diff options
Diffstat (limited to 'editor')
-rw-r--r-- | editor/editor_node.cpp | 8 | ||||
-rw-r--r-- | editor/import/editor_import_collada.cpp | 9 | ||||
-rw-r--r-- | editor/import/editor_scene_importer_gltf.cpp | 3254 | ||||
-rw-r--r-- | editor/import/editor_scene_importer_gltf.h | 384 | ||||
-rw-r--r-- | editor/import/resource_importer_obj.cpp | 4 | ||||
-rw-r--r-- | editor/import/resource_importer_scene.cpp | 377 | ||||
-rw-r--r-- | editor/import/resource_importer_scene.h | 86 | ||||
-rw-r--r-- | editor/import/scene_importer_mesh.cpp | 320 | ||||
-rw-r--r-- | editor/import/scene_importer_mesh.h | 96 | ||||
-rw-r--r-- | editor/import/scene_importer_mesh_node_3d.cpp | 83 | ||||
-rw-r--r-- | editor/import/scene_importer_mesh_node_3d.h | 64 |
11 files changed, 594 insertions, 4091 deletions
diff --git a/editor/editor_node.cpp b/editor/editor_node.cpp index 970b61af0c..9e6f9b2ec6 100644 --- a/editor/editor_node.cpp +++ b/editor/editor_node.cpp @@ -91,7 +91,6 @@ #include "editor/export_template_manager.h" #include "editor/filesystem_dock.h" #include "editor/import/editor_import_collada.h" -#include "editor/import/editor_scene_importer_gltf.h" #include "editor/import/resource_importer_bitmask.h" #include "editor/import/resource_importer_csv.h" #include "editor/import/resource_importer_csv_translation.h" @@ -103,6 +102,7 @@ #include "editor/import/resource_importer_texture.h" #include "editor/import/resource_importer_texture_atlas.h" #include "editor/import/resource_importer_wav.h" +#include "editor/import/scene_importer_mesh_node_3d.h" #include "editor/import_dock.h" #include "editor/multi_node_edit.h" #include "editor/node_dock.h" @@ -3673,7 +3673,7 @@ void EditorNode::register_editor_types() { ClassDB::register_class<EditorFeatureProfile>(); ClassDB::register_class<EditorSpinSlider>(); ClassDB::register_class<EditorSceneImporterMesh>(); - ClassDB::register_class<EditorSceneImporterMeshNode>(); + ClassDB::register_class<EditorSceneImporterMeshNode3D>(); ClassDB::register_virtual_class<FileSystemDock>(); @@ -5712,10 +5712,6 @@ EditorNode::EditorNode() { import_obj2.instance(); import_scene->add_importer(import_obj2); - Ref<EditorSceneImporterGLTF> import_gltf; - import_gltf.instance(); - import_scene->add_importer(import_gltf); - Ref<EditorSceneImporterESCN> import_escn; import_escn.instance(); import_scene->add_importer(import_escn); diff --git a/editor/import/editor_import_collada.cpp b/editor/import/editor_import_collada.cpp index 4e93fe6f12..db5b7b36aa 100644 --- a/editor/import/editor_import_collada.cpp +++ b/editor/import/editor_import_collada.cpp @@ -33,6 +33,7 @@ #include "core/os/os.h" #include "editor/editor_node.h" #include "editor/import/collada.h" +#include "editor/import/scene_importer_mesh_node_3d.h" #include "scene/3d/camera_3d.h" #include "scene/3d/light_3d.h" #include "scene/3d/mesh_instance_3d.h" @@ -278,8 +279,8 @@ Error ColladaImport::_create_scene(Collada::Node *p_node, Node3D *p_parent) { node = memnew(Path3D); } else { //mesh since nothing else - node = memnew(EditorSceneImporterMeshNode); - //Object::cast_to<EditorSceneImporterMeshNode>(node)->set_flag(GeometryInstance3D::FLAG_USE_BAKED_LIGHT, true); + node = memnew(EditorSceneImporterMeshNode3D); + //Object::cast_to<EditorSceneImporterMeshNode3D>(node)->set_flag(GeometryInstance3D::FLAG_USE_BAKED_LIGHT, true); } } break; case Collada::Node::TYPE_SKELETON: { @@ -1003,10 +1004,10 @@ Error ColladaImport::_create_resources(Collada::Node *p_node, bool p_use_compres } } - if (Object::cast_to<EditorSceneImporterMeshNode>(node)) { + if (Object::cast_to<EditorSceneImporterMeshNode3D>(node)) { Collada::NodeGeometry *ng2 = static_cast<Collada::NodeGeometry *>(p_node); - EditorSceneImporterMeshNode *mi = Object::cast_to<EditorSceneImporterMeshNode>(node); + EditorSceneImporterMeshNode3D *mi = Object::cast_to<EditorSceneImporterMeshNode3D>(node); ERR_FAIL_COND_V(!mi, ERR_BUG); diff --git a/editor/import/editor_scene_importer_gltf.cpp b/editor/import/editor_scene_importer_gltf.cpp deleted file mode 100644 index 1059692ca0..0000000000 --- a/editor/import/editor_scene_importer_gltf.cpp +++ /dev/null @@ -1,3254 +0,0 @@ -/*************************************************************************/ -/* editor_scene_importer_gltf.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ -/* */ -/* Permission is hereby granted, free of charge, to any person obtaining */ -/* a copy of this software and associated documentation files (the */ -/* "Software"), to deal in the Software without restriction, including */ -/* without limitation the rights to use, copy, modify, merge, publish, */ -/* distribute, sublicense, and/or sell copies of the Software, and to */ -/* permit persons to whom the Software is furnished to do so, subject to */ -/* the following conditions: */ -/* */ -/* The above copyright notice and this permission notice shall be */ -/* included in all copies or substantial portions of the Software. */ -/* */ -/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ -/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ -/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ -/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ -/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ -/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ -/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -/*************************************************************************/ - -#include "editor_scene_importer_gltf.h" - -#include "core/crypto/crypto_core.h" -#include "core/io/json.h" -#include "core/math/disjoint_set.h" -#include "core/math/math_defs.h" -#include "core/os/file_access.h" -#include "core/os/os.h" -#include "modules/regex/regex.h" -#include "scene/3d/bone_attachment_3d.h" -#include "scene/3d/camera_3d.h" -#include "scene/3d/mesh_instance_3d.h" -#include "scene/animation/animation_player.h" -#include "scene/resources/surface_tool.h" - -uint32_t EditorSceneImporterGLTF::get_import_flags() const { - return IMPORT_SCENE | IMPORT_ANIMATION; -} - -void EditorSceneImporterGLTF::get_extensions(List<String> *r_extensions) const { - r_extensions->push_back("gltf"); - r_extensions->push_back("glb"); -} - -Error EditorSceneImporterGLTF::_parse_json(const String &p_path, GLTFState &state) { - Error err; - FileAccessRef f = FileAccess::open(p_path, FileAccess::READ, &err); - if (!f) { - return err; - } - - Vector<uint8_t> array; - array.resize(f->get_len()); - f->get_buffer(array.ptrw(), array.size()); - String text; - text.parse_utf8((const char *)array.ptr(), array.size()); - - String err_txt; - int err_line; - Variant v; - err = JSON::parse(text, v, err_txt, err_line); - if (err != OK) { - _err_print_error("", p_path.utf8().get_data(), err_line, err_txt.utf8().get_data(), ERR_HANDLER_SCRIPT); - return err; - } - state.json = v; - - return OK; -} - -Error EditorSceneImporterGLTF::_parse_glb(const String &p_path, GLTFState &state) { - Error err; - FileAccessRef f = FileAccess::open(p_path, FileAccess::READ, &err); - if (!f) { - return err; - } - - uint32_t magic = f->get_32(); - ERR_FAIL_COND_V(magic != 0x46546C67, ERR_FILE_UNRECOGNIZED); //glTF - f->get_32(); // version - f->get_32(); // length - - uint32_t chunk_length = f->get_32(); - uint32_t chunk_type = f->get_32(); - - ERR_FAIL_COND_V(chunk_type != 0x4E4F534A, ERR_PARSE_ERROR); //JSON - Vector<uint8_t> json_data; - json_data.resize(chunk_length); - uint32_t len = f->get_buffer(json_data.ptrw(), chunk_length); - ERR_FAIL_COND_V(len != chunk_length, ERR_FILE_CORRUPT); - - String text; - text.parse_utf8((const char *)json_data.ptr(), json_data.size()); - - String err_txt; - int err_line; - Variant v; - err = JSON::parse(text, v, err_txt, err_line); - if (err != OK) { - _err_print_error("", p_path.utf8().get_data(), err_line, err_txt.utf8().get_data(), ERR_HANDLER_SCRIPT); - return err; - } - - state.json = v; - - //data? - - chunk_length = f->get_32(); - chunk_type = f->get_32(); - - if (f->eof_reached()) { - return OK; //all good - } - - ERR_FAIL_COND_V(chunk_type != 0x004E4942, ERR_PARSE_ERROR); //BIN - - state.glb_data.resize(chunk_length); - len = f->get_buffer(state.glb_data.ptrw(), chunk_length); - ERR_FAIL_COND_V(len != chunk_length, ERR_FILE_CORRUPT); - - return OK; -} - -static Vector3 _arr_to_vec3(const Array &p_array) { - ERR_FAIL_COND_V(p_array.size() != 3, Vector3()); - return Vector3(p_array[0], p_array[1], p_array[2]); -} - -static Quat _arr_to_quat(const Array &p_array) { - ERR_FAIL_COND_V(p_array.size() != 4, Quat()); - return Quat(p_array[0], p_array[1], p_array[2], p_array[3]); -} - -static Transform _arr_to_xform(const Array &p_array) { - ERR_FAIL_COND_V(p_array.size() != 16, Transform()); - - Transform xform; - xform.basis.set_axis(Vector3::AXIS_X, Vector3(p_array[0], p_array[1], p_array[2])); - xform.basis.set_axis(Vector3::AXIS_Y, Vector3(p_array[4], p_array[5], p_array[6])); - xform.basis.set_axis(Vector3::AXIS_Z, Vector3(p_array[8], p_array[9], p_array[10])); - xform.set_origin(Vector3(p_array[12], p_array[13], p_array[14])); - - return xform; -} - -String EditorSceneImporterGLTF::_sanitize_scene_name(const String &name) { - RegEx regex("([^a-zA-Z0-9_ -]+)"); - String p_name = regex.sub(name, "", true); - return p_name; -} - -String EditorSceneImporterGLTF::_gen_unique_name(GLTFState &state, const String &p_name) { - const String s_name = _sanitize_scene_name(p_name); - - String name; - int index = 1; - while (true) { - name = s_name; - - if (index > 1) { - name += " " + itos(index); - } - if (!state.unique_names.has(name)) { - break; - } - index++; - } - - state.unique_names.insert(name); - - return name; -} - -String EditorSceneImporterGLTF::_sanitize_bone_name(const String &name) { - String p_name = name.camelcase_to_underscore(true); - - RegEx pattern_nocolon(":"); - p_name = pattern_nocolon.sub(p_name, "_", true); - - RegEx pattern_noslash("/"); - p_name = pattern_noslash.sub(p_name, "_", true); - - RegEx pattern_nospace(" +"); - p_name = pattern_nospace.sub(p_name, "_", true); - - RegEx pattern_multiple("_+"); - p_name = pattern_multiple.sub(p_name, "_", true); - - RegEx pattern_padded("0+(\\d+)"); - p_name = pattern_padded.sub(p_name, "$1", true); - - return p_name; -} - -String EditorSceneImporterGLTF::_gen_unique_bone_name(GLTFState &state, const GLTFSkeletonIndex skel_i, const String &p_name) { - String s_name = _sanitize_bone_name(p_name); - if (s_name.empty()) { - s_name = "bone"; - } - String name; - int index = 1; - while (true) { - name = s_name; - - if (index > 1) { - name += "_" + itos(index); - } - if (!state.skeletons[skel_i].unique_names.has(name)) { - break; - } - index++; - } - - state.skeletons.write[skel_i].unique_names.insert(name); - - return name; -} - -Error EditorSceneImporterGLTF::_parse_scenes(GLTFState &state) { - ERR_FAIL_COND_V(!state.json.has("scenes"), ERR_FILE_CORRUPT); - const Array &scenes = state.json["scenes"]; - int loaded_scene = 0; - if (state.json.has("scene")) { - loaded_scene = state.json["scene"]; - } else { - WARN_PRINT("The load-time scene is not defined in the glTF2 file. Picking the first scene."); - } - - if (scenes.size()) { - ERR_FAIL_COND_V(loaded_scene >= scenes.size(), ERR_FILE_CORRUPT); - const Dictionary &s = scenes[loaded_scene]; - ERR_FAIL_COND_V(!s.has("nodes"), ERR_UNAVAILABLE); - const Array &nodes = s["nodes"]; - for (int j = 0; j < nodes.size(); j++) { - state.root_nodes.push_back(nodes[j]); - } - - if (s.has("name") && s["name"] != "") { - state.scene_name = _gen_unique_name(state, s["name"]); - } else { - state.scene_name = _gen_unique_name(state, "Scene"); - } - } - - return OK; -} - -Error EditorSceneImporterGLTF::_parse_nodes(GLTFState &state) { - ERR_FAIL_COND_V(!state.json.has("nodes"), ERR_FILE_CORRUPT); - const Array &nodes = state.json["nodes"]; - for (int i = 0; i < nodes.size(); i++) { - GLTFNode *node = memnew(GLTFNode); - const Dictionary &n = nodes[i]; - - if (n.has("name")) { - node->name = n["name"]; - } - if (n.has("camera")) { - node->camera = n["camera"]; - } - if (n.has("mesh")) { - node->mesh = n["mesh"]; - } - if (n.has("skin")) { - node->skin = n["skin"]; - } - if (n.has("matrix")) { - node->xform = _arr_to_xform(n["matrix"]); - - } else { - if (n.has("translation")) { - node->translation = _arr_to_vec3(n["translation"]); - } - if (n.has("rotation")) { - node->rotation = _arr_to_quat(n["rotation"]); - } - if (n.has("scale")) { - node->scale = _arr_to_vec3(n["scale"]); - } - - node->xform.basis.set_quat_scale(node->rotation, node->scale); - node->xform.origin = node->translation; - } - if (n.has("extensions")) { - Dictionary extensions = n["extensions"]; - if (extensions.has("KHR_lights_punctual")) { - Dictionary lights_punctual = extensions["KHR_lights_punctual"]; - if (lights_punctual.has("light")) { - GLTFLightIndex light = lights_punctual["light"]; - node->light = light; - } - } - } - if (n.has("children")) { - const Array &children = n["children"]; - for (int j = 0; j < children.size(); j++) { - node->children.push_back(children[j]); - } - } - - state.nodes.push_back(node); - } - - // build the hierarchy - for (GLTFNodeIndex node_i = 0; node_i < state.nodes.size(); node_i++) { - for (int j = 0; j < state.nodes[node_i]->children.size(); j++) { - GLTFNodeIndex child_i = state.nodes[node_i]->children[j]; - - ERR_FAIL_INDEX_V(child_i, state.nodes.size(), ERR_FILE_CORRUPT); - ERR_CONTINUE(state.nodes[child_i]->parent != -1); //node already has a parent, wtf. - - state.nodes[child_i]->parent = node_i; - } - } - - _compute_node_heights(state); - - return OK; -} - -void EditorSceneImporterGLTF::_compute_node_heights(GLTFState &state) { - state.root_nodes.clear(); - for (GLTFNodeIndex node_i = 0; node_i < state.nodes.size(); ++node_i) { - GLTFNode *node = state.nodes[node_i]; - node->height = 0; - - GLTFNodeIndex current_i = node_i; - while (current_i >= 0) { - const GLTFNodeIndex parent_i = state.nodes[current_i]->parent; - if (parent_i >= 0) { - ++node->height; - } - current_i = parent_i; - } - - if (node->height == 0) { - state.root_nodes.push_back(node_i); - } - } -} - -static Vector<uint8_t> _parse_base64_uri(const String &uri) { - int start = uri.find(","); - ERR_FAIL_COND_V(start == -1, Vector<uint8_t>()); - - CharString substr = uri.right(start + 1).ascii(); - - int strlen = substr.length(); - - Vector<uint8_t> buf; - buf.resize(strlen / 4 * 3 + 1 + 1); - - size_t len = 0; - ERR_FAIL_COND_V(CryptoCore::b64_decode(buf.ptrw(), buf.size(), &len, (unsigned char *)substr.get_data(), strlen) != OK, Vector<uint8_t>()); - - buf.resize(len); - - return buf; -} - -Error EditorSceneImporterGLTF::_parse_buffers(GLTFState &state, const String &p_base_path) { - if (!state.json.has("buffers")) { - return OK; - } - - const Array &buffers = state.json["buffers"]; - for (GLTFBufferIndex i = 0; i < buffers.size(); i++) { - if (i == 0 && state.glb_data.size()) { - state.buffers.push_back(state.glb_data); - - } else { - const Dictionary &buffer = buffers[i]; - if (buffer.has("uri")) { - Vector<uint8_t> buffer_data; - String uri = buffer["uri"]; - - if (uri.begins_with("data:")) { // Embedded data using base64. - // Validate data MIME types and throw an error if it's one we don't know/support. - if (!uri.begins_with("data:application/octet-stream;base64") && - !uri.begins_with("data:application/gltf-buffer;base64")) { - ERR_PRINT("glTF: Got buffer with an unknown URI data type: " + uri); - } - buffer_data = _parse_base64_uri(uri); - } else { // Relative path to an external image file. - uri = p_base_path.plus_file(uri).replace("\\", "/"); // Fix for Windows. - buffer_data = FileAccess::get_file_as_array(uri); - ERR_FAIL_COND_V_MSG(buffer.size() == 0, ERR_PARSE_ERROR, "glTF: Couldn't load binary file as an array: " + uri); - } - - ERR_FAIL_COND_V(!buffer.has("byteLength"), ERR_PARSE_ERROR); - int byteLength = buffer["byteLength"]; - ERR_FAIL_COND_V(byteLength < buffer_data.size(), ERR_PARSE_ERROR); - state.buffers.push_back(buffer_data); - } - } - } - - print_verbose("glTF: Total buffers: " + itos(state.buffers.size())); - - return OK; -} - -Error EditorSceneImporterGLTF::_parse_buffer_views(GLTFState &state) { - ERR_FAIL_COND_V(!state.json.has("bufferViews"), ERR_FILE_CORRUPT); - const Array &buffers = state.json["bufferViews"]; - for (GLTFBufferViewIndex i = 0; i < buffers.size(); i++) { - const Dictionary &d = buffers[i]; - - GLTFBufferView buffer_view; - - ERR_FAIL_COND_V(!d.has("buffer"), ERR_PARSE_ERROR); - buffer_view.buffer = d["buffer"]; - ERR_FAIL_COND_V(!d.has("byteLength"), ERR_PARSE_ERROR); - buffer_view.byte_length = d["byteLength"]; - - if (d.has("byteOffset")) { - buffer_view.byte_offset = d["byteOffset"]; - } - - if (d.has("byteStride")) { - buffer_view.byte_stride = d["byteStride"]; - } - - if (d.has("target")) { - const int target = d["target"]; - buffer_view.indices = target == ELEMENT_ARRAY_BUFFER; - } - - state.buffer_views.push_back(buffer_view); - } - - print_verbose("glTF: Total buffer views: " + itos(state.buffer_views.size())); - - return OK; -} - -EditorSceneImporterGLTF::GLTFType EditorSceneImporterGLTF::_get_type_from_str(const String &p_string) { - if (p_string == "SCALAR") { - return TYPE_SCALAR; - } - - if (p_string == "VEC2") { - return TYPE_VEC2; - } - if (p_string == "VEC3") { - return TYPE_VEC3; - } - if (p_string == "VEC4") { - return TYPE_VEC4; - } - - if (p_string == "MAT2") { - return TYPE_MAT2; - } - if (p_string == "MAT3") { - return TYPE_MAT3; - } - if (p_string == "MAT4") { - return TYPE_MAT4; - } - - ERR_FAIL_V(TYPE_SCALAR); -} - -Error EditorSceneImporterGLTF::_parse_accessors(GLTFState &state) { - ERR_FAIL_COND_V(!state.json.has("accessors"), ERR_FILE_CORRUPT); - const Array &accessors = state.json["accessors"]; - for (GLTFAccessorIndex i = 0; i < accessors.size(); i++) { - const Dictionary &d = accessors[i]; - - GLTFAccessor accessor; - - ERR_FAIL_COND_V(!d.has("componentType"), ERR_PARSE_ERROR); - accessor.component_type = d["componentType"]; - ERR_FAIL_COND_V(!d.has("count"), ERR_PARSE_ERROR); - accessor.count = d["count"]; - ERR_FAIL_COND_V(!d.has("type"), ERR_PARSE_ERROR); - accessor.type = _get_type_from_str(d["type"]); - - if (d.has("bufferView")) { - accessor.buffer_view = d["bufferView"]; //optional because it may be sparse... - } - - if (d.has("byteOffset")) { - accessor.byte_offset = d["byteOffset"]; - } - - if (d.has("max")) { - accessor.max = d["max"]; - } - - if (d.has("min")) { - accessor.min = d["min"]; - } - - if (d.has("sparse")) { - //eeh.. - - const Dictionary &s = d["sparse"]; - - ERR_FAIL_COND_V(!s.has("count"), ERR_PARSE_ERROR); - accessor.sparse_count = s["count"]; - ERR_FAIL_COND_V(!s.has("indices"), ERR_PARSE_ERROR); - const Dictionary &si = s["indices"]; - - ERR_FAIL_COND_V(!si.has("bufferView"), ERR_PARSE_ERROR); - accessor.sparse_indices_buffer_view = si["bufferView"]; - ERR_FAIL_COND_V(!si.has("componentType"), ERR_PARSE_ERROR); - accessor.sparse_indices_component_type = si["componentType"]; - - if (si.has("byteOffset")) { - accessor.sparse_indices_byte_offset = si["byteOffset"]; - } - - ERR_FAIL_COND_V(!s.has("values"), ERR_PARSE_ERROR); - const Dictionary &sv = s["values"]; - - ERR_FAIL_COND_V(!sv.has("bufferView"), ERR_PARSE_ERROR); - accessor.sparse_values_buffer_view = sv["bufferView"]; - if (sv.has("byteOffset")) { - accessor.sparse_values_byte_offset = sv["byteOffset"]; - } - } - - state.accessors.push_back(accessor); - } - - print_verbose("glTF: Total accessors: " + itos(state.accessors.size())); - - return OK; -} - -String EditorSceneImporterGLTF::_get_component_type_name(const uint32_t p_component) { - switch (p_component) { - case COMPONENT_TYPE_BYTE: - return "Byte"; - case COMPONENT_TYPE_UNSIGNED_BYTE: - return "UByte"; - case COMPONENT_TYPE_SHORT: - return "Short"; - case COMPONENT_TYPE_UNSIGNED_SHORT: - return "UShort"; - case COMPONENT_TYPE_INT: - return "Int"; - case COMPONENT_TYPE_FLOAT: - return "Float"; - } - - return "<Error>"; -} - -String EditorSceneImporterGLTF::_get_type_name(const GLTFType p_component) { - static const char *names[] = { - "float", - "vec2", - "vec3", - "vec4", - "mat2", - "mat3", - "mat4" - }; - - return names[p_component]; -} - -Error EditorSceneImporterGLTF::_decode_buffer_view(GLTFState &state, double *dst, const GLTFBufferViewIndex p_buffer_view, const int skip_every, const int skip_bytes, const int element_size, const int count, const GLTFType type, const int component_count, const int component_type, const int component_size, const bool normalized, const int byte_offset, const bool for_vertex) { - const GLTFBufferView &bv = state.buffer_views[p_buffer_view]; - - int stride = bv.byte_stride ? bv.byte_stride : element_size; - if (for_vertex && stride % 4) { - stride += 4 - (stride % 4); //according to spec must be multiple of 4 - } - - ERR_FAIL_INDEX_V(bv.buffer, state.buffers.size(), ERR_PARSE_ERROR); - - const uint32_t offset = bv.byte_offset + byte_offset; - Vector<uint8_t> buffer = state.buffers[bv.buffer]; //copy on write, so no performance hit - const uint8_t *bufptr = buffer.ptr(); - - //use to debug - print_verbose("glTF: type " + _get_type_name(type) + " component type: " + _get_component_type_name(component_type) + " stride: " + itos(stride) + " amount " + itos(count)); - print_verbose("glTF: accessor offset" + itos(byte_offset) + " view offset: " + itos(bv.byte_offset) + " total buffer len: " + itos(buffer.size()) + " view len " + itos(bv.byte_length)); - - const int buffer_end = (stride * (count - 1)) + element_size; - ERR_FAIL_COND_V(buffer_end > bv.byte_length, ERR_PARSE_ERROR); - - ERR_FAIL_COND_V((int)(offset + buffer_end) > buffer.size(), ERR_PARSE_ERROR); - - //fill everything as doubles - - for (int i = 0; i < count; i++) { - const uint8_t *src = &bufptr[offset + i * stride]; - - for (int j = 0; j < component_count; j++) { - if (skip_every && j > 0 && (j % skip_every) == 0) { - src += skip_bytes; - } - - double d = 0; - - switch (component_type) { - case COMPONENT_TYPE_BYTE: { - int8_t b = int8_t(*src); - if (normalized) { - d = (double(b) / 128.0); - } else { - d = double(b); - } - } break; - case COMPONENT_TYPE_UNSIGNED_BYTE: { - uint8_t b = *src; - if (normalized) { - d = (double(b) / 255.0); - } else { - d = double(b); - } - } break; - case COMPONENT_TYPE_SHORT: { - int16_t s = *(int16_t *)src; - if (normalized) { - d = (double(s) / 32768.0); - } else { - d = double(s); - } - } break; - case COMPONENT_TYPE_UNSIGNED_SHORT: { - uint16_t s = *(uint16_t *)src; - if (normalized) { - d = (double(s) / 65535.0); - } else { - d = double(s); - } - - } break; - case COMPONENT_TYPE_INT: { - d = *(int *)src; - } break; - case COMPONENT_TYPE_FLOAT: { - d = *(float *)src; - } break; - } - - *dst++ = d; - src += component_size; - } - } - - return OK; -} - -int EditorSceneImporterGLTF::_get_component_type_size(const int component_type) { - switch (component_type) { - case COMPONENT_TYPE_BYTE: - return 1; - break; - case COMPONENT_TYPE_UNSIGNED_BYTE: - return 1; - break; - case COMPONENT_TYPE_SHORT: - return 2; - break; - case COMPONENT_TYPE_UNSIGNED_SHORT: - return 2; - break; - case COMPONENT_TYPE_INT: - return 4; - break; - case COMPONENT_TYPE_FLOAT: - return 4; - break; - default: { - ERR_FAIL_V(0); - } - } - return 0; -} - -Vector<double> EditorSceneImporterGLTF::_decode_accessor(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) { - //spec, for reference: - //https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#data-alignment - - ERR_FAIL_INDEX_V(p_accessor, state.accessors.size(), Vector<double>()); - - const GLTFAccessor &a = state.accessors[p_accessor]; - - const int component_count_for_type[7] = { - 1, 2, 3, 4, 4, 9, 16 - }; - - const int component_count = component_count_for_type[a.type]; - const int component_size = _get_component_type_size(a.component_type); - ERR_FAIL_COND_V(component_size == 0, Vector<double>()); - int element_size = component_count * component_size; - - int skip_every = 0; - int skip_bytes = 0; - //special case of alignments, as described in spec - switch (a.component_type) { - case COMPONENT_TYPE_BYTE: - case COMPONENT_TYPE_UNSIGNED_BYTE: { - if (a.type == TYPE_MAT2) { - skip_every = 2; - skip_bytes = 2; - element_size = 8; //override for this case - } - if (a.type == TYPE_MAT3) { - skip_every = 3; - skip_bytes = 1; - element_size = 12; //override for this case - } - - } break; - case COMPONENT_TYPE_SHORT: - case COMPONENT_TYPE_UNSIGNED_SHORT: { - if (a.type == TYPE_MAT3) { - skip_every = 6; - skip_bytes = 4; - element_size = 16; //override for this case - } - } break; - default: { - } - } - - Vector<double> dst_buffer; - dst_buffer.resize(component_count * a.count); - double *dst = dst_buffer.ptrw(); - - if (a.buffer_view >= 0) { - ERR_FAIL_INDEX_V(a.buffer_view, state.buffer_views.size(), Vector<double>()); - - const Error err = _decode_buffer_view(state, dst, a.buffer_view, skip_every, skip_bytes, element_size, a.count, a.type, component_count, a.component_type, component_size, a.normalized, a.byte_offset, p_for_vertex); - if (err != OK) { - return Vector<double>(); - } - - } else { - //fill with zeros, as bufferview is not defined. - for (int i = 0; i < (a.count * component_count); i++) { - dst_buffer.write[i] = 0; - } - } - - if (a.sparse_count > 0) { - // I could not find any file using this, so this code is so far untested - Vector<double> indices; - indices.resize(a.sparse_count); - const int indices_component_size = _get_component_type_size(a.sparse_indices_component_type); - - Error err = _decode_buffer_view(state, indices.ptrw(), a.sparse_indices_buffer_view, 0, 0, indices_component_size, a.sparse_count, TYPE_SCALAR, 1, a.sparse_indices_component_type, indices_component_size, false, a.sparse_indices_byte_offset, false); - if (err != OK) { - return Vector<double>(); - } - - Vector<double> data; - data.resize(component_count * a.sparse_count); - err = _decode_buffer_view(state, data.ptrw(), a.sparse_values_buffer_view, skip_every, skip_bytes, element_size, a.sparse_count, a.type, component_count, a.component_type, component_size, a.normalized, a.sparse_values_byte_offset, p_for_vertex); - if (err != OK) { - return Vector<double>(); - } - - for (int i = 0; i < indices.size(); i++) { - const int write_offset = int(indices[i]) * component_count; - - for (int j = 0; j < component_count; j++) { - dst[write_offset + j] = data[i * component_count + j]; - } - } - } - - return dst_buffer; -} - -Vector<int> EditorSceneImporterGLTF::_decode_accessor_as_ints(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) { - const Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex); - Vector<int> ret; - - if (attribs.size() == 0) { - return ret; - } - - const double *attribs_ptr = attribs.ptr(); - const int ret_size = attribs.size(); - ret.resize(ret_size); - { - int *w = ret.ptrw(); - for (int i = 0; i < ret_size; i++) { - w[i] = int(attribs_ptr[i]); - } - } - return ret; -} - -Vector<float> EditorSceneImporterGLTF::_decode_accessor_as_floats(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) { - const Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex); - Vector<float> ret; - - if (attribs.size() == 0) { - return ret; - } - - const double *attribs_ptr = attribs.ptr(); - const int ret_size = attribs.size(); - ret.resize(ret_size); - { - float *w = ret.ptrw(); - for (int i = 0; i < ret_size; i++) { - w[i] = float(attribs_ptr[i]); - } - } - return ret; -} - -Vector<Vector2> EditorSceneImporterGLTF::_decode_accessor_as_vec2(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) { - const Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex); - Vector<Vector2> ret; - - if (attribs.size() == 0) { - return ret; - } - - ERR_FAIL_COND_V(attribs.size() % 2 != 0, ret); - const double *attribs_ptr = attribs.ptr(); - const int ret_size = attribs.size() / 2; - ret.resize(ret_size); - { - Vector2 *w = ret.ptrw(); - for (int i = 0; i < ret_size; i++) { - w[i] = Vector2(attribs_ptr[i * 2 + 0], attribs_ptr[i * 2 + 1]); - } - } - return ret; -} - -Vector<Vector3> EditorSceneImporterGLTF::_decode_accessor_as_vec3(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) { - const Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex); - Vector<Vector3> ret; - - if (attribs.size() == 0) { - return ret; - } - - ERR_FAIL_COND_V(attribs.size() % 3 != 0, ret); - const double *attribs_ptr = attribs.ptr(); - const int ret_size = attribs.size() / 3; - ret.resize(ret_size); - { - Vector3 *w = ret.ptrw(); - for (int i = 0; i < ret_size; i++) { - w[i] = Vector3(attribs_ptr[i * 3 + 0], attribs_ptr[i * 3 + 1], attribs_ptr[i * 3 + 2]); - } - } - return ret; -} - -Vector<Color> EditorSceneImporterGLTF::_decode_accessor_as_color(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) { - const Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex); - Vector<Color> ret; - - if (attribs.size() == 0) { - return ret; - } - - const int type = state.accessors[p_accessor].type; - ERR_FAIL_COND_V(!(type == TYPE_VEC3 || type == TYPE_VEC4), ret); - int vec_len = 3; - if (type == TYPE_VEC4) { - vec_len = 4; - } - - ERR_FAIL_COND_V(attribs.size() % vec_len != 0, ret); - const double *attribs_ptr = attribs.ptr(); - const int ret_size = attribs.size() / vec_len; - ret.resize(ret_size); - { - Color *w = ret.ptrw(); - for (int i = 0; i < ret_size; i++) { - w[i] = Color(attribs_ptr[i * vec_len + 0], attribs_ptr[i * vec_len + 1], attribs_ptr[i * vec_len + 2], vec_len == 4 ? attribs_ptr[i * 4 + 3] : 1.0); - } - } - return ret; -} - -Vector<Quat> EditorSceneImporterGLTF::_decode_accessor_as_quat(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) { - const Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex); - Vector<Quat> ret; - - if (attribs.size() == 0) { - return ret; - } - - ERR_FAIL_COND_V(attribs.size() % 4 != 0, ret); - const double *attribs_ptr = attribs.ptr(); - const int ret_size = attribs.size() / 4; - ret.resize(ret_size); - { - for (int i = 0; i < ret_size; i++) { - ret.write[i] = Quat(attribs_ptr[i * 4 + 0], attribs_ptr[i * 4 + 1], attribs_ptr[i * 4 + 2], attribs_ptr[i * 4 + 3]).normalized(); - } - } - return ret; -} - -Vector<Transform2D> EditorSceneImporterGLTF::_decode_accessor_as_xform2d(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) { - const Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex); - Vector<Transform2D> ret; - - if (attribs.size() == 0) { - return ret; - } - - ERR_FAIL_COND_V(attribs.size() % 4 != 0, ret); - ret.resize(attribs.size() / 4); - for (int i = 0; i < ret.size(); i++) { - ret.write[i][0] = Vector2(attribs[i * 4 + 0], attribs[i * 4 + 1]); - ret.write[i][1] = Vector2(attribs[i * 4 + 2], attribs[i * 4 + 3]); - } - return ret; -} - -Vector<Basis> EditorSceneImporterGLTF::_decode_accessor_as_basis(GLTFState &state, const GLTFAccessorIndex p_accessor, bool p_for_vertex) { - const Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex); - Vector<Basis> ret; - - if (attribs.size() == 0) { - return ret; - } - - ERR_FAIL_COND_V(attribs.size() % 9 != 0, ret); - ret.resize(attribs.size() / 9); - for (int i = 0; i < ret.size(); i++) { - ret.write[i].set_axis(0, Vector3(attribs[i * 9 + 0], attribs[i * 9 + 1], attribs[i * 9 + 2])); - ret.write[i].set_axis(1, Vector3(attribs[i * 9 + 3], attribs[i * 9 + 4], attribs[i * 9 + 5])); - ret.write[i].set_axis(2, Vector3(attribs[i * 9 + 6], attribs[i * 9 + 7], attribs[i * 9 + 8])); - } - return ret; -} - -Vector<Transform> EditorSceneImporterGLTF::_decode_accessor_as_xform(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) { - const Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex); - Vector<Transform> ret; - - if (attribs.size() == 0) { - return ret; - } - - ERR_FAIL_COND_V(attribs.size() % 16 != 0, ret); - ret.resize(attribs.size() / 16); - for (int i = 0; i < ret.size(); i++) { - ret.write[i].basis.set_axis(0, Vector3(attribs[i * 16 + 0], attribs[i * 16 + 1], attribs[i * 16 + 2])); - ret.write[i].basis.set_axis(1, Vector3(attribs[i * 16 + 4], attribs[i * 16 + 5], attribs[i * 16 + 6])); - ret.write[i].basis.set_axis(2, Vector3(attribs[i * 16 + 8], attribs[i * 16 + 9], attribs[i * 16 + 10])); - ret.write[i].set_origin(Vector3(attribs[i * 16 + 12], attribs[i * 16 + 13], attribs[i * 16 + 14])); - } - return ret; -} - -Error EditorSceneImporterGLTF::_parse_meshes(GLTFState &state) { - if (!state.json.has("meshes")) { - return OK; - } - - Array meshes = state.json["meshes"]; - for (GLTFMeshIndex i = 0; i < meshes.size(); i++) { - print_verbose("glTF: Parsing mesh: " + itos(i)); - Dictionary d = meshes[i]; - - GLTFMesh mesh; - mesh.mesh.instance(); - bool has_vertex_color = false; - - ERR_FAIL_COND_V(!d.has("primitives"), ERR_PARSE_ERROR); - - Array primitives = d["primitives"]; - const Dictionary &extras = d.has("extras") ? (Dictionary)d["extras"] : Dictionary(); - - for (int j = 0; j < primitives.size(); j++) { - Dictionary p = primitives[j]; - - Array array; - array.resize(Mesh::ARRAY_MAX); - - ERR_FAIL_COND_V(!p.has("attributes"), ERR_PARSE_ERROR); - - Dictionary a = p["attributes"]; - - Mesh::PrimitiveType primitive = Mesh::PRIMITIVE_TRIANGLES; - if (p.has("mode")) { - const int mode = p["mode"]; - ERR_FAIL_INDEX_V(mode, 7, ERR_FILE_CORRUPT); - static const Mesh::PrimitiveType primitives2[7] = { - Mesh::PRIMITIVE_POINTS, - Mesh::PRIMITIVE_LINES, - Mesh::PRIMITIVE_LINES, //loop not supported, should ce converted - Mesh::PRIMITIVE_LINES, - Mesh::PRIMITIVE_TRIANGLES, - Mesh::PRIMITIVE_TRIANGLE_STRIP, - Mesh::PRIMITIVE_TRIANGLES, //fan not supported, should be converted -#ifndef _MSC_VER -#warning line loop and triangle fan are not supported and need to be converted to lines and triangles -#endif - - }; - - primitive = primitives2[mode]; - } - - ERR_FAIL_COND_V(!a.has("POSITION"), ERR_PARSE_ERROR); - if (a.has("POSITION")) { - array[Mesh::ARRAY_VERTEX] = _decode_accessor_as_vec3(state, a["POSITION"], true); - } - if (a.has("NORMAL")) { - array[Mesh::ARRAY_NORMAL] = _decode_accessor_as_vec3(state, a["NORMAL"], true); - } - if (a.has("TANGENT")) { - array[Mesh::ARRAY_TANGENT] = _decode_accessor_as_floats(state, a["TANGENT"], true); - } - if (a.has("TEXCOORD_0")) { - array[Mesh::ARRAY_TEX_UV] = _decode_accessor_as_vec2(state, a["TEXCOORD_0"], true); - } - if (a.has("TEXCOORD_1")) { - array[Mesh::ARRAY_TEX_UV2] = _decode_accessor_as_vec2(state, a["TEXCOORD_1"], true); - } - if (a.has("COLOR_0")) { - array[Mesh::ARRAY_COLOR] = _decode_accessor_as_color(state, a["COLOR_0"], true); - has_vertex_color = true; - } - if (a.has("JOINTS_0")) { - array[Mesh::ARRAY_BONES] = _decode_accessor_as_ints(state, a["JOINTS_0"], true); - } - if (a.has("WEIGHTS_0")) { - Vector<float> weights = _decode_accessor_as_floats(state, a["WEIGHTS_0"], true); - { //gltf does not seem to normalize the weights for some reason.. - int wc = weights.size(); - float *w = weights.ptrw(); - - for (int k = 0; k < wc; k += 4) { - float total = 0.0; - total += w[k + 0]; - total += w[k + 1]; - total += w[k + 2]; - total += w[k + 3]; - if (total > 0.0) { - w[k + 0] /= total; - w[k + 1] /= total; - w[k + 2] /= total; - w[k + 3] /= total; - } - } - } - array[Mesh::ARRAY_WEIGHTS] = weights; - } - - if (p.has("indices")) { - Vector<int> indices = _decode_accessor_as_ints(state, p["indices"], false); - - if (primitive == Mesh::PRIMITIVE_TRIANGLES) { - //swap around indices, convert ccw to cw for front face - - const int is = indices.size(); - int *w = indices.ptrw(); - for (int k = 0; k < is; k += 3) { - SWAP(w[k + 1], w[k + 2]); - } - } - array[Mesh::ARRAY_INDEX] = indices; - - } else if (primitive == Mesh::PRIMITIVE_TRIANGLES) { - //generate indices because they need to be swapped for CW/CCW - const Vector<Vector3> &vertices = array[Mesh::ARRAY_VERTEX]; - ERR_FAIL_COND_V(vertices.size() == 0, ERR_PARSE_ERROR); - Vector<int> indices; - const int vs = vertices.size(); - indices.resize(vs); - { - int *w = indices.ptrw(); - for (int k = 0; k < vs; k += 3) { - w[k] = k; - w[k + 1] = k + 2; - w[k + 2] = k + 1; - } - } - array[Mesh::ARRAY_INDEX] = indices; - } - - bool generate_tangents = (primitive == Mesh::PRIMITIVE_TRIANGLES && !a.has("TANGENT") && a.has("TEXCOORD_0") && a.has("NORMAL")); - - if (generate_tangents) { - //must generate mikktspace tangents.. ergh.. - Ref<SurfaceTool> st; - st.instance(); - st->create_from_triangle_arrays(array); - st->generate_tangents(); - array = st->commit_to_arrays(); - } - - Array morphs; - //blend shapes - if (p.has("targets")) { - print_verbose("glTF: Mesh has targets"); - const Array &targets = p["targets"]; - - //ideally BLEND_SHAPE_MODE_RELATIVE since gltf2 stores in displacement - //but it could require a larger refactor? - mesh.mesh->set_blend_shape_mode(Mesh::BLEND_SHAPE_MODE_NORMALIZED); - - if (j == 0) { - const Array &target_names = extras.has("targetNames") ? (Array)extras["targetNames"] : Array(); - for (int k = 0; k < targets.size(); k++) { - const String name = k < target_names.size() ? (String)target_names[k] : String("morph_") + itos(k); - mesh.mesh->add_blend_shape(name); - } - } - - for (int k = 0; k < targets.size(); k++) { - const Dictionary &t = targets[k]; - - Array array_copy; - array_copy.resize(Mesh::ARRAY_MAX); - - for (int l = 0; l < Mesh::ARRAY_MAX; l++) { - array_copy[l] = array[l]; - } - - array_copy[Mesh::ARRAY_INDEX] = Variant(); - - if (t.has("POSITION")) { - Vector<Vector3> varr = _decode_accessor_as_vec3(state, t["POSITION"], true); - const Vector<Vector3> src_varr = array[Mesh::ARRAY_VERTEX]; - const int size = src_varr.size(); - ERR_FAIL_COND_V(size == 0, ERR_PARSE_ERROR); - { - const int max_idx = varr.size(); - varr.resize(size); - - Vector3 *w_varr = varr.ptrw(); - const Vector3 *r_varr = varr.ptr(); - const Vector3 *r_src_varr = src_varr.ptr(); - for (int l = 0; l < size; l++) { - if (l < max_idx) { - w_varr[l] = r_varr[l] + r_src_varr[l]; - } else { - w_varr[l] = r_src_varr[l]; - } - } - } - array_copy[Mesh::ARRAY_VERTEX] = varr; - } - if (t.has("NORMAL")) { - Vector<Vector3> narr = _decode_accessor_as_vec3(state, t["NORMAL"], true); - const Vector<Vector3> src_narr = array[Mesh::ARRAY_NORMAL]; - int size = src_narr.size(); - ERR_FAIL_COND_V(size == 0, ERR_PARSE_ERROR); - { - int max_idx = narr.size(); - narr.resize(size); - - Vector3 *w_narr = narr.ptrw(); - const Vector3 *r_narr = narr.ptr(); - const Vector3 *r_src_narr = src_narr.ptr(); - for (int l = 0; l < size; l++) { - if (l < max_idx) { - w_narr[l] = r_narr[l] + r_src_narr[l]; - } else { - w_narr[l] = r_src_narr[l]; - } - } - } - array_copy[Mesh::ARRAY_NORMAL] = narr; - } - if (t.has("TANGENT")) { - const Vector<Vector3> tangents_v3 = _decode_accessor_as_vec3(state, t["TANGENT"], true); - const Vector<float> src_tangents = array[Mesh::ARRAY_TANGENT]; - ERR_FAIL_COND_V(src_tangents.size() == 0, ERR_PARSE_ERROR); - - Vector<float> tangents_v4; - - { - int max_idx = tangents_v3.size(); - - int size4 = src_tangents.size(); - tangents_v4.resize(size4); - float *w4 = tangents_v4.ptrw(); - - const Vector3 *r3 = tangents_v3.ptr(); - const float *r4 = src_tangents.ptr(); - - for (int l = 0; l < size4 / 4; l++) { - if (l < max_idx) { - w4[l * 4 + 0] = r3[l].x + r4[l * 4 + 0]; - w4[l * 4 + 1] = r3[l].y + r4[l * 4 + 1]; - w4[l * 4 + 2] = r3[l].z + r4[l * 4 + 2]; - } else { - w4[l * 4 + 0] = r4[l * 4 + 0]; - w4[l * 4 + 1] = r4[l * 4 + 1]; - w4[l * 4 + 2] = r4[l * 4 + 2]; - } - w4[l * 4 + 3] = r4[l * 4 + 3]; //copy flip value - } - } - - array_copy[Mesh::ARRAY_TANGENT] = tangents_v4; - } - - if (generate_tangents) { - Ref<SurfaceTool> st; - st.instance(); - st->create_from_triangle_arrays(array_copy); - st->deindex(); - st->generate_tangents(); - array_copy = st->commit_to_arrays(); - } - - morphs.push_back(array_copy); - } - } - - //just add it - - Ref<Material> mat; - if (p.has("material")) { - const int material = p["material"]; - ERR_FAIL_INDEX_V(material, state.materials.size(), ERR_FILE_CORRUPT); - Ref<StandardMaterial3D> mat3d = state.materials[material]; - if (has_vertex_color) { - mat3d->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true); - } - mat = mat3d; - - } else if (has_vertex_color) { - Ref<StandardMaterial3D> mat3d; - mat3d.instance(); - mat3d->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true); - mat = mat3d; - } - - mesh.mesh->add_surface(primitive, array, morphs, Dictionary(), mat); - } - - mesh.blend_weights.resize(mesh.mesh->get_blend_shape_count()); - for (int32_t weight_i = 0; weight_i < mesh.blend_weights.size(); weight_i++) { - mesh.blend_weights.write[weight_i] = 0.0f; - } - - if (d.has("weights")) { - const Array &weights = d["weights"]; - ERR_FAIL_COND_V(mesh.blend_weights.size() != weights.size(), ERR_PARSE_ERROR); - for (int j = 0; j < weights.size(); j++) { - mesh.blend_weights.write[j] = weights[j]; - } - } - - state.meshes.push_back(mesh); - } - - print_verbose("glTF: Total meshes: " + itos(state.meshes.size())); - - return OK; -} - -Error EditorSceneImporterGLTF::_parse_images(GLTFState &state, const String &p_base_path) { - if (!state.json.has("images")) { - return OK; - } - - // Ref: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#images - - const Array &images = state.json["images"]; - for (int i = 0; i < images.size(); i++) { - const Dictionary &d = images[i]; - - // glTF 2.0 supports PNG and JPEG types, which can be specified as (from spec): - // "- a URI to an external file in one of the supported images formats, or - // - a URI with embedded base64-encoded data, or - // - a reference to a bufferView; in that case mimeType must be defined." - // Since mimeType is optional for external files and base64 data, we'll have to - // fall back on letting Godot parse the data to figure out if it's PNG or JPEG. - - // We'll assume that we use either URI or bufferView, so let's warn the user - // if their image somehow uses both. And fail if it has neither. - ERR_CONTINUE_MSG(!d.has("uri") && !d.has("bufferView"), "Invalid image definition in glTF file, it should specific an 'uri' or 'bufferView'."); - if (d.has("uri") && d.has("bufferView")) { - WARN_PRINT("Invalid image definition in glTF file using both 'uri' and 'bufferView'. 'bufferView' will take precedence."); - } - - String mimetype; - if (d.has("mimeType")) { // Should be "image/png" or "image/jpeg". - mimetype = d["mimeType"]; - } - - Vector<uint8_t> data; - const uint8_t *data_ptr = nullptr; - int data_size = 0; - - if (d.has("uri")) { - // Handles the first two bullet points from the spec (embedded data, or external file). - String uri = d["uri"]; - - if (uri.begins_with("data:")) { // Embedded data using base64. - // Validate data MIME types and throw a warning if it's one we don't know/support. - if (!uri.begins_with("data:application/octet-stream;base64") && - !uri.begins_with("data:application/gltf-buffer;base64") && - !uri.begins_with("data:image/png;base64") && - !uri.begins_with("data:image/jpeg;base64")) { - WARN_PRINT(vformat("glTF: Image index '%d' uses an unsupported URI data type: %s. Skipping it.", i, uri)); - state.images.push_back(Ref<Texture2D>()); // Placeholder to keep count. - continue; - } - data = _parse_base64_uri(uri); - data_ptr = data.ptr(); - data_size = data.size(); - // mimeType is optional, but if we have it defined in the URI, let's use it. - if (mimetype.empty()) { - if (uri.begins_with("data:image/png;base64")) { - mimetype = "image/png"; - } else if (uri.begins_with("data:image/jpeg;base64")) { - mimetype = "image/jpeg"; - } - } - } else { // Relative path to an external image file. - uri = p_base_path.plus_file(uri).replace("\\", "/"); // Fix for Windows. - // The spec says that if mimeType is defined, we should enforce it. - // So we should only rely on ResourceLoader::load if mimeType is not defined, - // otherwise we should use the same logic as for buffers. - if (mimetype == "image/png" || mimetype == "image/jpeg") { - // Load data buffer and rely on PNG and JPEG-specific logic below to load the image. - // This makes it possible to load a file with a wrong extension but correct MIME type, - // e.g. "foo.jpg" containing PNG data and with MIME type "image/png". ResourceLoader would fail. - data = FileAccess::get_file_as_array(uri); - ERR_FAIL_COND_V_MSG(data.size() == 0, ERR_PARSE_ERROR, "glTF: Couldn't load image file as an array: " + uri); - data_ptr = data.ptr(); - data_size = data.size(); - } else { - // Good old ResourceLoader will rely on file extension. - Ref<Texture2D> texture = ResourceLoader::load(uri); - state.images.push_back(texture); - continue; - } - } - } else if (d.has("bufferView")) { - // Handles the third bullet point from the spec (bufferView). - ERR_FAIL_COND_V_MSG(mimetype.empty(), ERR_FILE_CORRUPT, - vformat("glTF: Image index '%d' specifies 'bufferView' but no 'mimeType', which is invalid.", i)); - - const GLTFBufferViewIndex bvi = d["bufferView"]; - - ERR_FAIL_INDEX_V(bvi, state.buffer_views.size(), ERR_PARAMETER_RANGE_ERROR); - - const GLTFBufferView &bv = state.buffer_views[bvi]; - - const GLTFBufferIndex bi = bv.buffer; - ERR_FAIL_INDEX_V(bi, state.buffers.size(), ERR_PARAMETER_RANGE_ERROR); - - ERR_FAIL_COND_V(bv.byte_offset + bv.byte_length > state.buffers[bi].size(), ERR_FILE_CORRUPT); - - data_ptr = &state.buffers[bi][bv.byte_offset]; - data_size = bv.byte_length; - } - - Ref<Image> img; - - if (mimetype == "image/png") { // Load buffer as PNG. - ERR_FAIL_COND_V(Image::_png_mem_loader_func == nullptr, ERR_UNAVAILABLE); - img = Image::_png_mem_loader_func(data_ptr, data_size); - } else if (mimetype == "image/jpeg") { // Loader buffer as JPEG. - ERR_FAIL_COND_V(Image::_jpg_mem_loader_func == nullptr, ERR_UNAVAILABLE); - img = Image::_jpg_mem_loader_func(data_ptr, data_size); - } else { - // We can land here if we got an URI with base64-encoded data with application/* MIME type, - // and the optional mimeType property was not defined to tell us how to handle this data (or was invalid). - // So let's try PNG first, then JPEG. - ERR_FAIL_COND_V(Image::_png_mem_loader_func == nullptr, ERR_UNAVAILABLE); - img = Image::_png_mem_loader_func(data_ptr, data_size); - if (img.is_null()) { - ERR_FAIL_COND_V(Image::_jpg_mem_loader_func == nullptr, ERR_UNAVAILABLE); - img = Image::_jpg_mem_loader_func(data_ptr, data_size); - } - } - - ERR_FAIL_COND_V_MSG(img.is_null(), ERR_FILE_CORRUPT, - vformat("glTF: Couldn't load image index '%d' with its given mimetype: %s.", i, mimetype)); - - Ref<ImageTexture> t; - t.instance(); - t->create_from_image(img); - - state.images.push_back(t); - } - - print_verbose("glTF: Total images: " + itos(state.images.size())); - - return OK; -} - -Error EditorSceneImporterGLTF::_parse_textures(GLTFState &state) { - if (!state.json.has("textures")) { - return OK; - } - - const Array &textures = state.json["textures"]; - for (GLTFTextureIndex i = 0; i < textures.size(); i++) { - const Dictionary &d = textures[i]; - - ERR_FAIL_COND_V(!d.has("source"), ERR_PARSE_ERROR); - - GLTFTexture t; - t.src_image = d["source"]; - state.textures.push_back(t); - } - - return OK; -} - -Ref<Texture2D> EditorSceneImporterGLTF::_get_texture(GLTFState &state, const GLTFTextureIndex p_texture) { - ERR_FAIL_INDEX_V(p_texture, state.textures.size(), Ref<Texture2D>()); - const GLTFImageIndex image = state.textures[p_texture].src_image; - - ERR_FAIL_INDEX_V(image, state.images.size(), Ref<Texture2D>()); - - return state.images[image]; -} - -Error EditorSceneImporterGLTF::_parse_materials(GLTFState &state) { - if (!state.json.has("materials")) { - return OK; - } - - const Array &materials = state.json["materials"]; - for (GLTFMaterialIndex i = 0; i < materials.size(); i++) { - const Dictionary &d = materials[i]; - - Ref<StandardMaterial3D> material; - material.instance(); - if (d.has("name")) { - material->set_name(d["name"]); - } - //don't do this here only if vertex color exists - //material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true); - - if (d.has("pbrMetallicRoughness")) { - const Dictionary &mr = d["pbrMetallicRoughness"]; - if (mr.has("baseColorFactor")) { - const Array &arr = mr["baseColorFactor"]; - ERR_FAIL_COND_V(arr.size() != 4, ERR_PARSE_ERROR); - const Color c = Color(arr[0], arr[1], arr[2], arr[3]).to_srgb(); - - material->set_albedo(c); - } - - if (mr.has("baseColorTexture")) { - const Dictionary &bct = mr["baseColorTexture"]; - if (bct.has("index")) { - material->set_texture(StandardMaterial3D::TEXTURE_ALBEDO, _get_texture(state, bct["index"])); - } - if (!mr.has("baseColorFactor")) { - material->set_albedo(Color(1, 1, 1)); - } - } - - if (mr.has("metallicFactor")) { - material->set_metallic(mr["metallicFactor"]); - } else { - material->set_metallic(1.0); - } - - if (mr.has("roughnessFactor")) { - material->set_roughness(mr["roughnessFactor"]); - } else { - material->set_roughness(1.0); - } - - if (mr.has("metallicRoughnessTexture")) { - const Dictionary &bct = mr["metallicRoughnessTexture"]; - if (bct.has("index")) { - const Ref<Texture2D> t = _get_texture(state, bct["index"]); - material->set_texture(StandardMaterial3D::TEXTURE_METALLIC, t); - material->set_metallic_texture_channel(StandardMaterial3D::TEXTURE_CHANNEL_BLUE); - material->set_texture(StandardMaterial3D::TEXTURE_ROUGHNESS, t); - material->set_roughness_texture_channel(StandardMaterial3D::TEXTURE_CHANNEL_GREEN); - if (!mr.has("metallicFactor")) { - material->set_metallic(1); - } - if (!mr.has("roughnessFactor")) { - material->set_roughness(1); - } - } - } - } - - if (d.has("normalTexture")) { - const Dictionary &bct = d["normalTexture"]; - if (bct.has("index")) { - material->set_texture(StandardMaterial3D::TEXTURE_NORMAL, _get_texture(state, bct["index"])); - material->set_feature(StandardMaterial3D::FEATURE_NORMAL_MAPPING, true); - } - if (bct.has("scale")) { - material->set_normal_scale(bct["scale"]); - } - } - if (d.has("occlusionTexture")) { - const Dictionary &bct = d["occlusionTexture"]; - if (bct.has("index")) { - material->set_texture(StandardMaterial3D::TEXTURE_AMBIENT_OCCLUSION, _get_texture(state, bct["index"])); - material->set_ao_texture_channel(StandardMaterial3D::TEXTURE_CHANNEL_RED); - material->set_feature(StandardMaterial3D::FEATURE_AMBIENT_OCCLUSION, true); - } - } - - if (d.has("emissiveFactor")) { - const Array &arr = d["emissiveFactor"]; - ERR_FAIL_COND_V(arr.size() != 3, ERR_PARSE_ERROR); - const Color c = Color(arr[0], arr[1], arr[2]).to_srgb(); - material->set_feature(StandardMaterial3D::FEATURE_EMISSION, true); - - material->set_emission(c); - } - - if (d.has("emissiveTexture")) { - const Dictionary &bct = d["emissiveTexture"]; - if (bct.has("index")) { - material->set_texture(StandardMaterial3D::TEXTURE_EMISSION, _get_texture(state, bct["index"])); - material->set_feature(StandardMaterial3D::FEATURE_EMISSION, true); - material->set_emission(Color(0, 0, 0)); - } - } - - if (d.has("doubleSided")) { - const bool ds = d["doubleSided"]; - if (ds) { - material->set_cull_mode(StandardMaterial3D::CULL_DISABLED); - } - } - - if (d.has("alphaMode")) { - const String &am = d["alphaMode"]; - if (am == "BLEND") { - material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA_DEPTH_PRE_PASS); - } else if (am == "MASK") { - material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA_SCISSOR); - if (d.has("alphaCutoff")) { - material->set_alpha_scissor_threshold(d["alphaCutoff"]); - } else { - material->set_alpha_scissor_threshold(0.5f); - } - } - } - - state.materials.push_back(material); - } - - print_verbose("glTF: Total materials: " + itos(state.materials.size())); - - return OK; -} - -EditorSceneImporterGLTF::GLTFNodeIndex EditorSceneImporterGLTF::_find_highest_node(GLTFState &state, const Vector<GLTFNodeIndex> &subset) { - int highest = -1; - GLTFNodeIndex best_node = -1; - - for (int i = 0; i < subset.size(); ++i) { - const GLTFNodeIndex node_i = subset[i]; - const GLTFNode *node = state.nodes[node_i]; - - if (highest == -1 || node->height < highest) { - highest = node->height; - best_node = node_i; - } - } - - return best_node; -} - -bool EditorSceneImporterGLTF::_capture_nodes_in_skin(GLTFState &state, GLTFSkin &skin, const GLTFNodeIndex node_index) { - bool found_joint = false; - - for (int i = 0; i < state.nodes[node_index]->children.size(); ++i) { - found_joint |= _capture_nodes_in_skin(state, skin, state.nodes[node_index]->children[i]); - } - - if (found_joint) { - // Mark it if we happen to find another skins joint... - if (state.nodes[node_index]->joint && skin.joints.find(node_index) < 0) { - skin.joints.push_back(node_index); - } else if (skin.non_joints.find(node_index) < 0) { - skin.non_joints.push_back(node_index); - } - } - - if (skin.joints.find(node_index) > 0) { - return true; - } - - return false; -} - -void EditorSceneImporterGLTF::_capture_nodes_for_multirooted_skin(GLTFState &state, GLTFSkin &skin) { - DisjointSet<GLTFNodeIndex> disjoint_set; - - for (int i = 0; i < skin.joints.size(); ++i) { - const GLTFNodeIndex node_index = skin.joints[i]; - const GLTFNodeIndex parent = state.nodes[node_index]->parent; - disjoint_set.insert(node_index); - - if (skin.joints.find(parent) >= 0) { - disjoint_set.create_union(parent, node_index); - } - } - - Vector<GLTFNodeIndex> roots; - disjoint_set.get_representatives(roots); - - if (roots.size() <= 1) { - return; - } - - int maxHeight = -1; - - // Determine the max height rooted tree - for (int i = 0; i < roots.size(); ++i) { - const GLTFNodeIndex root = roots[i]; - - if (maxHeight == -1 || state.nodes[root]->height < maxHeight) { - maxHeight = state.nodes[root]->height; - } - } - - // Go up the tree till all of the multiple roots of the skin are at the same hierarchy level. - // This sucks, but 99% of all game engines (not just Godot) would have this same issue. - for (int i = 0; i < roots.size(); ++i) { - GLTFNodeIndex current_node = roots[i]; - while (state.nodes[current_node]->height > maxHeight) { - GLTFNodeIndex parent = state.nodes[current_node]->parent; - - if (state.nodes[parent]->joint && skin.joints.find(parent) < 0) { - skin.joints.push_back(parent); - } else if (skin.non_joints.find(parent) < 0) { - skin.non_joints.push_back(parent); - } - - current_node = parent; - } - - // replace the roots - roots.write[i] = current_node; - } - - // Climb up the tree until they all have the same parent - bool all_same; - - do { - all_same = true; - const GLTFNodeIndex first_parent = state.nodes[roots[0]]->parent; - - for (int i = 1; i < roots.size(); ++i) { - all_same &= (first_parent == state.nodes[roots[i]]->parent); - } - - if (!all_same) { - for (int i = 0; i < roots.size(); ++i) { - const GLTFNodeIndex current_node = roots[i]; - const GLTFNodeIndex parent = state.nodes[current_node]->parent; - - if (state.nodes[parent]->joint && skin.joints.find(parent) < 0) { - skin.joints.push_back(parent); - } else if (skin.non_joints.find(parent) < 0) { - skin.non_joints.push_back(parent); - } - - roots.write[i] = parent; - } - } - - } while (!all_same); -} - -Error EditorSceneImporterGLTF::_expand_skin(GLTFState &state, GLTFSkin &skin) { - _capture_nodes_for_multirooted_skin(state, skin); - - // Grab all nodes that lay in between skin joints/nodes - DisjointSet<GLTFNodeIndex> disjoint_set; - - Vector<GLTFNodeIndex> all_skin_nodes; - all_skin_nodes.append_array(skin.joints); - all_skin_nodes.append_array(skin.non_joints); - - for (int i = 0; i < all_skin_nodes.size(); ++i) { - const GLTFNodeIndex node_index = all_skin_nodes[i]; - const GLTFNodeIndex parent = state.nodes[node_index]->parent; - disjoint_set.insert(node_index); - - if (all_skin_nodes.find(parent) >= 0) { - disjoint_set.create_union(parent, node_index); - } - } - - Vector<GLTFNodeIndex> out_owners; - disjoint_set.get_representatives(out_owners); - - Vector<GLTFNodeIndex> out_roots; - - for (int i = 0; i < out_owners.size(); ++i) { - Vector<GLTFNodeIndex> set; - disjoint_set.get_members(set, out_owners[i]); - - const GLTFNodeIndex root = _find_highest_node(state, set); - ERR_FAIL_COND_V(root < 0, FAILED); - out_roots.push_back(root); - } - - out_roots.sort(); - - for (int i = 0; i < out_roots.size(); ++i) { - _capture_nodes_in_skin(state, skin, out_roots[i]); - } - - skin.roots = out_roots; - - return OK; -} - -Error EditorSceneImporterGLTF::_verify_skin(GLTFState &state, GLTFSkin &skin) { - // This may seem duplicated from expand_skins, but this is really a sanity check! (so it kinda is) - // In case additional interpolating logic is added to the skins, this will help ensure that you - // do not cause it to self implode into a fiery blaze - - // We are going to re-calculate the root nodes and compare them to the ones saved in the skin, - // then ensure the multiple trees (if they exist) are on the same sublevel - - // Grab all nodes that lay in between skin joints/nodes - DisjointSet<GLTFNodeIndex> disjoint_set; - - Vector<GLTFNodeIndex> all_skin_nodes; - all_skin_nodes.append_array(skin.joints); - all_skin_nodes.append_array(skin.non_joints); - - for (int i = 0; i < all_skin_nodes.size(); ++i) { - const GLTFNodeIndex node_index = all_skin_nodes[i]; - const GLTFNodeIndex parent = state.nodes[node_index]->parent; - disjoint_set.insert(node_index); - - if (all_skin_nodes.find(parent) >= 0) { - disjoint_set.create_union(parent, node_index); - } - } - - Vector<GLTFNodeIndex> out_owners; - disjoint_set.get_representatives(out_owners); - - Vector<GLTFNodeIndex> out_roots; - - for (int i = 0; i < out_owners.size(); ++i) { - Vector<GLTFNodeIndex> set; - disjoint_set.get_members(set, out_owners[i]); - - const GLTFNodeIndex root = _find_highest_node(state, set); - ERR_FAIL_COND_V(root < 0, FAILED); - out_roots.push_back(root); - } - - out_roots.sort(); - - ERR_FAIL_COND_V(out_roots.size() == 