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Diffstat (limited to 'modules/gltf/gltf_document.cpp')
-rw-r--r--modules/gltf/gltf_document.cpp659
1 files changed, 332 insertions, 327 deletions
diff --git a/modules/gltf/gltf_document.cpp b/modules/gltf/gltf_document.cpp
index 027a054b70..ff0579a11c 100644
--- a/modules/gltf/gltf_document.cpp
+++ b/modules/gltf/gltf_document.cpp
@@ -29,9 +29,7 @@
/*************************************************************************/
#include "gltf_document.h"
-#include "core/error/error_list.h"
-#include "core/error/error_macros.h"
-#include "core/variant/variant.h"
+
#include "gltf_accessor.h"
#include "gltf_animation.h"
#include "gltf_camera.h"
@@ -44,35 +42,34 @@
#include "gltf_state.h"
#include "gltf_texture.h"
-#include <stdio.h>
-#include <stdlib.h>
-
-#include "core/core_bind.h"
#include "core/crypto/crypto_core.h"
+#include "core/error/error_macros.h"
+#include "core/io/dir_access.h"
+#include "core/io/file_access.h"
#include "core/io/json.h"
#include "core/math/disjoint_set.h"
-#include "core/os/file_access.h"
#include "core/variant/typed_array.h"
+#include "core/variant/variant.h"
#include "core/version.h"
#include "core/version_hash.gen.h"
#include "drivers/png/png_driver_common.h"
#include "editor/import/resource_importer_scene.h"
+#include "scene/2d/node_2d.h"
+#include "scene/3d/camera_3d.h"
+#include "scene/3d/multimesh_instance_3d.h"
+#include "scene/animation/animation_player.h"
+#include "scene/resources/surface_tool.h"
+
+#include "modules/modules_enabled.gen.h"
#ifdef MODULE_CSG_ENABLED
#include "modules/csg/csg_shape.h"
#endif // MODULE_CSG_ENABLED
#ifdef MODULE_GRIDMAP_ENABLED
#include "modules/gridmap/grid_map.h"
#endif // MODULE_GRIDMAP_ENABLED
-#include "scene/2d/node_2d.h"
-#include "scene/3d/bone_attachment_3d.h"
-#include "scene/3d/camera_3d.h"
-#include "scene/3d/mesh_instance_3d.h"
-#include "scene/3d/multimesh_instance_3d.h"
-#include "scene/3d/node_3d.h"
-#include "scene/3d/skeleton_3d.h"
-#include "scene/animation/animation_player.h"
-#include "scene/main/node.h"
-#include "scene/resources/surface_tool.h"
+
+#include <stdio.h>
+#include <stdlib.h>
#include <limits>
Error GLTFDocument::serialize(Ref<GLTFState> state, Node *p_root, const String &p_path) {
@@ -233,20 +230,18 @@ Error GLTFDocument::_parse_json(const String &p_path, Ref<GLTFState> state) {
}
Vector<uint8_t> array;
- array.resize(f->get_len());
+ array.resize(f->get_length());
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);
+ JSON json;
+ err = json.parse(text);
if (err != OK) {
- _err_print_error("", p_path.utf8().get_data(), err_line, err_txt.utf8().get_data(), ERR_HANDLER_SCRIPT);
+ _err_print_error("", p_path.utf8().get_data(), json.get_error_line(), json.get_error_message().utf8().get_data(), ERR_HANDLER_SCRIPT);
return err;
}
- state->json = v;
+ state->json = json.get_data();
return OK;
}
@@ -299,16 +294,14 @@ Error GLTFDocument::_parse_glb(const String &p_path, Ref<GLTFState> state) {
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);
+ JSON json;
+ err = json.parse(text);
if (err != OK) {
- _err_print_error("", p_path.utf8().get_data(), err_line, err_txt.utf8().get_data(), ERR_HANDLER_SCRIPT);
+ _err_print_error("", p_path.utf8().get_data(), json.get_error_line(), json.get_error_message().utf8().get_data(), ERR_HANDLER_SCRIPT);
return err;
}
- state->json = v;
+ state->json = json.get_data();
//data?
@@ -342,25 +335,25 @@ static Vector3 _arr_to_vec3(const Array &p_array) {
return Vector3(p_array[0], p_array[1], p_array[2]);
}
-static Array _quat_to_array(const Quat &p_quat) {
+static Array _quaternion_to_array(const Quaternion &p_quaternion) {
Array array;
array.resize(4);
- array[0] = p_quat.x;
- array[1] = p_quat.y;
- array[2] = p_quat.z;
- array[3] = p_quat.w;
+ array[0] = p_quaternion.x;
+ array[1] = p_quaternion.y;
+ array[2] = p_quaternion.z;
+ array[3] = p_quaternion.w;
return array;
}
-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 Quaternion _arr_to_quaternion(const Array &p_array) {
+ ERR_FAIL_COND_V(p_array.size() != 4, Quaternion());
+ return Quaternion(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());
+static Transform3D _arr_to_xform(const Array &p_array) {
+ ERR_FAIL_COND_V(p_array.size() != 16, Transform3D());
- Transform xform;
+ Transform3D 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]));
@@ -369,7 +362,7 @@ static Transform _arr_to_xform(const Array &p_array) {
return xform;
}
-static Vector<real_t> _xform_to_array(const Transform p_transform) {
+static Vector<real_t> _xform_to_array(const Transform3D p_transform) {
Vector<real_t> array;
array.resize(16);
Vector3 axis_x = p_transform.get_basis().get_axis(Vector3::AXIS_X);
@@ -421,12 +414,12 @@ Error GLTFDocument::_serialize_nodes(Ref<GLTFState> state) {
}
if (n->skeleton != -1 && n->skin < 0) {
}
- if (n->xform != Transform()) {
+ if (n->xform != Transform3D()) {
node["matrix"] = _xform_to_array(n->xform);
}
- if (!n->rotation.is_equal_approx(Quat())) {
- node["rotation"] = _quat_to_array(n->rotation);
+ if (!n->rotation.is_equal_approx(Quaternion())) {
+ node["rotation"] = _quaternion_to_array(n->rotation);
}
if (!n->scale.is_equal_approx(Vector3(1.0f, 1.0f, 1.0f))) {
@@ -569,7 +562,7 @@ Error GLTFDocument::_parse_nodes(Ref<GLTFState> state) {
const Array &nodes = state->json["nodes"];
for (int i = 0; i < nodes.size(); i++) {
Ref<GLTFNode> node;
- node.instance();
+ node.instantiate();
const Dictionary &n = nodes[i];
if (n.has("name")) {
@@ -591,13 +584,13 @@ Error GLTFDocument::_parse_nodes(Ref<GLTFState> state) {
node->translation = _arr_to_vec3(n["translation"]);
}
if (n.has("rotation")) {
- node->rotation = _arr_to_quat(n["rotation"]);
+ node->rotation = _arr_to_quaternion(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.basis.set_quaternion_scale(node->rotation, node->scale);
node->xform.origin = node->translation;
}
@@ -664,7 +657,7 @@ 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();
+ CharString substr = uri.substr(start + 1).ascii();
int strlen = substr.length();
@@ -830,7 +823,7 @@ Error GLTFDocument::_parse_buffer_views(Ref<GLTFState> state) {
const Dictionary &d = buffers[i];
Ref<GLTFBufferView> buffer_view;
- buffer_view.instance();
+ buffer_view.instantiate();
ERR_FAIL_COND_V(!d.has("buffer"), ERR_PARSE_ERROR);
buffer_view->buffer = d["buffer"];
@@ -976,7 +969,7 @@ Error GLTFDocument::_parse_accessors(Ref<GLTFState> state) {
const Dictionary &d = accessors[i];
Ref<GLTFAccessor> accessor;
- accessor.instance();
+ accessor.instantiate();
ERR_FAIL_COND_V(!d.has("componentType"), ERR_PARSE_ERROR);
accessor->component_type = d["componentType"];
@@ -1118,7 +1111,7 @@ Error GLTFDocument::_encode_buffer_view(Ref<GLTFState> state, const double *src,
}
Ref<GLTFBufferView> bv;
- bv.instance();
+ bv.instantiate();
const uint32_t offset = bv->byte_offset = byte_offset;
Vector<uint8_t> &gltf_buffer = state->buffers.write[0];
@@ -1157,7 +1150,7 @@ Error GLTFDocument::_encode_buffer_view(Ref<GLTFState> state, const double *src,
}
int64_t old_size = gltf_buffer.size();
gltf_buffer.resize(old_size + (buffer.size() * sizeof(int8_t)));
- copymem(gltf_buffer.ptrw() + old_size, buffer.ptrw(), buffer.size() * sizeof(int8_t));
+ memcpy(gltf_buffer.ptrw() + old_size, buffer.ptrw(), buffer.size() * sizeof(int8_t));
