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Allow importing 3D models without colliders or with KinematicBody/Area #39924

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105 changes: 66 additions & 39 deletions editor/import/resource_importer_scene.cpp
Original file line number Diff line number Diff line change
@@ -372,10 +372,23 @@ static void _pre_gen_shape_list(Ref<ImporterMesh> &mesh, Vector<Ref<Shape3D>> &r
}
}

Node *ResourceImporterScene::_pre_fix_node(Node *p_node, Node *p_root, Map<Ref<ImporterMesh>, Vector<Ref<Shape3D>>> &r_collision_map, Pair<PackedVector3Array, PackedInt32Array> *r_occluder_arrays, List<Pair<NodePath, Node *>> &r_node_renames) {
CollisionObject3D *ResourceImporterScene::_create_collision_object(ColliderImportMode p_collider_import_mode) {
if (p_collider_import_mode == ColliderImportMode::STATIC) {
return memnew(StaticBody3D);
} else if (p_collider_import_mode == ColliderImportMode::ANIMATABLE) {
return memnew(AnimatableBody3D);
} else if (p_collider_import_mode == ColliderImportMode::RIGID) {
return memnew(RigidDynamicBody3D);
} else if (p_collider_import_mode == ColliderImportMode::AREA) {
return memnew(Area3D);
}
ERR_FAIL_V_MSG(memnew(StaticBody3D), "Unknown or invalid ColliderImportMode. Falling back to Static.");
}

Node *ResourceImporterScene::_pre_fix_node(Node *p_node, Node *p_root, Map<Ref<ImporterMesh>, Vector<Ref<Shape3D>>> &r_collision_map, Pair<PackedVector3Array, PackedInt32Array> *r_occluder_arrays, List<Pair<NodePath, Node *>> &r_node_renames, ColliderImportMode p_collider_import_mode) {
// Children first.
for (int i = 0; i < p_node->get_child_count(); i++) {
Node *r = _pre_fix_node(p_node->get_child(i), p_root, r_collision_map, r_occluder_arrays, r_node_renames);
Node *r = _pre_fix_node(p_node->get_child(i), p_root, r_collision_map, r_occluder_arrays, r_node_renames, p_collider_import_mode);
if (!r) {
i--; // Was erased.
}
@@ -510,45 +523,56 @@ Node *ResourceImporterScene::_pre_fix_node(Node *p_node, Node *p_root, Map<Ref<I
}

if (shapes.size()) {
StaticBody3D *col = memnew(StaticBody3D);
col->set_transform(mi->get_transform());
col->set_name(fixed_name);
p_node->replace_by(col);
memdelete(p_node);
p_node = col;
if (p_collider_import_mode == ColliderImportMode::NONE) {
memdelete(p_node);
p_node = nullptr;
} else {
CollisionObject3D *col = _create_collision_object(p_collider_import_mode);
col->set_transform(mi->get_transform());
col->set_name(fixed_name);
p_node->replace_by(col);
memdelete(p_node);
p_node = col;