0, FAILED); - - // Make sure the roots are the exact same (they better be) - ERR_FAIL_COND_V(out_roots.size() != skin.roots.size(), FAILED); - for (int i = 0; i < out_roots.size(); ++i) { - ERR_FAIL_COND_V(out_roots[i] != skin.roots[i], FAILED); - } - - // Single rooted skin? Perfectly ok! - if (out_roots.size() == 1) { - return OK; - } - - // Make sure all parents of a multi-rooted skin are the SAME - const GLTFNodeIndex parent = state.nodes[out_roots[0]]->parent; - for (int i = 1; i < out_roots.size(); ++i) { - if (state.nodes[out_roots[i]]->parent != parent) { - return FAILED; - } - } - - return OK; -} - -Error EditorSceneImporterGLTF::_parse_skins(GLTFState &state) { - if (!state.json.has("skins")) { - return OK; - } - - const Array &skins = state.json["skins"]; - - // Create the base skins, and mark nodes that are joints - for (int i = 0; i < skins.size(); i++) { - const Dictionary &d = skins[i]; - - GLTFSkin skin; - - ERR_FAIL_COND_V(!d.has("joints"), ERR_PARSE_ERROR); - - const Array &joints = d["joints"]; - - if (d.has("inverseBindMatrices")) { - skin.inverse_binds = _decode_accessor_as_xform(state, d["inverseBindMatrices"], false); - ERR_FAIL_COND_V(skin.inverse_binds.size() != joints.size(), ERR_PARSE_ERROR); - } - - for (int j = 0; j < joints.size(); j++) { - const GLTFNodeIndex node = joints[j]; - ERR_FAIL_INDEX_V(node, state.nodes.size(), ERR_PARSE_ERROR); - - skin.joints.push_back(node); - skin.joints_original.push_back(node); - - state.nodes[node]->joint = true; - } - - if (d.has("name")) { - skin.name = d["name"]; - } - - if (d.has("skeleton")) { - skin.skin_root = d["skeleton"]; - } - - state.skins.push_back(skin); - } - - for (GLTFSkinIndex i = 0; i < state.skins.size(); ++i) { - GLTFSkin &skin = state.skins.write[i]; - - // Expand the skin to capture all the extra non-joints that lie in between the actual joints, - // and expand the hierarchy to ensure multi-rooted trees lie on the same height level - ERR_FAIL_COND_V(_expand_skin(state, skin), ERR_PARSE_ERROR); - ERR_FAIL_COND_V(_verify_skin(state, skin), ERR_PARSE_ERROR); - } - - print_verbose("glTF: Total skins: " + itos(state.skins.size())); - - return OK; -} - -Error EditorSceneImporterGLTF::_determine_skeletons(GLTFState &state) { - // Using a disjoint set, we are going to potentially combine all skins that are actually branches - // of a main skeleton, or treat skins defining the same set of nodes as ONE skeleton. - // This is another unclear issue caused by the current glTF specification. - - DisjointSet<GLTFNodeIndex> skeleton_sets; - - for (GLTFSkinIndex skin_i = 0; skin_i < state.skins.size(); ++skin_i) { - const GLTFSkin &skin = state.skins[skin_i]; - - Vector<GLTFNodeIndex> all_skin_nodes; - all_skin_nodes.append_array(skin.joints); - all_skin_nodes.append_array(skin.non_joints); - - for (int i = 0; i < all_skin_nodes.size(); ++i) { - const GLTFNodeIndex node_index = all_skin_nodes[i]; - const GLTFNodeIndex parent = state.nodes[node_index]->parent; - skeleton_sets.insert(node_index); - - if (all_skin_nodes.find(parent) >= 0) { - skeleton_sets.create_union(parent, node_index); - } - } - - // We are going to connect the separate skin subtrees in each skin together - // so that the final roots are entire sets of valid skin trees - for (int i = 1; i < skin.roots.size(); ++i) { - skeleton_sets.create_union(skin.roots[0], skin.roots[i]); - } - } - - { // attempt to joint all touching subsets (siblings/parent are part of another skin) - Vector<GLTFNodeIndex> groups_representatives; - skeleton_sets.get_representatives(groups_representatives); - - Vector<GLTFNodeIndex> highest_group_members; - Vector<Vector<GLTFNodeIndex>> groups; - for (int i = 0; i < groups_representatives.size(); ++i) { - Vector<GLTFNodeIndex> group; - skeleton_sets.get_members(group, groups_representatives[i]); - highest_group_members.push_back(_find_highest_node(state, group)); - groups.push_back(group); - } - - for (int i = 0; i < highest_group_members.size(); ++i) { - const GLTFNodeIndex node_i = highest_group_members[i]; - - // Attach any siblings together (this needs to be done n^2/2 times) - for (int j = i + 1; j < highest_group_members.size(); ++j) { - const GLTFNodeIndex node_j = highest_group_members[j]; - - // Even if they are siblings under the root! :) - if (state.nodes[node_i]->parent == state.nodes[node_j]->parent) { - skeleton_sets.create_union(node_i, node_j); - } - } - - // Attach any parenting going on together (we need to do this n^2 times) - const GLTFNodeIndex node_i_parent = state.nodes[node_i]->parent; - if (node_i_parent >= 0) { - for (int j = 0; j < groups.size() && i != j; ++j) { - const Vector<GLTFNodeIndex> &group = groups[j]; - - if (group.find(node_i_parent) >= 0) { - const GLTFNodeIndex node_j = highest_group_members[j]; - skeleton_sets.create_union(node_i, node_j); - } - } - } - } - } - - // At this point, the skeleton groups should be finalized - Vector<GLTFNodeIndex> skeleton_owners; - skeleton_sets.get_representatives(skeleton_owners); - - // Mark all the skins actual skeletons, after we have merged them - for (GLTFSkeletonIndex skel_i = 0; skel_i < skeleton_owners.size(); ++skel_i) { - const GLTFNodeIndex skeleton_owner = skeleton_owners[skel_i]; - GLTFSkeleton skeleton; - - Vector<GLTFNodeIndex> skeleton_nodes; - skeleton_sets.get_members(skeleton_nodes, skeleton_owner); - - for (GLTFSkinIndex skin_i = 0; skin_i < state.skins.size(); ++skin_i) { - GLTFSkin &skin = state.skins.write[skin_i]; - - // If any of the the skeletons nodes exist in a skin, that skin now maps to the skeleton - for (int i = 0; i < skeleton_nodes.size(); ++i) { - GLTFNodeIndex skel_node_i = skeleton_nodes[i]; - if (skin.joints.find(skel_node_i) >= 0 || skin.non_joints.find(skel_node_i) >= 0) { - skin.skeleton = skel_i; - continue; - } - } - } - - Vector<GLTFNodeIndex> non_joints; - for (int i = 0; i < skeleton_nodes.size(); ++i) { - const GLTFNodeIndex node_i = skeleton_nodes[i]; - - if (state.nodes[node_i]->joint) { - skeleton.joints.push_back(node_i); - } else { - non_joints.push_back(node_i); - } - } - - state.skeletons.push_back(skeleton); - - _reparent_non_joint_skeleton_subtrees(state, state.skeletons.write[skel_i], non_joints); - } - - for (GLTFSkeletonIndex skel_i = 0; skel_i < state.skeletons.size(); ++skel_i) { - GLTFSkeleton &skeleton = state.skeletons.write[skel_i]; - - for (int i = 0; i < skeleton.joints.size(); ++i) { - const GLTFNodeIndex node_i = skeleton.joints[i]; - GLTFNode *node = state.nodes[node_i]; - - ERR_FAIL_COND_V(!node->joint, ERR_PARSE_ERROR); - ERR_FAIL_COND_V(node->skeleton >= 0, ERR_PARSE_ERROR); - node->skeleton = skel_i; - } - - ERR_FAIL_COND_V(_determine_skeleton_roots(state, skel_i), ERR_PARSE_ERROR); - } - - return OK; -} - -Error EditorSceneImporterGLTF::_reparent_non_joint_skeleton_subtrees(GLTFState &state, GLTFSkeleton &skeleton, const Vector<GLTFNodeIndex> &non_joints) { - DisjointSet<GLTFNodeIndex> subtree_set; - - // Populate the disjoint set with ONLY non joints that are in the skeleton hierarchy (non_joints vector) - // This way we can find any joints that lie in between joints, as the current glTF specification - // mentions nothing about non-joints being in between joints of the same skin. Hopefully one day we - // can remove this code. - - // skinD depicted here explains this issue: - // https://github.com/KhronosGroup/glTF-Asset-Generator/blob/master/Output/Positive/Animation_Skin - - for (int i = 0; i < non_joints.size(); ++i) { - const GLTFNodeIndex node_i = non_joints[i]; - - subtree_set.insert(node_i); - - const GLTFNodeIndex parent_i = state.nodes[node_i]->parent; - if (parent_i >= 0 && non_joints.find(parent_i) >= 0 && !state.nodes[parent_i]->joint) { - subtree_set.create_union(parent_i, node_i); - } - } - - // Find all the non joint subtrees and re-parent them to a new "fake" joint - - Vector<GLTFNodeIndex> non_joint_subtree_roots; - subtree_set.get_representatives(non_joint_subtree_roots); - - for (int root_i = 0; root_i < non_joint_subtree_roots.size(); ++root_i) { - const GLTFNodeIndex subtree_root = non_joint_subtree_roots[root_i]; - - Vector<GLTFNodeIndex> subtree_nodes; - subtree_set.get_members(subtree_nodes, subtree_root); - - for (int subtree_i = 0; subtree_i < subtree_nodes.size(); ++subtree_i) { - ERR_FAIL_COND_V(_reparent_to_fake_joint(state, skeleton, subtree_nodes[subtree_i]), FAILED); - - // We modified the tree, recompute all the heights - _compute_node_heights(state); - } - } - - return OK; -} - -Error EditorSceneImporterGLTF::_reparent_to_fake_joint(GLTFState &state, GLTFSkeleton &skeleton, const GLTFNodeIndex node_index) { - GLTFNode *node = state.nodes[node_index]; - - // Can we just "steal" this joint if it is just a spatial node? - if (node->skin < 0 && node->mesh < 0 && node->camera < 0) { - node->joint = true; - // Add the joint to the skeletons joints - skeleton.joints.push_back(node_index); - return OK; - } - - GLTFNode *fake_joint = memnew(GLTFNode); - const GLTFNodeIndex fake_joint_index = state.nodes.size(); - state.nodes.push_back(fake_joint); - - // We better not be a joint, or we messed up in our logic - if (node->joint) { - return FAILED; - } - - fake_joint->translation = node->translation; - fake_joint->rotation = node->rotation; - fake_joint->scale = node->scale; - fake_joint->xform = node->xform; - fake_joint->joint = true; - - // We can use the exact same name here, because the joint will be inside a skeleton and not the scene - fake_joint->name = node->name; - - // Clear the nodes transforms, since it will be parented to the fake joint - node->translation = Vector3(0, 0, 0); - node->rotation = Quat(); - node->scale = Vector3(1, 1, 1); - node->xform = Transform(); - - // Transfer the node children to the fake joint - for (int child_i = 0; child_i < node->children.size(); ++child_i) { - GLTFNode *child = state.nodes[node->children[child_i]]; - child->parent = fake_joint_index; - } - - fake_joint->children = node->children; - node->children.clear(); - - // add the fake joint to the parent and remove the original joint - if (node->parent >= 0) { - GLTFNode *parent = state.nodes[node->parent]; - parent->children.erase(node_index); - parent->children.push_back(fake_joint_index); - fake_joint->parent = node->parent; - } - - // Add the node to the fake joint - fake_joint->children.push_back(node_index); - node->parent = fake_joint_index; - node->fake_joint_parent = fake_joint_index; - - // Add the fake joint to the skeletons joints - skeleton.joints.push_back(fake_joint_index); - - // Replace skin_skeletons with fake joints if we must. - for (GLTFSkinIndex skin_i = 0; skin_i < state.skins.size(); ++skin_i) { - GLTFSkin &skin = state.skins.write[skin_i]; - if (skin.skin_root == node_index) { - skin.skin_root = fake_joint_index; - } - } - - return OK; -} - -Error EditorSceneImporterGLTF::_determine_skeleton_roots(GLTFState &state, const GLTFSkeletonIndex skel_i) { - DisjointSet<GLTFNodeIndex> disjoint_set; - - for (GLTFNodeIndex i = 0; i < state.nodes.size(); ++i) { - const GLTFNode *node = state.nodes[i]; - - if (node->skeleton != skel_i) { - continue; - } - - disjoint_set.insert(i); - - if (node->parent >= 0 && state.nodes[node->parent]->skeleton == skel_i) { - disjoint_set.create_union(node->parent, i); - } - } - - GLTFSkeleton &skeleton = state.skeletons.write[skel_i]; - - Vector<GLTFNodeIndex> owners; - disjoint_set.get_representatives(owners); - - Vector<GLTFNodeIndex> roots; - - for (int i = 0; i < owners.size(); ++i) { - Vector<GLTFNodeIndex> set; - disjoint_set.get_members(set, owners[i]); - const GLTFNodeIndex root = _find_highest_node(state, set); - ERR_FAIL_COND_V(root < 0, FAILED); - roots.push_back(root); - } - - roots.sort(); - - skeleton.roots = roots; - - if (roots.size() == 0) { - return FAILED; - } else if (roots.size() == 1) { - return OK; - } - - // Check that the subtrees have the same parent root - const GLTFNodeIndex parent = state.nodes[roots[0]]->parent; - for (int i = 1; i < roots.size(); ++i) { - if (state.nodes[roots[i]]->parent != parent) { - return FAILED; - } - } - - return OK; -} - -Error EditorSceneImporterGLTF::_create_skeletons(GLTFState &state) { - for (GLTFSkeletonIndex skel_i = 0; skel_i < state.skeletons.size(); ++skel_i) { - GLTFSkeleton &gltf_skeleton = state.skeletons.write[skel_i]; - - Skeleton3D *skeleton = memnew(Skeleton3D); - gltf_skeleton.godot_skeleton = skeleton; - - // Make a unique name, no gltf node represents this skeleton - skeleton->set_name(_gen_unique_name(state, "Skeleton")); - - List<GLTFNodeIndex> bones; - - for (int i = 0; i < gltf_skeleton.roots.size(); ++i) { - bones.push_back(gltf_skeleton.roots[i]); - } - - // Make the skeleton creation deterministic by going through the roots in - // a sorted order, and DEPTH FIRST - bones.sort(); - - while (!bones.empty()) { - const GLTFNodeIndex node_i = bones.front()->get(); - bones.pop_front(); - - GLTFNode *node = state.nodes[node_i]; - ERR_FAIL_COND_V(node->skeleton != skel_i, FAILED); - - { // Add all child nodes to the stack (deterministically) - Vector<GLTFNodeIndex> child_nodes; - for (int i = 0; i < node->children.size(); ++i) { - const GLTFNodeIndex child_i = node->children[i]; - if (state.nodes[child_i]->skeleton == skel_i) { - child_nodes.push_back(child_i); - } - } - - // Depth first insertion - child_nodes.sort(); - for (int i = child_nodes.size() - 1; i >= 0; --i) { - bones.push_front(child_nodes[i]); - } - } - - const int bone_index = skeleton->get_bone_count(); - - if (node->name.empty()) { - node->name = "bone"; - } - - node->name = _gen_unique_bone_name(state, skel_i, node->name); - - skeleton->add_bone(node->name); - skeleton->set_bone_rest(bone_index, node->xform); - - if (node->parent >= 0 && state.nodes[node->parent]->skeleton == skel_i) { - const int bone_parent = skeleton->find_bone(state.nodes[node->parent]->name); - ERR_FAIL_COND_V(bone_parent < 0, FAILED); - skeleton->set_bone_parent(bone_index, skeleton->find_bone(state.nodes[node->parent]->name)); - } - - state.scene_nodes.insert(node_i, skeleton); - } - } - - ERR_FAIL_COND_V(_map_skin_joints_indices_to_skeleton_bone_indices(state), ERR_PARSE_ERROR); - - return OK; -} - -Error EditorSceneImporterGLTF::_map_skin_joints_indices_to_skeleton_bone_indices(GLTFState &state) { - for (GLTFSkinIndex skin_i = 0; skin_i < state.skins.size(); ++skin_i) { - GLTFSkin &skin = state.skins.write[skin_i]; - - const GLTFSkeleton &skeleton = state.skeletons[skin.skeleton]; - - for (int joint_index = 0; joint_index < skin.joints_original.size(); ++joint_index) { - const GLTFNodeIndex node_i = skin.joints_original[joint_index]; - const GLTFNode *node = state.nodes[node_i]; - - skin.joint_i_to_name.insert(joint_index, node->name); - - const int bone_index = skeleton.godot_skeleton->find_bone(node->name); - ERR_FAIL_COND_V(bone_index < 0, FAILED); - - skin.joint_i_to_bone_i.insert(joint_index, bone_index); - } - } - - return OK; -} - -Error EditorSceneImporterGLTF::_create_skins(GLTFState &state) { - for (GLTFSkinIndex skin_i = 0; skin_i < state.skins.size(); ++skin_i) { - GLTFSkin &gltf_skin = state.skins.write[skin_i]; - - Ref<Skin> skin; - skin.instance(); - - // Some skins don't have IBM's! What absolute monsters! - const bool has_ibms = !gltf_skin.inverse_binds.empty(); - - for (int joint_i = 0; joint_i < gltf_skin.joints_original.size(); ++joint_i) { - Transform xform; - if (has_ibms) { - xform = gltf_skin.inverse_binds[joint_i]; - } - - if (state.use_named_skin_binds) { - StringName name = gltf_skin.joint_i_to_name[joint_i]; - skin->add_named_bind(name, xform); - } else { - int bone_i = gltf_skin.joint_i_to_bone_i[joint_i]; - skin->add_bind(bone_i, xform); - } - } - - gltf_skin.godot_skin = skin; - } - - // Purge the duplicates! - _remove_duplicate_skins(state); - - // Create unique names now, after removing duplicates - for (GLTFSkinIndex skin_i = 0; skin_i < state.skins.size(); ++skin_i) { - Ref<Skin> skin = state.skins[skin_i].godot_skin; - if (skin->get_name().empty()) { - // Make a unique name, no gltf node represents this skin - skin->set_name(_gen_unique_name(state, "Skin")); - } - } - - return OK; -} - -bool EditorSceneImporterGLTF::_skins_are_same(const Ref<Skin> &skin_a, const Ref<Skin> &skin_b) { - if (skin_a->get_bind_count() != skin_b->get_bind_count()) { - return false; - } - - for (int i = 0; i < skin_a->get_bind_count(); ++i) { - if (skin_a->get_bind_bone(i) != skin_b->get_bind_bone(i)) { - return false; - } - - Transform a_xform = skin_a->get_bind_pose(i); - Transform b_xform = skin_b->get_bind_pose(i); - - if (a_xform != b_xform) { - return false; - } - } - - return true; -} - -void EditorSceneImporterGLTF::_remove_duplicate_skins(GLTFState &state) { - for (int i = 0; i < state.skins.size(); ++i) { - for (int j = i + 1; j < state.skins.size(); ++j) { - const Ref<Skin> &skin_i = state.skins[i].godot_skin; - const Ref<Skin> &skin_j = state.skins[j].godot_skin; - - if (_skins_are_same(skin_i, skin_j)) { - // replace it and delete the old - state.skins.write[j].godot_skin = skin_i; - } - } - } -} - -Error EditorSceneImporterGLTF::_parse_lights(GLTFState &state) { - if (!state.json.has("extensions")) { - return OK; - } - Dictionary extensions = state.json["extensions"]; - if (!extensions.has("KHR_lights_punctual")) { - return OK; - } - Dictionary lights_punctual = extensions["KHR_lights_punctual"]; - if (!lights_punctual.has("lights")) { - return OK; - } - - const Array &lights = lights_punctual["lights"]; - - for (GLTFLightIndex light_i = 0; light_i < lights.size(); light_i++) { - const Dictionary &d = lights[light_i]; - - GLTFLight light; - ERR_FAIL_COND_V(!d.has("type"), ERR_PARSE_ERROR); - const String &type = d["type"]; - light.type = type; - - if (d.has("color")) { - const Array &arr = d["color"]; - ERR_FAIL_COND_V(arr.size() != 3, ERR_PARSE_ERROR); - const Color c = Color(arr[0], arr[1], arr[2]).to_srgb(); - light.color = c; - } - if (d.has("intensity")) { - light.intensity = d["intensity"]; - } - if (d.has("range")) { - light.range = d["range"]; - } - if (type == "spot") { - const Dictionary &spot = d["spot"]; - light.inner_cone_angle = spot["innerConeAngle"]; - light.outer_cone_angle = spot["outerConeAngle"]; - ERR_FAIL_COND_V_MSG(light.inner_cone_angle >= light.outer_cone_angle, ERR_PARSE_ERROR, "The inner angle must be smaller than the outer angle."); - } else if (type != "point" && type != "directional") { - ERR_FAIL_V_MSG(ERR_PARSE_ERROR, "Light type is unknown."); - } - - state.lights.push_back(light); - } - - print_verbose("glTF: Total lights: " + itos(state.lights.size())); - - return OK; -} - -Error EditorSceneImporterGLTF::_parse_cameras(GLTFState &state) { - if (!state.json.has("cameras")) { - return OK; - } - - const Array &cameras = state.json["cameras"]; - - for (GLTFCameraIndex i = 0; i < cameras.size(); i++) { - const Dictionary &d = cameras[i]; - - GLTFCamera camera; - ERR_FAIL_COND_V(!d.has("type"), ERR_PARSE_ERROR); - const String &type = d["type"]; - if (type == "orthographic") { - camera.perspective = false; - if (d.has("orthographic")) { - const Dictionary &og = d["orthographic"]; - camera.fov_size = og["ymag"]; - camera.zfar = og["zfar"]; - camera.znear = og["znear"]; - } else { - camera.fov_size = 10; - } - - } else if (type == "perspective") { - camera.perspective = true; - if (d.has("perspective")) { - const Dictionary &ppt = d["perspective"]; - // GLTF spec is in radians, Godot's camera is in degrees. - camera.fov_size = (double)ppt["yfov"] * 180.0 / Math_PI; - camera.zfar = ppt["zfar"]; - camera.znear = ppt["znear"]; - } else { - camera.fov_size = 10; - } - } else { - ERR_FAIL_V_MSG(ERR_PARSE_ERROR, "Camera should be in 'orthographic' or 'perspective'"); - } - - state.cameras.push_back(camera); - } - - print_verbose("glTF: Total cameras: " + itos(state.cameras.size())); - - return OK; -} - -Error EditorSceneImporterGLTF::_parse_animations(GLTFState &state) { - if (!state.json.has("animations")) { - return OK; - } - - const Array &animations = state.json["animations"]; - - for (GLTFAnimationIndex i = 0; i < animations.size(); i++) { - const Dictionary &d = animations[i]; - - GLTFAnimation animation; - - if (!d.has("channels") || !d.has("samplers")) { - continue; - } - - Array channels = d["channels"]; - Array samplers = d["samplers"]; - - if (d.has("name")) { - String name = d["name"]; - if (name.begins_with("loop") || name.ends_with("loop") || name.begins_with("cycle") || name.ends_with("cycle")) { - animation.loop = true; - } - animation.name = _sanitize_scene_name(name); - } - - for (int j = 0; j < channels.size(); j++) { - const Dictionary &c = channels[j]; - if (!c.has("target")) { - continue; - } - - const Dictionary &t = c["target"]; - if (!t.has("node") || !t.has("path")) { - continue; - } - - ERR_FAIL_COND_V(!c.has("sampler"), ERR_PARSE_ERROR); - const int sampler = c["sampler"]; - ERR_FAIL_INDEX_V(sampler, samplers.size(), ERR_PARSE_ERROR); - - GLTFNodeIndex node = t["node"]; - String path = t["path"]; - - ERR_FAIL_INDEX_V(node, state.nodes.size(), ERR_PARSE_ERROR); - - GLTFAnimation::Track *track = nullptr; - - if (!animation.tracks.has(node)) { - animation.tracks[node] = GLTFAnimation::Track(); - } - - track = &animation.tracks[node]; - - const Dictionary &s = samplers[sampler]; - - ERR_FAIL_COND_V(!s.has("input"), ERR_PARSE_ERROR); - ERR_FAIL_COND_V(!s.has("output"), ERR_PARSE_ERROR); - - const int input = s["input"]; - const int output = s["output"]; - - GLTFAnimation::Interpolation interp = GLTFAnimation::INTERP_LINEAR; - int output_count = 1; - if (s.has("interpolation")) { - const String &in = s["interpolation"]; - if (in == "STEP") { - interp = GLTFAnimation::INTERP_STEP; - } else if (in == "LINEAR") { - interp = GLTFAnimation::INTERP_LINEAR; - } else if (in == "CATMULLROMSPLINE") { - interp = GLTFAnimation::INTERP_CATMULLROMSPLINE; - output_count = 3; - } else if (in == "CUBICSPLINE") { - interp = GLTFAnimation::INTERP_CUBIC_SPLINE; - output_count = 3; - } - } - - const Vector<float> times = _decode_accessor_as_floats(state, input, false); - if (path == "translation") { - const Vector<Vector3> translations = _decode_accessor_as_vec3(state, output, false); - track->translation_track.interpolation = interp; - track->translation_track.times = Variant(times); //convert via variant - track->translation_track.values = Variant(translations); //convert via variant - } else if (path == "rotation") { - const Vector<Quat> rotations = _decode_accessor_as_quat(state, output, false); - track->rotation_track.interpolation = interp; - track->rotation_track.times = Variant(times); //convert via variant - track->rotation_track.values = rotations; //convert via variant - } else if (path == "scale") { - const Vector<Vector3> scales = _decode_accessor_as_vec3(state, output, false); - track->scale_track.interpolation = interp; - track->scale_track.times = Variant(times); //convert via variant - track->scale_track.values = Variant(scales); //convert via variant - } else if (path == "weights") { - const Vector<float> weights = _decode_accessor_as_floats(state, output, false); - - ERR_FAIL_INDEX_V(state.nodes[node]->mesh, state.meshes.size(), ERR_PARSE_ERROR); - const GLTFMesh *mesh = &state.meshes[state.nodes[node]->mesh]; - ERR_FAIL_COND_V(mesh->blend_weights.size() == 0, ERR_PARSE_ERROR); - const int wc = mesh->blend_weights.size(); - - track->weight_tracks.resize(wc); - - const int expected_value_count = times.size() * output_count * wc; - ERR_FAIL_COND_V_MSG(weights.size() != expected_value_count, ERR_PARSE_ERROR, "Invalid weight data, expected " + itos(expected_value_count) + " weight values, got " + itos(weights.size()) + " instead."); - - const int wlen = weights.size() / wc; - const float *r = weights.ptr(); - for (int k = 0; k < wc; k++) { //separate tracks, having them together is not such a good idea - GLTFAnimation::Channel<float> cf; - cf.interpolation = interp; - cf.times = Variant(times); - Vector<float> wdata; - wdata.resize(wlen); - for (int l = 0; l < wlen; l++) { - wdata.write[l] = r[l * wc + k]; - } - - cf.values = wdata; - track->weight_tracks.write[k] = cf; - } - } else { - WARN_PRINT("Invalid path '" + path + "'."); - } - } - - state.animations.push_back(animation); - } - - print_verbose("glTF: Total animations '" + itos(state.animations.size()) + "'."); - - return OK; -} - -void EditorSceneImporterGLTF::_assign_scene_names(GLTFState &state) { - for (int i = 0; i < state.nodes.size(); i++) { - GLTFNode *n = state.nodes[i]; - - // Any joints get unique names generated when the skeleton is made, unique to the skeleton - if (n->skeleton >= 0) { - continue; - } - - if (n->name.empty()) { - if (n->mesh >= 0) { - n->name = "Mesh"; - } else if (n->camera >= 0) { - n->name = "Camera"; - } else { - n->name = "Node"; - } - } - - n->name = _gen_unique_name(state, n->name); - } -} - -BoneAttachment3D *EditorSceneImporterGLTF::_generate_bone_attachment(GLTFState &state, Skeleton3D *skeleton, const GLTFNodeIndex node_index) { - const GLTFNode *gltf_node = state.nodes[node_index]; - const GLTFNode *bone_node = state.nodes[gltf_node->parent]; - - BoneAttachment3D *bone_attachment = memnew(BoneAttachment3D); - print_verbose("glTF: Creating bone attachment for: " + gltf_node->name); - - ERR_FAIL_COND_V(!bone_node->joint, nullptr); - - bone_attachment->set_bone_name(bone_node->name); - - return bone_attachment; -} - -EditorSceneImporterMeshNode *EditorSceneImporterGLTF::_generate_mesh_instance(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index) { - const GLTFNode *gltf_node = state.nodes[node_index]; - - ERR_FAIL_INDEX_V(gltf_node->mesh, state.meshes.size(), nullptr); - - EditorSceneImporterMeshNode *mi = memnew(EditorSceneImporterMeshNode); - print_verbose("glTF: Creating mesh for: " + gltf_node->name); - - GLTFMesh &mesh = state.meshes.write[gltf_node->mesh]; - mi->set_mesh(mesh.mesh); - - if (mesh.mesh->get_name() == "") { - mesh.mesh->set_name(gltf_node->name); - } - - for (int i = 0; i < mesh.blend_weights.size(); i++) { - mi->set("blend_shapes/" + mesh.mesh->get_blend_shape_name(i), mesh.blend_weights[i]); - } - - return mi; -} - -Light3D *EditorSceneImporterGLTF::_generate_light(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index) { - const GLTFNode *gltf_node = state.nodes[node_index]; - - ERR_FAIL_INDEX_V(gltf_node->light, state.lights.size(), nullptr); - - print_verbose("glTF: Creating light for: " + gltf_node->name); - - const GLTFLight &l = state.lights[gltf_node->light]; - - float intensity = l.intensity; - if (intensity > 10) { - // GLTF spec has the default around 1, but Blender defaults lights to 100. - // The only sane way to handle this is to check where it came from and - // handle it accordingly. If it's over 10, it probably came from Blender. - intensity /= 100; - } - - if (l.type == "directional") { - DirectionalLight3D *light = memnew(DirectionalLight3D); - light->set_param(Light3D::PARAM_ENERGY, intensity); - light->set_color(l.color); - return light; - } - - const float range = CLAMP(l.range, 0, 4096); - // Doubling the range will double the effective brightness, so we need double attenuation (half brightness). - // We want to have double intensity give double brightness, so we need half the attenuation. - const float attenuation = range / intensity; - if (l.type == "point") { - OmniLight3D *light = memnew(OmniLight3D); - light->set_param(OmniLight3D::PARAM_ATTENUATION, attenuation); - light->set_param(OmniLight3D::PARAM_RANGE, range); - light->set_color(l.color); - return light; - } - if (l.type == "spot") { - SpotLight3D *light = memnew(SpotLight3D); - light->set_param(SpotLight3D::PARAM_ATTENUATION, attenuation); - light->set_param(SpotLight3D::PARAM_RANGE, range); - light->set_param(SpotLight3D::PARAM_SPOT_ANGLE, Math::rad2deg(l.outer_cone_angle)); - light->set_color(l.color); - - // Line of best fit derived from guessing, see https://www.desmos.com/calculator/biiflubp8b - // The points in desmos are not exact, except for (1, infinity). - float angle_ratio = l.inner_cone_angle / l.outer_cone_angle; - float angle_attenuation = 0.2 / (1 - angle_ratio) - 0.1; - light->set_param(SpotLight3D::PARAM_SPOT_ATTENUATION, angle_attenuation); - return light; - } - return nullptr; -} - -Camera3D *EditorSceneImporterGLTF::_generate_camera(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index) { - const GLTFNode *gltf_node = state.nodes[node_index]; - - ERR_FAIL_INDEX_V(gltf_node->camera, state.cameras.size(), nullptr); - - Camera3D *camera = memnew(Camera3D); - print_verbose("glTF: Creating camera for: " + gltf_node->name); - - const GLTFCamera &c = state.cameras[gltf_node->camera]; - if (c.perspective) { - camera->set_perspective(c.fov_size, c.znear, c.zfar); - } else { - camera->set_orthogonal(c.fov_size, c.znear, c.zfar); - } - - return camera; -} - -Node3D *EditorSceneImporterGLTF::_generate_spatial(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index) { - const GLTFNode *gltf_node = state.nodes[node_index]; - - Node3D *spatial = memnew(Node3D); - print_verbose("glTF: Creating spatial for: " + gltf_node->name); - - return spatial; -} - -void EditorSceneImporterGLTF::_generate_scene_node(GLTFState &state, Node *scene_parent, Node3D *scene_root, const GLTFNodeIndex node_index) { - const GLTFNode *gltf_node = state.nodes[node_index]; - - Node3D *current_node = nullptr; - - // Is our parent a skeleton - Skeleton3D *active_skeleton = Object::cast_to<Skeleton3D>(scene_parent); - - if (gltf_node->skeleton >= 0) { - Skeleton3D *skeleton = state.skeletons[gltf_node->skeleton].godot_skeleton; - - if (active_skeleton != skeleton) { - ERR_FAIL_COND_MSG(active_skeleton != nullptr, "glTF: Generating scene detected direct parented Skeletons"); - - // Add it to the scene if it has not already been added - if (skeleton->get_parent() == nullptr) { - scene_parent->add_child(skeleton); - skeleton->set_owner(scene_root); - } - } - - active_skeleton = skeleton; - current_node = skeleton; - } - - // If we have an active skeleton, and the node is node skinned, we need to create a bone attachment - if (current_node == nullptr && active_skeleton != nullptr && gltf_node->skin < 0) { - BoneAttachment3D *bone_attachment = _generate_bone_attachment(state, active_skeleton, node_index); - - scene_parent->add_child(bone_attachment); - bone_attachment->set_owner(scene_root); - - // There is no gltf_node that represent this, so just directly create a unique name - bone_attachment->set_name(_gen_unique_name(state, "BoneAttachment")); - - // We change the scene_parent to our bone attachment now. We do not set current_node because we want to make the node - // and attach it to the bone_attachment - scene_parent = bone_attachment; - } - - // We still have not managed to make a node - if (current_node == nullptr) { - if (gltf_node->mesh >= 0) { - current_node = _generate_mesh_instance(state, scene_parent, node_index); - } else if (gltf_node->camera >= 0) { - current_node = _generate_camera(state, scene_parent, node_index); - } else if (gltf_node->light >= 0) { - current_node = _generate_light(state, scene_parent, node_index); - } else { - current_node = _generate_spatial(state, scene_parent, node_index); - } - - scene_parent->add_child(current_node); - current_node->set_owner(scene_root); - current_node->set_transform(gltf_node->xform); - current_node->set_name(gltf_node->name); - } - - state.scene_nodes.insert(node_index, current_node); - - for (int i = 0; i < gltf_node->children.size(); ++i) { - _generate_scene_node(state, current_node, scene_root, gltf_node->children[i]); - } -} - -template <class T> -struct EditorSceneImporterGLTFInterpolate { - T lerp(const T &a, const T &b, float c) const { - return a + (b - a) * c; - } - - T catmull_rom(const T &p0, const T &p1, const T &p2, const T &p3, float t) { - const float t2 = t * t; - const float t3 = t2 * t; - - return 0.5f * ((2.0f * p1) + (-p0 + p2) * t + (2.0f * p0 - 5.0f * p1 + 4.0f * p2 - p3) * t2 + (-p0 + 3.0f * p1 - 3.0f * p2 + p3) * t3); - } - - T bezier(T start, T control_1, T control_2, T end, float t) { - /* Formula from Wikipedia article on Bezier curves. */ - const real_t omt = (1.0 - t); - const real_t omt2 = omt * omt; - const real_t omt3 = omt2 * omt; - const real_t t2 = t * t; - const real_t t3 = t2 * t; - - return start * omt3 + control_1 * omt2 * t * 3.0 + control_2 * omt * t2 * 3.0 + end * t3; - } -}; - -// thank you for existing, partial specialization -template <> -struct EditorSceneImporterGLTFInterpolate<Quat> { - Quat lerp(const Quat &a, const Quat &b, const float c) const { - ERR_FAIL_COND_V_MSG(!a.is_normalized(), Quat(), "The quaternion \"a\" must be normalized."); - ERR_FAIL_COND_V_MSG(!b.is_normalized(), Quat(), "The quaternion \"b\" must be normalized."); - - return a.slerp(b, c).normalized(); - } - - Quat catmull_rom(const Quat &p0, const Quat &p1, const Quat &p2, const Quat &p3, const float c) { - ERR_FAIL_COND_V_MSG(!p1.is_normalized(), Quat(), "The quaternion \"p1\" must be normalized."); - ERR_FAIL_COND_V_MSG(!p2.is_normalized(), Quat(), "The quaternion \"p2\" must be normalized."); - - return p1.slerp(p2, c).normalized(); - } - - Quat bezier(const Quat start, const Quat control_1, const Quat control_2, const Quat end, const float t) { - ERR_FAIL_COND_V_MSG(!start.is_normalized(), Quat(), "The start quaternion must be normalized."); - ERR_FAIL_COND_V_MSG(!end.is_normalized(), Quat(), "The end quaternion must be normalized."); - - return start.slerp(end, t).normalized(); - } -}; - -template <class T> -T EditorSceneImporterGLTF::_interpolate_track(const Vector<float> &p_times, const Vector<T> &p_values, const float p_time, const GLTFAnimation::Interpolation p_interp) { - //could use binary search, worth it? - int idx = -1; - for (int i = 0; i < p_times.size(); i++) { - if (p_times[i] > p_time) { - break; - } - idx++; - } - - EditorSceneImporterGLTFInterpolate<T> interp; - - switch (p_interp) { - case GLTFAnimation::INTERP_LINEAR: { - if (idx == -1) { - return p_values[0]; - } else if (idx >= p_times.size() - 1) { - return p_values[p_times.size() - 1]; - } - - const float c = (p_time - p_times[idx]) / (p_times[idx + 1] - p_times[idx]); - - return interp.lerp(p_values[idx], p_values[idx + 1], c); - - } break; - case GLTFAnimation::INTERP_STEP: { - if (idx == -1) { - return p_values[0]; - } else if (idx >= p_times.size() - 1) { - return p_values[p_times.size() - 1]; - } - - return p_values[idx]; - - } break; - case GLTFAnimation::INTERP_CATMULLROMSPLINE: { - if (idx == -1) { - return p_values[1]; - } else if (idx >= p_times.size() - 1) { - return p_values[1 + p_times.size() - 1]; - } - - const float c = (p_time - p_times[idx]) / (p_times[idx + 1] - p_times[idx]); - - return interp.catmull_rom(p_values[idx - 1], p_values[idx], p_values[idx + 1], p_values[idx + 3], c); - - } break; - case GLTFAnimation::INTERP_CUBIC_SPLINE: { - if (idx == -1) { - return p_values[1]; - } else if (idx >= p_times.size() - 1) { - return p_values[(p_times.size() - 1) * 3 + 1]; - } - - const float c = (p_time - p_times[idx]) / (p_times[idx + 1] - p_times[idx]); - - const T from = p_values[idx * 3 + 1]; - const T c1 = from + p_values[idx * 3 + 2]; - const T to = p_values[idx * 3 + 4]; - const T c2 = to + p_values[idx * 3 + 3]; - - return interp.bezier(from, c1, c2, to, c); - - } break; - } - - ERR_FAIL_V(p_values[0]); -} - -void EditorSceneImporterGLTF::_import_animation(GLTFState &state, AnimationPlayer *ap, const GLTFAnimationIndex index, const int bake_fps) { - const GLTFAnimation &anim = state.animations[index]; - - String name = anim.name; - if (name.empty()) { - // No node represent these, and they are not in the hierarchy, so just make a unique name - name = _gen_unique_name(state, "Animation"); - } - - Ref<Animation> animation; - animation.instance(); - animation->set_name(name); - - if (anim.loop) { - animation->set_loop(true); - } - - float length = 0; - - for (Map<int, GLTFAnimation::Track>::Element *E = anim.tracks.front(); E; E = E->next()) { - const GLTFAnimation::Track &track = E->get(); - //need to find the path - NodePath node_path; - - GLTFNodeIndex node_index = E->key(); - if (state.nodes[node_index]->fake_joint_parent >= 0) { - // Should be same as parent - node_index = state.nodes[node_index]->fake_joint_parent; - } - - const GLTFNode *node = state.nodes[E->key()]; - - if (node->skeleton >= 0) { - const Skeleton3D *sk = Object::cast_to<Skeleton3D>(state.scene_nodes.find(node_index)->get()); - ERR_FAIL_COND(sk == nullptr); - - const String path = ap->get_parent()->get_path_to(sk); - const String bone = node->name; - node_path = path + ":" + bone; - } else { - node_path = ap->get_parent()->get_path_to(state.scene_nodes.find(node_index)->get()); - } - - for (int i = 0; i < track.rotation_track.times.size(); i++) { - length = MAX(length, track.rotation_track.times[i]); - } - for (int i = 0; i < track.translation_track.times.size(); i++) { - length = MAX(length, track.translation_track.times[i]); - } - for (int i = 0; i < track.scale_track.times.size(); i++) { - length = MAX(length, track.scale_track.times[i]); - } - - for (int i = 0; i < track.weight_tracks.size(); i++) { - for (int j = 0; j < track.weight_tracks[i].times.size(); j++) { - length = MAX(length, track.weight_tracks[i].times[j]); - } - } - - if (track.rotation_track.values.size() || track.translation_track.values.size() || track.scale_track.values.size()) { - //make transform track - int track_idx = animation->get_track_count(); - animation->add_track(Animation::TYPE_TRANSFORM); - animation->track_set_path(track_idx, node_path); - animation->track_set_imported(track_idx, true); - //first determine animation length - - const float increment = 1.0 / float(bake_fps); - float time = 0.0; - - Vector3 base_pos; - Quat base_rot; - Vector3 base_scale = Vector3(1, 1, 1); - - if (!track.rotation_track.values.size()) { - base_rot = state.nodes[E->key()]->rotation.normalized(); - } - - if (!track.translation_track.values.size()) { - base_pos = state.nodes[E->key()]->translation; - } - - if (!track.scale_track.values.size()) { - base_scale = state.nodes[E->key()]->scale; - } - - bool last = false; - while (true) { - Vector3 pos = base_pos; - Quat rot = base_rot; - Vector3 scale = base_scale; - - if (track.translation_track.times.size()) { - pos = _interpolate_track<Vector3>(track.translation_track.times, track.translation_track.values, time, track.translation_track.interpolation); - } - - if (track.rotation_track.times.size()) { - rot = _interpolate_track<Quat>(track.rotation_track.times, track.rotation_track.values, time, track.rotation_track.interpolation); - } - - if (track.scale_track.times.size()) { - scale = _interpolate_track<Vector3>(track.scale_track.times, track.scale_track.values, time, track.scale_track.interpolation); - } - - if (node->skeleton >= 0) { - Transform xform; - xform.basis.set_quat_scale(rot, scale); - xform.origin = pos; - - const Skeleton3D *skeleton = state.skeletons[node->skeleton].godot_skeleton; - const int bone_idx = skeleton->find_bone(node->name); - xform = skeleton->get_bone_rest(bone_idx).affine_inverse() * xform; - - rot = xform.basis.get_rotation_quat(); - rot.normalize(); - scale = xform.basis.get_scale(); - pos = xform.origin; - } - - animation->transform_track_insert_key(track_idx, time, pos, rot, scale); - - if (last) { - break; - } - time += increment; - if (time >= length) { - last = true; - time = length; - } - } - } - - for (int i = 0; i < track.weight_tracks.size(); i++) { - ERR_CONTINUE(node->mesh < 0 || node->mesh >= state.meshes.size()); - const GLTFMesh &mesh = state.meshes[node->mesh]; - const String prop = "blend_shapes/" + mesh.mesh->get_blend_shape_name(i); - - const String blend_path = String(node_path) + ":" + prop; - - const int track_idx = animation->get_track_count(); - animation->add_track(Animation::TYPE_VALUE); - animation->track_set_path(track_idx, blend_path); - - // Only LINEAR and STEP (NEAREST) can be supported out of the box by Godot's Animation, - // the other modes have to be baked. - GLTFAnimation::Interpolation gltf_interp = track.weight_tracks[i].interpolation; - if (gltf_interp == GLTFAnimation::INTERP_LINEAR || gltf_interp == GLTFAnimation::INTERP_STEP) { - animation->track_set_interpolation_type(track_idx, gltf_interp == GLTFAnimation::INTERP_STEP ? Animation::INTERPOLATION_NEAREST : Animation::INTERPOLATION_LINEAR); - for (int j = 0; j < track.weight_tracks[i].times.size(); j++) { - const float t = track.weight_tracks[i].times[j]; - const float w = track.weight_tracks[i].values[j]; - animation->track_insert_key(track_idx, t, w); - } - } else { - // CATMULLROMSPLINE or CUBIC_SPLINE have to be baked, apologies. - const float increment = 1.0 / float(bake_fps); - float time = 0.0; - bool last = false; - while (true) { - _interpolate_track<float>(track.weight_tracks[i].times, track.weight_tracks[i].values, time, gltf_interp); - if (last) { - break; - } - time += increment; - if (time >= length) { - last = true; - time = length; - } - } - } - } - } - - animation->set_length(length); - - ap->add_animation(name, animation); -} - -void EditorSceneImporterGLTF::_process_mesh_instances(GLTFState &state, Node3D *scene_root) { - for (GLTFNodeIndex node_i = 0; node_i < state.nodes.size(); ++node_i) { - const GLTFNode *node = state.nodes[node_i]; - - if (node->skin >= 0 && node->mesh >= 0) { - const GLTFSkinIndex skin_i = node->skin; - - Map<GLTFNodeIndex, Node *>::Element *mi_element = state.scene_nodes.find(node_i); - EditorSceneImporterMeshNode *mi = Object::cast_to<EditorSceneImporterMeshNode>(mi_element->get()); - ERR_FAIL_COND(mi == nullptr); - - const GLTFSkeletonIndex skel_i = state.skins[node->skin].skeleton; - const GLTFSkeleton &gltf_skeleton = state.skeletons[skel_i]; - Skeleton3D *skeleton = gltf_skeleton.godot_skeleton; - ERR_FAIL_COND(skeleton == nullptr); - - mi->get_parent()->remove_child(mi); - skeleton->add_child(mi); - mi->set_owner(scene_root); - - mi->set_skin(state.skins[skin_i].godot_skin); - mi->set_skeleton_path(mi->get_path_to(skeleton)); - mi->set_transform(Transform()); - } - } -} - -Node3D *EditorSceneImporterGLTF::_generate_scene(GLTFState &state, const int p_bake_fps) { - Node3D *root = memnew(Node3D); - - // scene_name is already unique - root->set_name(state.scene_name); - - for (int i = 0; i < state.root_nodes.size(); ++i) { - _generate_scene_node(state, root, root, state.root_nodes[i]); - } - - _process_mesh_instances(state, root); - - if (state.animations.size()) { - AnimationPlayer *ap = memnew(AnimationPlayer); - ap->set_name("AnimationPlayer"); - root->add_child(ap); - ap->set_owner(root); - - for (int i = 0; i < state.animations.size(); i++) { - _import_animation(state, ap, i, p_bake_fps); - } - } - - return root; -} - -Node *EditorSceneImporterGLTF::import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps, List<String> *r_missing_deps, Error *r_err) { - print_verbose(vformat("glTF: Importing file %s as scene.", p_path)); - - GLTFState state; - - if (p_path.to_lower().ends_with("glb")) { - //binary file - //text file - Error err = _parse_glb(p_path, state); - if (err) { - return nullptr; - } - } else { - //text file - Error err = _parse_json(p_path, state); - if (err) { - return nullptr; - } - } - - ERR_FAIL_COND_V(!state.json.has("asset"), nullptr); - - Dictionary asset = state.json["asset"]; - - ERR_FAIL_COND_V(!asset.has("version"), nullptr); - - String version = asset["version"]; - - state.import_flags = p_flags; - state.major_version = version.get_slice(".", 0).to_int(); - state.minor_version = version.get_slice(".", 1).to_int(); - state.use_named_skin_binds = p_flags & IMPORT_USE_NAMED_SKIN_BINDS; - - /* STEP 0 PARSE SCENE */ - Error err = _parse_scenes(state); - if (err != OK) { - return nullptr; - } - - /* STEP 1 PARSE NODES */ - err = _parse_nodes(state); - if (err != OK) { - return nullptr; - } - - /* STEP 2 PARSE BUFFERS */ - err = _parse_buffers(state, p_path.get_base_dir()); - if (err != OK) { - return nullptr; - } - - /* STEP 3 PARSE BUFFER VIEWS */ - err = _parse_buffer_views(state); - if (err != OK) { - return nullptr; - } - - /* STEP 4 PARSE ACCESSORS */ - err = _parse_accessors(state); - if (err != OK) { - return nullptr; - } - - /* STEP 5 PARSE IMAGES */ - err = _parse_images(state, p_path.get_base_dir()); - if (err != OK) { - return nullptr; - } - - /* STEP 6 PARSE TEXTURES */ - err = _parse_textures(state); - if (err != OK) { - return nullptr; - } - - /* STEP 7 PARSE TEXTURES */ - err = _parse_materials(state); - if (err != OK) { - return nullptr; - } - - /* STEP 9 PARSE SKINS */ - err = _parse_skins(state); - if (err != OK) { - return nullptr; - } - - /* STEP 10 DETERMINE SKELETONS */ - err = _determine_skeletons(state); - if (err != OK) { - return nullptr; - } - - /* STEP 11 CREATE SKELETONS */ - err = _create_skeletons(state); - if (err != OK) { - return nullptr; - } - - /* STEP 12 CREATE SKINS */ - err = _create_skins(state); - if (err != OK) { - return nullptr; - } - - /* STEP 13 PARSE MESHES (we have enough info now) */ - err = _parse_meshes(state); - if (err != OK) { - return nullptr; - } - - /* STEP 14 PARSE LIGHTS */ - err = _parse_lights(state); - if (err != OK) { - return NULL; - } - - /* STEP 15 PARSE CAMERAS */ - err = _parse_cameras(state); - if (err != OK) { - return nullptr; - } - - /* STEP 16 PARSE ANIMATIONS */ - err = _parse_animations(state); - if (err != OK) { - return nullptr; - } - - /* STEP 17 ASSIGN SCENE NAMES */ - _assign_scene_names(state); - - /* STEP 18 MAKE SCENE! */ - Node3D *scene = _generate_scene(state, p_bake_fps); - - return scene; -} - -Ref<Animation> EditorSceneImporterGLTF::import_animation(const String &p_path, uint32_t p_flags, int p_bake_fps) { - return Ref<Animation>(); -} - -EditorSceneImporterGLTF::EditorSceneImporterGLTF() { -} diff --git a/editor/import/editor_scene_importer_gltf.h b/editor/import/editor_scene_importer_gltf.h deleted file mode 100644 index e6163a46be..0000000000 --- a/editor/import/editor_scene_importer_gltf.h +++ /dev/null @@ -1,384 +0,0 @@ -/*************************************************************************/ -/* editor_scene_importer_gltf.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ -/* */ -/* Permission is hereby granted, free of charge, to any person obtaining */ -/* a copy of this software and associated documentation files (the */ -/* "Software"), to deal in the Software without restriction, including */ -/* without limitation the rights to use, copy, modify, merge, publish, */ -/* distribute, sublicense, and/or sell copies of the Software, and to */ -/* permit persons to whom the Software is furnished to do so, subject to */ -/* the following conditions: */ -/* */ -/* The above copyright notice and this permission notice shall be */ -/* included in all copies or substantial portions of the Software. */ -/* */ -/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ -/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ -/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ -/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ -/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ -/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ -/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -/*************************************************************************/ - -#ifndef EDITOR_SCENE_IMPORTER_GLTF_H -#define EDITOR_SCENE_IMPORTER_GLTF_H - -#include "editor/import/resource_importer_scene.h" -#include "scene/3d/light_3d.h" -#include "scene/3d/node_3d.h" -#include "scene/3d/skeleton_3d.h" - -class AnimationPlayer; -class BoneAttachment3D; -class EditorSceneImporterMeshNode; - -class EditorSceneImporterGLTF : public EditorSceneImporter { - GDCLASS(EditorSceneImporterGLTF, EditorSceneImporter); - - typedef int GLTFAccessorIndex; - typedef int GLTFAnimationIndex; - typedef int GLTFBufferIndex; - typedef int GLTFBufferViewIndex; - typedef int GLTFCameraIndex; - typedef int GLTFImageIndex; - typedef int GLTFMaterialIndex; - typedef int GLTFMeshIndex; - typedef int GLTFLightIndex; - typedef int GLTFNodeIndex; - typedef int GLTFSkeletonIndex; - typedef int GLTFSkinIndex; - typedef int GLTFTextureIndex; - - enum { - ARRAY_BUFFER = 34962, - ELEMENT_ARRAY_BUFFER = 34963, - - TYPE_BYTE = 5120, - TYPE_UNSIGNED_BYTE = 5121, - TYPE_SHORT = 5122, - TYPE_UNSIGNED_SHORT = 5123, - TYPE_UNSIGNED_INT = 5125, - TYPE_FLOAT = 5126, - - COMPONENT_TYPE_BYTE = 5120, - COMPONENT_TYPE_UNSIGNED_BYTE = 5121, - COMPONENT_TYPE_SHORT = 5122, - COMPONENT_TYPE_UNSIGNED_SHORT = 5123, - COMPONENT_TYPE_INT = 5125, - COMPONENT_TYPE_FLOAT = 5126, - - }; - - String _get_component_type_name(const uint32_t p_component); - int _get_component_type_size(const int component_type); - - enum GLTFType { - TYPE_SCALAR, - TYPE_VEC2, - TYPE_VEC3, - TYPE_VEC4, - TYPE_MAT2, - TYPE_MAT3, - TYPE_MAT4, - }; - - String _get_type_name(const GLTFType p_component); - - struct GLTFNode { - //matrices need to be transformed to this - GLTFNodeIndex parent = -1; - int height = -1; - - Transform xform; - String name; - - GLTFMeshIndex mesh = -1; - GLTFCameraIndex camera = -1; - GLTFSkinIndex skin = -1; - - GLTFSkeletonIndex skeleton = -1; - bool joint = false; - - Vector3 translation; - Quat rotation; - Vector3 scale = Vector3(1, 1, 1); - - Vector<int> children; - - GLTFNodeIndex fake_joint_parent = -1; - - GLTFLightIndex light = -1; - }; - - struct GLTFBufferView { - GLTFBufferIndex buffer = -1; - int byte_offset = 0; - int byte_length = 0; - int byte_stride = 0; - bool indices = false; - //matrices need to be transformed to this - }; - - struct GLTFAccessor { - GLTFBufferViewIndex buffer_view = 0; - int byte_offset = 0; - int component_type = 0; - bool normalized = false; - int count = 0; - GLTFType type = GLTFType::TYPE_SCALAR; - float min = 0; - float max = 0; - int sparse_count = 0; - int sparse_indices_buffer_view = 0; - int sparse_indices_byte_offset = 0; - int sparse_indices_component_type = 0; - int sparse_values_buffer_view = 0; - int sparse_values_byte_offset = 0; - }; - struct GLTFTexture { - GLTFImageIndex src_image; - }; - - struct GLTFSkeleton { - // The *synthesized* skeletons joints - Vector<GLTFNodeIndex> joints; - - // The roots of the skeleton. If there are multiple, each root must have the same parent - // (ie roots are siblings) - Vector<GLTFNodeIndex> roots; - - // The created Skeleton for the scene - Skeleton3D *godot_skeleton = nullptr; - - // Set of unique bone names for the skeleton - Set<String> unique_names; - }; - - struct GLTFSkin { - String name; - - // The "skeleton" property defined in the gltf spec. -1 = Scene Root - GLTFNodeIndex skin_root = -1; - - Vector<GLTFNodeIndex> joints_original; - Vector<Transform> inverse_binds; - - // Note: joints + non_joints should form a complete subtree, or subtrees with a common parent - - // All nodes that are skins that are caught in-between the original joints - // (inclusive of joints_original) - Vector<GLTFNodeIndex> joints; - - // All Nodes that are caught in-between skin joint nodes, and are not defined - // as joints by any skin - Vector<GLTFNodeIndex> non_joints; - - // The roots of the skin. In the case of multiple roots, their parent *must* - // be the same (the roots must be siblings) - Vector<GLTFNodeIndex> roots; - - // The GLTF Skeleton this Skin points to (after we determine skeletons) - GLTFSkeletonIndex skeleton = -1; - - // A mapping from the joint indices (in the order of joints_original) to the - // Godot Skeleton's bone_indices - Map<int, int> joint_i_to_bone_i; - Map<int, StringName> joint_i_to_name; - - // The Actual Skin that will be created as a mapping between the IBM's of this skin - // to the generated skeleton for the mesh instances. - Ref<Skin> godot_skin; - }; - - struct GLTFMesh { - Ref<EditorSceneImporterMesh> mesh; - Vector<float> blend_weights; - }; - - struct GLTFCamera { - bool perspective = true; - float fov_size = 75; - float zfar = 4000; - float znear = 0.05; - }; - - struct GLTFLight { - Color color = Color(1.0f, 1.0f, 1.0f); - float intensity = 1.0f; - String type = ""; - float range = Math_INF; - float inner_cone_angle = 0.0f; - float outer_cone_angle = Math_PI / 4.0; - }; - - struct GLTFAnimation { - bool loop = false; - - enum Interpolation { - INTERP_LINEAR, - INTERP_STEP, - INTERP_CATMULLROMSPLINE, - INTERP_CUBIC_SPLINE - }; - - template <class T> - struct Channel { - Interpolation interpolation; - Vector<float> times; - Vector<T> values; - }; - - struct Track { - Channel<Vector3> translation_track; - Channel<Quat> rotation_track; - Channel<Vector3> scale_track; - Vector<Channel<float>> weight_tracks; - }; - - String name; - - Map<int, Track> tracks; - }; - - struct GLTFState { - Dictionary json; - int major_version = 0; - int minor_version = 0; - Vector<uint8_t> glb_data; - - bool use_named_skin_binds = false; - - Vector<GLTFNode *> nodes; - Vector<Vector<uint8_t>> buffers; - Vector<GLTFBufferView> buffer_views; - Vector<GLTFAccessor> accessors; - - Vector<GLTFMesh> meshes; //meshes are loaded directly, no reason not to. - Vector<Ref<StandardMaterial3D>> materials; - - String scene_name; - Vector<int> root_nodes; - - Vector<GLTFTexture> textures; - Vector<Ref<Texture2D>> images; - - Vector<GLTFSkin> skins; - Vector<GLTFCamera> cameras; - Vector<GLTFLight> lights; - - Set<String> unique_names; - - Vector<GLTFSkeleton> skeletons; - Vector<GLTFAnimation> animations; - - Map<GLTFNodeIndex, Node *> scene_nodes; - - // EditorSceneImporter::ImportFlags - uint32_t import_flags; - - ~GLTFState() { - for (int i = 0; i < nodes.size(); i++) { - memdelete(nodes[i]); - } - } - }; - - String _sanitize_scene_name(const String &name); - String _gen_unique_name(GLTFState &state, const String &p_name); - - String _sanitize_bone_name(const String &name); - String _gen_unique_bone_name(GLTFState &state, const GLTFSkeletonIndex skel_i, const String &p_name); - - Ref<Texture2D> _get_texture(GLTFState &state, const GLTFTextureIndex p_texture); - - Error _parse_json(const String &p_path, GLTFState &state); - Error _parse_glb(const String &p_path, GLTFState &state); - - Error _parse_scenes(GLTFState &state); - Error _parse_nodes(GLTFState &state); - - void _compute_node_heights(GLTFState &state); - - Error _parse_buffers(GLTFState &state, const String &p_base_path); - Error _parse_buffer_views(GLTFState &state); - GLTFType _get_type_from_str(const String &p_string); - Error _parse_accessors(GLTFState &state); - Error _decode_buffer_view(GLTFState &state, double *dst, const GLTFBufferViewIndex p_buffer_view, const int skip_every, const int skip_bytes, const int element_size, const int count, const GLTFType type, const int component_count, const int component_type, const int component_size, const bool normalized, const int byte_offset, const bool for_vertex); - - Vector<double> _decode_accessor(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex); - Vector<float> _decode_accessor_as_floats(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex); - Vector<int> _decode_accessor_as_ints(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex); - Vector<Vector2> _decode_accessor_as_vec2(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex); - Vector<Vector3> _decode_accessor_as_vec3(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex); - Vector<Color> _decode_accessor_as_color(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex); - Vector<Quat> _decode_accessor_as_quat(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex); - Vector<Transform2D> _decode_accessor_as_xform2d(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex); - Vector<Basis> _decode_accessor_as_basis(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex); - Vector<Transform> _decode_accessor_as_xform(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex); - - Error _parse_meshes(GLTFState &state); - Error _parse_images(GLTFState &state, const String &p_base_path); - Error _parse_textures(GLTFState &state); - - Error _parse_materials(GLTFState &state); - - GLTFNodeIndex _find_highest_node(GLTFState &state, const Vector<GLTFNodeIndex> &subset); - - bool _capture_nodes_in_skin(GLTFState &state, GLTFSkin &skin, const GLTFNodeIndex node_index); - void _capture_nodes_for_multirooted_skin(GLTFState &state, GLTFSkin &skin); - Error _expand_skin(GLTFState &state, GLTFSkin &skin); - Error _verify_skin(GLTFState &state, GLTFSkin &skin); - Error _parse_skins(GLTFState &state); - - Error _determine_skeletons(GLTFState &state); - Error _reparent_non_joint_skeleton_subtrees(GLTFState &state, GLTFSkeleton &skeleton, const Vector<GLTFNodeIndex> &non_joints); - Error _reparent_to_fake_joint(GLTFState &state, GLTFSkeleton &skeleton, const GLTFNodeIndex node_index); - Error _determine_skeleton_roots(GLTFState &state, const GLTFSkeletonIndex skel_i); - - Error _create_skeletons(GLTFState &state); - Error _map_skin_joints_indices_to_skeleton_bone_indices(GLTFState &state); - - Error _create_skins(GLTFState &state); - bool _skins_are_same(const Ref<Skin> &skin_a, const Ref<Skin> &skin_b); - void _remove_duplicate_skins(GLTFState &state); - - Error _parse_cameras(GLTFState &state); - Error _parse_lights(GLTFState &state); - Error _parse_animations(GLTFState &state); - - BoneAttachment3D *_generate_bone_attachment(GLTFState &state, Skeleton3D *skeleton, const GLTFNodeIndex node_index); - EditorSceneImporterMeshNode *_generate_mesh_instance(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index); - Camera3D *_generate_camera(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index); - Light3D *_generate_light(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index); - Node3D *_generate_spatial(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index); - - void _generate_scene_node(GLTFState &state, Node *scene_parent, Node3D *scene_root, const GLTFNodeIndex node_index); - Node3D *_generate_scene(GLTFState &state, const int p_bake_fps); - - void _process_mesh_instances(GLTFState &state, Node3D *scene_root); - - void _assign_scene_names(GLTFState &state); - - template <class T> - T _interpolate_track(const Vector<float> &p_times, const Vector<T> &p_values, const float p_time, const GLTFAnimation::Interpolation p_interp); - - void _import_animation(GLTFState &state, AnimationPlayer *ap, const GLTFAnimationIndex index, const int bake_fps); - -public: - virtual uint32_t get_import_flags() const override; - virtual void get_extensions(List<String> *r_extensions) const override; - virtual Node *import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps, List<String> *r_missing_deps = nullptr, Error *r_err = nullptr) override; - virtual Ref<Animation> import_animation(const String &p_path, uint32_t p_flags, int p_bake_fps) override; - - EditorSceneImporterGLTF(); -}; - -#endif // EDITOR_SCENE_IMPORTER_GLTF_H diff --git a/editor/import/resource_importer_obj.cpp b/editor/import/resource_importer_obj.cpp index 30c7b2920a..e7170ef61c 100644 --- a/editor/import/resource_importer_obj.cpp +++ b/editor/import/resource_importer_obj.cpp @@ -32,6 +32,8 @@ #include "core/io/resource_saver.h" #include "core/os/file_access.h" +#include "editor/import/scene_importer_mesh.h" +#include "editor/import/scene_importer_mesh_node_3d.h" #include "scene/3d/mesh_instance_3d.h" #include "scene/3d/node_3d.h" #include "scene/resources/mesh.h" @@ -444,7 +446,7 @@ Node *EditorOBJImporter::import_scene(const String &p_path, uint32_t p_flags, in mesh->add_surface(m->surface_get_primitive_type(i), m->surface_get_arrays(i), Array(), Dictionary(), m->surface_get_material(i)); } - EditorSceneImporterMeshNode *mi = memnew(EditorSceneImporterMeshNode); + EditorSceneImporterMeshNode3D *mi = memnew(EditorSceneImporterMeshNode3D); mi->set_mesh(mesh); mi->set_name(E->get()->get_name()); scene->add_child(mi); diff --git a/editor/import/resource_importer_scene.cpp b/editor/import/resource_importer_scene.cpp index b591627660..d36d811ce8 100644 --- a/editor/import/resource_importer_scene.cpp +++ b/editor/import/resource_importer_scene.cpp @@ -32,6 +32,7 @@ #include "core/io/resource_saver.h" #include "editor/editor_node.h" +#include "editor/import/scene_importer_mesh_node_3d.h" #include "scene/3d/collision_shape_3d.h" #include "scene/3d/mesh_instance_3d.h" #include "scene/3d/navigation_3d.h" @@ -120,345 +121,6 @@ void EditorSceneImporter::_bind_methods() { BIND_CONSTANT(IMPORT_USE_COMPRESSION); } -//////////////////////////////////////////////// - -void EditorSceneImporterMesh::add_blend_shape(const String &p_name) { - ERR_FAIL_COND(surfaces.size() > 0); - blend_shapes.push_back(p_name); -} - -int EditorSceneImporterMesh::get_blend_shape_count() const { - return blend_shapes.size(); -} - -String EditorSceneImporterMesh::get_blend_shape_name(int p_blend_shape) const { - ERR_FAIL_INDEX_V(p_blend_shape, blend_shapes.size(), String()); - return blend_shapes[p_blend_shape]; -} - -void EditorSceneImporterMesh::set_blend_shape_mode(Mesh::BlendShapeMode p_blend_shape_mode) { - blend_shape_mode = p_blend_shape_mode; -} -Mesh::BlendShapeMode EditorSceneImporterMesh::get_blend_shape_mode() const { - return blend_shape_mode; -} - -void EditorSceneImporterMesh::add_surface(Mesh::PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes, const Dictionary &p_lods, const Ref<Material> &p_material, const String &p_name) { - ERR_FAIL_COND(p_blend_shapes.size() != blend_shapes.size()); - ERR_FAIL_COND(p_arrays.size() != Mesh::ARRAY_MAX); - Surface s; - s.primitive = p_primitive; - s.arrays = p_arrays; - s.name = p_name; - - for (int i = 0; i < blend_shapes.size(); i++) { - Array bsdata = p_blend_shapes[i]; - ERR_FAIL_COND(bsdata.size() != Mesh::ARRAY_MAX); - Surface::BlendShape bs; - bs.arrays = bsdata; - s.blend_shape_data.push_back(bs); - } - - List<Variant> lods; - p_lods.get_key_list(&lods); - for (List<Variant>::Element *E = lods.front(); E; E = E->next()) { - ERR_CONTINUE(!E->get().is_num()); - Surface::LOD lod; - lod.distance = E->get(); - lod.indices = p_lods[E->get()]; - ERR_CONTINUE(lod.indices.size() == 0); - s.lods.push_back(lod); - } - - s.material = p_material; - - surfaces.push_back(s); - mesh.unref(); -} -int EditorSceneImporterMesh::get_surface_count() const { - return surfaces.size(); -} - -Mesh::PrimitiveType EditorSceneImporterMesh::get_surface_primitive_type(int p_surface) { - ERR_FAIL_INDEX_V(p_surface, surfaces.size(), Mesh::PRIMITIVE_MAX); - return surfaces[p_surface].primitive; -} -Array EditorSceneImporterMesh::get_surface_arrays(int p_surface) const { - ERR_FAIL_INDEX_V(p_surface, surfaces.size(), Array()); - return surfaces[p_surface].arrays; -} -String EditorSceneImporterMesh::get_surface_name(int p_surface) const { - ERR_FAIL_INDEX_V(p_surface, surfaces.size(), String()); - return surfaces[p_surface].name; -} -Array EditorSceneImporterMesh::get_surface_blend_shape_arrays(int p_surface, int p_blend_shape) const { - ERR_FAIL_INDEX_V(p_surface, surfaces.size(), Array()); - ERR_FAIL_INDEX_V(p_blend_shape, surfaces[p_surface].blend_shape_data.size(), Array()); - return surfaces[p_surface].blend_shape_data[p_blend_shape].arrays; -} -int EditorSceneImporterMesh::get_surface_lod_count(int p_surface) const { - ERR_FAIL_INDEX_V(p_surface, surfaces.size(), 0); - return surfaces[p_surface].lods.size(); -} -Vector<int> EditorSceneImporterMesh::get_surface_lod_indices(int p_surface, int p_lod) const { - ERR_FAIL_INDEX_V(p_surface, surfaces.size(), Vector<int>()); - ERR_FAIL_INDEX_V(p_lod, surfaces[p_surface].lods.size(), Vector<int>()); - - return surfaces[p_surface].lods[p_lod].indices; -} - -float EditorSceneImporterMesh::get_surface_lod_size(int p_surface, int p_lod) const { - ERR_FAIL_INDEX_V(p_surface, surfaces.size(), 0); - ERR_FAIL_INDEX_V(p_lod, surfaces[p_surface].lods.size(), 0); - return surfaces[p_surface].lods[p_lod].distance; -} - -Ref<Material> EditorSceneImporterMesh::get_surface_material(int p_surface) const { - ERR_FAIL_INDEX_V(p_surface, surfaces.size(), Ref<Material>()); - return surfaces[p_surface].material; -} - -void EditorSceneImporterMesh::generate_lods() { - if (!SurfaceTool::simplify_func) { - return; - } - - for (int i = 0; i < surfaces.size(); i++) { - if (surfaces[i].primitive != Mesh::PRIMITIVE_TRIANGLES) { - continue; - } - - surfaces.write[i].lods.clear(); - Vector<Vector3> vertices = surfaces[i].arrays[RS::ARRAY_VERTEX]; - Vector<int> indices = surfaces[i].arrays[RS::ARRAY_INDEX]; - if (indices.size() == 0) { - continue; //no lods if no indices - } - uint32_t vertex_count = vertices.size(); - const Vector3 *vertices_ptr = vertices.ptr(); - - int min_indices = 10; - int index_target = indices.size() / 2; - print_line("total: " + itos(indices.size())); - while (index_target > min_indices) { - float error; - Vector<int> new_indices; - new_indices.resize(indices.size()); - size_t new_len = SurfaceTool::simplify_func((unsigned int *)new_indices.ptrw(), (const unsigned int *)indices.ptr(), indices.size(), (const float *)vertices_ptr, vertex_count, sizeof(Vector3), index_target, 1e20, &error); - print_line("shoot for " + itos(index_target) + ", got " + itos(new_len) + " distance " + rtos(error)); - if ((int)new_len > (index_target * 120 / 100)) { - break; // 20 percent tolerance - } - new_indices.resize(new_len); - Surface::LOD lod; - lod.distance = error; - lod.indices = new_indices; - surfaces.write[i].lods.push_back(lod); - index_target /= 2; - } - } -} - -bool EditorSceneImporterMesh::has_mesh() const { - return mesh.is_valid(); -} - -Ref<ArrayMesh> EditorSceneImporterMesh::get_mesh() { - ERR_FAIL_COND_V(surfaces.size() == 0, Ref<ArrayMesh>()); - - if (mesh.is_null()) { - mesh.instance(); - for (int i = 0; i < blend_shapes.size(); i++) { - mesh->add_blend_shape(blend_shapes[i]); - } - mesh->set_blend_shape_mode(blend_shape_mode); - for (int i = 0; i < surfaces.size(); i++) { - Array bs_data; - if (surfaces[i].blend_shape_data.size()) { - for (int j = 0; j < surfaces[i].blend_shape_data.size(); j++) { - bs_data.push_back(surfaces[i].blend_shape_data[j].arrays); - } - } - Dictionary lods; - if (surfaces[i].lods.size()) { - for (int j = 0; j < surfaces[i].lods.size(); j++) { - lods[surfaces[i].lods[j].distance] = surfaces[i].lods[j].indices; - } - } - - mesh->add_surface_from_arrays(surfaces[i].primitive, surfaces[i].arrays, bs_data, lods); - if (surfaces[i].material.is_valid()) { - mesh->surface_set_material(mesh->get_surface_count() - 1, surfaces[i].material); - } - if (surfaces[i].name != String()) { - mesh->surface_set_name(mesh->get_surface_count() - 1, surfaces[i].name); - } - } - } - - return mesh; -} - -void EditorSceneImporterMesh::clear() { - surfaces.clear(); - blend_shapes.clear(); - mesh.unref(); -} - -void EditorSceneImporterMesh::_set_data(const Dictionary &p_data) { - clear(); - if (p_data.has("blend_shape_names")) { - blend_shapes = p_data["blend_shape_names"]; - } - if (p_data.has("surfaces")) { - Array surface_arr = p_data["surfaces"]; - for (int i = 0; i < surface_arr.size(); i++) { - Dictionary s = surface_arr[i]; - ERR_CONTINUE(!s.has("primitive")); - ERR_CONTINUE(!s.has("arrays")); - Mesh::PrimitiveType prim = Mesh::PrimitiveType(int(s["primitive"])); - ERR_CONTINUE(prim >= Mesh::PRIMITIVE_MAX); - Array arr = s["arrays"]; - Dictionary lods; - String name; - if (s.has("name")) { - name = s["name"]; - } - if (s.has("lods")) { - lods = s["lods"]; - } - Array blend_shapes; - if (s.has("blend_shapes")) { - blend_shapes = s["blend_shapes"]; - } - Ref<Material> material; - if (s.has("material")) { - material = s["material"]; - } - add_surface(prim, arr, blend_shapes, lods, material, name); - } - } -} -Dictionary EditorSceneImporterMesh::_get_data() const { - Dictionary data; - if (blend_shapes.size()) { - data["blend_shape_names"] = blend_shapes; - } - Array surface_arr; - for (int i = 0; i < surfaces.size(); i++) { - Dictionary d; - d["primitive"] = surfaces[i].primitive; - d["arrays"] = surfaces[i].arrays; - if (surfaces[i].blend_shape_data.size()) { - Array bs_data; - for (int j = 0; j < surfaces[i].blend_shape_data.size(); j++) { - bs_data.push_back(surfaces[i].blend_shape_data[j].arrays); - } - d["blend_shapes"] = bs_data; - } - if (surfaces[i].lods.size()) { - Dictionary lods; - for (int j = 0; j < surfaces[i].lods.size(); j++) { - lods[surfaces[i].lods[j].distance] = surfaces[i].lods[j].indices; - } - d["lods"] = lods; - } - - if (surfaces[i].material.is_valid()) { - d["material"] = surfaces[i].material; - } - - if (surfaces[i].name != String()) { - d["name"] = surfaces[i].name; - } - - surface_arr.push_back(d); - } - data["surfaces"] = surface_arr; - return data; -} - -void EditorSceneImporterMesh::_bind_methods() { - ClassDB::bind_method(D_METHOD("add_blend_shape", "name"), &EditorSceneImporterMesh::add_blend_shape); - ClassDB::bind_method(D_METHOD("get_blend_shape_count"), &EditorSceneImporterMesh::get_blend_shape_count); - ClassDB::bind_method(D_METHOD("get_blend_shape_name", "blend_shape_idx"), &EditorSceneImporterMesh::get_blend_shape_name); - - ClassDB::bind_method(D_METHOD("set_blend_shape_mode", "mode"), &EditorSceneImporterMesh::set_blend_shape_mode); - ClassDB::bind_method(D_METHOD("get_blend_shape_mode"), &EditorSceneImporterMesh::get_blend_shape_mode); - - ClassDB::bind_method(D_METHOD("add_surface", "primitive", "arrays", "blend_shapes", "lods", "material"), &EditorSceneImporterMesh::add_surface, DEFVAL(Array()), DEFVAL(Dictionary()), DEFVAL(Ref<Material>()), DEFVAL(String())); - - ClassDB::bind_method(D_METHOD("get_surface_count"), &EditorSceneImporterMesh::get_surface_count); - ClassDB::bind_method(D_METHOD("get_surface_primitive_type", "surface_idx"), &EditorSceneImporterMesh::get_surface_primitive_type); - ClassDB::bind_method(D_METHOD("get_surface_name", "surface_idx"), &EditorSceneImporterMesh::get_surface_name); - ClassDB::bind_method(D_METHOD("get_surface_arrays", "surface_idx"), &EditorSceneImporterMesh::get_surface_arrays); - ClassDB::bind_method(D_METHOD("get_surface_blend_shape_arrays", "surface_idx", "blend_shape_idx"), &EditorSceneImporterMesh::get_surface_blend_shape_arrays); - ClassDB::bind_method(D_METHOD("get_surface_lod_count", "surface_idx"), &EditorSceneImporterMesh::get_surface_lod_count); - ClassDB::bind_method(D_METHOD("get_surface_lod_size", "surface_idx", "lod_idx"), &EditorSceneImporterMesh::get_surface_lod_size); - ClassDB::bind_method(D_METHOD("get_surface_lod_indices", "surface_idx", "lod_idx"), &EditorSceneImporterMesh::get_surface_lod_indices); - ClassDB::bind_method(D_METHOD("get_surface_material", "surface_idx"), &EditorSceneImporterMesh::get_surface_material); - - ClassDB::bind_method(D_METHOD("get_mesh"), &EditorSceneImporterMesh::get_mesh); - ClassDB::bind_method(D_METHOD("clear"), &EditorSceneImporterMesh::clear); - - ClassDB::bind_method(D_METHOD("_set_data", "data"), &EditorSceneImporterMesh::_set_data); - ClassDB::bind_method(D_METHOD("_get_data"), &EditorSceneImporterMesh::_get_data); - - ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "_data", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "_set_data", "_get_data"); -} - -void EditorSceneImporterMeshNode::set_mesh(const Ref<EditorSceneImporterMesh> &p_mesh) { - mesh = p_mesh; -} -Ref<EditorSceneImporterMesh> EditorSceneImporterMeshNode::get_mesh() const { - return mesh; -} - -void EditorSceneImporterMeshNode::set_skin(const Ref<Skin> &p_skin) { - skin = p_skin; -} -Ref<Skin> EditorSceneImporterMeshNode::get_skin() const { - return skin; -} - -void EditorSceneImporterMeshNode::set_surface_material(int p_idx, const Ref<Material> &p_material) { - ERR_FAIL_COND(p_idx < 0); - if (p_idx >= surface_materials.size()) { - surface_materials.resize(p_idx + 1); - } - - surface_materials.write[p_idx] = p_material; -} -Ref<Material> EditorSceneImporterMeshNode::get_surface_material(int p_idx) const { - ERR_FAIL_COND_V(p_idx < 0, Ref<Material>()); - if (p_idx >= surface_materials.size()) { - return Ref<Material>(); - } - return surface_materials[p_idx]; -} - -void EditorSceneImporterMeshNode::set_skeleton_path(const NodePath &p_path) { - skeleton_path = p_path; -} -NodePath EditorSceneImporterMeshNode::get_skeleton_path() const { - return skeleton_path; -} - -void EditorSceneImporterMeshNode::_bind_methods() { - ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &EditorSceneImporterMeshNode::set_mesh); - ClassDB::bind_method(D_METHOD("get_mesh"), &EditorSceneImporterMeshNode::get_mesh); - - ClassDB::bind_method(D_METHOD("set_skin", "skin"), &EditorSceneImporterMeshNode::set_skin); - ClassDB::bind_method(D_METHOD("get_skin"), &EditorSceneImporterMeshNode::get_skin); - - ClassDB::bind_method(D_METHOD("set_skeleton_path", "skeleton_path"), &EditorSceneImporterMeshNode::set_skeleton_path); - ClassDB::bind_method(D_METHOD("get_skeleton_path"), &EditorSceneImporterMeshNode::get_skeleton_path); - - ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "EditorSceneImporterMesh"), "set_mesh", "get_mesh"); - ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "skin", PROPERTY_HINT_RESOURCE_TYPE, "Skin"), "set_skin", "get_skin"); - ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "skeleton_path", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Skeleton"), "set_skeleton_path", "get_skeleton_path"); -} - ///////////////////////////////// void EditorScenePostImport::_bind_methods() { BIND_VMETHOD(MethodInfo(Variant::OBJECT, "post_import", PropertyInfo(Variant::OBJECT, "scene"))); @@ -1560,27 +1222,30 @@ Ref<Animation> ResourceImporterScene::import_animation_from_other_importer(Edito } void ResourceImporterScene::_generate_meshes(Node *p_node, bool p_generate_lods) { - EditorSceneImporterMeshNode *src_mesh = Object::cast_to<EditorSceneImporterMeshNode>(p_node); - if (src_mesh != nullptr) { + EditorSceneImporterMeshNode3D *src_mesh_node = Object::cast_to<EditorSceneImporterMeshNode3D>(p_node); + if (src_mesh_node) { //is mesh MeshInstance3D *mesh_node = memnew(MeshInstance3D); - mesh_node->set_transform(src_mesh->get_transform()); - mesh_node->set_skin(src_mesh->get_skin()); - mesh_node->set_skeleton_path(src_mesh->get_skeleton_path()); - - Ref<ArrayMesh> mesh; - if (!src_mesh->get_mesh()->has_mesh()) { - if (p_generate_lods) { - src_mesh->get_mesh()->generate_lods(); + mesh_node->set_name(src_mesh_node->get_name()); + mesh_node->set_transform(src_mesh_node->get_transform()); + mesh_node->set_skin(src_mesh_node->get_skin()); + mesh_node->set_skeleton_path(src_mesh_node->get_skeleton_path()); + if (src_mesh_node->get_mesh().is_valid()) { + Ref<ArrayMesh> mesh; + if (!src_mesh_node->get_mesh()->has_mesh()) { + //do mesh processing + if (p_generate_lods) { + src_mesh_node->get_mesh()->generate_lods(); + } + } + mesh = src_mesh_node->get_mesh()->get_mesh(); + if (mesh.is_valid()) { + mesh_node->set_mesh(mesh); + for (int i = 0; i < mesh->get_surface_count(); i++) { + mesh_node->set_surface_material(i, src_mesh_node->get_surface_material(i)); + } } - //do mesh processing - } - mesh = src_mesh->get_mesh()->get_mesh(); - mesh_node->set_mesh(mesh); - for (int i = 0; i < mesh->get_surface_count(); i++) { - mesh_node->set_surface_material(i, src_mesh->get_surface_material(i)); } - p_node->replace_by(mesh_node); memdelete(p_node); p_node = mesh_node; diff --git a/editor/import/resource_importer_scene.h b/editor/import/resource_importer_scene.h index aef6c0ac50..5b70f5bd81 100644 --- a/editor/import/resource_importer_scene.h +++ b/editor/import/resource_importer_scene.h @@ -90,92 +90,6 @@ public: EditorScenePostImport(); }; -// The following classes are used by importers instead of ArrayMesh and MeshInstance3D -// so the data is not reginstered (hence, quality loss), importing happens faster and -// its easier to modify before saving - -class EditorSceneImporterMesh : public Resource { - GDCLASS(EditorSceneImporterMesh, Resource) - - struct Surface { - Mesh::PrimitiveType primitive; - Array arrays; - struct BlendShape { - Array arrays; - }; - Vector<BlendShape> blend_shape_data; - struct LOD { - Vector<int> indices; - float distance; - }; - Vector<LOD> lods; - Ref<Material> material; - String name; - }; - Vector<Surface> surfaces; - Vector<String> blend_shapes; - Mesh::BlendShapeMode blend_shape_mode = Mesh::BLEND_SHAPE_MODE_NORMALIZED; - - Ref<ArrayMesh> mesh; - -protected: - void _set_data(const Dictionary &p_data); - Dictionary _get_data() const; - - static void _bind_methods(); - -public: - void add_blend_shape(const String &p_name); - int get_blend_shape_count() const; - String get_blend_shape_name(int p_blend_shape) const; - - void add_surface(Mesh::PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes = Array(), const Dictionary &p_lods = Dictionary(), const Ref<Material> &p_material = Ref<Material>(), const String &p_name = String()); - int get_surface_count() const; - - void set_blend_shape_mode(Mesh::BlendShapeMode p_blend_shape_mode); - Mesh::BlendShapeMode get_blend_shape_mode() const; - - Mesh::PrimitiveType get_surface_primitive_type(int p_surface); - String get_surface_name(int p_surface) const; - Array get_surface_arrays(int p_surface) const; - Array get_surface_blend_shape_arrays(int p_surface, int p_blend_shape) const; - int get_surface_lod_count(int p_surface) const; - Vector<int> get_surface_lod_indices(int p_surface, int p_lod) const; - float get_surface_lod_size(int p_surface, int p_lod) const; - Ref<Material> get_surface_material(int p_surface) const; - - void generate_lods(); - - bool has_mesh() const; - Ref<ArrayMesh> get_mesh(); - void clear(); -}; - -class EditorSceneImporterMeshNode : public Node3D { - GDCLASS(EditorSceneImporterMeshNode, Node3D) - - Ref<EditorSceneImporterMesh> mesh; - Ref<Skin> skin; - NodePath skeleton_path; - Vector<Ref<Material>> surface_materials; - -protected: - static void _bind_methods(); - -public: - void set_mesh(const Ref<EditorSceneImporterMesh> &p_mesh); - Ref<EditorSceneImporterMesh> get_mesh() const; - - void set_skin(const Ref<Skin> &p_skin); - Ref<Skin> get_skin() const; - - void set_surface_material(int p_idx, const Ref<Material> &p_material); - Ref<Material> get_surface_material(int p_idx) const; - - void set_skeleton_path(const NodePath &p_path); - NodePath get_skeleton_path() const; -}; - class ResourceImporterScene : public ResourceImporter { GDCLASS(ResourceImporterScene, ResourceImporter); diff --git a/editor/import/scene_importer_mesh.cpp b/editor/import/scene_importer_mesh.cpp new file mode 100644 index 0000000000..263e6afe0c --- /dev/null +++ b/editor/import/scene_importer_mesh.cpp @@ -0,0 +1,320 @@ +/*************************************************************************/ +/* scene_importer_mesh.