.size() / 3;
-
- vertices.resize((vertex_ofs + vc) * 3);
- normals.resize((vertex_ofs + vc) * 3);
- uv_indices.resize(vertex_ofs + vc);
-
- for (int j = 0; j < vc; j++) {
- Vector3 v = transform.xform(rvertices[j]);
- Vector3 n = normal_basis.xform(rnormals[j]).normalized();
-
- vertices[(j + vertex_ofs) * 3 + 0] = v.x;
- vertices[(j + vertex_ofs) * 3 + 1] = v.y;
- vertices[(j + vertex_ofs) * 3 + 2] = v.z;
- normals[(j + vertex_ofs) * 3 + 0] = n.x;
- normals[(j + vertex_ofs) * 3 + 1] = n.y;
- normals[(j + vertex_ofs) * 3 + 2] = n.z;
- uv_indices[j + vertex_ofs] = Pair<int, int>(i, j);
- }
-
- PackedInt32Array rindices = arrays[Mesh::ARRAY_INDEX];
- int ic = rindices.size();
-
- float eps = 1.19209290e-7F; // Taken from xatlas.h
- if (ic == 0) {
- for (int j = 0; j < vc / 3; j++) {
- Vector3 p0 = transform.xform(rvertices[j * 3 + 0]);
- Vector3 p1 = transform.xform(rvertices[j * 3 + 1]);
- Vector3 p2 = transform.xform(rvertices[j * 3 + 2]);
-
- if ((p0 - p1).length_squared() < eps || (p1 - p2).length_squared() < eps || (p2 - p0).length_squared() < eps) {
- continue;
- }
-
- indices.push_back(vertex_ofs + j * 3 + 0);
- indices.push_back(vertex_ofs + j * 3 + 1);
- indices.push_back(vertex_ofs + j * 3 + 2);
- }
-
- } else {
- for (int j = 0; j < ic / 3; j++) {
- Vector3 p0 = transform.xform(rvertices[rindices[j * 3 + 0]]);
- Vector3 p1 = transform.xform(rvertices[rindices[j * 3 + 1]]);
- Vector3 p2 = transform.xform(rvertices[rindices[j * 3 + 2]]);
-
- if ((p0 - p1).length_squared() < eps || (p1 - p2).length_squared() < eps || (p2 - p0).length_squared() < eps) {
- continue;
- }
-
- indices.push_back(vertex_ofs + rindices[j * 3 + 0]);
- indices.push_back(vertex_ofs + rindices[j * 3 + 1]);
- indices.push_back(vertex_ofs + rindices[j * 3 + 2]);
- }
- }
-
- lightmap_surfaces.push_back(s);
- }
-
- //unwrap
-
- bool use_cache = true; // Used to request cache generation and to know if cache was used
- uint8_t *gen_cache;
- int gen_cache_size;
- float *gen_uvs;
- int *gen_vertices;
- int *gen_indices;
- int gen_vertex_count;
- int gen_index_count;
- int size_x;
- int size_y;
-
- bool ok = array_mesh_lightmap_unwrap_callback(p_texel_size, vertices.ptr(), normals.ptr(), vertices.size() / 3, indices.ptr(), indices.size(), p_src_cache.ptr(), &use_cache, &gen_cache, &gen_cache_size, &gen_uvs, &gen_vertices, &gen_vertex_count, &gen_indices, &gen_index_count, &size_x, &size_y);
-
- if (!ok) {
- return ERR_CANT_CREATE;
- }
-
- //remove surfaces
- clear();
-
- //create surfacetools for each surface..
