Scene import more or less working, needs some missing features.

This commit is contained in:
Juan Linietsky 2017-02-04 09:48:04 -03:00
parent d2b2d6801f
commit 27eae4ada1
5 changed files with 1297 additions and 6 deletions

View File

@ -103,6 +103,7 @@
#include "import/resource_importer_csv_translation.h"
#include "import/resource_importer_wav.h"
#include "import/resource_importer_obj.h"
#include "import/resource_importer_scene.h"
// end
#include "editor_settings.h"
#include "io_plugins/editor_texture_import_plugin.h"
@ -113,7 +114,7 @@
#include "io_plugins/editor_bitmask_import_plugin.h"
#include "io_plugins/editor_mesh_import_plugin.h"
#include "io_plugins/editor_export_scene.h"
#include "io_plugins/editor_import_collada.h"
#include "import/editor_import_collada.h"
#include "io_plugins/editor_scene_importer_fbxconv.h"
#include "plugins/editor_preview_plugins.h"
@ -5137,6 +5138,16 @@ EditorNode::EditorNode() {
import_obj.instance();
ResourceFormatImporter::get_singleton()->add_importer(import_obj);
Ref<ResourceImporterScene> import_scene;
import_scene.instance();
ResourceFormatImporter::get_singleton()->add_importer(import_scene);
{
Ref<EditorSceneImporterCollada> import_collada;
import_collada.instance();
import_scene->add_importer(import_collada);
}
}
_pvrtc_register_compressors();

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@ -28,7 +28,7 @@
/*************************************************************************/
#include "editor_import_collada.h"
#if 0
#include "collada/collada.h"
#include "scene/3d/spatial.h"
#include "scene/3d/skeleton.h"
@ -2465,4 +2465,4 @@ EditorSceneImporterCollada::EditorSceneImporterCollada() {
}
#endif

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@ -29,9 +29,9 @@
#ifndef EDITOR_IMPORT_COLLADA_H
#define EDITOR_IMPORT_COLLADA_H
#include "tools/editor/io_plugins/editor_scene_import_plugin.h"
#include "tools/editor/import/resource_importer_scene.h"
#if 0
class EditorSceneImporterCollada : public EditorSceneImporter {
@ -46,6 +46,6 @@ public:
EditorSceneImporterCollada();
};
#endif
#endif

File diff suppressed because it is too large Load Diff

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@ -0,0 +1,87 @@
#ifndef RESOURCEIMPORTERSCENE_H
#define RESOURCEIMPORTERSCENE_H
#include "io/resource_import.h"
#include "scene/resources/animation.h"
#include "scene/resources/shape.h"
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() {}
};
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< Ref<EditorSceneImporter> > importers;
static ResourceImporterScene *singleton;
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); }
virtual String get_importer_name() const;
virtual String get_visible_name() const;
virtual void get_recognized_extensions(List<String> *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<ImportOption> *r_options,int p_preset=0) const;
virtual bool get_option_visibility(const String& p_option,const Map<StringName,Variant>& p_options) const;
Node* _fix_node(Node *p_node,Node *p_root,Map<Ref<Mesh>,Ref<Shape> > &collision_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);
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=NULL);
ResourceImporterScene();
};
#endif // RESOURCEIMPORTERSCENE_H