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#include "scene_importer_mesh.h" + +#include "scene/resources/surface_tool.h" + +void EditorSceneImporterMesh::add_blend_shape(const String &p_name) { + ERR_FAIL_COND(surfaces.size() > 0); + blend_shapes.push_back(p_name); +} + +int EditorSceneImporterMesh::get_blend_shape_count() const { + return blend_shapes.size(); +} + +String EditorSceneImporterMesh::get_blend_shape_name(int p_blend_shape) const { + ERR_FAIL_INDEX_V(p_blend_shape, blend_shapes.size(), String()); + return blend_shapes[p_blend_shape]; +} + +void EditorSceneImporterMesh::set_blend_shape_mode(Mesh::BlendShapeMode p_blend_shape_mode) { + blend_shape_mode = p_blend_shape_mode; +} + +Mesh::BlendShapeMode EditorSceneImporterMesh::get_blend_shape_mode() const { + return blend_shape_mode; +} + +void EditorSceneImporterMesh::add_surface(Mesh::PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes, const Dictionary &p_lods, const Ref<Material> &p_material, const String &p_name) { + ERR_FAIL_COND(p_blend_shapes.size() != blend_shapes.size()); + ERR_FAIL_COND(p_arrays.size() != Mesh::ARRAY_MAX); + Surface s; + s.primitive = p_primitive; + s.arrays = p_arrays; + s.name = p_name; + + for (int i = 0; i < blend_shapes.size(); i++) { + Array bsdata = p_blend_shapes[i]; + ERR_FAIL_COND(bsdata.size() != Mesh::ARRAY_MAX); + Surface::BlendShape bs; + bs.arrays = bsdata; + s.blend_shape_data.push_back(bs); + } + + List<Variant> lods; + p_lods.get_key_list(&lods); + for (List<Variant>::Element *E = lods.front(); E; E = E->next()) { + ERR_CONTINUE(!E->get().is_num()); + Surface::LOD lod; + lod.distance = E->get(); + lod.indices = p_lods[E->get()]; + ERR_CONTINUE(lod.indices.size() == 0); + s.lods.push_back(lod); + } + + s.material = p_material; + + surfaces.push_back(s); + mesh.unref(); +} + +int EditorSceneImporterMesh::get_surface_count() const { + return surfaces.size(); +} + +Mesh::PrimitiveType EditorSceneImporterMesh::get_surface_primitive_type(int p_surface) { + ERR_FAIL_INDEX_V(p_surface, surfaces.size(), Mesh::PRIMITIVE_MAX); + return surfaces[p_surface].primitive; +} +Array EditorSceneImporterMesh::get_surface_arrays(int p_surface) const { + ERR_FAIL_INDEX_V(p_surface, surfaces.size(), Array()); + return surfaces[p_surface].arrays; +} +String EditorSceneImporterMesh::get_surface_name(int p_surface) const { + ERR_FAIL_INDEX_V(p_surface, surfaces.size(), String()); + return surfaces[p_surface].name; +} +Array EditorSceneImporterMesh::get_surface_blend_shape_arrays(int p_surface, int p_blend_shape) const { + ERR_FAIL_INDEX_V(p_surface, surfaces.size(), Array()); + ERR_FAIL_INDEX_V(p_blend_shape, surfaces[p_surface].blend_shape_data.size(), Array()); + return surfaces[p_surface].blend_shape_data[p_blend_shape].arrays; +} +int EditorSceneImporterMesh::get_surface_lod_count(int p_surface) const { + ERR_FAIL_INDEX_V(p_surface, surfaces.size(), 0); + return surfaces[p_surface].lods.size(); +} +Vector<int> EditorSceneImporterMesh::get_surface_lod_indices(int p_surface, int p_lod) const { + ERR_FAIL_INDEX_V(p_surface, surfaces.size(), Vector<int>()); + ERR_FAIL_INDEX_V(p_lod, surfaces[p_surface].lods.size(), Vector<int>()); + + return surfaces[p_surface].lods[p_lod].indices; +} + +float EditorSceneImporterMesh::get_surface_lod_size(int p_surface, int p_lod) const { + ERR_FAIL_INDEX_V(p_surface, surfaces.size(), 0); + ERR_FAIL_INDEX_V(p_lod, surfaces[p_surface].lods.size(), 0); + return surfaces[p_surface].lods[p_lod].distance; +} + +Ref<Material> EditorSceneImporterMesh::get_surface_material(int p_surface) const { + ERR_FAIL_INDEX_V(p_surface, surfaces.size(), Ref<Material>()); + return surfaces[p_surface].material; +} + +void EditorSceneImporterMesh::generate_lods() { + if (!SurfaceTool::simplify_func) { + return; + } + + for (int i = 0; i < surfaces.size(); i++) { + if (surfaces[i].primitive != Mesh::PRIMITIVE_TRIANGLES) { + continue; + } + + surfaces.write[i].lods.clear(); + Vector<Vector3> vertices = surfaces[i].arrays[RS::ARRAY_VERTEX]; + Vector<int> indices = surfaces[i].arrays[RS::ARRAY_INDEX]; + if (indices.size() == 0) { + continue; //no lods if no indices + } + uint32_t vertex_count = vertices.size(); + const Vector3 *vertices_ptr = vertices.ptr(); + + int min_indices = 10; + int index_target = indices.size() / 2; + print_line("total: " + itos(indices.size())); + while (index_target > min_indices) { + float error; + Vector<int> new_indices; + new_indices.resize(indices.size()); + size_t new_len = SurfaceTool::simplify_func((unsigned int *)new_indices.ptrw(), (const unsigned int *)indices.ptr(), indices.size(), (const float *)vertices_ptr, vertex_count, sizeof(Vector3), index_target, 1e20, &error); + print_line("shoot for " + itos(index_target) + ", got " + itos(new_len) + " distance " + rtos(error)); + if ((int)new_len > (index_target * 120 / 100)) { + break; // 20 percent tolerance + } + new_indices.resize(new_len); + Surface::LOD lod; + lod.distance = error; + lod.indices = new_indices; + surfaces.write[i].lods.push_back(lod); + index_target /= 2; + } + } +} + +bool EditorSceneImporterMesh::has_mesh() const { + return mesh.is_valid(); +} + +Ref<ArrayMesh> EditorSceneImporterMesh::get_mesh() { + ERR_FAIL_COND_V(surfaces.size() == 0, Ref<ArrayMesh>()); + + if (mesh.is_null()) { + mesh.instance(); + for (int i = 0; i < blend_shapes.size(); i++) { + mesh->add_blend_shape(blend_shapes[i]); + } + mesh->set_blend_shape_mode(blend_shape_mode); + for (int i = 0; i < surfaces.size(); i++) { + Array bs_data; + if (surfaces[i].blend_shape_data.size()) { + for (int j = 0; j < surfaces[i].blend_shape_data.size(); j++) { + bs_data.push_back(surfaces[i].blend_shape_data[j].arrays); + } + } + Dictionary lods; + if (surfaces[i].lods.size()) { + for (int j = 0; j < surfaces[i].lods.size(); j++) { + lods[surfaces[i].lods[j].distance] = surfaces[i].lods[j].indices; + } + } + + mesh->add_surface_from_arrays(surfaces[i].primitive, surfaces[i].arrays, bs_data, lods); + if (surfaces[i].material.is_valid()) { + mesh->surface_set_material(mesh->get_surface_count() - 1, surfaces[i].material); + } + if (surfaces[i].name != String()) { + mesh->surface_set_name(mesh->get_surface_count() - 1, surfaces[i].name); + } + } + } + + return mesh; +} + +void EditorSceneImporterMesh::clear() { + surfaces.clear(); + blend_shapes.clear(); + mesh.unref(); +} + +void EditorSceneImporterMesh::_set_data(const Dictionary &p_data) { + clear(); + if (p_data.has("blend_shape_names")) { + blend_shapes = p_data["blend_shape_names"]; + } + if (p_data.has("surfaces")) { + Array surface_arr = p_data["surfaces"]; + for (int i = 0; i < surface_arr.size(); i++) { + Dictionary s = surface_arr[i]; + ERR_CONTINUE(!s.has("primitive")); + ERR_CONTINUE(!s.has("arrays")); + Mesh::PrimitiveType prim = Mesh::PrimitiveType(int(s["primitive"])); + ERR_CONTINUE(prim >= Mesh::PRIMITIVE_MAX); + Array arr = s["arrays"]; + Dictionary lods; + String name; + if (s.has("name")) { + name = s["name"]; + } + if (s.has("lods")) { + lods = s["lods"]; + } + Array blend_shapes; + if (s.has("blend_shapes")) { + blend_shapes = s["blend_shapes"]; + } + Ref<Material> material; + if (s.has("material")) { + material = s["material"]; + } + add_surface(prim, arr, blend_shapes, lods, material, name); + } + } +} +Dictionary EditorSceneImporterMesh::_get_data() const { + Dictionary data; + if (blend_shapes.size()) { + data["blend_shape_names"] = blend_shapes; + } + Array surface_arr; + for (int i = 0; i < surfaces.size(); i++) { + Dictionary d; + d["primitive"] = surfaces[i].primitive; + d["arrays"] = surfaces[i].arrays; + if (surfaces[i].blend_shape_data.size()) { + Array bs_data; + for (int j = 0; j < surfaces[i].blend_shape_data.size(); j++) { + bs_data.push_back(surfaces[i].blend_shape_data[j].arrays); + } + d["blend_shapes"] = bs_data; + } + if (surfaces[i].lods.size()) { + Dictionary lods; + for (int j = 0; j < surfaces[i].lods.size(); j++) { + lods[surfaces[i].lods[j].distance] = surfaces[i].lods[j].indices; + } + d["lods"] = lods; + } + + if (surfaces[i].material.is_valid()) { + d["material"] = surfaces[i].material; + } + + if (surfaces[i].name != String()) { + d["name"] = surfaces[i].name; + } + + surface_arr.push_back(d); + } + data["surfaces"] = surface_arr; + return data; +} + +void EditorSceneImporterMesh::_bind_methods() { + ClassDB::bind_method(D_METHOD("add_blend_shape", "name"), &EditorSceneImporterMesh::add_blend_shape); + ClassDB::bind_method(D_METHOD("get_blend_shape_count"), &EditorSceneImporterMesh::get_blend_shape_count); + ClassDB::bind_method(D_METHOD("get_blend_shape_name", "blend_shape_idx"), &EditorSceneImporterMesh::get_blend_shape_name); + + ClassDB::bind_method(D_METHOD("set_blend_shape_mode", "mode"), &EditorSceneImporterMesh::set_blend_shape_mode); + ClassDB::bind_method(D_METHOD("get_blend_shape_mode"), &EditorSceneImporterMesh::get_blend_shape_mode); + + ClassDB::bind_method(D_METHOD("add_surface", "primitive", "arrays", "blend_shapes", "lods", "material"), &EditorSceneImporterMesh::add_surface, DEFVAL(Array()), DEFVAL(Dictionary()), DEFVAL(Ref<Material>()), DEFVAL(String())); + + ClassDB::bind_method(D_METHOD("get_surface_count"), &EditorSceneImporterMesh::get_surface_count); + ClassDB::bind_method(D_METHOD("get_surface_primitive_type", "surface_idx"), &EditorSceneImporterMesh::get_surface_primitive_type); + ClassDB::bind_method(D_METHOD("get_surface_name", "surface_idx"), &EditorSceneImporterMesh::get_surface_name); + ClassDB::bind_method(D_METHOD("get_surface_arrays", "surface_idx"), &EditorSceneImporterMesh::get_surface_arrays); + ClassDB::bind_method(D_METHOD("get_surface_blend_shape_arrays", "surface_idx", "blend_shape_idx"), &EditorSceneImporterMesh::get_surface_blend_shape_arrays); + ClassDB::bind_method(D_METHOD("get_surface_lod_count", "surface_idx"), &EditorSceneImporterMesh::get_surface_lod_count); + ClassDB::bind_method(D_METHOD("get_surface_lod_size", "surface_idx", "lod_idx"), &EditorSceneImporterMesh::get_surface_lod_size); + ClassDB::bind_method(D_METHOD("get_surface_lod_indices", "surface_idx", "lod_idx"), &EditorSceneImporterMesh::get_surface_lod_indices); + ClassDB::bind_method(D_METHOD("get_surface_material", "surface_idx"), &EditorSceneImporterMesh::get_surface_material); + + ClassDB::bind_method(D_METHOD("get_mesh"), &EditorSceneImporterMesh::get_mesh); + ClassDB::bind_method(D_METHOD("clear"), &EditorSceneImporterMesh::clear); + + ClassDB::bind_method(D_METHOD("_set_data", "data"), &EditorSceneImporterMesh::_set_data); + ClassDB::bind_method(D_METHOD("_get_data"), &EditorSceneImporterMesh::_get_data); + + ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "_data", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "_set_data", "_get_data"); +} diff --git a/editor/import/scene_importer_mesh.h b/editor/import/scene_importer_mesh.h new file mode 100644 index 0000000000..7efe2f2ffb --- /dev/null +++ b/editor/import/scene_importer_mesh.h @@ -0,0 +1,96 @@ +/*************************************************************************/ +/* scene_importer_mesh.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifndef EDITOR_SCENE_IMPORTER_MESH_H +#define EDITOR_SCENE_IMPORTER_MESH_H + +#include "core/io/resource.h" +#include "scene/resources/mesh.h" +// The following classes are used by importers instead of ArrayMesh and MeshInstance3D +// so the data is not registered (hence, quality loss), importing happens faster and +// its easier to modify before saving + +class EditorSceneImporterMesh : public Resource { + GDCLASS(EditorSceneImporterMesh, Resource) + + struct Surface { + Mesh::PrimitiveType primitive; + Array arrays; + struct BlendShape { + Array arrays; + }; + Vector<BlendShape> blend_shape_data; + struct LOD { + Vector<int> indices; + float distance; + }; + Vector<LOD> lods; + Ref<Material> material; + String name; + }; + Vector<Surface> surfaces; + Vector<String> blend_shapes; + Mesh::BlendShapeMode blend_shape_mode = Mesh::BLEND_SHAPE_MODE_NORMALIZED; + + Ref<ArrayMesh> mesh; + +protected: + void _set_data(const Dictionary &p_data); + Dictionary _get_data() const; + + static void _bind_methods(); + +public: + void add_blend_shape(const String &p_name); + int get_blend_shape_count() const; + String get_blend_shape_name(int p_blend_shape) const; + + void add_surface(Mesh::PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes = Array(), const Dictionary &p_lods = Dictionary(), const Ref<Material> &p_material = Ref<Material>(), const String &p_name = String()); + int get_surface_count() const; + + void set_blend_shape_mode(Mesh::BlendShapeMode p_blend_shape_mode); + Mesh::BlendShapeMode get_blend_shape_mode() const; + + Mesh::PrimitiveType get_surface_primitive_type(int p_surface); + String get_surface_name(int p_surface) const; + Array get_surface_arrays(int p_surface) const; + Array get_surface_blend_shape_arrays(int p_surface, int p_blend_shape) const; + int get_surface_lod_count(int p_surface) const; + Vector<int> get_surface_lod_indices(int p_surface, int p_lod) const; + float get_surface_lod_size(int p_surface, int p_lod) const; + Ref<Material> get_surface_material(int p_surface) const; + + void generate_lods(); + + bool has_mesh() const; + Ref<ArrayMesh> get_mesh(); + void clear(); +}; +#endif // EDITOR_SCENE_IMPORTER_MESH_H diff --git a/editor/import/scene_importer_mesh_node_3d.cpp b/editor/import/scene_importer_mesh_node_3d.cpp new file mode 100644 index 0000000000..53929f77b0 --- /dev/null +++ b/editor/import/scene_importer_mesh_node_3d.cpp @@ -0,0 +1,83 @@ +/*************************************************************************/ +/* scene_importer_mesh_node_3d.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#include "scene_importer_mesh_node_3d.h" + +void EditorSceneImporterMeshNode3D::set_mesh(const Ref<EditorSceneImporterMesh> &p_mesh) { + mesh = p_mesh; +} +Ref<EditorSceneImporterMesh> EditorSceneImporterMeshNode3D::get_mesh() const { + return mesh; +} + +void EditorSceneImporterMeshNode3D::set_skin(const Ref<Skin> &p_skin) { + skin = p_skin; +} +Ref<Skin> EditorSceneImporterMeshNode3D::get_skin() const { + return skin; +} + +void EditorSceneImporterMeshNode3D::set_surface_material(int p_idx, const Ref<Material> &p_material) { + ERR_FAIL_COND(p_idx < 0); + if (p_idx >= surface_materials.size()) { + surface_materials.resize(p_idx + 1); + } + + surface_materials.write[p_idx] = p_material; +} +Ref<Material> EditorSceneImporterMeshNode3D::get_surface_material(int p_idx) const { + ERR_FAIL_COND_V(p_idx < 0, Ref<Material>()); + if (p_idx >= surface_materials.size()) { + return Ref<Material>(); + } + return surface_materials[p_idx]; +} + +void EditorSceneImporterMeshNode3D::set_skeleton_path(const NodePath &p_path) { + skeleton_path = p_path; +} +NodePath EditorSceneImporterMeshNode3D::get_skeleton_path() const { + return skeleton_path; +} + +void EditorSceneImporterMeshNode3D::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &EditorSceneImporterMeshNode3D::set_mesh); + ClassDB::bind_method(D_METHOD("get_mesh"), &EditorSceneImporterMeshNode3D::get_mesh); + + ClassDB::bind_method(D_METHOD("set_skin", "skin"), &EditorSceneImporterMeshNode3D::set_skin); + ClassDB::bind_method(D_METHOD("get_skin"), &EditorSceneImporterMeshNode3D::get_skin); + + ClassDB::bind_method(D_METHOD("set_skeleton_path", "skeleton_path"), &EditorSceneImporterMeshNode3D::set_skeleton_path); + ClassDB::bind_method(D_METHOD("get_skeleton_path"), &EditorSceneImporterMeshNode3D::get_skeleton_path); + + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "EditorSceneImporterMesh"), "set_mesh", "get_mesh"); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "skin", PROPERTY_HINT_RESOURCE_TYPE, "Skin"), "set_skin", "get_skin"); + ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "skeleton_path", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Skeleton"), "set_skeleton_path", "get_skeleton_path"); +} diff --git a/editor/import/scene_importer_mesh_node_3d.h b/editor/import/scene_importer_mesh_node_3d.h new file mode 100644 index 0000000000..9540e3b886 --- /dev/null +++ b/editor/import/scene_importer_mesh_node_3d.h @@ -0,0 +1,64 @@ +/*************************************************************************/ +/* scene_importer_mesh_node_3d.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifndef EDITOR_SCENE_IMPORTER_MESH_NODE_3D_H +#define EDITOR_SCENE_IMPORTER_MESH_NODE_3D_H + +#include "editor/import/scene_importer_mesh.h" +#include "scene/3d/node_3d.h" +#include "scene/resources/skin.h" + +class EditorSceneImporterMesh; + +class EditorSceneImporterMeshNode3D : public Node3D { + GDCLASS(EditorSceneImporterMeshNode3D, Node3D) + + Ref<EditorSceneImporterMesh> mesh; + Ref<Skin> skin; + NodePath skeleton_path; + Vector<Ref<Material>> surface_materials; + +protected: + static void _bind_methods(); + +public: + void set_mesh(const Ref<EditorSceneImporterMesh> &p_mesh); + Ref<EditorSceneImporterMesh> get_mesh() const; + + void set_skin(const Ref<Skin> &p_skin); + Ref<Skin> get_skin() const; + + void set_surface_material(int p_idx, const Ref<Material> &p_material); + Ref<Material> get_surface_material(int p_idx) const; + + void set_skeleton_path(const NodePath &p_path); + NodePath get_skeleton_path() const; +}; +#endif |