/*************************************************************************/ /* resource_importer_scene.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef RESOURCEIMPORTERSCENE_H #define RESOURCEIMPORTERSCENE_H #include "core/error/error_macros.h" #include "core/io/resource_importer.h" #include "core/variant/dictionary.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 AnimationPlayer; class ImporterMesh; class EditorSceneFormatImporter : public RefCounted { GDCLASS(EditorSceneFormatImporter, RefCounted); protected: static void _bind_methods(); Node *import_scene_wrapper(const String &p_path, uint32_t p_flags, Dictionary p_options, int p_bake_fps); Ref import_animation_wrapper(const String &p_path, uint32_t p_flags, Dictionary p_options, int p_bake_fps); GDVIRTUAL0RC(int, _get_import_flags) GDVIRTUAL0RC(Vector, _get_extensions) GDVIRTUAL4R(Object *, _import_scene, String, uint32_t, Dictionary, uint32_t) GDVIRTUAL4R(Ref, _import_animation, String, uint32_t, Dictionary, uint32_t) GDVIRTUAL1(_get_import_options, String) GDVIRTUAL2RC(Variant, _get_option_visibility, String, String) public: enum ImportFlags { IMPORT_SCENE = 1, IMPORT_ANIMATION = 2, IMPORT_FAIL_ON_MISSING_DEPENDENCIES = 4, IMPORT_GENERATE_TANGENT_ARRAYS = 8, IMPORT_USE_NAMED_SKIN_BINDS = 16, }; 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, const Map &p_options, int p_bake_fps, List *r_missing_deps, Error *r_err = nullptr); virtual Ref import_animation(const String &p_path, uint32_t p_flags, const Map &p_options, int p_bake_fps); virtual void get_import_options(const String &p_path, List *r_options); virtual Variant get_option_visibility(const String &p_path, const String &p_option, const Map &p_options); EditorSceneFormatImporter() {} }; class EditorScenePostImport : public RefCounted { GDCLASS(EditorScenePostImport, RefCounted); String source_file; protected: static void _bind_methods(); GDVIRTUAL1R(Object *, _post_import, Node *) public: String get_source_file() const; virtual Node *post_import(Node *p_scene); virtual void init(const String &p_source_file); EditorScenePostImport(); }; class EditorScenePostImportPlugin : public RefCounted { GDCLASS(EditorScenePostImportPlugin, RefCounted); public: enum InternalImportCategory { INTERNAL_IMPORT_CATEGORY_NODE, INTERNAL_IMPORT_CATEGORY_MESH_3D_NODE, INTERNAL_IMPORT_CATEGORY_MESH, INTERNAL_IMPORT_CATEGORY_MATERIAL, INTERNAL_IMPORT_CATEGORY_ANIMATION, INTERNAL_IMPORT_CATEGORY_ANIMATION_NODE, INTERNAL_IMPORT_CATEGORY_MAX }; private: mutable const Map *current_options = nullptr; mutable const Dictionary *current_options_dict = nullptr; List *current_option_list = nullptr; InternalImportCategory current_category = INTERNAL_IMPORT_CATEGORY_MAX; protected: GDVIRTUAL1(_get_internal_import_options, int) GDVIRTUAL2RC(Variant, _get_internal_option_visibility, int, String) GDVIRTUAL2RC(Variant, _get_internal_option_update_view_required, int, String) GDVIRTUAL4(_internal_process, int, Node *, Node *, RES) GDVIRTUAL1(_get_import_options, String) GDVIRTUAL2RC(Variant, _get_option_visibility, String, String) GDVIRTUAL1(_pre_process, Node *) GDVIRTUAL1(_post_process, Node *) static void _bind_methods(); public: Variant get_option_value(const StringName &p_name) const; void add_import_option(const String &p_name, Variant p_default_value); void add_import_option_advanced(Variant::Type p_type, const String &p_name, Variant p_default_value, PropertyHint p_hint = PROPERTY_HINT_NONE, const String &p_hint_string = String(), int p_usage_flags = PROPERTY_USAGE_DEFAULT); virtual void get_internal_import_options(InternalImportCategory p_category, List *r_options); virtual Variant get_internal_option_visibility(InternalImportCategory p_category, const String &p_option, const Map &p_options) const; virtual Variant get_internal_option_update_view_required(InternalImportCategory p_category, const String &p_option, const Map &p_options) const; virtual void internal_process(InternalImportCategory p_category, Node *p_base_scene, Node *p_node, RES p_resource, const Dictionary &p_options); virtual void get_import_options(const String &p_path, List *r_options); virtual Variant get_option_visibility(const String &p_path, const String &p_option, const Map &p_options) const; virtual void pre_process(Node *p_scene, const Map &p_options); virtual void post_process(Node *p_scene, const Map &p_options); EditorScenePostImportPlugin() {} }; VARIANT_ENUM_CAST(EditorScenePostImportPlugin::InternalImportCategory) class ResourceImporterScene : public ResourceImporter { GDCLASS(ResourceImporterScene, ResourceImporter); Vector> importers; static ResourceImporterScene *singleton; enum LightBakeMode { LIGHT_BAKE_DISABLED, LIGHT_BAKE_STATIC, LIGHT_BAKE_STATIC_LIGHTMAPS, LIGHT_BAKE_DYNAMIC, }; enum MeshPhysicsMode { MESH_PHYSICS_DISABLED, MESH_PHYSICS_MESH_AND_STATIC_COLLIDER, MESH_PHYSICS_RIGID_BODY_AND_MESH, MESH_PHYSICS_STATIC_COLLIDER_ONLY, MESH_PHYSICS_AREA_ONLY, }; enum NavMeshMode { NAVMESH_DISABLED, NAVMESH_MESH_AND_NAVMESH, NAVMESH_NAVMESH_ONLY, }; enum MeshOverride { MESH_OVERRIDE_DEFAULT, MESH_OVERRIDE_ENABLE, MESH_OVERRIDE_DISABLE, }; enum BodyType { BODY_TYPE_STATIC, BODY_TYPE_DYNAMIC, BODY_TYPE_AREA }; enum ShapeType { SHAPE_TYPE_DECOMPOSE_CONVEX, SHAPE_TYPE_SIMPLE_CONVEX, SHAPE_TYPE_TRIMESH, SHAPE_TYPE_BOX, SHAPE_TYPE_SPHERE, SHAPE_TYPE_CYLINDER, SHAPE_TYPE_CAPSULE, }; void _replace_owner(Node *p_node, Node *p_scene, Node *p_new_owner); void _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 &p_src_lightmap_cache, Vector> &r_lightmap_caches); void _add_shapes(Node *p_node, const Vector> &p_shapes); enum AnimationImportTracks { ANIMATION_IMPORT_TRACKS_IF_PRESENT, ANIMATION_IMPORT_TRACKS_IF_PRESENT_FOR_ALL, ANIMATION_IMPORT_TRACKS_NEVER, }; enum TrackChannel { TRACK_CHANNEL_POSITION, TRACK_CHANNEL_ROTATION, TRACK_CHANNEL_SCALE, TRACK_CHANNEL_BLEND_SHAPE, TRACK_CHANNEL_MAX }; void _optimize_track_usage(AnimationPlayer *p_player, AnimationImportTracks *p_track_actions); mutable Vector> post_importer_plugins; public: static ResourceImporterScene *get_singleton() { return singleton; } void add_post_importer_plugin(const Ref &p_plugin, bool p_first_priority = false); void remove_post_importer_plugin(const Ref &p_plugin); const Vector> &get_importers() const { return importers; } void add_importer(Ref p_importer, bool p_first_priority = false); void remove_importer(Ref 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; enum InternalImportCategory { INTERNAL_IMPORT_CATEGORY_NODE = EditorScenePostImportPlugin::INTERNAL_IMPORT_CATEGORY_NODE, INTERNAL_IMPORT_CATEGORY_MESH_3D_NODE = EditorScenePostImportPlugin::INTERNAL_IMPORT_CATEGORY_MESH_3D_NODE, INTERNAL_IMPORT_CATEGORY_MESH = EditorScenePostImportPlugin::INTERNAL_IMPORT_CATEGORY_MESH, INTERNAL_IMPORT_CATEGORY_MATERIAL = EditorScenePostImportPlugin::INTERNAL_IMPORT_CATEGORY_MATERIAL, INTERNAL_IMPORT_CATEGORY_ANIMATION = EditorScenePostImportPlugin::INTERNAL_IMPORT_CATEGORY_ANIMATION, INTERNAL_IMPORT_CATEGORY_ANIMATION_NODE = EditorScenePostImportPlugin::INTERNAL_IMPORT_CATEGORY_ANIMATION_NODE, INTERNAL_IMPORT_CATEGORY_MAX = EditorScenePostImportPlugin::INTERNAL_IMPORT_CATEGORY_MAX }; void get_internal_import_options(InternalImportCategory p_category, List *r_options) const; bool get_internal_option_visibility(InternalImportCategory p_category, const String &p_option, const Map &p_options) const; bool get_internal_option_update_view_required(InternalImportCategory p_category, const String &p_option, const Map &p_options) const; virtual void get_import_options(const String &p_path, List *r_options, int p_preset = 0) const override; virtual bool get_option_visibility(const String &p_path, const String &p_option, const Map &p_options) const override; // 