Improved Blender/Collada -colonly import creating collision shapes for empties

This commit is contained in:
Pawel Kowal 2016-06-05 20:59:21 +02:00
parent a0ac4293c1
commit 494847f0d1
5 changed files with 94 additions and 18 deletions

View file

@ -355,6 +355,10 @@ Error ColladaImport::_create_scene(Collada::Node *p_node, Spatial *p_parent) {
p_parent->add_child(node);
node->set_owner(scene);
if (p_node->empty_draw_type!="") {
node->set_meta("empty_draw_type", Variant(p_node->empty_draw_type));
}
for(int i=0;i<p_node->children.size();i++) {
Error err = _create_scene(p_node->children[i],node);

View file

@ -41,6 +41,10 @@
#include "scene/3d/physics_body.h"
#include "scene/3d/portal.h"
#include "scene/3d/vehicle_body.h"
#include "scene/resources/sphere_shape.h"
#include <scene/resources/box_shape.h>
#include <scene/resources/ray_shape.h>
#include <scene/resources/plane_shape.h>
#include "tools/editor/create_dialog.h"
#include "os/os.h"
@ -1685,28 +1689,61 @@ Node* EditorSceneImportPlugin::_fix_node(Node *p_node,Node *p_root,Map<Ref<Mesh>
mi->set_baked_light_texture_id(layer);
}
if (p_flags&SCENE_FLAG_CREATE_COLLISIONS && _teststr(name,"colonly") && p_node->cast_to<MeshInstance>()) {
if (p_flags&SCENE_FLAG_CREATE_COLLISIONS && _teststr(name,"colonly")) {
if (isroot)
return p_node;
if (p_node->cast_to<MeshInstance>()) {
MeshInstance *mi = p_node->cast_to<MeshInstance>();
Node * col = mi->create_trimesh_collision_node();
ERR_FAIL_COND_V(!col,NULL);
MeshInstance *mi = p_node->cast_to<MeshInstance>();
Node * col = mi->create_trimesh_collision_node();
ERR_FAIL_COND_V(!col,NULL);
col->set_name(_fixstr(name,"colonly"));
col->cast_to<Spatial>()->set_transform(mi->get_transform());
p_node->replace_by(col);
memdelete(p_node);
p_node=col;
StaticBody *sb = col->cast_to<StaticBody>();
CollisionShape *colshape = memnew( CollisionShape);
colshape->set_shape(sb->get_shape(0));
colshape->set_name("shape");
sb->add_child(colshape);
colshape->set_owner(p_node->get_owner());
col->set_name(_fixstr(name,"colonly"));
col->cast_to<Spatial>()->set_transform(mi->get_transform());
p_node->replace_by(col);
memdelete(p_node);
p_node=col;
StaticBody *sb = col->cast_to<StaticBody>();
CollisionShape *colshape = memnew( CollisionShape);
colshape->set_shape(sb->get_shape(0));
colshape->set_name("shape");
sb->add_child(colshape);
colshape->set_owner(p_node->get_owner());
} else if (p_node->has_meta("empty_draw_type")) {
String empty_draw_type = String(p_node->get_meta("empty_draw_type"));
print_line(empty_draw_type);
StaticBody *sb = memnew( StaticBody);
sb->set_name(_fixstr(name,"colonly"));
sb->cast_to<Spatial>()->set_transform(p_node->cast_to<Spatial>()->get_transform());
p_node->replace_by(sb);
memdelete(p_node);
CollisionShape *colshape = memnew( CollisionShape);
if (empty_draw_type == "CUBE") {
BoxShape *boxShape = memnew( BoxShape);
boxShape->set_extents(Vector3(1, 1, 1));
colshape->set_shape(boxShape);
colshape->set_name("BoxShape");
} else if (empty_draw_type == "SINGLE_ARROW") {
RayShape *rayShape = memnew( RayShape);
rayShape->set_length(1);
colshape->set_shape(rayShape);
colshape->set_name("RayShape");
sb->cast_to<Spatial>()->rotate_x(Math_PI / 2);
} else if (empty_draw_type == "IMAGE") {
PlaneShape *planeShape = memnew( PlaneShape);
colshape->set_shape(planeShape);
colshape->set_name("PlaneShape");
} else {
SphereShape *sphereShape = memnew( SphereShape);
sphereShape->set_radius(1);
colshape->set_shape(sphereShape);
colshape->set_name("SphereShape");
}
sb->add_child(colshape);
colshape->set_owner(sb->get_owner());
}
} else if (p_flags&SCENE_FLAG_CREATE_COLLISIONS &&_teststr(name,"col") && p_node->cast_to<MeshInstance>()) {