/*************************************************************************/ /* resource_importer_scene.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* 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 RESOURCEIMPORTERSCENE_H #define RESOURCEIMPORTERSCENE_H #include "core/io/resource_importer.h" #include "scene/3d/node_3d.h" #include "scene/resources/animation.h" #include "scene/resources/mesh.h" #include "scene/resources/shape_3d.h" #include "scene/resources/skin.h" class Material; class EditorSceneImporter : public Reference { GDCLASS(EditorSceneImporter, Reference); protected: static void _bind_methods(); Node *import_scene_from_other_importer(const String &p_path, uint32_t p_flags, int p_bake_fps); Ref import_animation_from_other_importer(const String &p_path, uint32_t p_flags, int p_bake_fps); public: enum ImportFlags { IMPORT_SCENE = 1, IMPORT_ANIMATION = 2, IMPORT_ANIMATION_DETECT_LOOP = 4, IMPORT_ANIMATION_OPTIMIZE = 8, IMPORT_ANIMATION_FORCE_ALL_TRACKS_IN_ALL_CLIPS = 16, IMPORT_ANIMATION_KEEP_VALUE_TRACKS = 32, IMPORT_GENERATE_TANGENT_ARRAYS = 256, IMPORT_FAIL_ON_MISSING_DEPENDENCIES = 512, IMPORT_MATERIALS_IN_INSTANCES = 1024, IMPORT_USE_COMPRESSION = 2048, IMPORT_USE_NAMED_SKIN_BINDS = 4096, }; virtual uint32_t get_import_flags() const; virtual void get_extensions(List *r_extensions) const; virtual Node *import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps, List *r_missing_deps, Error *r_err = nullptr); virtual Ref import_animation(const String &p_path, uint32_t p_flags, int p_bake_fps); EditorSceneImporter() {} }; class EditorScenePostImport : public Reference { GDCLASS(EditorScenePostImport, Reference); String source_folder; String source_file; protected: static void _bind_methods(); public: String get_source_folder() const; String get_source_file() const; virtual Node *post_import(Node *p_scene); virtual void init(const String &p_source_folder, const String &p_source_file); EditorScenePostImport(); }; // The following classes are used by importers instead of ArrayMesh and MeshInstance3D // so the data is not reginstered (hence, quality loss), importing happens faster and // its easier to modify before saving class EditorSceneImporterMesh : public Resource { GDCLASS(EditorSceneImporterMesh, Resource) struct Surface { Mesh::PrimitiveType primitive; Array arrays; struct BlendShape { Array arrays; }; Vector blend_shape_data; struct LOD { Vector indices; float distance; }; Vector lods; Ref material; String name; }; Vector surfaces; Vector blend_shapes; Mesh::BlendShapeMode blend_shape_mode = Mesh::BLEND_SHAPE_MODE_NORMALIZED; Ref mesh; protected: void _set_data(const Dictionary &p_data); Dictionary _get_data() const; static void _bind_methods(); public: void add_blend_shape(const String &p_name); int get_blend_shape_count() const; String get_blend_shape_name(int p_blend_shape) const; void add_surface(Mesh::PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes = Array(), const Dictionary &p_lods = Dictionary(), const Ref &p_material = Ref(), const String &p_name = String()); int get_surface_count() const; void set_blend_shape_mode(Mesh::BlendShapeMode p_blend_shape_mode); Mesh::BlendShapeMode get_blend_shape_mode() const; Mesh::PrimitiveType get_surface_primitive_type(int p_surface); String get_surface_name(int p_surface) const; Array get_surface_arrays(int p_surface) const; Array get_surface_blend_shape_arrays(int p_surface, int p_blend_shape) const; int get_surface_lod_count(int p_surface) const; Vector get_surface_lod_indices(int p_surface, int p_lod) const; float get_surface_lod_size(int p_surface, int p_lod) const; Ref get_surface_material(int p_surface) const; void generate_lods(); bool has_mesh() const; Ref get_mesh(); void clear(); }; class EditorSceneImporterMeshNode : public Node3D { GDCLASS(EditorSceneImporterMeshNode, Node3D) Ref mesh; Ref skin; NodePath