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, Vector>> &collision_map, List> &r_node_renames); Node *_post_fix_node(Node *p_node, Node *p_root, Map, Vector>> &collision_map, Set> &r_scanned_meshes, const Dictionary &p_node_data, const Dictionary &p_material_data, const Dictionary &p_animation_data, float p_animation_fps); Ref _save_animation_to_file(Ref 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); void _optimize_animations(AnimationPlayer *anim, float p_max_lin_error, float p_max_ang_error, float p_max_angle); void _compress_animations(AnimationPlayer *anim, int p_page_size_kb); Node *pre_import(const String &p_source_file); 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; virtual bool has_advanced_options() const override; virtual void show_advanced_options(const String &p_path) override; virtual bool can_import_threaded() const override { return false; } ResourceImporterScene(); template static Vector> get_collision_shapes(const Ref &p_mesh, const M &p_options); template static Transform3D get_collision_shapes_transform(const M &p_options); }; class EditorSceneFormatImporterESCN : public EditorSceneFormatImporter { GDCLASS(EditorSceneFormatImporterESCN, EditorSceneFormatImporter); 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, const Map &p_options, 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, const Map &p_options, int p_bake_fps) override; }; #include "scene/resources/box_shape_3d.h" #include "scene/resources/capsule_shape_3d.h" #include "scene/resources/cylinder_shape_3d.h" #include "scene/resources/sphere_shape_3d.h" template Vector> ResourceImporterScene::get_collision_shapes(const Ref &p_mesh, const M &p_options) { ShapeType generate_shape_type = SHAPE_TYPE_DECOMPOSE_CONVEX; if (p_options.has(SNAME("physics/shape_type"))) { generate_shape_type = (ShapeType)p_options[SNAME("physics/shape_type")].operator int(); } if (generate_shape_type == SHAPE_TYPE_DECOMPOSE_CONVEX) { Mesh::ConvexDecompositionSettings decomposition_settings; bool advanced = false; if (p_options.has(SNAME("decomposition/advanced"))) { advanced = p_options[SNAME("decomposition/advanced")]; } if (advanced) { if (p_options.has(SNAME("decomposition/max_concavity"))) { decomposition_settings.max_concavity = p_options[SNAME("decomposition/max_concavity")]; } if (p_options.has(SNAME("decomposition/symmetry_planes_clipping_bias"))) { decomposition_settings.symmetry_planes_clipping_bias = p_options[SNAME("decomposition/symmetry_planes_clipping_bias")]; } if (p_options.has(SNAME("decomposition/revolution_axes_clipping_bias"))) { decomposition_settings.revolution_axes_clipping_bias = p_options[SNAME("decomposition/revolution_axes_clipping_bias")]; } if (p_options.has(SNAME("decomposition/min_volume_per_convex_hull"))) { decomposition_settings.min_volume_per_convex_hull = p_options[SNAME("decomposition/min_volume_per_convex_hull")]; } if (p_options.has(SNAME("decomposition/resolution"))) { decomposition_settings.resolution = p_options[SNAME("decomposition/resolution")]; } if (p_options.has(SNAME("decomposition/max_num_vertices_per_convex_hull"))) { decomposition_settings.max_num_vertices_per_convex_hull = p_options[SNAME("decomposition/max_num_vertices_per_convex_hull")]; } if (p_options.has(SNAME("decomposition/plane_downsampling"))) { decomposition_settings.plane_downsampling = p_options[SNAME("decomposition/plane_downsampling")]; } if (p_options.has(SNAME("decomposition/convexhull_downsampling"))) { decomposition_settings.convexhull_downsampling = p_options[SNAME("decomposition/convexhull_downsampling")]; } if (p_options.has(SNAME("decomposition/normalize_mesh"))) { decomposition_settings.normalize_mesh = p_options[SNAME("decomposition/normalize_mesh")]; } if (p_options.has(SNAME("decomposition/mode"))) { decomposition_settings.mode = (Mesh::ConvexDecompositionSettings::Mode)p_options[SNAME("decomposition/mode")].operator