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agame/addons/model_localizer/localizer_settings.gd
T
2026-10-04 15:01:12 +08:00

229 lines
7.1 KiB
GDScript

@tool
class_name ModelLocalizerSettings
extends RefCounted
## Configuration for Model Localizer.
##
## Everything lives in `project.godot` under `model_localizer/*`, so settings are
## per-project and show up in **Project Settings → Model Localizer**. The plugin
## UI writes these for you.
const ROOT := "model_localizer/"
const KEY_AUTO_PROCESS := ROOT + "auto_process_scene_instances"
const KEY_SWAP := ROOT + "auto_swap_to_local"
const KEY_MOVE_DROPPED := ROOT + "auto_import_dropped_files"
const KEY_DROP_DIR := ROOT + "dropped_files_dir"
const KEY_OUTPUT_DIR := ROOT + "output_dir"
const KEY_SUFFIX := ROOT + "output_suffix"
const KEY_COLLISION := ROOT + "add_collision"
const KEY_SHAPE := ROOT + "collision_shape"
const KEY_BODY := ROOT + "collision_body"
const KEY_FORCE_CONVEX := ROOT + "force_convex_hull"
const KEY_LAYER := ROOT + "collision_layer"
const KEY_MASK := ROOT + "collision_mask"
const KEY_SKIP_DIRS := ROOT + "skip_dirs"
## NOTE: this is a function rather than a `const` dictionary on purpose.
## GDScript requires constant dictionary *values* to be constant expressions too,
## so referencing other constants or building a PackedStringArray inside a const
## dictionary fails to compile ("isn't a constant expression"). A static function
## has no such restriction and is equally cheap to call.
static func project_info() -> Dictionary:
return {
KEY_AUTO_PROCESS: {
"name": KEY_AUTO_PROCESS,
"type": TYPE_BOOL,
"default": true,
"hint_string": "Process models dragged into the open scene",
},
KEY_SWAP: {
"name": KEY_SWAP,
"type": TYPE_BOOL,
"default": true,
"hint_string": "Replace the dropped instance with the generated local scene",
},
KEY_MOVE_DROPPED: {
"name": KEY_MOVE_DROPPED,
"type": TYPE_BOOL,
"default": true,
"hint_string": "Move model files dropped in from outside into Dropped Files Dir",
},
KEY_DROP_DIR: {
"name": KEY_DROP_DIR,
"type": TYPE_STRING,
"default": "res://models/",
"hint": PROPERTY_HINT_DIR,
"hint_string": "",
},
KEY_OUTPUT_DIR: {
"name": KEY_OUTPUT_DIR,
"type": TYPE_STRING,
"default": "presets",
"hint": PROPERTY_HINT_DIR,
"hint_string": "Relative -> a subfolder of the model's own directory; "
+ "absolute res:// path -> used as-is; empty -> next to the model",
},
KEY_SUFFIX: {
"name": KEY_SUFFIX,
"type": TYPE_STRING,
"default": "_local",
},
KEY_COLLISION: {
"name": KEY_COLLISION,
"type": TYPE_BOOL,
"default": true,
"hint_string": "Bake collision shapes from the model's meshes",
},
KEY_SHAPE: {
"name": KEY_SHAPE,
"type": TYPE_INT,
"default": 1,
"hint": PROPERTY_HINT_ENUM,
"hint_string": "Convex Hull,Trimesh,Box,Sphere,Capsule,Cylinder",
},
KEY_BODY: {
"name": KEY_BODY,
"type": TYPE_INT,
"default": 0,
"hint": PROPERTY_HINT_ENUM,
"hint_string": "StaticBody3D,RigidBody3D,Area3D,CharacterBody3D",
},
KEY_FORCE_CONVEX: {
"name": KEY_FORCE_CONVEX,
"type": TYPE_BOOL,
"default": true,
"hint_string": "Convex Hull only: build the hull from real triangles "
+ "(recommended for open meshes). Ignored by other shape types.",
},
KEY_LAYER: {
"name": KEY_LAYER,
"type": TYPE_INT,
"default": 1,
"hint": PROPERTY_HINT_LAYERS_3D_PHYSICS,
},
KEY_MASK: {
"name": KEY_MASK,
"type": TYPE_INT,
"default": 1,
"hint": PROPERTY_HINT_LAYERS_3D_PHYSICS,
},
KEY_SKIP_DIRS: {
"name": KEY_SKIP_DIRS,
"type": TYPE_PACKED_STRING_ARRAY,
"default": PackedStringArray(["res://addons/", "res://.godot/"]),
"hint": PROPERTY_HINT_ARRAY_TYPE,
"hint_string": "String",
},
}
static func _info(key: String) -> Dictionary:
var all := project_info()
if all.has(key):
return all[key]