- LocalVector<Ref<SurfaceTool>> surfaces_tools;
-
- for (int i = 0; i < lightmap_surfaces.size(); i++) {
- Ref<SurfaceTool> st;
- st.instantiate();
- st->begin(Mesh::PRIMITIVE_TRIANGLES);
- st->set_material(lightmap_surfaces[i].material);
- st->set_meta("name", lightmap_surfaces[i].name);
- surfaces_tools.push_back(st); //stay there
- }
-
- print_verbose("Mesh: Gen indices: " + itos(gen_index_count));
-
- //go through all indices
- for (int i = 0; i < gen_index_count; i += 3) {
- ERR_FAIL_INDEX_V(gen_vertices[gen_indices[i + 0]], (int)uv_indices.size(), ERR_BUG);
- ERR_FAIL_INDEX_V(gen_vertices[gen_indices[i + 1]], (int)uv_indices.size(), ERR_BUG);
- ERR_FAIL_INDEX_V(gen_vertices[gen_indices[i + 2]], (int)uv_indices.size(), ERR_BUG);
-
- ERR_FAIL_COND_V(uv_indices[gen_vertices[gen_indices[i + 0]]].first != uv_indices[gen_vertices[gen_indices[i + 1]]].first || uv_indices[gen_vertices[gen_indices[i + 0]]].first != uv_indices[gen_vertices[gen_indices[i + 2]]].first, ERR_BUG);
-
- int surface = uv_indices[gen_vertices[gen_indices[i + 0]]].first;
-
- for (int j = 0; j < 3; j++) {
- SurfaceTool::Vertex v = lightmap_surfaces[surface].vertices[uv_indices[gen_vertices[gen_indices[i + j]]].second];
-
- if (lightmap_surfaces[surface].format & Mesh::ARRAY_FORMAT_COLOR) {
- surfaces_tools[surface]->set_color(v.color);
- }
- if (lightmap_surfaces[surface].format & Mesh::ARRAY_FORMAT_TEX_UV) {
- surfaces_tools[surface]->set_uv(v.uv);
- }
- if (lightmap_surfaces[surface].format & Mesh::ARRAY_FORMAT_NORMAL) {
- surfaces_tools[surface]->set_normal(v.normal);
- }
- if (lightmap_surfaces[surface].format & Mesh::ARRAY_FORMAT_TANGENT) {
- Plane t;
- t.normal = v.tangent;
- t.d = v.binormal.dot(v.normal.cross(v.tangent)) < 0 ? -1 : 1;
- surfaces_tools[surface]->set_tangent(t);
- }
- if (lightmap_surfaces[surface].format & Mesh::ARRAY_FORMAT_BONES) {
- surfaces_tools[surface]->set_bones(v.bones);
- }
- if (lightmap_surfaces[surface].format & Mesh::ARRAY_FORMAT_WEIGHTS) {
- surfaces_tools[surface]->set_weights(v.weights);
- }
-
- Vector2 uv2(gen_uvs[gen_indices[i + j] * 2 + 0], gen_uvs[gen_indices[i + j] * 2 + 1]);
- surfaces_tools[surface]->set_uv2(uv2);
-
- surfaces_tools[surface]->add_vertex(v.vertex);
- }
- }
-
- //generate surfaces
- for (unsigned int i = 0; i < surfaces_tools.size(); i++) {
- surfaces_tools[i]->index();
- Array arrays = surfaces_tools[i]->commit_to_arrays();
- add_surface(surfaces_tools[i]->get_primitive(), arrays, Array(), Dictionary(), surfaces_tools[i]->get_material(), surfaces_tools[i]->get_meta("name"));
- }
-
- set_lightmap_size_hint(Size2(size_x, size_y));
-
- if (gen_cache_size > 0) {
- r_dst_cache.resize(gen_cache_size);
- memcpy(r_dst_cache.ptrw(), gen_cache, gen_cache_size);
- memfree(gen_cache);
- }
-
- if (!use_cache) {
- // Cache was not used, free the buffers
- memfree(gen_vertices);
- memfree(gen_indices);
- memfree(gen_uvs);
- }
-
- return OK;
-}
-
-void EditorSceneImporterMesh::set_lightmap_size_hint(const Size2i &p_size) {
- lightmap_size_hint = p_size;
-}
-
-Size2i EditorSceneImporterMesh::get_lightmap_size_hint() const {
- return lightmap_size_hint;
-}
-
-void EditorSceneImporterMesh::_bind_methods() {
- ClassDB::bind_method(D_METHOD("add_blend_shape", "name"), &EditorSceneImporterMesh::add_blend_shape);
- ClassDB::bind_method(D_METHOD("get_blend_shape_count"), &EditorSceneImporterMesh::get_blend_shape_count);
- ClassDB::bind_method(D_METHOD("get_blend_shape_name", "blend_shape_idx"), &EditorSceneImporterMesh::get_blend_shape_name);
-
- ClassDB::bind_method(D_METHOD("set_blend_shape_mode", "mode"), &EditorSceneImporterMesh::set_blend_shape_mode);
- ClassDB::bind_method(D_METHOD("get_blend_shape_mode"), &EditorSceneImporterMesh::get_blend_shape_mode);
-
- ClassDB::bind_method(D_METHOD("add_surface", "primitive", "arrays", "blend_shapes", "lods", "material", "name", "flags"), &EditorSceneImporterMesh::add_surface, DEFVAL(Array()), DEFVAL(Dictionary()), DEFVAL(Ref<Material>()), DEFVAL(String()), DEFVAL(0));
-
- ClassDB::bind_method(D_METHOD("get_surface_count"), &EditorSceneImporterMesh::get_surface_count);