bv->byte_length = buffer.size() * sizeof(int8_t);
} break;
case COMPONENT_TYPE_UNSIGNED_BYTE: {
@@ -1203,7 +1196,7 @@ Error GLTFDocument::_encode_buffer_view(Ref<GLTFState> state, const double *src,
}
int64_t old_size = gltf_buffer.size();
gltf_buffer.resize(old_size + (buffer.size() * sizeof(int16_t)));
- copymem(gltf_buffer.ptrw() + old_size, buffer.ptrw(), buffer.size() * sizeof(int16_t));
+ memcpy(gltf_buffer.ptrw() + old_size, buffer.ptrw(), buffer.size() * sizeof(int16_t));
bv->byte_length = buffer.size() * sizeof(int16_t);
} break;
case COMPONENT_TYPE_UNSIGNED_SHORT: {
@@ -1227,7 +1220,7 @@ Error GLTFDocument::_encode_buffer_view(Ref<GLTFState> state, const double *src,
}
int64_t old_size = gltf_buffer.size();
gltf_buffer.resize(old_size + (buffer.size() * sizeof(uint16_t)));
- copymem(gltf_buffer.ptrw() + old_size, buffer.ptrw(), buffer.size() * sizeof(uint16_t));
+ memcpy(gltf_buffer.ptrw() + old_size, buffer.ptrw(), buffer.size() * sizeof(uint16_t));
bv->byte_length = buffer.size() * sizeof(uint16_t);
} break;
case COMPONENT_TYPE_INT: {
@@ -1247,7 +1240,7 @@ Error GLTFDocument::_encode_buffer_view(Ref<GLTFState> state, const double *src,
}
int64_t old_size = gltf_buffer.size();
gltf_buffer.resize(old_size + (buffer.size() * sizeof(int32_t)));
- copymem(gltf_buffer.ptrw() + old_size, buffer.ptrw(), buffer.size() * sizeof(int32_t));
+ memcpy(gltf_buffer.ptrw() + old_size, buffer.ptrw(), buffer.size() * sizeof(int32_t));
bv->byte_length = buffer.size() * sizeof(int32_t);
} break;
case COMPONENT_TYPE_FLOAT: {
@@ -1267,7 +1260,7 @@ Error GLTFDocument::_encode_buffer_view(Ref<GLTFState> state, const double *src,
}
int64_t old_size = gltf_buffer.size();
gltf_buffer.resize(old_size + (buffer.size() * sizeof(float)));
- copymem(gltf_buffer.ptrw() + old_size, buffer.ptrw(), buffer.size() * sizeof(float));
+ memcpy(gltf_buffer.ptrw() + old_size, buffer.ptrw(), buffer.size() * sizeof(float));
bv->byte_length = buffer.size() * sizeof(float);
} break;
}
@@ -1512,7 +1505,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_ints(Ref<GLTFState> state, c
ERR_FAIL_COND_V(attribs.size() == 0, -1);
Ref<GLTFAccessor> accessor;
- accessor.instance();
+ accessor.instantiate();
GLTFBufferIndex buffer_view_i;
int64_t size = state->buffers[0].size();
const GLTFDocument::GLTFType type = GLTFDocument::TYPE_SCALAR;
@@ -1596,7 +1589,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_vec2(Ref<GLTFState> state, c
ERR_FAIL_COND_V(attribs.size() % element_count != 0, -1);
Ref<GLTFAccessor> accessor;
- accessor.instance();
+ accessor.instantiate();
GLTFBufferIndex buffer_view_i;
int64_t size = state->buffers[0].size();
const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC2;
@@ -1645,7 +1638,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_color(Ref<GLTFState> state,
ERR_FAIL_COND_V(attribs.size() % element_count != 0, -1);
Ref<GLTFAccessor> accessor;
- accessor.instance();
+ accessor.instantiate();
GLTFBufferIndex buffer_view_i;
int64_t size = state->buffers[0].size();
const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC4;
@@ -1710,7 +1703,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_weights(Ref<GLTFState> state
ERR_FAIL_COND_V(attribs.size() % element_count != 0, -1);
Ref<GLTFAccessor> accessor;
- accessor.instance();
+ accessor.instantiate();
GLTFBufferIndex buffer_view_i;
int64_t size = state->buffers[0].size();
const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC4;
@@ -1757,7 +1750,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_joints(Ref<GLTFState> state,
ERR_FAIL_COND_V(attribs.size() % element_count != 0, -1);
Ref<GLTFAccessor> accessor;
- accessor.instance();
+ accessor.instantiate();
GLTFBufferIndex buffer_view_i;
int64_t size = state->buffers[0].size();
const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC4;
@@ -1779,7 +1772,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_joints(Ref<GLTFState> state,
return state->accessors.size() - 1;
}
-GLTFAccessorIndex GLTFDocument::_encode_accessor_as_quats(Ref<GLTFState> state, const Vector<Quat> p_attribs, const bool p_for_vertex) {
+GLTFAccessorIndex GLTFDocument::_encode_accessor_as_quaternions(Ref<GLTFState> state, const Vector<Quaternion> p_attribs, const bool p_for_vertex) {
if (p_attribs.size() == 0) {
return -1;
}
@@ -1794,11 +1787,11 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_quats(Ref<GLTFState> state,
Vector<double> type_min;
type_min.resize(element_count);
for (int i = 0; i < p_attribs.size(); i++) {
- Quat quat = p_attribs[i];
- attribs.write[(i * element_count) + 0] = Math::snapped(quat.x, CMP_NORMALIZE_TOLERANCE);
- attribs.write[(i * element_count) + 1] = Math::snapped(quat.y, CMP_NORMALIZE_TOLERANCE);
- attribs.write[(i * element_count) + 2] = Math::snapped(quat.z, CMP_NORMALIZE_TOLERANCE);
- attribs.write[(i * element_count) + 3] = Math::snapped(quat.w, CMP_NORMALIZE_TOLERANCE);
+ Quaternion quaternion = p_attribs[i];
+ attribs.write[(i * element_count) + 0] = Math::snapped(quaternion.x, CMP_NORMALIZE_TOLERANCE);
+ attribs.write[(i * element_count) + 1] = Math::snapped(quaternion.y, CMP_NORMALIZE_TOLERANCE);
+ attribs.write[(i * element_count) + 2] = Math::snapped(quaternion.z, CMP_NORMALIZE_TOLERANCE);
+ attribs.write[(i * element_count) + 3] = Math::snapped(quaternion.w, CMP_NORMALIZE_TOLERANCE);
_calc_accessor_min_max(i, element_count, type_max, attribs, type_min);
}
@@ -1806,7 +1799,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_quats(Ref<GLTFState> state,
ERR_FAIL_COND_V(attribs.size() % element_count != 0, -1);
Ref<GLTFAccessor> accessor;
- accessor.instance();
+ accessor.instantiate();
GLTFBufferIndex buffer_view_i;
int64_t size = state->buffers[0].size();
const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC4;
@@ -1871,7 +1864,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_floats(Ref<GLTFState> state,
ERR_FAIL_COND_V(!attribs.size(), -1);
Ref<GLTFAccessor> accessor;
- accessor.instance();
+ accessor.instantiate();
GLTFBufferIndex buffer_view_i;
int64_t size = state->buffers[0].size();
const GLTFDocument::GLTFType type = GLTFDocument::TYPE_SCALAR;
@@ -1917,7 +1910,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_vec3(Ref<GLTFState> state, c
ERR_FAIL_COND_V(attribs.size() % element_count != 0, -1);
Ref<GLTFAccessor> accessor;
- accessor.instance();
+ accessor.instantiate();
GLTFBufferIndex buffer_view_i;
int64_t size = state->buffers[0].size();
const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC3;
@@ -1939,7 +1932,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_vec3(Ref<GLTFState> state, c
return state->accessors.size() - 1;
}
-GLTFAccessorIndex GLTFDocument::_encode_accessor_as_xform(Ref<GLTFState> state, const Vector<Transform> p_attribs, const bool p_for_vertex) {
+GLTFAccessorIndex GLTFDocument::_encode_accessor_as_xform(Ref<GLTFState> state, const Vector<Transform3D> p_attribs, const bool p_for_vertex) {
if (p_attribs.size() == 0) {
return -1;
}
@@ -1953,7 +1946,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_xform(Ref<GLTFState> state,
Vector<double> type_min;
type_min.resize(element_count);
for (int i = 0; i < p_attribs.size(); i++) {
- Transform attrib = p_attribs[i];
+ Transform3D attrib = p_attribs[i];
