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-rw-r--r--editor/editor_node.cpp8
-rw-r--r--editor/import/editor_import_collada.cpp9
-rw-r--r--editor/import/editor_scene_importer_gltf.cpp3254
-rw-r--r--editor/import/editor_scene_importer_gltf.h384
-rw-r--r--editor/import/resource_importer_obj.cpp4
-rw-r--r--editor/import/resource_importer_scene.cpp377
-rw-r--r--editor/import/resource_importer_scene.h86
-rw-r--r--editor/import/scene_importer_mesh.cpp320
-rw-r--r--editor/import/scene_importer_mesh.h96
-rw-r--r--editor/import/scene_importer_mesh_node_3d.cpp83
-rw-r--r--editor/import/scene_importer_mesh_node_3d.h64
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