/*************************************************************************/ /* resource_importer_scene.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 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 "io/resource_import.h" #include "scene/resources/animation.h" #include "scene/resources/mesh.h" #include "scene/resources/shape.h" class Material; class EditorSceneImporter : public Reference { GDCLASS(EditorSceneImporter, Reference); 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 }; virtual uint32_t get_import_flags() const = 0; virtual void get_extensions(List *r_extensions) const = 0; virtual Node *import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps, List *r_missing_deps, Error *r_err = NULL) = 0; virtual Ref import_animation(const String &p_path, uint32_t p_flags) = 0; EditorSceneImporter() {} }; class EditorScenePostImport : public Reference { GDCLASS(EditorScenePostImport, Reference); protected: static void _bind_methods(); public: virtual Node *post_import(Node *p_scene); EditorScenePostImport(); }; class ResourceImporterScene : public ResourceImporter { GDCLASS(ResourceImporterScene, ResourceImporter) Set > importers; static ResourceImporterScene *singleton; enum Presets { PRESET_SEPARATE_MATERIALS, PRESET_SEPARATE_MESHES, PRESET_SEPERATE_ANIMATIONS, PRESET_SINGLE_SCENE, PRESET_SEPARATE_MESHES_AND_MATERIALS, PRESET_SEPARATE_MESHES_AND_ANIMATIONS, PRESET_SEPERATE_MATERIALS_AND_ANIMATIONS, PRESET_SEPERATE_MESHES_MATERIALS_AND_ANIMATIONS, PRESET_MULTIPLE_SCENES, PRESET_MULTIPLE_SCENES_AND_MATERIALS, }; void _replace_owner(Node *p_node, Node *p_scene, Node *p_new_owner); public: static ResourceImporterScene *get_singleton() { return singleton; } const Set > &get_importers() const { return importers; } void add_importer(Ref p_importer) { importers.insert(p_importer); } virtual String get_importer_name() const; virtual String get_visible_name() const; virtual void get_recognized_extensions(List *p_extensions) const; virtual String get_save_extension() const; virtual String get_resource_type() const; virtual int get_preset_count() const; virtual String get_preset_name(int p_idx) const; virtual void get_import_options(List *r_options, int p_preset = 0) const; virtual bool get_option_visibility(const String &p_option, const Map &p_options) const; void _make_external_resources(Node *p_node, const String &p_base_path, bool p_make_animations, bool p_make_materials, bool p_keep_materials, bool p_make_meshes, Map, Ref > &p_animations, Map, Ref > &p_materials, Map, Ref > &p_meshes); Node *_fix_node(Node *p_node, Node *p_root, Map, Ref > &collision_map); 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 = NULL); ResourceImporterScene(); }; #endif // RESOURCEIMPORTERSCENE_H