godot/modules/gltf/register_types.cpp

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/**************************************************************************/
/* register_types.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 "register_types.h"
#include "extensions/gltf_document_extension_convert_importer_mesh.h"
#include "extensions/gltf_document_extension_texture_ktx.h"
#include "extensions/gltf_document_extension_texture_webp.h"
#include "extensions/gltf_spec_gloss.h"
#include "extensions/physics/gltf_document_extension_physics.h"
#include "gltf_document.h"
#include "gltf_state.h"
#ifdef TOOLS_ENABLED
#include "editor/editor_import_blend_runner.h"
#include "editor/editor_scene_exporter_gltf_plugin.h"
#include "editor/editor_scene_importer_blend.h"
#include "editor/editor_scene_importer_gltf.h"
#include "core/config/project_settings.h"
#include "editor/editor_node.h"
#include "editor/editor_settings.h"
static void _editor_init() {
Ref<EditorSceneFormatImporterGLTF> import_gltf;
import_gltf.instantiate();
ResourceImporterScene::add_scene_importer(import_gltf);
// Blend to glTF importer.
String blender_path = EDITOR_GET("filesystem/import/blender/blender_path");
if (blender_path.is_empty() && EditorSettings::get_singleton()->has_setting("filesystem/import/blender/blender3_path")) {
blender_path = EditorSettings::get_singleton()->get("filesystem/import/blender/blender3_path");
if (!blender_path.is_empty()) {
#if defined(MACOS_ENABLED)
if (blender_path.contains(".app")) {
blender_path += "/Contents/MacOS/Blender";
} else {
blender_path += "/blender";
}
#elif defined(WINDOWS_ENABLED)
blender_path += "\\blender.exe";
#elif defined(UNIX_ENABLED)
blender_path += "/blender";
#endif
EditorSettings::get_singleton()->set("filesystem/import/blender/blender_path", blender_path);
}
EditorSettings::get_singleton()->erase("filesystem/import/blender/blender3_path");
EditorSettings::get_singleton()->save();
}
bool blend_enabled = GLOBAL_GET("filesystem/import/blender/enabled");
if (blend_enabled) {
Ref<EditorSceneFormatImporterBlend> importer;
importer.instantiate();
ResourceImporterScene::add_scene_importer(importer);
Ref<EditorFileSystemImportFormatSupportQueryBlend> blend_import_query;
blend_import_query.instantiate();
EditorFileSystem::get_singleton()->add_import_format_support_query(blend_import_query);
}
memnew(EditorImportBlendRunner);
EditorNode::get_singleton()->add_child(EditorImportBlendRunner::get_singleton());
}
#endif // TOOLS_ENABLED
#define GLTF_REGISTER_DOCUMENT_EXTENSION(m_doc_ext_class) \
Ref<m_doc_ext_class> extension_##m_doc_ext_class; \
extension_##m_doc_ext_class.instantiate(); \
GLTFDocument::register_gltf_document_extension(extension_##m_doc_ext_class);
void initialize_gltf_module(ModuleInitializationLevel p_level) {
if (p_level == MODULE_INITIALIZATION_LEVEL_SCENE) {
// glTF API available at runtime.
GDREGISTER_CLASS(GLTFAccessor);
GDREGISTER_CLASS(GLTFAnimation);
GDREGISTER_CLASS(GLTFBufferView);
GDREGISTER_CLASS(GLTFCamera);
GDREGISTER_CLASS(GLTFDocument);
GDREGISTER_CLASS(GLTFDocumentExtension);
GDREGISTER_CLASS(GLTFDocumentExtensionConvertImporterMesh);
GDREGISTER_CLASS(GLTFLight);
GDREGISTER_CLASS(GLTFMesh);
GDREGISTER_CLASS(GLTFNode);
GDREGISTER_CLASS(GLTFPhysicsBody);
GDREGISTER_CLASS(GLTFPhysicsShape);
GDREGISTER_CLASS(GLTFSkeleton);
GDREGISTER_CLASS(GLTFSkin);
GDREGISTER_CLASS(GLTFSpecGloss);
GDREGISTER_CLASS(GLTFState);
GDREGISTER_CLASS(GLTFTexture);
GDREGISTER_CLASS(GLTFTextureSampler);
// Register GLTFDocumentExtension classes with GLTFDocument.
// Ensure physics is first in this list so that physics nodes are created before other nodes.
GLTF_REGISTER_DOCUMENT_EXTENSION(GLTFDocumentExtensionPhysics);
GLTF_REGISTER_DOCUMENT_EXTENSION(GLTFDocumentExtensionTextureKTX);
GLTF_REGISTER_DOCUMENT_EXTENSION(GLTFDocumentExtensionTextureWebP);
bool is_editor = Engine::get_singleton()->is_editor_hint();
if (!is_editor) {
GLTF_REGISTER_DOCUMENT_EXTENSION(GLTFDocumentExtensionConvertImporterMesh);
}
}
#ifdef TOOLS_ENABLED
if (p_level == MODULE_INITIALIZATION_LEVEL_EDITOR) {
// Editor-specific API.
ClassDB::APIType prev_api = ClassDB::get_current_api();
ClassDB::set_current_api(ClassDB::API_EDITOR);
GDREGISTER_CLASS(EditorSceneFormatImporterGLTF);
EditorPlugins::add_by_type<SceneExporterGLTFPlugin>();
// Project settings defined here so doctool finds them.
GLOBAL_DEF_RST_BASIC("filesystem/import/blender/enabled", true);
GDREGISTER_CLASS(EditorSceneFormatImporterBlend);
// Can't (a priori) run external app on these platforms.
GLOBAL_DEF_RST("filesystem/import/blender/enabled.android", false);
GLOBAL_DEF_RST("filesystem/import/blender/enabled.web", false);
ClassDB::set_current_api(prev_api);
EditorNode::add_init_callback(_editor_init);
}
#endif // TOOLS_ENABLED
}
void uninitialize_gltf_module(ModuleInitializationLevel p_level) {
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
return;
}
GLTFDocument::unregister_all_gltf_document_extensions();
}