- ClassDB::bind_method(D_METHOD("get_surface_primitive_type", "surface_idx"), &EditorSceneImporterMesh::get_surface_primitive_type);
- ClassDB::bind_method(D_METHOD("get_surface_name", "surface_idx"), &EditorSceneImporterMesh::get_surface_name);
- ClassDB::bind_method(D_METHOD("get_surface_arrays", "surface_idx"), &EditorSceneImporterMesh::get_surface_arrays);
- ClassDB::bind_method(D_METHOD("get_surface_blend_shape_arrays", "surface_idx", "blend_shape_idx"), &EditorSceneImporterMesh::get_surface_blend_shape_arrays);
- ClassDB::bind_method(D_METHOD("get_surface_lod_count", "surface_idx"), &EditorSceneImporterMesh::get_surface_lod_count);
- ClassDB::bind_method(D_METHOD("get_surface_lod_size", "surface_idx", "lod_idx"), &EditorSceneImporterMesh::get_surface_lod_size);
- ClassDB::bind_method(D_METHOD("get_surface_lod_indices", "surface_idx", "lod_idx"), &EditorSceneImporterMesh::get_surface_lod_indices);
- ClassDB::bind_method(D_METHOD("get_surface_material", "surface_idx"), &EditorSceneImporterMesh::get_surface_material);
- ClassDB::bind_method(D_METHOD("get_surface_format", "surface_idx"), &EditorSceneImporterMesh::get_surface_format);
-
- ClassDB::bind_method(D_METHOD("set_surface_name", "surface_idx", "name"), &EditorSceneImporterMesh::set_surface_name);
- ClassDB::bind_method(D_METHOD("set_surface_material", "surface_idx", "material"), &EditorSceneImporterMesh::set_surface_material);
-
- ClassDB::bind_method(D_METHOD("get_mesh", "base_mesh"), &EditorSceneImporterMesh::get_mesh, DEFVAL(Ref<ArrayMesh>()));
- ClassDB::bind_method(D_METHOD("clear"), &EditorSceneImporterMesh::clear);
-
- ClassDB::bind_method(D_METHOD("_set_data", "data"), &EditorSceneImporterMesh::_set_data);
- ClassDB::bind_method(D_METHOD("_get_data"), &EditorSceneImporterMesh::_get_data);
-
- ClassDB::bind_method(D_METHOD("set_lightmap_size_hint", "size"), &EditorSceneImporterMesh::set_lightmap_size_hint);
- ClassDB::bind_method(D_METHOD("get_lightmap_size_hint"), &EditorSceneImporterMesh::get_lightmap_size_hint);
-
- ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "_data", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "_set_data", "_get_data");
-}
diff --git a/editor/import/scene_importer_mesh.h b/editor/import/scene_importer_mesh.h
deleted file mode 100644
index d32b1fdf74..0000000000
--- a/editor/import/scene_importer_mesh.h
+++ /dev/null
@@ -1,124 +0,0 @@
-/*************************************************************************/
-/* scene_importer_mesh.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 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 EDITOR_SCENE_IMPORTER_MESH_H
-#define EDITOR_SCENE_IMPORTER_MESH_H
-
-#include "core/io/resource.h"
-#include "scene/resources/concave_polygon_shape_3d.h"
-#include "scene/resources/convex_polygon_shape_3d.h"
-#include "scene/resources/mesh.h"
-#include "scene/resources/navigation_mesh.h"
-
-#include <cstdint>
-
-// The following classes are used by importers instead of ArrayMesh and MeshInstance3D
-// so the data is not registered (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;
- uint32_t flags = 0;
- };
- Vector<Surface> surfaces;
- Vector<String> blend_shapes;
- Mesh::BlendShapeMode blend_shape_mode = Mesh::BLEND_SHAPE_MODE_NORMALIZED;
-
- Ref<ArrayMesh> mesh;
-
- Ref<EditorSceneImporterMesh> shadow_mesh;
-
- Size2i lightmap_size_hint;
- Basis compute_rotation_matrix_from_ortho_6d(Vector3 p_x_raw, Vector3 y_raw);
-
-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(), const uint32_t p_flags = 0);
- 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;
- void set_surface_name(int p_surface, const String &p_name);
- 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;
- uint32_t get_surface_format(int p_surface) const;
-
- void set_surface_material(int p_surface, const Ref<Material> &p_material);
-
- void generate_lods();
-
- void create_shadow_mesh();
- Ref<EditorSceneImporterMesh> get_shadow_mesh() const;
-
- Vector<Face3> get_faces() const;
- Vector<Ref<Shape3D>> convex_decompose(const Mesh::ConvexDecompositionSettings &p_settings) const;
