#include "scene_import_settings.h"
#include "core/config/project_settings.h"
#include "editor/editor_file_system.h"
#include "editor/editor_inspector.h"
#include "editor/editor_node.h"
#include "editor/editor_settings.h"
#include "editor/editor_string_names.h"
#include "editor/gui/editor_file_dialog.h"
#include "editor/plugins/skeleton_3d_editor_plugin.h"
#include "editor/themes/editor_scale.h"
#include "scene/3d/importer_mesh_instance_3d.h"
#include "scene/animation/animation_player.h"
#include "scene/resources/3d/importer_mesh.h"
#include "scene/resources/surface_tool.h"
class SceneImportSettingsData : public Object { … };
void SceneImportSettingsDialog::_fill_material(Tree *p_tree, const Ref<Material> &p_material, TreeItem *p_parent) { … }
void SceneImportSettingsDialog::_fill_mesh(Tree *p_tree, const Ref<Mesh> &p_mesh, TreeItem *p_parent) { … }
void SceneImportSettingsDialog::_fill_animation(Tree *p_tree, const Ref<Animation> &p_anim, const String &p_name, TreeItem *p_parent) { … }
void SceneImportSettingsDialog::_fill_scene(Node *p_node, TreeItem *p_parent_item) { … }
void SceneImportSettingsDialog::_update_scene() { … }
void SceneImportSettingsDialog::_update_view_gizmos() { … }
void SceneImportSettingsDialog::_update_camera() { … }
void SceneImportSettingsDialog::_load_default_subresource_settings(HashMap<StringName, Variant> &settings, const String &p_type, const String &p_import_id, ResourceImporterScene::InternalImportCategory p_category) { … }
void SceneImportSettingsDialog::request_generate_collider() { … }
void SceneImportSettingsDialog::update_view() { … }
void SceneImportSettingsDialog::open_settings(const String &p_path, const String &p_scene_import_type) { … }
SceneImportSettingsDialog *SceneImportSettingsDialog::singleton = …;
SceneImportSettingsDialog *SceneImportSettingsDialog::get_singleton() { … }
Node *SceneImportSettingsDialog::get_selected_node() { … }
void SceneImportSettingsDialog::_select(Tree *p_from, const String &p_type, const String &p_id) { … }
void SceneImportSettingsDialog::_inspector_property_edited(const String &p_name) { … }
void SceneImportSettingsDialog::_reset_bone_transforms() { … }
void SceneImportSettingsDialog::_play_animation() { … }
void SceneImportSettingsDialog::_stop_current_animation() { … }
void SceneImportSettingsDialog::_reset_animation(const String &p_animation_name) { … }
void SceneImportSettingsDialog::_animation_slider_value_changed(double p_value) { … }
void SceneImportSettingsDialog::_skeleton_tree_entered(Skeleton3D *p_skeleton) { … }
void SceneImportSettingsDialog::_animation_finished(const StringName &p_name) { … }
void SceneImportSettingsDialog::_animation_update_skeleton_visibility() { … }
void SceneImportSettingsDialog::_material_tree_selected() { … }
void SceneImportSettingsDialog::_mesh_tree_selected() { … }
void SceneImportSettingsDialog::_scene_tree_selected() { … }
void SceneImportSettingsDialog::_cleanup() { … }
void SceneImportSettingsDialog::_on_light_1_switch_pressed() { … }
void SceneImportSettingsDialog::_on_light_2_switch_pressed() { … }
void SceneImportSettingsDialog::_on_light_rotate_switch_pressed() { … }
void SceneImportSettingsDialog::_viewport_input(const Ref<InputEvent> &p_input) { … }
void SceneImportSettingsDialog::_re_import() { … }
void SceneImportSettingsDialog::_update_theme_item_cache() { … }
void SceneImportSettingsDialog::_notification(int p_what) { … }
void SceneImportSettingsDialog::_menu_callback(int p_id) { … }
void SceneImportSettingsDialog::_save_path_changed(const String &p_path) { … }
void SceneImportSettingsDialog::_browse_save_callback(Object *p_item, int p_column, int p_id, MouseButton p_button) { … }
void SceneImportSettingsDialog::_save_dir_callback(const String &p_path) { … }
void SceneImportSettingsDialog::_save_dir_confirm() { … }
SceneImportSettingsDialog::SceneImportSettingsDialog() { … }
SceneImportSettingsDialog::~SceneImportSettingsDialog() { … }