Basis basis = attrib.get_basis();
Vector3 axis_0 = basis.get_axis(Vector3::AXIS_X);
@@ -1985,7 +1978,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_xform(Ref<GLTFState> state,
ERR_FAIL_COND_V(attribs.size() % element_count != 0, -1);
Ref<GLTFAccessor> accessor;
- accessor.instance();
+ accessor.instantiate();
GLTFBufferIndex buffer_view_i;
int64_t size = state->buffers[0].size();
const GLTFDocument::GLTFType type = GLTFDocument::TYPE_MAT4;
@@ -2053,9 +2046,9 @@ Vector<Color> GLTFDocument::_decode_accessor_as_color(Ref<GLTFState> state, cons
}
return ret;
}
-Vector<Quat> GLTFDocument::_decode_accessor_as_quat(Ref<GLTFState> state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) {
+Vector<Quaternion> GLTFDocument::_decode_accessor_as_quaternion(Ref<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;
+ Vector<Quaternion> ret;
if (attribs.size() == 0) {
return ret;
@@ -2067,7 +2060,7 @@ Vector<Quat> GLTFDocument::_decode_accessor_as_quat(Ref<GLTFState> state, const
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();
+ ret.write[i] = Quaternion(attribs_ptr[i * 4 + 0], attribs_ptr[i * 4 + 1], attribs_ptr[i * 4 + 2], attribs_ptr[i * 4 + 3]).normalized();
}
}
return ret;
@@ -2107,9 +2100,9 @@ Vector<Basis> GLTFDocument::_decode_accessor_as_basis(Ref<GLTFState> state, cons
return ret;
}
-Vector<Transform> GLTFDocument::_decode_accessor_as_xform(Ref<GLTFState> state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) {
+Vector<Transform3D> GLTFDocument::_decode_accessor_as_xform(Ref<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;
+ Vector<Transform3D> ret;
if (attribs.size() == 0) {
return ret;
@@ -2335,7 +2328,7 @@ Error GLTFDocument::_serialize_meshes(Ref<GLTFState> state) {
//generate indices because they need to be swapped for CW/CCW
const Vector<Vector3> &vertices = array[Mesh::ARRAY_VERTEX];
Ref<SurfaceTool> st;
- st.instance();
+ st.instantiate();
st->create_from_triangle_arrays(array);
st->index();
Vector<int32_t> generated_indices = st->commit_to_arrays()[Mesh::ARRAY_INDEX];
@@ -2389,9 +2382,9 @@ Error GLTFDocument::_serialize_meshes(Ref<GLTFState> state) {
for (int i = 0; i < ret_size; i++) {
Color tangent;
tangent.r = tarr[(i * 4) + 0];
- tangent.r = tarr[(i * 4) + 1];
- tangent.r = tarr[(i * 4) + 2];
- tangent.r = tarr[(i * 4) + 3];
+ tangent.g = tarr[(i * 4) + 1];
+ tangent.b = tarr[(i * 4) + 2];
+ tangent.a = tarr[(i * 4) + 3];
}
t["TANGENT"] = _encode_accessor_as_color(state, attribs, true);
}
@@ -2459,7 +2452,7 @@ Error GLTFDocument::_parse_meshes(Ref<GLTFState> state) {
Dictionary d = meshes[i];
Ref<GLTFMesh> mesh;
- mesh.instance();
+ mesh.instantiate();
bool has_vertex_color = false;
ERR_FAIL_COND_V(!d.has("primitives"), ERR_PARSE_ERROR);
@@ -2467,7 +2460,7 @@ Error GLTFDocument::_parse_meshes(Ref<GLTFState> state) {
Array primitives = d["primitives"];
const Dictionary &extras = d.has("extras") ? (Dictionary)d["extras"] : Dictionary();
Ref<EditorSceneImporterMesh> import_mesh;
- import_mesh.instance();
+ import_mesh.instantiate();
String mesh_name = "mesh";
if (d.has("name") && !String(d["name"]).is_empty()) {
mesh_name = d["name"];
@@ -2652,11 +2645,11 @@ Error GLTFDocument::_parse_meshes(Ref<GLTFState> state) {
if (generate_tangents) {
//must generate mikktspace tangents.. ergh..
Ref<SurfaceTool> st;
- st.instance();
+ st.instantiate();
+ st->create_from_triangle_arrays(array);
if (a.has("JOINTS_0") && a.has("JOINTS_1")) {
st->set_skin_weight_count(SurfaceTool::SKIN_8_WEIGHTS);
}
- st->create_from_triangle_arrays(array);
st->generate_tangents();
array = st->commit_to_arrays();
}
@@ -2771,11 +2764,11 @@ Error GLTFDocument::_parse_meshes(Ref<GLTFState> state) {
if (generate_tangents) {
Ref<SurfaceTool> st;
- st.instance();
+ st.instantiate();
+ st->create_from_triangle_arrays(array_copy);
if (a.has("JOINTS_0") && a.has("JOINTS_1")) {
st->set_skin_weight_count(SurfaceTool::SKIN_8_WEIGHTS);
}
- st->create_from_triangle_arrays(array_copy);
st->deindex();
st->generate_tangents();
array_copy = st->commit_to_arrays();
@@ -2799,12 +2792,12 @@ Error GLTFDocument::_parse_meshes(Ref<GLTFState> state) {
} else if (has_vertex_color) {
Ref<StandardMaterial3D> mat3d;
- mat3d.instance();
+ mat3d.instantiate();
mat3d->set_flag(BaseMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
mat = mat3d;
}
- import_mesh->add_surface(primitive, array, morphs, Dictionary(), mat);
+ import_mesh->add_surface(primitive, array, morphs, Dictionary(), mat, mat.is_valid() ? mat->get_name() : String());
}
Vector<float> blend_weights;
@@ -2821,8 +2814,8 @@ Error GLTFDocument::_parse_meshes(Ref<GLTFState> state) {
}
blend_weights.write[j] = weights[j];
}
- mesh->set_blend_weights(blend_weights);
}
+ mesh->set_blend_weights(blend_weights);
mesh->set_mesh(import_mesh);
state->meshes.push_back(mesh);
@@ -2847,7 +2840,7 @@ Error GLTFDocument::_serialize_images(Ref<GLTFState> state, const String &p_path
GLTFBufferViewIndex bvi;
Ref<GLTFBufferView> bv;
- bv.instance();
+ bv.instantiate();
const GLTFBufferIndex bi = 0;
bv->buffer = bi;
@@ -2864,7 +2857,7 @@ Error GLTFDocument::_serialize_images(Ref<GLTFState> state, const String &p_path
bv->byte_length = buffer.size();
state->buffers.write[bi].resize(state->buffers[bi].size() + bv->byte_length);
- copymem(&state->buffers.write[bi].write[bv->byte_offset], buffer.ptr(), buffer.size());
+ memcpy(&state->buffers.write[bi].write[bv->byte_offset], buffer.ptr(), buffer.size());
ERR_FAIL_COND_V(bv->byte_offset + bv->byte_length > state->buffers[bi].size(), ERR_FILE_CORRUPT);
state->buffer_views.push_back(bv);
@@ -2877,16 +2870,13 @@ Error GLTFDocument::_serialize_images(Ref<GLTFState> state, const String &p_path
name = itos(i);
}
name = _gen_unique_name(state, name);
- name = name.pad_zeros(3);
- Ref<_Directory> dir;
- dir.instance();
+ name = name.pad_zeros(3) + ".png";
String texture_dir = "textures";
String new_texture_dir = p_path.get_base_dir() + "/" + texture_dir;
- dir->open(p_path.get_base_dir());
- if (!dir->dir_exists(new_texture_dir)) {
- dir->make_dir(new_texture_dir);
+ DirAccessRef da = DirAccess::open(p_path.get_base_dir());
+ if (!da->dir_exists(new_texture_dir)) {
+ da->make_dir(new_texture_dir);
}
- name = name + ".png";
image->save_png(new_texture_dir.plus_file(name));
d["uri"] = texture_dir.plus_file(name);
}
@@ -3013,29 +3003,39 @@ Error GLTFDocument::_parse_images(Ref<GLTFState> state, const String &p_base_pat
Ref<Image> img;
+ // First we honor the mime types if they were defined.
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.
+ }
+
+ // If we didn't pass the above tests, we attempt loading as PNG and then
+ // JPEG directly.
+ // This covers URIs with base64-encoded data with application/* type but
+ // no optional mimeType property, or bufferViews with a bogus mimeType
+ // (e.g. `image/jpeg` but the data is actually PNG).
+ // That's not *exactly* what the spec mandates but this lets us be
+ // lenient with bogus glb files which do exist in production.
+ if (img.is_null()) { // Try PNG first.
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));
+ if (img.is_null()) { // And then JPEG.
+ ERR_FAIL_COND_V(Image::_jpg_mem_loader_func == nullptr, ERR_UNAVAILABLE);
+ img = Image::_jpg_mem_loader_func(data_ptr, data_size);
+ }
+ // Now we've done our best, fix your scenes.
