material-maker/addons/material_maker/import_plugin/ptex_import.gd

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GDScript3
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tool
extends EditorImportPlugin
var plugin = null
const PRESET_NAMES = [ "Render in game", "Prerender" ]
const PRESET_OPTIONS = [
[{ name="render", default_value=false }],
[{ name="render", default_value=true }]
]
func _init(p) -> void:
plugin = p
func get_import_options(preset : int) -> Array:
return PRESET_OPTIONS[preset]
func get_import_order() -> int:
return 1
func get_importer_name() -> String:
return "material_maker.import"
func get_option_visibility(option: String, options: Dictionary) -> bool:
return true
func get_preset_count() -> int:
return 2
func get_preset_name(preset: int) -> String:
return PRESET_NAMES[preset]
func get_priority() -> float:
return 0.1
func get_recognized_extensions() -> Array:
return [ "ptex" ]
func get_resource_type() -> String:
return "SpatialMaterial"
func get_save_extension() -> String:
return "tres"
func get_visible_name() -> String:
return "Material Maker Importer"
func import(source_file: String, save_path: String, options: Dictionary, platform_variants: Array, gen_files: Array) -> int:
var filename = save_path + "." + get_save_extension()
if options.render:
var material = plugin.generate_material(source_file)
while material is GDScriptFunctionState:
material = yield(material, "completed")
if material != null:
ResourceSaver.save(filename, material)
else:
var material : SpatialMaterial = SpatialMaterial.new()
material.set_script(preload("res://addons/material_maker/import_plugin/ptex_spatial_material.gd"))
var file : File = File.new()
if file.open(source_file, File.READ) == OK:
material.set_ptex_no_render(to_json(parse_json(file.get_as_text())))
file.close()
ResourceSaver.save(filename, material)
return OK