_add_shapes(col, shapes);
_add_shapes(col, shapes);
}
}
}

} else if (p_node->has_meta("empty_draw_type")) {
String empty_draw_type = String(p_node->get_meta("empty_draw_type"));
StaticBody3D *sb = memnew(StaticBody3D);
sb->set_name(fixed_name);
Object::cast_to<Node3D>(sb)->set_transform(Object::cast_to<Node3D>(p_node)->get_transform());
p_node->replace_by(sb);
memdelete(p_node);
p_node = sb;
CollisionShape3D *colshape = memnew(CollisionShape3D);
if (empty_draw_type == "CUBE") {
BoxShape3D *boxShape = memnew(BoxShape3D);
boxShape->set_size(Vector3(2, 2, 2));
colshape->set_shape(boxShape);
} else if (empty_draw_type == "SINGLE_ARROW") {
SeparationRayShape3D *rayShape = memnew(SeparationRayShape3D);
rayShape->set_length(1);
colshape->set_shape(rayShape);
Object::cast_to<Node3D>(sb)->rotate_x(Math_PI / 2);
} else if (empty_draw_type == "IMAGE") {
WorldBoundaryShape3D *world_boundary_shape = memnew(WorldBoundaryShape3D);
colshape->set_shape(world_boundary_shape);
if (p_collider_import_mode == ColliderImportMode::NONE) {
memdelete(p_node);
p_node = nullptr;
} else {
SphereShape3D *sphereShape = memnew(SphereShape3D);
sphereShape->set_radius(1);
colshape->set_shape(sphereShape);
CollisionObject3D *col = _create_collision_object(p_collider_import_mode);
String empty_draw_type = String(p_node->get_meta("empty_draw_type"));
StaticBody3D *sb = memnew(StaticBody3D);
sb->set_name(_fixstr(name, "colonly"));
Object::cast_to<Node3D>(sb)->set_transform(Object::cast_to<Node3D>(p_node)->get_transform());
p_node->replace_by(sb);
memdelete(p_node);
p_node = nullptr;
CollisionShape3D *colshape = memnew(CollisionShape3D);
if (empty_draw_type == "CUBE") {
BoxShape3D *boxShape = memnew(BoxShape3D);
boxShape->set_size(Vector3(2, 2, 2));
colshape->set_shape(boxShape);
} else if (empty_draw_type == "SINGLE_ARROW") {
SeparationRayShape3D *rayShape = memnew(SeparationRayShape3D);
rayShape->set_length(1);
colshape->set_shape(rayShape);
Object::cast_to<Node3D>(sb)->rotate_x(Math_PI / 2);
} else if (empty_draw_type == "IMAGE") {
WorldBoundaryShape3D *world_boundary_shape = memnew(WorldBoundaryShape3D);
colshape->set_shape(world_boundary_shape);
} else {
SphereShape3D *sphereShape = memnew(SphereShape3D);
sphereShape->set_radius(1);
colshape->set_shape(sphereShape);
}
col->add_child(colshape, true);
colshape->set_owner(col->get_owner());
}
sb->add_child(colshape, true);
colshape->set_owner(sb->get_owner());
}

} else if (_teststr(name, "rigid") && Object::cast_to<ImporterMeshInstance3D>(p_node)) {
@@ -609,8 +633,8 @@ Node *ResourceImporterScene::_pre_fix_node(Node *p_node, Node *p_root, Map<Ref<I
}
}

if (shapes.size()) {
StaticBody3D *col = memnew(StaticBody3D);
if (shapes.size() && p_collider_import_mode != ColliderImportMode::NONE) {
CollisionObject3D *col = _create_collision_object(p_collider_import_mode);
mi->add_child(col, true);
col->set_owner(mi->get_owner());

@@ -686,8 +710,8 @@ Node *ResourceImporterScene::_pre_fix_node(Node *p_node, Node *p_root, Map<Ref<I
mesh->set_name(_fixstr(mesh->get_name(), "occ"));
}

if (shapes.size()) {
StaticBody3D *col = memnew(StaticBody3D);
if (shapes.size() && p_collider_import_mode != ColliderImportMode::NONE) {
CollisionObject3D *col = _create_collision_object(p_collider_import_mode);
p_node->add_child(col, true);
col->set_owner(p_node->get_owner());

@@ -1543,6 +1567,7 @@ void ResourceImporterScene::get_import_options(const String &p_path, List<Import
r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "meshes/create_shadow_meshes"), true));
r_options->push_back(ImportOption(PropertyInfo(Variant::INT, "meshes/light_baking", PROPERTY_HINT_ENUM, "Disabled,Static (VoxelGI/SDFGI),Static Lightmaps (VoxelGI/SDFGI/LightmapGI),Dynamic (VoxelGI only)", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), 1));
r_options->push_back(ImportOption(PropertyInfo(Variant::FLOAT, "meshes/lightmap_texel_size", PROPERTY_HINT_RANGE, "0.001,100,0.001"), 0.1));
r_options->push_back(ImportOption(PropertyInfo(Variant::INT, "physics/collider_import", PROPERTY_HINT_ENUM, "None,Static,Animatable,Rigid,Area"), (int)ColliderImportMode::STATIC));
r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "skins/use_named_skins"), true));
r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "animation/import"), true));
r_options->push_back(ImportOption(PropertyInfo(Variant::FLOAT, "animation/fps", PROPERTY_HINT_RANGE, "1,120,1"), 30));
@@ -1982,6 +2007,8 @@ Error ResourceImporterScene::import(const String &p_source_file, const String &p
import_flags |= EditorSceneFormatImporter::IMPORT_GENERATE_TANGENT_ARRAYS;
}