+ if (img.is_null()) {
+ ERR_PRINT(vformat("glTF: Couldn't load image index '%d' with its given mimetype: %s.", i, mimetype));
+ state->images.push_back(Ref<Texture2D>());
+ continue;
+ }
Ref<ImageTexture> t;
- t.instance();
+ t.instantiate();
t->create_from_image(img);
state->images.push_back(t);
@@ -3076,7 +3076,7 @@ Error GLTFDocument::_parse_textures(Ref<GLTFState> state) {
ERR_FAIL_COND_V(!d.has("source"), ERR_PARSE_ERROR);
Ref<GLTFTexture> t;
- t.instance();
+ t.instantiate();
t->set_src_image(d["source"]);
state->textures.push_back(t);
}
@@ -3087,7 +3087,7 @@ Error GLTFDocument::_parse_textures(Ref<GLTFState> state) {
GLTFTextureIndex GLTFDocument::_set_texture(Ref<GLTFState> state, Ref<Texture2D> p_texture) {
ERR_FAIL_COND_V(p_texture.is_null(), -1);
Ref<GLTFTexture> gltf_texture;
- gltf_texture.instance();
+ gltf_texture.instantiate();
ERR_FAIL_COND_V(p_texture->get_image().is_null(), -1);
GLTFImageIndex gltf_src_image_i = state->images.size();
state->images.push_back(p_texture);
@@ -3160,9 +3160,9 @@ Error GLTFDocument::_serialize_materials(Ref<GLTFState> state) {
Ref<Texture2D> ao_texture = material->get_texture(BaseMaterial3D::TEXTURE_AMBIENT_OCCLUSION);
BaseMaterial3D::TextureChannel ao_channel = material->get_ao_texture_channel();
Ref<ImageTexture> orm_texture;
- orm_texture.instance();
+ orm_texture.instantiate();
Ref<Image> orm_image;
- orm_image.instance();
+ orm_image.instantiate();
int32_t height = 0;
int32_t width = 0;
Ref<Image> ao_image;
@@ -3282,7 +3282,7 @@ Error GLTFDocument::_serialize_materials(Ref<GLTFState> state) {
if (material->get_feature(BaseMaterial3D::FEATURE_NORMAL_MAPPING)) {
Dictionary nt;
Ref<ImageTexture> tex;
- tex.instance();
+ tex.instantiate();
{
Ref<Texture2D> normal_texture = material->get_texture(BaseMaterial3D::TEXTURE_NORMAL);
// Code for uncompressing RG normal maps
@@ -3370,7 +3370,7 @@ Error GLTFDocument::_parse_materials(Ref<GLTFState> state) {
const Dictionary &d = materials[i];
Ref<StandardMaterial3D> material;
- material.instance();
+ material.instantiate();
if (d.has("name") && !String(d["name"]).is_empty()) {
material->set_name(d["name"]);
} else {
@@ -3386,7 +3386,7 @@ Error GLTFDocument::_parse_materials(Ref<GLTFState> state) {
Dictionary sgm = pbr_spec_gloss_extensions["KHR_materials_pbrSpecularGlossiness"];
Ref<GLTFSpecGloss> spec_gloss;
- spec_gloss.instance();
+ spec_gloss.instantiate();
if (sgm.has("diffuseTexture")) {
const Dictionary &diffuse_texture_dict = sgm["diffuseTexture"];
if (diffuse_texture_dict.has("index")) {
@@ -3569,7 +3569,7 @@ void GLTFDocument::spec_gloss_to_rough_metal(Ref<GLTFSpecGloss> r_spec_gloss, Re
return;
}
Ref<Image> rm_img;
- rm_img.instance();
+ rm_img.instantiate();
bool has_roughness = false;
bool has_metal = false;
p_material->set_roughness(1.0f);
@@ -3597,7 +3597,7 @@ void GLTFDocument::spec_gloss_to_rough_metal(Ref<GLTFSpecGloss> r_spec_gloss, Re
if (!Math::is_equal_approx(mr.g, 1.0f)) {
has_roughness = true;
}
- if (!Math::is_equal_approx(mr.b, 0.0f)) {
+ if (!Math::is_zero_approx(mr.b)) {
has_metal = true;
}
mr.g *= r_spec_gloss->gloss_factor;
@@ -3611,11 +3611,11 @@ void GLTFDocument::spec_gloss_to_rough_metal(Ref<GLTFSpecGloss> r_spec_gloss, Re
rm_img->generate_mipmaps();
r_spec_gloss->diffuse_img->generate_mipmaps();
Ref<ImageTexture> diffuse_image_texture;
- diffuse_image_texture.instance();
+ diffuse_image_texture.instantiate();
diffuse_image_texture->create_from_image(r_spec_gloss->diffuse_img);
p_material->set_texture(BaseMaterial3D::TEXTURE_ALBEDO, diffuse_image_texture);
Ref<ImageTexture> rm_image_texture;
- rm_image_texture.instance();
+ rm_image_texture.instantiate();
rm_image_texture->create_from_image(rm_img);
if (has_roughness) {
p_material->set_texture(BaseMaterial3D::TEXTURE_ROUGHNESS, rm_image_texture);
@@ -3891,7 +3891,7 @@ Error GLTFDocument::_parse_skins(Ref<GLTFState> state) {
const Dictionary &d = skins[i];
Ref<GLTFSkin> skin;
- skin.instance();
+ skin.instantiate();
ERR_FAIL_COND_V(!d.has("joints"), ERR_PARSE_ERROR);
@@ -4019,7 +4019,7 @@ Error GLTFDocument::_determine_skeletons(Ref<GLTFState> state) {
for (GLTFSkeletonIndex skel_i = 0; skel_i < skeleton_owners.size(); ++skel_i) {
const GLTFNodeIndex skeleton_owner = skeleton_owners[skel_i];
Ref<GLTFSkeleton> skeleton;
- skeleton.instance();
+ skeleton.instantiate();
Vector<GLTFNodeIndex> skeleton_nodes;
skeleton_sets.get_members(skeleton_nodes, skeleton_owner);
@@ -4105,81 +4105,10 @@ Error GLTFDocument::_reparent_non_joint_skeleton_subtrees(Ref<GLTFState> state,
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 GLTFDocument::_reparent_to_fake_joint(Ref<GLTFState> state, Ref<GLTFSkeleton> skeleton, const GLTFNodeIndex node_index) {
- Ref<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->set_name(node->get_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) {
- Ref<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) {
- Ref<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) {
- Ref<GLTFSkin> skin = state->skins.write[skin_i];
- if (skin->skin_root == node_index) {
- skin->skin_root = fake_joint_index;
+ Ref<GLTFNode> node = state->nodes[subtree_nodes[subtree_i]];
+ node->joint = true;
+ // Add the joint to the skeletons joints
+ skeleton->joints.push_back(subtree_nodes[subtree_i]);
}
}
@@ -4338,7 +4267,7 @@ Error GLTFDocument::_create_skins(Ref<GLTFState> state) {
Ref<GLTFSkin> gltf_skin = state->skins.write[skin_i];
Ref<Skin> skin;
- skin.instance();
+ skin.instantiate();
// Some skins don't have IBM's! What absolute monsters!
