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66009318e0
Added the ability to import scenes as AnimationLibrary * Completes implementation of https://github.com/godotengine/godot-proposals/issues/4296 * Helps if you want to export animations to a separate file (say a GLTF) to avoid re-importing/exporting them every time the model changes. * Helps if you simply want to have animations using a dummy model, which can be shared across multiple models. Creates a secondary scene importer used only for animations. **NOTE**: A new flag for scene importer: EditorSceneFormatImporter.IMPORT_DISCARD_MESHES_AND_MATERIALS has been added, to hint importers that they should skip meshes and animations (and hence make importing faster). It is not implemented in any importer yet, this should be done in a separate PR.
209 lines
6.7 KiB
C++
209 lines
6.7 KiB
C++
/*************************************************************************/
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/* scene_import_settings.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef SCENEIMPORTSETTINGS_H
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#define SCENEIMPORTSETTINGS_H
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#include "editor/import/resource_importer_scene.h"
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#include "scene/3d/camera_3d.h"
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#include "scene/3d/light_3d.h"
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#include "scene/3d/mesh_instance_3d.h"
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#include "scene/gui/dialogs.h"
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#include "scene/gui/item_list.h"
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#include "scene/gui/menu_button.h"
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#include "scene/gui/option_button.h"
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#include "scene/gui/split_container.h"
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#include "scene/gui/subviewport_container.h"
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#include "scene/gui/tab_container.h"
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#include "scene/gui/tree.h"
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#include "scene/resources/primitive_meshes.h"
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class EditorFileDialog;
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class EditorInspector;
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class SceneImportSettingsData;
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class SceneImportSettings : public ConfirmationDialog {
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GDCLASS(SceneImportSettings, ConfirmationDialog)
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static SceneImportSettings *singleton;
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enum Actions {
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ACTION_EXTRACT_MATERIALS,
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ACTION_CHOOSE_MESH_SAVE_PATHS,
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ACTION_CHOOSE_ANIMATION_SAVE_PATHS,
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};
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Node *scene = nullptr;
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HSplitContainer *tree_split = nullptr;
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HSplitContainer *property_split = nullptr;
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TabContainer *data_mode = nullptr;
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Tree *scene_tree = nullptr;
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Tree *mesh_tree = nullptr;
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Tree *material_tree = nullptr;
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EditorInspector *inspector = nullptr;
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SubViewport *base_viewport = nullptr;
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Camera3D *camera = nullptr;
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bool first_aabb = false;
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AABB contents_aabb;
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DirectionalLight3D *light = nullptr;
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Ref<ArrayMesh> selection_mesh;
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MeshInstance3D *node_selected = nullptr;
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MeshInstance3D *mesh_preview = nullptr;
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Ref<SphereMesh> material_preview;
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Ref<StandardMaterial3D> collider_mat;
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float cam_rot_x;
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float cam_rot_y;
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float cam_zoom;
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void _update_scene();
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struct MaterialData {
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bool has_import_id;
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Ref<Material> material;
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TreeItem *scene_node = nullptr;
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TreeItem *mesh_node = nullptr;
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TreeItem *material_node = nullptr;
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float cam_rot_x = -Math_PI / 4;
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float cam_rot_y = -Math_PI / 4;
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float cam_zoom = 1;
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Map<StringName, Variant> settings;
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};
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Map<String, MaterialData> material_map;
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struct MeshData {
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bool has_import_id;
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Ref<Mesh> mesh;
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TreeItem *scene_node = nullptr;
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TreeItem *mesh_node = nullptr;
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float cam_rot_x = -Math_PI / 4;
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float cam_rot_y = -Math_PI / 4;
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float cam_zoom = 1;
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Map<StringName, Variant> settings;
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};
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Map<String, MeshData> mesh_map;
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struct AnimationData {
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Ref<Animation> animation;
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TreeItem *scene_node = nullptr;
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Map<StringName, Variant> settings;
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};
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Map<String, AnimationData> animation_map;
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struct NodeData {
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Node *node = nullptr;
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TreeItem *scene_node = nullptr;
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Map<StringName, Variant> settings;
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};
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Map<String, NodeData> node_map;
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void _fill_material(Tree *p_tree, const Ref<Material> &p_material, TreeItem *p_parent);
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void _fill_mesh(Tree *p_tree, const Ref<Mesh> &p_mesh, TreeItem *p_parent);
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void _fill_animation(Tree *p_tree, const Ref<Animation> &p_anim, const String &p_name, TreeItem *p_parent);
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void _fill_scene(Node *p_node, TreeItem *p_parent_item);
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Set<Ref<Mesh>> mesh_set;
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Set<Ref<Material>> material_set;
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String selected_type;
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String selected_id;
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bool selecting = false;
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void _update_view_gizmos();
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void _update_camera();
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void _select(Tree *p_from, String p_type, String p_id);
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void _material_tree_selected();
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void _mesh_tree_selected();
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void _scene_tree_selected();
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void _viewport_input(const Ref<InputEvent> &p_input);
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Map<StringName, Variant> defaults;
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SceneImportSettingsData *scene_import_settings_data = nullptr;
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void _re_import();
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String base_path;
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MenuButton *action_menu = nullptr;
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ConfirmationDialog *external_paths = nullptr;
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Tree *external_path_tree = nullptr;
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EditorFileDialog *save_path = nullptr;
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OptionButton *external_extension_type = nullptr;
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EditorFileDialog *item_save_path = nullptr;
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void _menu_callback(int p_id);
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void _save_dir_callback(const String &p_path);
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int current_action;
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Vector<TreeItem *> save_path_items;
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TreeItem *save_path_item = nullptr;
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void _save_path_changed(const String &p_path);
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void _browse_save_callback(Object *p_item, int p_column, int p_id);
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void _save_dir_confirm();
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Dictionary base_subresource_settings;
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void _load_default_subresource_settings(Map<StringName, Variant> &settings, const String &p_type, const String &p_import_id, ResourceImporterScene::InternalImportCategory p_category);
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bool editing_animation = false;
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Timer *update_view_timer;
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protected:
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void _notification(int p_what);
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public:
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bool is_editing_animation() const { return editing_animation; }
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void update_view();
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void open_settings(const String &p_path, bool p_for_animation = false);
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static SceneImportSettings *get_singleton();
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SceneImportSettings();
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~SceneImportSettings();
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};
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#endif // SCENEIMPORTSETTINGS_H
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