- Ref<Shape3D> create_trimesh_shape() const;
- Ref<NavigationMesh> create_navigation_mesh();
- Error lightmap_unwrap_cached(const Transform3D &p_base_transform, float p_texel_size, const Vector<uint8_t> &p_src_cache, Vector<uint8_t> &r_dst_cache);
-
- void set_lightmap_size_hint(const Size2i &p_size);
- Size2i get_lightmap_size_hint() const;
-
- bool has_mesh() const;
- Ref<ArrayMesh> get_mesh(const Ref<ArrayMesh> &p_base = Ref<ArrayMesh>());
- void clear();
-};
-#endif // EDITOR_SCENE_IMPORTER_MESH_H
diff --git a/editor/import/scene_importer_mesh_node_3d.cpp b/editor/import/scene_importer_mesh_node_3d.cpp
deleted file mode 100644
index 3c201cf674..0000000000
--- a/editor/import/scene_importer_mesh_node_3d.cpp
+++ /dev/null
@@ -1,83 +0,0 @@
-/*************************************************************************/
-/* scene_importer_mesh_node_3d.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 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 "scene_importer_mesh_node_3d.h"
-
-void EditorSceneImporterMeshNode3D::set_mesh(const Ref<EditorSceneImporterMesh> &p_mesh) {
- mesh = p_mesh;
-}
-Ref<EditorSceneImporterMesh> EditorSceneImporterMeshNode3D::get_mesh() const {
- return mesh;
-}
-
-void EditorSceneImporterMeshNode3D::set_skin(const Ref<Skin> &p_skin) {
- skin = p_skin;
-}
-Ref<Skin> EditorSceneImporterMeshNode3D::get_skin() const {
- return skin;
-}
-
-void EditorSceneImporterMeshNode3D::set_surface_material(int p_idx, const Ref<Material> &p_material) {
- ERR_FAIL_COND(p_idx < 0);
- if (p_idx >= surface_materials.size()) {
- surface_materials.resize(p_idx + 1);
- }
-
- surface_materials.write[p_idx] = p_material;
-}
-Ref<Material> EditorSceneImporterMeshNode3D::get_surface_material(int p_idx) const {
- ERR_FAIL_COND_V(p_idx < 0, Ref<Material>());
- if (p_idx >= surface_materials.size()) {
- return Ref<Material>();
- }
- return surface_materials[p_idx];
-}
-
-void EditorSceneImporterMeshNode3D::set_skeleton_path(const NodePath &p_path) {
- skeleton_path = p_path;
-}
-NodePath EditorSceneImporterMeshNode3D::get_skeleton_path() const {
- return skeleton_path;
-}
-
-void EditorSceneImporterMeshNode3D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &EditorSceneImporterMeshNode3D::set_mesh);
- ClassDB::bind_method(D_METHOD("get_mesh"), &EditorSceneImporterMeshNode3D::get_mesh);
-
- ClassDB::bind_method(D_METHOD("set_skin", "skin"), &EditorSceneImporterMeshNode3D::set_skin);
- ClassDB::bind_method(D_METHOD("get_skin"), &EditorSceneImporterMeshNode3D::get_skin);
-
- ClassDB::bind_method(D_METHOD("set_skeleton_path", "skeleton_path"), &EditorSceneImporterMeshNode3D::set_skeleton_path);
- ClassDB::bind_method(D_METHOD("get_skeleton_path"), &EditorSceneImporterMeshNode3D::get_skeleton_path);
-
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "EditorSceneImporterMesh"), "set_mesh", "get_mesh");
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "skin", PROPERTY_HINT_RESOURCE_TYPE, "Skin"), "set_skin", "get_skin");
- ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "skeleton_path", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Skeleton"), "set_skeleton_path", "get_skeleton_path");
-}
diff --git a/editor/import/scene_importer_mesh_node_3d.h b/editor/import/scene_importer_mesh_node_3d.h
deleted file mode 100644
index dec1717c99..0000000000
--- a/editor/import/scene_importer_mesh_node_3d.h
+++ /dev/null
@@ -1,64 +0,0 @@
-/*************************************************************************/
-/* scene_importer_mesh_node_3d.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 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 EDITOR_SCENE_IMPORTER_MESH_NODE_3D_H
-#define EDITOR_SCENE_IMPORTER_MESH_NODE_3D_H
-
-#include "editor/import/scene_importer_mesh.h"
-#include "scene/3d/node_3d.h"
-#include "scene/resources/skin.h"
-
-class EditorSceneImporterMesh;
-
-class EditorSceneImporterMeshNode3D : public Node3D {
- GDCLASS(EditorSceneImporterMeshNode3D, 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;
-};
-#endif