const bool has_ibms = !gltf_skin->inverse_binds.is_empty();
@@ -4347,7 +4276,7 @@ Error GLTFDocument::_create_skins(Ref<GLTFState> state) {
GLTFNodeIndex node = gltf_skin->joints_original[joint_i];
String bone_name = state->nodes[node]->get_name();
- Transform xform;
+ Transform3D xform;
if (has_ibms) {
xform = gltf_skin->inverse_binds[joint_i];
}
@@ -4387,9 +4316,12 @@ bool GLTFDocument::_skins_are_same(const Ref<Skin> skin_a, const Ref<Skin> skin_
if (skin_a->get_bind_bone(i) != skin_b->get_bind_bone(i)) {
return false;
}
+ if (skin_a->get_bind_name(i) != skin_b->get_bind_name(i)) {
+ return false;
+ }
- Transform a_xform = skin_a->get_bind_pose(i);
- Transform b_xform = skin_b->get_bind_pose(i);
+ Transform3D a_xform = skin_a->get_bind_pose(i);
+ Transform3D b_xform = skin_b->get_bind_pose(i);
if (a_xform != b_xform) {
return false;
@@ -4517,7 +4449,7 @@ Error GLTFDocument::_parse_lights(Ref<GLTFState> state) {
const Dictionary &d = lights[light_i];
Ref<GLTFLight> light;
- light.instance();
+ light.instantiate();
ERR_FAIL_COND_V(!d.has("type"), ERR_PARSE_ERROR);
const String &type = d["type"];
light->type = type;
@@ -4538,9 +4470,9 @@ Error GLTFDocument::_parse_lights(Ref<GLTFState> state) {
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.");
+ ERR_CONTINUE_MSG(light->inner_cone_angle >= light->outer_cone_angle, "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.");
+ ERR_CONTINUE_MSG(ERR_PARSE_ERROR, "Light type is unknown.");
}
state->lights.push_back(light);
@@ -4562,7 +4494,7 @@ Error GLTFDocument::_parse_cameras(Ref<GLTFState> state) {
const Dictionary &d = cameras[i];
Ref<GLTFCamera> camera;
- camera.instance();
+ camera.instantiate();
ERR_FAIL_COND_V(!d.has("type"), ERR_PARSE_ERROR);
const String &type = d["type"];
if (type == "orthographic") {
@@ -4672,8 +4604,8 @@ Error GLTFDocument::_serialize_animations(Ref<GLTFState> state) {
s["interpolation"] = interpolation_to_string(track.rotation_track.interpolation);
Vector<real_t> times = Variant(track.rotation_track.times);
s["input"] = _encode_accessor_as_floats(state, times, false);
- Vector<Quat> values = track.rotation_track.values;
- s["output"] = _encode_accessor_as_quats(state, values, false);
+ Vector<Quaternion> values = track.rotation_track.values;
+ s["output"] = _encode_accessor_as_quaternions(state, values, false);
samplers.push_back(s);
@@ -4765,7 +4697,7 @@ Error GLTFDocument::_parse_animations(Ref<GLTFState> state) {
const Dictionary &d = animations[i];
Ref<GLTFAnimation> animation;
- animation.instance();
+ animation.instantiate();
if (!d.has("channels") || !d.has("samplers")) {
continue;
@@ -4842,7 +4774,7 @@ Error GLTFDocument::_parse_animations(Ref<GLTFState> state) {
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);
+ const Vector<Quaternion> rotations = _decode_accessor_as_quaternion(state, output, false);
track->rotation_track.interpolation = interp;
track->rotation_track.times = Variant(times); //convert via variant
track->rotation_track.values = rotations;
@@ -4914,10 +4846,9 @@ void GLTFDocument::_assign_scene_names(Ref<GLTFState> state) {
}
}
-BoneAttachment3D *GLTFDocument::_generate_bone_attachment(Ref<GLTFState> state, Skeleton3D *skeleton, const GLTFNodeIndex node_index) {
+BoneAttachment3D *GLTFDocument::_generate_bone_attachment(Ref<GLTFState> state, Skeleton3D *skeleton, const GLTFNodeIndex node_index, const GLTFNodeIndex bone_index) {
Ref<GLTFNode> gltf_node = state->nodes[node_index];
- Ref<GLTFNode> bone_node = state->nodes[gltf_node->parent];
-
+ Ref<GLTFNode> bone_node = state->nodes[bone_index];
BoneAttachment3D *bone_attachment = memnew(BoneAttachment3D);
print_verbose("glTF: Creating bone attachment for: " + gltf_node->get_name());
@@ -4934,7 +4865,7 @@ GLTFMeshIndex GLTFDocument::_convert_mesh_instance(Ref<GLTFState> state, MeshIns
return -1;
}
Ref<EditorSceneImporterMesh> import_mesh;
- import_mesh.instance();
+ import_mesh.instantiate();
Ref<Mesh> godot_mesh = p_mesh_instance->get_mesh();
if (godot_mesh.is_null()) {
return -1;
@@ -4971,7 +4902,7 @@ GLTFMeshIndex GLTFDocument::_convert_mesh_instance(Ref<GLTFState> state, MeshIns
blend_weights.write[blend_i] = 0.0f;
}
Ref<GLTFMesh> gltf_mesh;
- gltf_mesh.instance();
+ gltf_mesh.instantiate();
gltf_mesh->set_mesh(import_mesh);
gltf_mesh->set_blend_weights(blend_weights);
GLTFMeshIndex mesh_i = state->meshes.size();
@@ -5002,7 +4933,7 @@ EditorSceneImporterMeshNode3D *GLTFDocument::_generate_mesh_instance(Ref<GLTFSta
return mi;
}
-Light3D *GLTFDocument::_generate_light(Ref<GLTFState> state, Node *scene_parent, const GLTFNodeIndex node_index) {
+Node3D *GLTFDocument::_generate_light(Ref<GLTFState> state, Node *scene_parent, const GLTFNodeIndex node_index) {
Ref<GLTFNode> gltf_node = state->nodes[node_index];
ERR_FAIL_INDEX_V(gltf_node->light, state->lights.size(), nullptr);
@@ -5051,7 +4982,7 @@ Light3D *GLTFDocument::_generate_light(Ref<GLTFState> state, Node *scene_parent,
light->set_param(SpotLight3D::PARAM_SPOT_ATTENUATION, angle_attenuation);
return light;
}
- return nullptr;
+ return memnew(Node3D);
}
Camera3D *GLTFDocument::_generate_camera(Ref<GLTFState> state, Node *scene_parent, const GLTFNodeIndex node_index) {
@@ -5076,7 +5007,7 @@ GLTFCameraIndex GLTFDocument::_convert_camera(Ref<GLTFState> state, Camera3D *p_
print_verbose("glTF: Converting camera: " + p_camera->get_name());
Ref<GLTFCamera> c;
- c.instance();
+ c.instantiate();
if (p_camera->get_projection() == Camera3D::Projection::PROJECTION_PERSPECTIVE) {
c->set_perspective(true);
@@ -5097,7 +5028,7 @@ GLTFLightIndex GLTFDocument::_convert_light(Ref<GLTFState> state, Light3D *p_lig
print_verbose("glTF: Converting light: " + p_light->get_name());
Ref<GLTFLight> l;
- l.instance();
+ l.instantiate();
l->color = p_light->get_color();
if (cast_to<DirectionalLight3D>(p_light)) {
l->type = "directional";
@@ -5132,7 +5063,7 @@ GLTFLightIndex GLTFDocument::_convert_light(Ref<GLTFState> state, Light3D *p_lig
GLTFSkeletonIndex GLTFDocument::_convert_skeleton(Ref<GLTFState> state, Skeleton3D *p_skeleton) {
print_verbose("glTF: Converting skeleton: " + p_skeleton->get_name());
Ref<GLTFSkeleton> gltf_skeleton;
- gltf_skeleton.instance();
+ gltf_skeleton.instantiate();
gltf_skeleton->set_name(_gen_unique_name(state, p_skeleton->get_name()));
gltf_skeleton->godot_skeleton = p_skeleton;
GLTFSkeletonIndex skeleton_i = state->skeletons.size();
@@ -5141,9 +5072,9 @@ GLTFSkeletonIndex GLTFDocument::_convert_skeleton(Ref<GLTFState> state, Skeleton
}
void GLTFDocument::_convert_spatial(Ref<GLTFState> state, Node3D *p_spatial, Ref<GLTFNode> p_node) {
- Transform xform = p_spatial->get_transform();
+ Transform3D xform = p_spatial->get_transform();
p_node->scale = xform.basis.get_scale();
- p_node->rotation = xform.basis.get_rotation_quat();
+ p_node->rotation = xform.basis.get_rotation_quaternion();
p_node->translation = xform.origin;
}
@@ -5162,7 +5093,7 @@ void GLTFDocument::_convert_scene_node(Ref<GLTFState> state, Node *p_current, No
return;
}
Ref<GLTFNode> gltf_node;
- gltf_node.instance();
+ gltf_node.instantiate();
gltf_node->set_name(_gen_unique_name(state, p_current->get_name()));
if (cast_to<Node3D>(p_current)) {
Node3D *spatial = cast_to<Node3D>(p_current);
@@ -5228,9 +5159,9 @@ void GLTFDocument::_convert_csg_shape_to_gltf(Node *p_current, GLTFNodeIndex p_g
mat = csg->get_material_override();
}
Ref<GLTFMesh> gltf_mesh;
- gltf_mesh.instance();
+ gltf_mesh.instantiate();
Ref<EditorSceneImporterMesh> import_mesh;
- import_mesh.instance();
+ import_mesh.instantiate();
Ref<ArrayMesh> array_mesh = csg->get_meshes()[1];
for (int32_t surface_i = 0; surface_i < array_mesh->get_surface_count(); surface_i++) {
import_mesh->add_surface(Mesh::PrimitiveType::PRIMITIVE_TRIANGLES, array_mesh->surface_get_arrays(surface_i), Array(), Dictionary(), mat, array_mesh->surface_get_name(surface_i));
@@ -5306,7 +5237,7 @@ void GLTFDocument::_convert_grid_map_to_gltf(Node *p_scene_parent, const GLTFNod
Vector3(cell_location.x, cell_location.y, cell_location.z));
EditorSceneImporterMeshNode3D *import_mesh_node = memnew(EditorSceneImporterMeshNode3D);
