Improved Blender/Collada -colonly import creating collision shapes for empties
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a0ac4293c1
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494847f0d1
5 changed files with 94 additions and 18 deletions
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@ -355,6 +355,10 @@ Error ColladaImport::_create_scene(Collada::Node *p_node, Spatial *p_parent) {
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p_parent->add_child(node);
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node->set_owner(scene);
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if (p_node->empty_draw_type!="") {
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node->set_meta("empty_draw_type", Variant(p_node->empty_draw_type));
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}
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for(int i=0;i<p_node->children.size();i++) {
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Error err = _create_scene(p_node->children[i],node);
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@ -41,6 +41,10 @@
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#include "scene/3d/physics_body.h"
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#include "scene/3d/portal.h"
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#include "scene/3d/vehicle_body.h"
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#include "scene/resources/sphere_shape.h"
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#include <scene/resources/box_shape.h>
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#include <scene/resources/ray_shape.h>
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#include <scene/resources/plane_shape.h>
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#include "tools/editor/create_dialog.h"
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#include "os/os.h"
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@ -1685,28 +1689,61 @@ Node* EditorSceneImportPlugin::_fix_node(Node *p_node,Node *p_root,Map<Ref<Mesh>
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mi->set_baked_light_texture_id(layer);
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}
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if (p_flags&SCENE_FLAG_CREATE_COLLISIONS && _teststr(name,"colonly") && p_node->cast_to<MeshInstance>()) {
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if (p_flags&SCENE_FLAG_CREATE_COLLISIONS && _teststr(name,"colonly")) {
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if (isroot)
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return p_node;
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if (p_node->cast_to<MeshInstance>()) {
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MeshInstance *mi = p_node->cast_to<MeshInstance>();
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Node * col = mi->create_trimesh_collision_node();
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ERR_FAIL_COND_V(!col,NULL);
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MeshInstance *mi = p_node->cast_to<MeshInstance>();
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Node * col = mi->create_trimesh_collision_node();
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ERR_FAIL_COND_V(!col,NULL);
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col->set_name(_fixstr(name,"colonly"));
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col->cast_to<Spatial>()->set_transform(mi->get_transform());
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p_node->replace_by(col);
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memdelete(p_node);
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p_node=col;
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StaticBody *sb = col->cast_to<StaticBody>();
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CollisionShape *colshape = memnew( CollisionShape);
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colshape->set_shape(sb->get_shape(0));
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colshape->set_name("shape");
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sb->add_child(colshape);
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colshape->set_owner(p_node->get_owner());
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col->set_name(_fixstr(name,"colonly"));
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col->cast_to<Spatial>()->set_transform(mi->get_transform());
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p_node->replace_by(col);
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memdelete(p_node);
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p_node=col;
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StaticBody *sb = col->cast_to<StaticBody>();
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CollisionShape *colshape = memnew( CollisionShape);
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colshape->set_shape(sb->get_shape(0));
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colshape->set_name("shape");
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sb->add_child(colshape);
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colshape->set_owner(p_node->get_owner());
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} else if (p_node->has_meta("empty_draw_type")) {
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String empty_draw_type = String(p_node->get_meta("empty_draw_type"));
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print_line(empty_draw_type);
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StaticBody *sb = memnew( StaticBody);
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sb->set_name(_fixstr(name,"colonly"));
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sb->cast_to<Spatial>()->set_transform(p_node->cast_to<Spatial>()->get_transform());
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p_node->replace_by(sb);
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memdelete(p_node);
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CollisionShape *colshape = memnew( CollisionShape);
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if (empty_draw_type == "CUBE") {
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BoxShape *boxShape = memnew( BoxShape);
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boxShape->set_extents(Vector3(1, 1, 1));
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colshape->set_shape(boxShape);
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colshape->set_name("BoxShape");
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} else if (empty_draw_type == "SINGLE_ARROW") {
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RayShape *rayShape = memnew( RayShape);
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rayShape->set_length(1);
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colshape->set_shape(rayShape);
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colshape->set_name("RayShape");
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sb->cast_to<Spatial>()->rotate_x(Math_PI / 2);
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} else if (empty_draw_type == "IMAGE") {
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PlaneShape *planeShape = memnew( PlaneShape);
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colshape->set_shape(planeShape);
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colshape->set_name("PlaneShape");
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} else {
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SphereShape *sphereShape = memnew( SphereShape);
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sphereShape->set_radius(1);
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colshape->set_shape(sphereShape);
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colshape->set_name("SphereShape");
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}
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sb->add_child(colshape);
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colshape->set_owner(sb->get_owner());
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}
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} else if (p_flags&SCENE_FLAG_CREATE_COLLISIONS &&_teststr(name,"col") && p_node->cast_to<MeshInstance>()) {
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