/**************************************************************************/ /* fbx_importer_manager.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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. */ /**************************************************************************/ #include "fbx_importer_manager.h" #include "core/config/project_settings.h" #include "editor/editor_node.h" #include "editor/editor_settings.h" #include "editor/editor_string_names.h" #include "editor/themes/editor_scale.h" #include "scene/gui/link_button.h" void FBXImporterManager::_notification(int p_what) { switch (p_what) { case NOTIFICATION_THEME_CHANGED: { fbx_path_browse->set_button_icon(get_editor_theme_icon(SNAME("FileBrowse"))); } break; case NOTIFICATION_READY: { connect(SceneStringName(confirmed), callable_mp(this, &FBXImporterManager::_path_confirmed)); } break; } } void FBXImporterManager::show_dialog(bool p_exclusive) { String fbx2gltf_path = EDITOR_GET("filesystem/import/fbx/fbx2gltf_path"); fbx_path->set_text(fbx2gltf_path); _validate_path(fbx2gltf_path); // If exclusive, we're importing a FBX file, there's no exit. is_importing = p_exclusive; set_flag(Window::FLAG_BORDERLESS, p_exclusive); // Avoid closing accidentally. set_close_on_escape(!p_exclusive); if (is_importing) { get_cancel_button()->set_text(TTR("Disable FBX2glTF & Restart")); get_cancel_button()->set_tooltip_text(TTR("Canceling this dialog will disable the FBX2glTF importer and use the ufbx importer.\nYou can re-enable FBX2glTF in the Project Settings under Filesystem > Import > FBX > Enabled.\n\nThe editor will restart as importers are registered when the editor starts.")); } else { get_cancel_button()->set_text(TTR("Cancel")); get_cancel_button()->set_tooltip_text(""); } popup_centered(); } void FBXImporterManager::_validate_path(const String &p_path) { String error; bool success = false; if (p_path == "") { error = TTR("Path to FBX2glTF executable is empty."); } else if (!FileAccess::exists(p_path)) { error = TTR("Path to FBX2glTF executable is invalid."); } else { List args; args.push_back("--version"); int exitcode; Error err = OS::get_singleton()->execute(p_path, args, nullptr, &exitcode); if (err == OK && exitcode == 0) { success = true; } else { error = TTR("Error executing this file (wrong version or architecture)."); } } if (success) { path_status->set_text(TTR("FBX2glTF executable is valid.")); path_status->add_theme_color_override(SceneStringName(font_color), path_status->get_theme_color(SNAME("success_color"), EditorStringName(Editor))); get_ok_button()->set_disabled(false); } else { path_status->set_text(error); path_status->add_theme_color_override(SceneStringName(font_color), path_status->get_theme_color(SNAME("error_color"), EditorStringName(Editor))); get_ok_button()->set_disabled(true); } } void FBXImporterManager::_select_file(const String &p_path) { fbx_path->set_text(p_path); _validate_path(p_path); } void FBXImporterManager::_path_confirmed() { String path = fbx_path->get_text(); EditorSettings::get_singleton()->set("filesystem/import/fbx/fbx2gltf_path", path); EditorSettings::get_singleton()->save(); } void FBXImporterManager::_cancel_setup() { if (!is_importing) { return; // No worry. } // No escape. ProjectSettings::get_singleton()->set("filesystem/import/fbx2gltf/enabled", false); ProjectSettings::get_singleton()->save(); EditorNode::get_singleton()->save_all_scenes(); EditorNode::get_singleton()->restart_editor(); } void FBXImporterManager::_browse_install() { if (fbx_path->get_text() != String()) { browse_dialog->set_current_file(fbx_path->get_text()); } browse_dialog->popup_centered_ratio(); } FBXImporterManager *FBXImporterManager::singleton = nullptr; FBXImporterManager::FBXImporterManager() { singleton = this; set_title(TTR("Configure FBX Importer")); VBoxContainer *vb = memnew(VBoxContainer); vb->add_child(memnew(Label(TTR("FBX2glTF is required for importing FBX files if using FBX2glTF.\nAlternatively, you can use ufbx by disabling FBX2glTF.\nPlease download the necessary tool and provide a valid path to the binary:")))); LinkButton *lb = memnew(LinkButton); lb->set_text(TTR("Click this link to download FBX2glTF")); lb->set_uri("https://godotengine.org/fbx-import"); vb->add_child(lb); HBoxContainer *hb = memnew(HBoxContainer); fbx_path = memnew(LineEdit); fbx_path->set_h_size_flags(Control::SIZE_EXPAND_FILL); hb->add_child(fbx_path); fbx_path_browse = memnew(Button); fbx_path_browse->set_text(TTR("Browse")); fbx_path_browse->connect(SceneStringName(pressed), callable_mp(this, &FBXImporterManager::_browse_install)); hb->add_child(fbx_path_browse); hb->set_h_size_flags(Control::SIZE_EXPAND_FILL); hb->set_custom_minimum_size(Size2(400 * EDSCALE, 0)); vb->add_child(hb); path_status = memnew(Label); vb->add_child(path_status); add_child(vb); fbx_path->connect(SceneStringName(text_changed), callable_mp(this, &FBXImporterManager::_validate_path)); get_ok_button()->set_text(TTR("Confirm Path")); get_cancel_button()->connect(SceneStringName(pressed), callable_mp(this, &FBXImporterManager::_cancel_setup)); browse_dialog = memnew(EditorFileDialog); browse_dialog->set_access(EditorFileDialog::ACCESS_FILESYSTEM); browse_dialog->set_file_mode(EditorFileDialog::FILE_MODE_OPEN_FILE); #ifdef WINDOWS_ENABLED browse_dialog->add_filter("*.exe"); #endif browse_dialog->connect("file_selected", callable_mp(this, &FBXImporterManager::_select_file)); add_child(browse_dialog); }