import_mesh_node->set_mesh(grid_map->get_mesh_library()->get_item_mesh(cell));
- Transform cell_xform;
+ Transform3D cell_xform;
cell_xform.basis.set_orthogonal_index(
grid_map->get_cell_item_orientation(
Vector3(cell_location.x, cell_location.y, cell_location.z)));
@@ -5316,7 +5247,7 @@ void GLTFDocument::_convert_grid_map_to_gltf(Node *p_scene_parent, const GLTFNod
cell_xform.set_origin(grid_map->map_to_world(
Vector3(cell_location.x, cell_location.y, cell_location.z)));
Ref<GLTFMesh> gltf_mesh;
- gltf_mesh.instance();
+ gltf_mesh.instantiate();
gltf_mesh = import_mesh_node;
new_gltf_node->mesh = state->meshes.size();
state->meshes.push_back(gltf_mesh);
@@ -5334,15 +5265,15 @@ void GLTFDocument::_convert_mult_mesh_instance_to_gltf(Node *p_scene_parent, con
for (int32_t instance_i = 0; instance_i < multi_mesh->get_instance_count();
instance_i++) {
GLTFNode *new_gltf_node = memnew(GLTFNode);
- Transform transform;
+ Transform3D transform;
if (multi_mesh->get_transform_format() == MultiMesh::TRANSFORM_2D) {
Transform2D xform_2d = multi_mesh->get_instance_transform_2d(instance_i);
transform.origin =
Vector3(xform_2d.get_origin().x, 0, xform_2d.get_origin().y);
real_t rotation = xform_2d.get_rotation();
- Quat quat(Vector3(0, 1, 0), rotation);
+ Quaternion quaternion(Vector3(0, 1, 0), rotation);
Size2 scale = xform_2d.get_scale();
- transform.basis.set_quat_scale(quat,
+ transform.basis.set_quaternion_scale(quaternion,
Vector3(scale.x, 0, scale.y));
transform =
multi_mesh_instance->get_transform() * transform;
@@ -5353,14 +5284,14 @@ void GLTFDocument::_convert_mult_mesh_instance_to_gltf(Node *p_scene_parent, con
Ref<ArrayMesh> mm = multi_mesh->get_mesh();
if (mm.is_valid()) {
Ref<EditorSceneImporterMesh> mesh;
- mesh.instance();
+ mesh.instantiate();
for (int32_t surface_i = 0; surface_i < mm->get_surface_count(); surface_i++) {
Array surface = mm->surface_get_arrays(surface_i);
mesh->add_surface(mm->surface_get_primitive_type(surface_i), surface, Array(), Dictionary(),
mm->surface_get_material(surface_i), mm->get_name());
}
Ref<GLTFMesh> gltf_mesh;
- gltf_mesh.instance();
+ gltf_mesh.instantiate();
gltf_mesh->set_name(multi_mesh->get_name());
gltf_mesh->set_mesh(mesh);
new_gltf_node->mesh = state->meshes.size();
@@ -5423,31 +5354,22 @@ void GLTFDocument::_convert_mesh_to_gltf(Node *p_scene_parent, Ref<GLTFState> st
void GLTFDocument::_generate_scene_node(Ref<GLTFState> state, Node *scene_parent, Node3D *scene_root, const GLTFNodeIndex node_index) {
Ref<GLTFNode> gltf_node = state->nodes[node_index];
+ if (gltf_node->skeleton >= 0) {
+ _generate_skeleton_bone_node(state, scene_parent, scene_root, node_index);
+ return;
+ }
+
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;
+ const bool non_bone_parented_to_skeleton = active_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);
+ // skinned meshes must not be placed in a bone attachment.
+ if (non_bone_parented_to_skeleton && gltf_node->skin < 0) {
+ // Bone Attachment - Parent Case
+ BoneAttachment3D *bone_attachment = _generate_bone_attachment(state, active_skeleton, node_index, gltf_node->parent);
scene_parent->add_child(bone_attachment);
bone_attachment->set_owner(scene_root);
@@ -5459,9 +5381,89 @@ void GLTFDocument::_generate_scene_node(Ref<GLTFState> state, Node *scene_parent
// and attach it to the bone_attachment
scene_parent = bone_attachment;
}
+ 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);
+ }
+
+ // We still have not managed to make a node.
+ if (!current_node) {
+ current_node = _generate_spatial(state, scene_parent, node_index);
+ }
+
+ scene_parent->add_child(current_node);
+ if (current_node != scene_root) {
+ current_node->set_owner(scene_root);
+ }
+ current_node->set_transform(gltf_node->xform);
+ current_node->set_name(gltf_node->get_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]);
+ }
+}
+
+void GLTFDocument::_generate_skeleton_bone_node(Ref<GLTFState> state, Node *scene_parent, Node3D *scene_root, const GLTFNodeIndex node_index) {
+ Ref<GLTFNode> gltf_node = state->nodes[node_index];
- // We still have not managed to make a node
- if (current_node == nullptr) {
+ Node3D *current_node = nullptr;
+
+ Skeleton3D *skeleton = state->skeletons[gltf_node->skeleton]->godot_skeleton;
+ // In this case, this node is already a bone in skeleton.
+ const bool is_skinned_mesh = (gltf_node->skin >= 0 && gltf_node->mesh >= 0);
+ const bool requires_extra_node = (gltf_node->mesh >= 0 || gltf_node->camera >= 0 || gltf_node->light >= 0);
+
+ Skeleton3D *active_skeleton = Object::cast_to<Skeleton3D>(scene_parent);
+ if (active_skeleton != skeleton) {
+ if (active_skeleton) {
+ // Bone Attachment - Direct Parented Skeleton Case
+ BoneAttachment3D *bone_attachment = _generate_bone_attachment(state, active_skeleton, node_index, gltf_node->parent);
+
+ 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, "BoneAttachment3D"));
+
+ // 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;
+ WARN_PRINT(vformat("glTF: Generating scene detected direct parented Skeletons at node %d", node_index));
+ }
+
+ // 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 (requires_extra_node) {
+ // skinned meshes must not be placed in a bone attachment.
+ if (!is_skinned_mesh) {
+ // Bone Attachment - Same Node Case
+ BoneAttachment3D *bone_attachment = _generate_bone_attachment(state, active_skeleton, node_index, 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, "BoneAttachment3D"));
+
+ // 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 (gltf_node->mesh >= 0) {
current_node = _generate_mesh_instance(state, scene_parent, node_index);
} else if (gltf_node->camera >= 0) {
@@ -5470,22 +5472,18 @@ void GLTFDocument::_generate_scene_node(Ref<GLTFState> state, Node *scene_parent
current_node = _generate_light(state, scene_parent, node_index);
}
- if (!current_node) {
- current_node = _generate_spatial(state, scene_parent, node_index);
- }
-
scene_parent->add_child(current_node);
if (current_node != scene_root) {
current_node->set_owner(scene_root);
}
- current_node->set_transform(gltf_node->xform);
+ // Do not set transform here. Transform is already applied to our bone.
current_node->set_name(gltf_node->get_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]);
+ _generate_scene_node(state, active_skeleton, scene_root, gltf_node->children[i]);
}
}
@@ -5516,24 +5514,24 @@ struct EditorSceneImporterGLTFInterpolate {
// 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.");
+struct EditorSceneImporterGLTFInterpolate<Quaternion> {
+ Quaternion lerp(const Quaternion &a, const Quaternion &b, const float c) const {
+ ERR_FAIL_COND_V_MSG(!a.is_normalized(), Quaternion(), "The quaternion \"a\" must be normalized.");
+ ERR_FAIL_COND_V_MSG(!b.is_normalized(), Quaternion(), "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.");
+ Quaternion catmull_rom(const Quaternion &p0, const Quaternion &p1, const Quaternion &p2, const Quaternion &p3, const float c) {
+ ERR_FAIL_COND_V_MSG(!p1.is_normalized(), Quaternion(), "The quaternion \"p1\" must be normalized.");
+ ERR_FAIL_COND_V_MSG(!p2.is_normalized(), Quaternion(), "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.");
+ Quaternion bezier(const Quaternion start, const Quaternion control_1, const Quaternion control_2, const Quaternion end, const float t) {
+ ERR_FAIL_COND_V_MSG(!start.is_normalized(), Quaternion(), "The start quaternion must be normalized.");
+ ERR_FAIL_COND_V_MSG(!end.is_normalized(), Quaternion(), "The end quaternion must be normalized.");
return start.slerp(end, t).normalized();
}
@@ -5541,6 +5539,11 @@ struct EditorSceneImporterGLTFInterpolate<Quat> {
template <class T>
T GLTFDocument::_interpolate_track(const Vector<float> &p_times, const Vector<T> &p_values, const float p_time, const GLTFAnimation::Interpolation p_interp) {
+ ERR_FAIL_COND_V(!p_values.size(), T());
+ if (p_times.size() != p_values.size()) {
+ ERR_PRINT_ONCE("The interpolated values are not corresponding to its times.");
+ return p_values[0];
+ }
//could use binary search, worth it?
