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-rw-r--r--editor/import/scene_import_settings.cpp74
1 files changed, 74 insertions, 0 deletions
diff --git a/editor/import/scene_import_settings.cpp b/editor/import/scene_import_settings.cpp
index 19a8f209bb..4bcb6863fb 100644
--- a/editor/import/scene_import_settings.cpp
+++ b/editor/import/scene_import_settings.cpp
@@ -53,6 +53,11 @@ class SceneImportSettingsData : public Object {
}
current[p_name] = p_value;
+
+ if (ResourceImporterScene::get_singleton()->get_internal_option_update_view_required(category, p_name, current)) {
+ SceneImportSettings::get_singleton()->update_view();
+ }
+
return true;
}
return false;
@@ -317,6 +322,13 @@ void SceneImportSettings::_fill_scene(Node *p_node, TreeItem *p_parent_item) {
if (mesh_node && mesh_node->get_mesh().is_valid()) {
_fill_mesh(scene_tree, mesh_node->get_mesh(), item);
+ // Add the collider view.
+ MeshInstance3D *collider_view = memnew(MeshInstance3D);
+ collider_view->set_name("collider_view");
+ collider_view->set_visible(false);
+ mesh_node->add_child(collider_view);
+ collider_view->set_owner(mesh_node);
+
Transform3D accum_xform;
Node3D *base = mesh_node;
while (base) {
@@ -346,6 +358,54 @@ void SceneImportSettings::_update_scene() {
_fill_scene(scene, nullptr);
}
+void SceneImportSettings::_update_view_gizmos() {
+ for (const KeyValue<String, NodeData> &e : node_map) {
+ bool generate_collider = false;
+ if (e.value.settings.has(SNAME("generate/physics"))) {
+ generate_collider = e.value.settings[SNAME("generate/physics")];
+ }
+
+ MeshInstance3D *mesh_node = Object::cast_to<MeshInstance3D>(e.value.node);
+ if (mesh_node == nullptr || mesh_node->get_mesh().is_null()) {
+ // Nothing to do
+ continue;
+ }
+
+ MeshInstance3D *collider_view = static_cast<MeshInstance3D *>(mesh_node->find_node("collider_view"));
+ CRASH_COND_MSG(collider_view == nullptr, "This is unreachable, since the collider view is always created even when the collision is not used! If this is triggered there is a bug on the function `_fill_scene`.");
+
+ collider_view->set_visible(generate_collider);
+ if (generate_collider) {
+ // This collider_view doesn't have a mesh so we need to generate a new one.
+
+ // Generate the mesh collider.
+ Vector<Ref<Shape3D>> shapes = ResourceImporterScene::get_collision_shapes(mesh_node->get_mesh(), e.value.settings);
+ const Transform3D transform = ResourceImporterScene::get_collision_shapes_transform(e.value.settings);
+
+ Ref<ArrayMesh> collider_view_mesh;
+ collider_view_mesh.instantiate();
+ for (Ref<Shape3D> shape : shapes) {
+ Ref<ArrayMesh> debug_shape_mesh;
+ if (shape.is_valid()) {
+ debug_shape_mesh = shape->get_debug_mesh();
+ }
+ if (debug_shape_mesh.is_valid()) {
+ collider_view_mesh->add_surface_from_arrays(
+ debug_shape_mesh->surface_get_primitive_type(0),
+ debug_shape_mesh->surface_get_arrays(0));
+
+ collider_view_mesh->surface_set_material(
+ collider_view_mesh->get_surface_count() - 1,
+ collider_mat);
+ }
+ }
+
+ collider_view->set_mesh(collider_view_mesh);
+ collider_view->set_transform(transform);
+ }
+ }
+}
+
void SceneImportSettings::_update_camera() {
AABB camera_aabb;
@@ -404,11 +464,16 @@ void SceneImportSettings::_load_default_subresource_settings(Map<StringName, Var
}
}
+void SceneImportSettings::update_view() {
+ _update_view_gizmos();
+}
+
void SceneImportSettings::open_settings(const String &p_path) {
if (scene) {
memdelete(scene);
scene = nullptr;
}
+ scene_import_settings_data->settings = nullptr;
scene = ResourceImporterScene::get_singleton()->pre_import(p_path);
if (scene == nullptr) {
EditorNode::get_singleton()->show_warning(TTR("Error opening scene"));
@@ -463,6 +528,7 @@ void SceneImportSettings::open_settings(const String &p_path) {
}
popup_centered_ratio();
+ _update_view_gizmos();
_update_camera();
set_title(vformat(TTR("Advanced Import Settings for '%s'"), base_path.get_file()));
@@ -629,6 +695,7 @@ void SceneImportSettings::_material_tree_selected() {
_select(material_tree, type, import_id);
}
+
void SceneImportSettings::_mesh_tree_selected() {
if (selecting) {
return;
@@ -640,6 +707,7 @@ void SceneImportSettings::_mesh_tree_selected() {
_select(mesh_tree, type, import_id);
}
+
void SceneImportSettings::_scene_tree_selected() {
if (selecting) {
return;
@@ -1144,6 +1212,12 @@ SceneImportSettings::SceneImportSettings() {
material_preview.instantiate();
}
+ {
+ collider_mat.instantiate();
+ collider_mat->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
+ collider_mat->set_albedo(Color(0.5, 0.5, 1.0));
+ }
+
inspector = memnew(EditorInspector);
inspector->set_custom_minimum_size(Size2(300 * EDSCALE, 0));