godot/editor/import/resource_importer_scene.h
reduz d2302f53d6 Implement automatic LOD (Level of Detail)
-Happens on import by default for all models
-Just works (tm)
-Biasing can be later adjusted per node or per viewport (as well as globally)
-Disabled AABB.get_support test because its broken
2020-12-18 15:48:03 +01:00

264 lines
10 KiB
C++

/*************************************************************************/
/* 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. */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/*************************************************************************/
#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<Animation> 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<String> *r_extensions) const;
virtual Node *import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps, List<String> *r_missing_deps, Error *r_err = nullptr);
virtual Ref<Animation> 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<BlendShape> blend_shape_data;
struct LOD {
Vector<int> indices;
float distance;
};
Vector<LOD> lods;
Ref<Material> material;
String name;
};
Vector<Surface> surfaces;
Vector<String> blend_shapes;
Mesh::BlendShapeMode blend_shape_mode = Mesh::BLEND_SHAPE_MODE_NORMALIZED;
Ref<ArrayMesh> 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<Material> &p_material = Ref<Material>(), 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<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;
void generate_lods();
bool has_mesh() const;
Ref<ArrayMesh> get_mesh();
void clear();
};
class EditorSceneImporterMeshNode : public Node3D {
GDCLASS(EditorSceneImporterMeshNode, 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;
};
class ResourceImporterScene : public ResourceImporter {
GDCLASS(ResourceImporterScene, ResourceImporter);
Set<Ref<EditorSceneImporter>> 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<Ref<EditorSceneImporter>> &get_importers() const { return importers; }
void add_importer(Ref<EditorSceneImporter> p_importer) { importers.insert(p_importer); }
void remove_importer(Ref<EditorSceneImporter> 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<String> *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<ImportOption> *r_options, int p_preset = 0) const override;
virtual bool get_option_visibility(const String &p_option, const Map<StringName, Variant> &p_options) const override;
virtual int get_import_order() const override { return 100; } //after everything
void _find_meshes(Node *p_node, Map<Ref<ArrayMesh>, 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<Animation>, Ref<Animation>> &p_animations, Map<Ref<Material>, Ref<Material>> &p_materials, Map<Ref<ArrayMesh>, Ref<ArrayMesh>> &p_meshes);
Node *_fix_node(Node *p_node, Node *p_root, Map<Ref<Mesh>, List<Ref<Shape3D>>> &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<Animation> anim, Set<String> &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<StringName, Variant> &p_options, List<String> *r_platform_variants, List<String> *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<Animation> 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<String> *r_extensions) const override;
virtual Node *import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps, List<String> *r_missing_deps, Error *r_err = nullptr) override;
virtual Ref<Animation> import_animation(const String &p_path, uint32_t p_flags, int p_bake_fps) override;
};
#endif // RESOURCEIMPORTERSCENE_H