return {"name": key, "type": TYPE_NIL, "default": null}
## Register every setting with ProjectSettings so they appear in the UI and carry
## a usable default even before the user touches anything.
static func install() -> void:
var all := project_info()
for key in all:
var info: Dictionary = all[key]
if not ProjectSettings.has_setting(key):
ProjectSettings.set_setting(key, info["default"])
ProjectSettings.add_property_info(info)
# Mark the default as the initial value so an untouched setting is not
# reported as a modified project setting.
ProjectSettings.set_initial_value(key, info["default"])
static func get_bool(key: String) -> bool:
return bool(ProjectSettings.get_setting(key, _info(key)["default"]))
static func get_int(key: String) -> int:
return int(ProjectSettings.get_setting(key, _info(key)["default"]))
static func get_string(key: String) -> String:
return String(ProjectSettings.get_setting(key, _info(key)["default"]))
static func get_dirs(key: String) -> PackedStringArray:
var value = ProjectSettings.get_setting(key, _info(key)["default"])
if value is PackedStringArray:
return value
var out := PackedStringArray()
if value is Array:
for v in value:
out.append(String(v))
return out
static func set_value(key: String, value) -> void:
ProjectSettings.set_setting(key, value)
static func shape_type() -> ModelLocalizer.ShapeType:
return clampi(get_int(KEY_SHAPE), 0,
ModelLocalizer.SHAPE_TYPE_NAMES.size() - 1) as ModelLocalizer.ShapeType
static func body_type() -> ModelLocalizer.BodyType:
return clampi(get_int(KEY_BODY), 0,
ModelLocalizer.BODY_TYPE_NAMES.size() - 1) as ModelLocalizer.BodyType
## The resolved output directory for `model_res_path`, with a trailing slash.
##
## `output_dir` may be:
## * empty -> the model's own directory
## * a relativ path -> a subfolder of the model's directory (default: `presets/`)
## * a `res://` path -> used exactly as given
static func resolved_output_dir(model_res_path: String) -> String:
var model_dir := model_res_path.get_base_dir()
if model_dir.is_empty():
model_dir = "res://"
var configured := get_string(KEY_OUTPUT_DIR).strip_edges().replace("\\", "/")
if configured.is_empty():
return _with_trailing_slash(model_dir)
if configured.begins_with("res://"):
return _with_trailing_slash(configured)
var relative := configured.trim_prefix("./").trim_prefix("/")
if relative.is_empty():
return _with_trailing_slash(model_dir)
return _with_trailing_slash(model_dir.path_join(relative))
static func _with_trailing_slash(path: String) -> String:
if path.ends_with("/"):
return path
return path + "/"
## Where the generated scene for `model_res_path` should be written.
static func output_path_for(model_res_path: String, fallback_suffix: String = "_local") -> String:
var suffix := get_string(KEY_SUFFIX)
if suffix.is_empty():
suffix = fallback_suffix
return resolved_output_dir(model_res_path) \
+ model_res_path.get_file().get_basename() + suffix + ".tscn"
## True when `path` is inside a directory the plugin must never touch.
##
## The generated scenes do not need protecting here: the filesystem scan only
## looks at model extensions, and a generated scene is always a `.tscn`.
static func should_skip(path: String) -> bool:
var p := path.replace("\\", "/")
for dir in get_dirs(KEY_SKIP_DIRS):
var d := dir.replace("\\", "/")
if not d.ends_with("/"):
d += "/"
if p.begins_with(d):
return true
return false