int(); } if (p_options.has(SNAME("decomposition/convexhull_approximation"))) { decomposition_settings.convexhull_approximation = p_options[SNAME("decomposition/convexhull_approximation")]; } if (p_options.has(SNAME("decomposition/max_convex_hulls"))) { decomposition_settings.max_convex_hulls = p_options[SNAME("decomposition/max_convex_hulls")]; } if (p_options.has(SNAME("decomposition/project_hull_vertices"))) { decomposition_settings.project_hull_vertices = p_options[SNAME("decomposition/project_hull_vertices")]; } } else { int precision_level = 5; if (p_options.has(SNAME("decomposition/precision"))) { precision_level = p_options[SNAME("decomposition/precision")]; } const real_t precision = real_t(precision_level - 1) / 9.0; decomposition_settings.max_concavity = Math::lerp(real_t(1.0), real_t(0.001), precision); decomposition_settings.min_volume_per_convex_hull = Math::lerp(real_t(0.01), real_t(0.0001), precision); decomposition_settings.resolution = Math::lerp(10'000, 100'000, precision); decomposition_settings.max_num_vertices_per_convex_hull = Math::lerp(32, 64, precision); decomposition_settings.plane_downsampling = Math::lerp(3, 16, precision); decomposition_settings.convexhull_downsampling = Math::lerp(3, 16, precision); decomposition_settings.max_convex_hulls = Math::lerp(1, 32, precision); } return p_mesh->convex_decompose(decomposition_settings); } else if (generate_shape_type == SHAPE_TYPE_SIMPLE_CONVEX) { Vector> shapes; shapes.push_back(p_mesh->create_convex_shape(true, /*Passing false, otherwise VHACD will be used to simplify (Decompose) the Mesh.*/ false)); return shapes; } else if (generate_shape_type == SHAPE_TYPE_TRIMESH) { Vector> shapes; shapes.push_back(p_mesh->create_trimesh_shape()); return shapes; } else if (generate_shape_type == SHAPE_TYPE_BOX) { Ref box; box.instantiate(); if (p_options.has(SNAME("primitive/size"))) { box->set_size(p_options[SNAME("primitive/size")]); } Vector> shapes; shapes.push_back(box); return shapes; } else if (generate_shape_type == SHAPE_TYPE_SPHERE) { Ref sphere; sphere.instantiate(); if (p_options.has(SNAME("primitive/radius"))) { sphere->set_radius(p_options[SNAME("primitive/radius")]); } Vector> shapes; shapes.push_back(sphere); return shapes; } else if (generate_shape_type == SHAPE_TYPE_CYLINDER) { Ref cylinder; cylinder.instantiate(); if (p_options.has(SNAME("primitive/height"))) { cylinder->set_height(p_options[SNAME("primitive/height")]); } if (p_options.has(SNAME("primitive/radius"))) { cylinder->set_radius(p_options[SNAME("primitive/radius")]); } Vector> shapes; shapes.push_back(cylinder); return shapes; } else if (generate_shape_type == SHAPE_TYPE_CAPSULE) { Ref capsule; capsule.instantiate(); if (p_options.has(SNAME("primitive/height"))) { capsule->set_height(p_options[SNAME("primitive/height")]); } if (p_options.has(SNAME("primitive/radius"))) { capsule->set_radius(p_options[SNAME("primitive/radius")]); } Vector> shapes; shapes.push_back(capsule); return shapes; } return Vector>(); } template Transform3D ResourceImporterScene::get_collision_shapes_transform(const M &p_options) { Transform3D transform; ShapeType generate_shape_type = SHAPE_TYPE_DECOMPOSE_CONVEX; if (p_options.has(SNAME("physics/shape_type"))) { generate_shape_type = (ShapeType)p_options[SNAME("physics/shape_type")].operator int(); } if (generate_shape_type == SHAPE_TYPE_BOX || generate_shape_type == SHAPE_TYPE_SPHERE || generate_shape_type == SHAPE_TYPE_CYLINDER || generate_shape_type == SHAPE_TYPE_CAPSULE) { if (p_options.has(SNAME("primitive/position"))) { transform.origin = p_options[SNAME("primitive/position")]; } if (p_options.has(SNAME("primitive/rotation"))) { transform.basis.set_euler((p_options[SNAME("primitive/rotation")].operator Vector3() / 180.0) * Math_PI); } } return transform; } #endif // RESOURCEIMPORTERSCENE_H