ColliderImportMode collider_import_mode = ColliderImportMode(int(p_options["physics/collider_import"]));

Error err = OK;
List<String> missing_deps; // for now, not much will be done with this
Node *scene = importer->import_scene(src_path, import_flags, p_options, fps, &missing_deps, &err);
@@ -2011,7 +2038,7 @@ Error ResourceImporterScene::import(const String &p_source_file, const String &p
Pair<PackedVector3Array, PackedInt32Array> occluder_arrays;
List<Pair<NodePath, Node *>> node_renames;

_pre_fix_node(scene, scene, collision_map, &occluder_arrays, node_renames);
_pre_fix_node(scene, scene, collision_map, &occluder_arrays, node_renames, collider_import_mode);

for (int i = 0; i < post_importer_plugins.size(); i++) {
post_importer_plugins.write[i]->pre_process(scene, p_options);
14 changes: 12 additions & 2 deletions editor/import/resource_importer_scene.h
Original file line number Diff line number Diff line change
@@ -40,8 +40,9 @@
#include "scene/resources/shape_3d.h"
#include "scene/resources/skin.h"

class Material;
class AnimationPlayer;
class CollisionObject3D;
class Material;

class ImporterMesh;
class EditorSceneFormatImporter : public RefCounted {
@@ -206,6 +207,15 @@ class ResourceImporterScene : public ResourceImporter {
SHAPE_TYPE_CAPSULE,
};

enum class ColliderImportMode {
NONE,
STATIC,
ANIMATABLE,
RIGID,
AREA,
};

CollisionObject3D *_create_collision_object(ColliderImportMode p_collider_import_mode);
void _replace_owner(Node *p_node, Node *p_scene, Node *p_new_owner);
void _generate_meshes(Node *p_node, const Dictionary &p_mesh_data, bool p_generate_lods, bool p_create_shadow_meshes, LightBakeMode p_light_bake_mode, float p_lightmap_texel_size, const Vector<uint8_t> &p_src_lightmap_cache, Vector<Vector<uint8_t>> &r_lightmap_caches);
void _add_shapes(Node *p_node, const Vector<Ref<Shape3D>> &p_shapes);
@@ -267,7 +277,7 @@ class ResourceImporterScene : public ResourceImporter {
// Import scenes *after* everything else (such as textures).
virtual int get_import_order() const override { return ResourceImporter::IMPORT_ORDER_SCENE; }

Node *_pre_fix_node(Node *p_node, Node *p_root, Map<Ref<ImporterMesh>, Vector<Ref<Shape3D>>> &r_collision_map, Pair<PackedVector3Array, PackedInt32Array> *r_occluder_arrays, List<Pair<NodePath, Node *>> &r_node_renames);
Node *_pre_fix_node(Node *p_node, Node *p_root, Map<Ref<ImporterMesh>, Vector<Ref<Shape3D>>> &r_collision_map, Pair<PackedVector3Array, PackedInt32Array> *r_occluder_arrays, List<Pair<NodePath, Node *>> &r_node_renames, ColliderImportMode p_collider_import_mode = ColliderImportMode::STATIC);
Node *_post_fix_node(Node *p_node, Node *p_root, Map<Ref<ImporterMesh>, Vector<Ref<Shape3D>>> &collision_map, Pair<PackedVector3Array, PackedInt32Array> &r_occluder_arrays, Set<Ref<ImporterMesh>> &r_scanned_meshes, const Dictionary &p_node_data, const Dictionary &p_material_data, const Dictionary &p_animation_data, float p_animation_fps);

Ref<Animation> _save_animation_to_file(Ref<Animation> anim, bool p_save_to_file, String p_save_to_path, bool p_keep_custom_tracks);