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/*************************************************************************/
/* editor_scene_import_plugin.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 EDITOR_SCENE_IMPORT_PLUGIN_H
#define EDITOR_SCENE_IMPORT_PLUGIN_H
#if 0
#include "editor/editor_dir_dialog.h"
#include "editor/editor_file_system.h"
#include "editor/editor_import_export.h"
#include "editor/io_plugins/editor_texture_import_plugin.h"
#include "scene/gui/dialogs.h"
#include "scene/gui/file_dialog.h"
#include "scene/gui/label.h"
#include "scene/gui/line_edit.h"
#include "scene/gui/option_button.h"
#include "scene/gui/progress_bar.h"
#include "scene/gui/slider.h"
#include "scene/gui/spin_box.h"
#include "scene/gui/tree.h"
#include "scene/resources/animation.h"
#include "scene/resources/mesh.h"
class EditorNode;
class EditorSceneImportDialog;
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
};
virtual uint32_t get_import_flags() const=0;
virtual void get_extensions(List<String> *r_extensions) const=0;
virtual Node* import_scene(const String& p_path,uint32_t p_flags,int p_bake_fps,List<String> *r_missing_deps,Error* r_err=NULL)=0;
virtual Ref<Animation> import_animation(const String& p_path,uint32_t p_flags)=0;
EditorSceneImporter();
};
/////////////////////////////////////////
//Plugin for post processing scenes or images
class EditorScenePostImport : public Reference {
GDCLASS(EditorScenePostImport,Reference );
protected:
static void _bind_methods();
public:
virtual Node* post_import(Node* p_scene);
EditorScenePostImport();
};
class EditorSceneImportPlugin : public EditorImportPlugin {
GDCLASS(EditorSceneImportPlugin,EditorImportPlugin);
EditorSceneImportDialog *dialog;
Vector<Ref<EditorSceneImporter> > importers;
enum TextureRole {
TEXTURE_ROLE_DEFAULT,
TEXTURE_ROLE_DIFFUSE,
TEXTURE_ROLE_NORMALMAP
};
void _find_resources(const Variant& p_var,Map<Ref<ImageTexture>,TextureRole >& image_map,int p_flags);
Node* _fix_node(Node *p_node,Node *p_root,Map<Ref<Mesh>,Ref<Shape> > &collision_map,uint32_t p_flags,Map<Ref<ImageTexture>,TextureRole >& image_map);
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);
void _tag_import_paths(Node *p_scene,Node *p_node);
void _find_resources_to_merge(Node *scene, Node *node, bool p_merge_material, Map<String,Ref<Material> >&materials, bool p_merge_anims, Map<String,Ref<Animation> >& merged_anims, Set<Ref<Mesh> > &tested_meshes);
void _merge_found_resources(Node *scene, Node *node, bool p_merge_material, const Map<String, Ref<Material> > &materials, bool p_merge_anims, const Map<String,Ref<Animation> >& merged_anims, Set<Ref<Mesh> > &tested_meshes);
public:
enum SceneFlags {
SCENE_FLAG_CREATE_COLLISIONS=1<<0,
SCENE_FLAG_CREATE_PORTALS=1<<1,
SCENE_FLAG_CREATE_ROOMS=1<<2,
SCENE_FLAG_SIMPLIFY_ROOMS=1<<3,
SCENE_FLAG_CREATE_BILLBOARDS=1<<4,
SCENE_FLAG_CREATE_IMPOSTORS=1<<5,
SCENE_FLAG_CREATE_LODS=1<<6,
SCENE_FLAG_CREATE_CARS=1<<8,
SCENE_FLAG_CREATE_WHEELS=1<<9,
SCENE_FLAG_DETECT_ALPHA=1<<15,
SCENE_FLAG_DETECT_VCOLOR=1<<16,
SCENE_FLAG_CREATE_NAVMESH=1<<17,
SCENE_FLAG_DETECT_LIGHTMAP_LAYER=1<<18,
SCENE_FLAG_MERGE_KEEP_MATERIALS=1<<20,
SCENE_FLAG_MERGE_KEEP_EXTRA_ANIM_TRACKS=1<<21,
SCENE_FLAG_REMOVE_NOIMP=1<<24,
SCENE_FLAG_IMPORT_ANIMATIONS=1<<25,
SCENE_FLAG_COMPRESS_GEOMETRY=1<<26,
SCENE_FLAG_GENERATE_TANGENT_ARRAYS=1<<27,
SCENE_FLAG_LINEARIZE_DIFFUSE_TEXTURES=1<<28,
SCENE_FLAG_SET_LIGHTMAP_TO_UV2_IF_EXISTS=1<<29,
SCENE_FLAG_CONVERT_NORMALMAPS_TO_XY=1<<30,
};
virtual String get_name() const;
virtual String get_visible_name() const;
virtual void import_dialog(const String& p_from="");
virtual Error import(const String& p_path, const Ref<ResourceImportMetadata>& p_from);
Error import1(const Ref<ResourceImportMetadata>& p_from,Node**r_node,List<String> *r_missing=NULL);
Error import2(Node* p_scene,const String& p_path, const Ref<ResourceImportMetadata>& p_from);
void add_importer(const Ref<EditorSceneImporter>& p_importer);
const Vector<Ref<EditorSceneImporter> >& get_importers() { return importers; }
virtual void import_from_drop(const Vector<String>& p_drop,const String& p_dest_path);
EditorSceneImportPlugin(EditorNode* p_editor=NULL);
};
class EditorSceneAnimationImportPlugin : public EditorImportPlugin {
GDCLASS(EditorSceneAnimationImportPlugin,EditorImportPlugin);
public:
enum AnimationFlags {
ANIMATION_DETECT_LOOP=1,
ANIMATION_KEEP_VALUE_TRACKS=2,
ANIMATION_OPTIMIZE=4,
ANIMATION_FORCE_ALL_TRACKS_IN_ALL_CLIPS=8
};
virtual String get_name() const;
virtual String get_visible_name() const;
virtual void import_dialog(const String& p_from="");
virtual Error import(const String& p_path, const Ref<ResourceImportMetadata>& p_from);
EditorSceneAnimationImportPlugin(EditorNode* p_editor=NULL);
};
#endif
#endif // EDITOR_SCENE_IMPORT_PLUGIN_H
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