int idx = -1;
for (int i = 0; i < p_times.size(); i++) {
@@ -5615,7 +5618,7 @@ void GLTFDocument::_import_animation(Ref<GLTFState> state, AnimationPlayer *ap,
}
Ref<Animation> animation;
- animation.instance();
+ animation.instantiate();
animation->set_name(name);
if (anim->get_loop()) {
@@ -5626,28 +5629,30 @@ void GLTFDocument::_import_animation(Ref<GLTFState> state, AnimationPlayer *ap,
for (Map<int, GLTFAnimation::Track>::Element *track_i = anim->get_tracks().front(); track_i; track_i = track_i->next()) {
const GLTFAnimation::Track &track = track_i->get();
- //need to find the path
+ //need to find the path: for skeletons, weight tracks will affect the mesh
NodePath node_path;
+ //for skeletons, transform tracks always affect bones
+ NodePath transform_node_path;
GLTFNodeIndex node_index = track_i->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 Ref<GLTFNode> gltf_node = state->nodes[track_i->key()];
+ Node *root = ap->get_parent();
+ ERR_FAIL_COND(root == nullptr);
+ Map<GLTFNodeIndex, Node *>::Element *node_element = state->scene_nodes.find(node_index);
+ ERR_CONTINUE_MSG(node_element == nullptr, vformat("Unable to find node %d for animation", node_index));
+ node_path = root->get_path_to(node_element->get());
+
if (gltf_node->skeleton >= 0) {
- const Skeleton3D *sk = Object::cast_to<Skeleton3D>(state->scene_nodes.find(node_index)->get());
+ const Skeleton3D *sk = state->skeletons[gltf_node->skeleton]->godot_skeleton;
ERR_FAIL_COND(sk == nullptr);
const String path = ap->get_parent()->get_path_to(sk);
const String bone = gltf_node->get_name();
- node_path = path + ":" + bone;
+ transform_node_path = path + ":" + bone;
} else {
- Node *root = ap->get_parent();
- Node *godot_node = state->scene_nodes.find(node_index)->get();
- node_path = root->get_path_to(godot_node);
+ transform_node_path = node_path;
}
for (int i = 0; i < track.rotation_track.times.size(); i++) {
@@ -5666,18 +5671,20 @@ void GLTFDocument::_import_animation(Ref<GLTFState> state, AnimationPlayer *ap,
}
}
- if (track.rotation_track.values.size() || track.translation_track.values.size() || track.scale_track.values.size()) {
+ // Animated TRS properties will not affect a skinned mesh.
+ const bool transform_affects_skinned_mesh_instance = gltf_node->skeleton < 0 && gltf_node->skin >= 0;
+ if ((track.rotation_track.values.size() || track.translation_track.values.size() || track.scale_track.values.size()) && !transform_affects_skinned_mesh_instance) {
//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->add_track(Animation::TYPE_TRANSFORM3D);
+ animation->track_set_path(track_idx, transform_node_path);
//first determine animation length
const double increment = 1.0 / bake_fps;
double time = 0.0;
Vector3 base_pos;
- Quat base_rot;
+ Quaternion base_rot;
Vector3 base_scale = Vector3(1, 1, 1);
if (!track.rotation_track.values.size()) {
@@ -5695,7 +5702,7 @@ void GLTFDocument::_import_animation(Ref<GLTFState> state, AnimationPlayer *ap,
bool last = false;
while (true) {
Vector3 pos = base_pos;
- Quat rot = base_rot;
+ Quaternion rot = base_rot;
Vector3 scale = base_scale;
if (track.translation_track.times.size()) {
@@ -5703,7 +5710,7 @@ void GLTFDocument::_import_animation(Ref<GLTFState> state, AnimationPlayer *ap,
}
if (track.rotation_track.times.size()) {
- rot = _interpolate_track<Quat>(track.rotation_track.times, track.rotation_track.values, time, track.rotation_track.interpolation);
+ rot = _interpolate_track<Quaternion>(track.rotation_track.times, track.rotation_track.values, time, track.rotation_track.interpolation);
}
if (track.scale_track.times.size()) {
@@ -5711,15 +5718,15 @@ void GLTFDocument::_import_animation(Ref<GLTFState> state, AnimationPlayer *ap,
}
if (gltf_node->skeleton >= 0) {
- Transform xform;
- xform.basis.set_quat_scale(rot, scale);
+ Transform3D xform;
+ xform.basis.set_quaternion_scale(rot, scale);
xform.origin = pos;
const Skeleton3D *skeleton = state->skeletons[gltf_node->skeleton]->godot_skeleton;
const int bone_idx = skeleton->find_bone(gltf_node->get_name());
xform = skeleton->get_bone_rest(bone_idx).affine_inverse() * xform;
- rot = xform.basis.get_rotation_quat();
+ rot = xform.basis.get_rotation_quaternion();
rot.normalize();
scale = xform.basis.get_scale();
pos = xform.origin;
@@ -5804,9 +5811,9 @@ void GLTFDocument::_convert_mesh_instances(Ref<GLTFState> state) {
}
MeshInstance3D *mi = Object::cast_to<MeshInstance3D>(mi_element->get());
ERR_CONTINUE(!mi);
- Transform mi_xform = mi->get_transform();
+ Transform3D mi_xform = mi->get_transform();
node->scale = mi_xform.basis.get_scale();
- node->rotation = mi_xform.basis.get_rotation_quat();
+ node->rotation = mi_xform.basis.get_rotation_quaternion();
node->translation = mi_xform.origin;
Dictionary json_skin;
@@ -5822,7 +5829,7 @@ void GLTFDocument::_convert_mesh_instances(Ref<GLTFState> state) {
skin = skeleton->register_skin(nullptr)->get_skin();
}
Ref<GLTFSkin> gltf_skin;
- gltf_skin.instance();
+ gltf_skin.instantiate();
Array json_joints;
GLTFSkeletonIndex skeleton_gltf_i = -1;
@@ -5864,13 +5871,13 @@ void GLTFDocument::_convert_mesh_instances(Ref<GLTFState> state) {
BoneId bone_index = skeleton->find_bone(godot_bone_name);
ERR_CONTINUE(bone_index == -1);
Ref<GLTFNode> joint_node;
- joint_node.instance();
+ joint_node.instantiate();
String gltf_bone_name = _gen_unique_bone_name(state, skeleton_gltf_i, godot_bone_name);
joint_node->set_name(gltf_bone_name);
- Transform bone_rest_xform = skeleton->get_bone_rest(bone_index);
+ Transform3D bone_rest_xform = skeleton->get_bone_rest(bone_index);
joint_node->scale = bone_rest_xform.basis.get_scale();
- joint_node->rotation = bone_rest_xform.basis.get_rotation_quat();
+ joint_node->rotation = bone_rest_xform.basis.get_rotation_quaternion();
joint_node->translation = bone_rest_xform.origin;
joint_node->joint = true;
@@ -5975,13 +5982,15 @@ void GLTFDocument::_process_mesh_instances(Ref<GLTFState> state, Node *scene_roo
const GLTFSkinIndex skin_i = node->skin;
Map<GLTFNodeIndex, Node *>::Element *mi_element = state->scene_nodes.find(node_i);
+ ERR_CONTINUE_MSG(mi_element == nullptr, vformat("Unable to find node %d", node_i));
+
EditorSceneImporterMeshNode3D *mi = Object::cast_to<EditorSceneImporterMeshNode3D>(mi_element->get());
- ERR_FAIL_COND(mi == nullptr);
+ ERR_CONTINUE_MSG(mi == nullptr, vformat("Unable to cast node %d of type %s to EditorSceneImporterMeshNode3D", node_i, mi_element->get()->get_class_name()));
const GLTFSkeletonIndex skel_i = state->skins.write[node->skin]->skeleton;
Ref<GLTFSkeleton> gltf_skeleton = state->skeletons.write[skel_i];
Skeleton3D *skeleton = gltf_skeleton->godot_skeleton;
- ERR_FAIL_COND(skeleton == nullptr);
+ ERR_CONTINUE_MSG(skeleton == nullptr, vformat("Unable to find Skeleton for node %d skin %d", node_i, skin_i));
mi->get_parent()->remove_child(mi);
skeleton->add_child(mi);
@@ -5989,12 +5998,12 @@ void GLTFDocument::_process_mesh_instances(Ref<GLTFState> state, Node *scene_roo
mi->set_skin(state->skins.write[skin_i]->godot_skin);
mi->set_skeleton_path(mi->get_path_to(skeleton));
- mi->set_transform(Transform());
+ mi->set_transform(Transform3D());
}
}
}
-GLTFAnimation::Track GLTFDocument::_convert_animation_track(Ref<GLTFState> state, GLTFAnimation::Track p_track, Ref<Animation> p_animation, Transform p_bone_rest, int32_t p_track_i, GLTFNodeIndex p_node_i) {
+GLTFAnimation::Track GLTFDocument::_convert_animation_track(Ref<GLTFState> state, GLTFAnimation::Track p_track, Ref<Animation> p_animation, Transform3D p_bone_rest, int32_t p_track_i, GLTFNodeIndex p_node_i) {
Animation::InterpolationType interpolation = p_animation->track_get_interpolation_type(p_track_i);
GLTFAnimation::Interpolation gltf_interpolation = GLTFAnimation::INTERP_LINEAR;