skeleton_path; Vector> surface_materials; protected: static void _bind_methods(); public: void set_mesh(const Ref &p_mesh); Ref get_mesh() const; void set_skin(const Ref &p_skin); Ref get_skin() const; void set_surface_material(int p_idx, const Ref &p_material); Ref get_surface_material(int p_idx) const; void set_skeleton_path(const NodePath &p_path); NodePath get_skeleton_path() const; }; class ResourceImporterScene : public ResourceImporter { GDCLASS(ResourceImporterScene, ResourceImporter); Set> importers; static ResourceImporterScene *singleton; enum Presets { PRESET_SEPARATE_MATERIALS, PRESET_SEPARATE_MESHES, PRESET_SEPARATE_ANIMATIONS, PRESET_SINGLE_SCENE, PRESET_SEPARATE_MESHES_AND_MATERIALS, PRESET_SEPARATE_MESHES_AND_ANIMATIONS, PRESET_SEPARATE_MATERIALS_AND_ANIMATIONS, PRESET_SEPARATE_MESHES_MATERIALS_AND_ANIMATIONS, PRESET_MULTIPLE_SCENES, PRESET_MULTIPLE_SCENES_AND_MATERIALS, PRESET_MAX }; enum LightBakeMode { LIGHT_BAKE_DISABLED, LIGHT_BAKE_ENABLE, LIGHT_BAKE_LIGHTMAPS }; void _replace_owner(Node *p_node, Node *p_scene, Node *p_new_owner); void _generate_meshes(Node *p_node, bool p_generate_lods); public: static ResourceImporterScene *get_singleton() { return singleton; } const Set> &get_importers() const { return importers; } void add_importer(Ref p_importer) { importers.insert(p_importer); } void remove_importer(Ref p_importer) { importers.erase(p_importer); } virtual String get_importer_name() const override; virtual String get_visible_name() const override; virtual void get_recognized_extensions(List *p_extensions) const override; virtual String get_save_extension() const override; virtual String get_resource_type() const override; virtual int get_format_version() const override; virtual int get_preset_count() const override; virtual String get_preset_name(int p_idx) const override; virtual void get_import_options(List *r_options, int p_preset = 0) const override; virtual bool get_option_visibility(const String &p_option, const Map &p_options) const override; virtual int get_import_order() const override { return 100; } //after everything void _find_meshes(Node *p_node, Map, Transform> &meshes); void _make_external_resources(Node *p_node, const String &p_base_path, bool p_make_animations, bool p_animations_as_text, bool p_keep_animations, bool p_make_materials, bool p_materials_as_text, bool p_keep_materials, bool p_make_meshes, bool p_meshes_as_text, Map, Ref> &p_animations, Map, Ref> &p_materials, Map, Ref> &p_meshes); Node *_fix_node(Node *p_node, Node *p_root, Map, List>> &collision_map, LightBakeMode p_light_bake_mode); void _create_clips(Node *scene, const Array &p_clips, bool p_bake_all); void _filter_anim_tracks(Ref anim, Set &keep); void _filter_tracks(Node *scene, const String &p_text); void _optimize_animations(Node *scene, float p_max_lin_error, float p_max_ang_error, float p_max_angle); virtual Error import(const String &p_source_file, const String &p_save_path, const Map &p_options, List *r_platform_variants, List *r_gen_files = nullptr, Variant *r_metadata = nullptr) override; Node *import_scene_from_other_importer(EditorSceneImporter *p_exception, const String &p_path, uint32_t p_flags, int p_bake_fps); Ref import_animation_from_other_importer(EditorSceneImporter *p_exception, const String &p_path, uint32_t p_flags, int p_bake_fps); ResourceImporterScene(); }; class EditorSceneImporterESCN : public EditorSceneImporter { GDCLASS(EditorSceneImporterESCN, EditorSceneImporter); public: virtual uint32_t get_import_flags() const override; virtual void get_extensions(List *r_extensions) const override; virtual Node *import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps, List *r_missing_deps, Error *r_err = nullptr) override; virtual Ref import_animation(const String &p_path, uint32_t p_flags, int p_bake_fps) override; }; #endif // RESOURCEIMPORTERSCENE_H