@@ -6014,7 +6023,7 @@ GLTFAnimation::Track GLTFDocument::_convert_animation_track(Ref<GLTFState> state
times.write[key_i] = p_animation->track_get_key_time(p_track_i, key_i);
}
const float BAKE_FPS = 30.0f;
- if (track_type == Animation::TYPE_TRANSFORM) {
+ if (track_type == Animation::TYPE_TRANSFORM3D) {
p_track.translation_track.times = times;
p_track.translation_track.interpolation = gltf_interpolation;
p_track.rotation_track.times = times;
@@ -6030,16 +6039,16 @@ GLTFAnimation::Track GLTFDocument::_convert_animation_track(Ref<GLTFState> state
p_track.rotation_track.interpolation = gltf_interpolation;
for (int32_t key_i = 0; key_i < key_count; key_i++) {
Vector3 translation;
- Quat rotation;
+ Quaternion rotation;
Vector3 scale;
Error err = p_animation->transform_track_get_key(p_track_i, key_i, &translation, &rotation, &scale);
ERR_CONTINUE(err != OK);
- Transform xform;
- xform.basis.set_quat_scale(rotation, scale);
+ Transform3D xform;
+ xform.basis.set_quaternion_scale(rotation, scale);
xform.origin = translation;
xform = p_bone_rest * xform;
p_track.translation_track.values.write[key_i] = xform.get_origin();
- p_track.rotation_track.values.write[key_i] = xform.basis.get_rotation_quat();
+ p_track.rotation_track.values.write[key_i] = xform.basis.get_rotation_quaternion();
p_track.scale_track.values.write[key_i] = xform.basis.get_scale();
}
} else if (path.find(":transform") != -1) {
@@ -6057,9 +6066,9 @@ GLTFAnimation::Track GLTFDocument::_convert_animation_track(Ref<GLTFState> state
p_track.rotation_track.values.resize(key_count);
p_track.rotation_track.interpolation = gltf_interpolation;
for (int32_t key_i = 0; key_i < key_count; key_i++) {
- Transform xform = p_animation->track_get_key_value(p_track_i, key_i);
+ Transform3D xform = p_animation->track_get_key_value(p_track_i, key_i);
p_track.translation_track.values.write[key_i] = xform.get_origin();
- p_track.rotation_track.values.write[key_i] = xform.basis.get_rotation_quat();
+ p_track.rotation_track.values.write[key_i] = xform.basis.get_rotation_quaternion();
p_track.scale_track.values.write[key_i] = xform.basis.get_scale();
}
} else if (track_type == Animation::TYPE_VALUE) {
@@ -6071,7 +6080,7 @@ GLTFAnimation::Track GLTFDocument::_convert_animation_track(Ref<GLTFState> state
p_track.rotation_track.interpolation = gltf_interpolation;
for (int32_t key_i = 0; key_i < key_count; key_i++) {
- Quat rotation_track = p_animation->track_get_key_value(p_track_i, key_i);
+ Quaternion rotation_track = p_animation->track_get_key_value(p_track_i, key_i);
p_track.rotation_track.values.write[key_i] = rotation_track;
}
} else if (path.find(":translation") != -1) {
@@ -6085,7 +6094,7 @@ GLTFAnimation::Track GLTFDocument::_convert_animation_track(Ref<GLTFState> state
Vector3 translation = p_animation->track_get_key_value(p_track_i, key_i);
p_track.translation_track.values.write[key_i] = translation;
}
- } else if (path.find(":rotation_degrees") != -1) {
+ } else if (path.find(":rotation") != -1) {
p_track.rotation_track.times = times;
p_track.rotation_track.interpolation = gltf_interpolation;
@@ -6093,12 +6102,8 @@ GLTFAnimation::Track GLTFDocument::_convert_animation_track(Ref<GLTFState> state
p_track.rotation_track.interpolation = gltf_interpolation;
for (int32_t key_i = 0; key_i < key_count; key_i++) {
- Vector3 rotation_degrees = p_animation->track_get_key_value(p_track_i, key_i);
- Vector3 rotation_radian;
- rotation_radian.x = Math::deg2rad(rotation_degrees.x);
- rotation_radian.y = Math::deg2rad(rotation_degrees.y);
- rotation_radian.z = Math::deg2rad(rotation_degrees.z);
- p_track.rotation_track.values.write[key_i] = Quat(rotation_radian);
+ Vector3 rotation_radian = p_animation->track_get_key_value(p_track_i, key_i);
+ p_track.rotation_track.values.write[key_i] = Quaternion(rotation_radian);
}
} else if (path.find(":scale") != -1) {
p_track.scale_track.times = times;
@@ -6184,7 +6189,7 @@ GLTFAnimation::Track GLTFDocument::_convert_animation_track(Ref<GLTFState> state
void GLTFDocument::_convert_animation(Ref<GLTFState> state, AnimationPlayer *ap, String p_animation_track_name) {
Ref<Animation> animation = ap->get_animation(p_animation_track_name);
Ref<GLTFAnimation> gltf_animation;
- gltf_animation.instance();
+ gltf_animation.instantiate();
gltf_animation->set_name(_gen_unique_name(state, p_animation_track_name));
for (int32_t track_i = 0; track_i < animation->get_track_count(); track_i++) {
@@ -6204,7 +6209,7 @@ void GLTFDocument::_convert_animation(Ref<GLTFState> state, AnimationPlayer *ap,
if (translation_track_i) {
track = translation_track_i->get();
}
- track = _convert_animation_track(state, track, animation, Transform(), track_i, node_index);
+ track = _convert_animation_track(state, track, animation, Transform3D(), track_i, node_index);
gltf_animation->get_tracks().insert(node_index, track);
}
}
@@ -6220,7 +6225,7 @@ void GLTFDocument::_convert_animation(Ref<GLTFState> state, AnimationPlayer *ap,
if (rotation_degree_track_i) {
track = rotation_degree_track_i->get();
}
- track = _convert_animation_track(state, track, animation, Transform(), track_i, node_index);
+ track = _convert_animation_track(state, track, animation, Transform3D(), track_i, node_index);
gltf_animation->get_tracks().insert(node_index, track);
}
}
@@ -6236,7 +6241,7 @@ void GLTFDocument::_convert_animation(Ref<GLTFState> state, AnimationPlayer *ap,
if (scale_track_i) {
track = scale_track_i->get();
}
- track = _convert_animation_track(state, track, animation, Transform(), track_i, node_index);
+ track = _convert_animation_track(state, track, animation, Transform3D(), track_i, node_index);
gltf_animation->get_tracks().insert(node_index, track);
}
}
@@ -6247,7 +6252,7 @@ void GLTFDocument::_convert_animation(Ref<GLTFState> state, AnimationPlayer *ap,
for (Map<GLTFNodeIndex, Node *>::Element *transform_track_i = state->scene_nodes.front(); transform_track_i; transform_track_i = transform_track_i->next()) {
if (transform_track_i->get() == node) {
GLTFAnimation::Track track;
- track = _convert_animation_track(state, track, animation, Transform(), track_i, transform_track_i->key());
+ track = _convert_animation_track(state, track, animation, Transform3D(), track_i, transform_track_i->key());
gltf_animation->get_tracks().insert(transform_track_i->key(), track);
}
}
@@ -6335,7 +6340,7 @@ void GLTFDocument::_convert_animation(Ref<GLTFState> state, AnimationPlayer *ap,
Ref<GLTFSkeleton> skeleton_gltf = state->skeletons[skeleton_gltf_i];
int32_t bone = skeleton->find_bone(suffix);
ERR_CONTINUE(bone == -1);
- Transform xform = skeleton->get_bone_rest(bone);
+ Transform3D xform = skeleton->get_bone_rest(bone);
if (!skeleton_gltf->godot_bone_node.has(bone)) {
continue;
}
@@ -6362,7 +6367,7 @@ void GLTFDocument::_convert_animation(Ref<GLTFState> state, AnimationPlayer *ap,
if (node_track_i) {
track = node_track_i->get();
}
- track = _convert_animation_track(state, track, animation, Transform(), track_i, node_index);
+ track = _convert_animation_track(state, track, animation, Transform3D(), track_i, node_index);
gltf_animation->get_tracks().insert(node_index, track);
break;
}
@@ -6578,7 +6583,7 @@ Error GLTFDocument::_serialize_file(Ref<GLTFState> state, const String p_path) {
FileAccessRef f = FileAccess::open(p_path, FileAccess::WRITE, &err);
ERR_FAIL_COND_V(!f, FAILED);
- String json = JSON::print(state->json);
+ String json = Variant(state->json).to_json_string();
const uint32_t magic = 0x46546C67; // GLTF
const int32_t header_size = 12;
@@ -6619,7 +6624,7 @@ Error GLTFDocument::_serialize_file(Ref<GLTFState> state, const String p_path) {
ERR_FAIL_COND_V(!f, FAILED);
f->create(FileAccess::ACCESS_RESOURCES);
- String json = JSON::print(state->json);
+ String json = Variant(state->json).to_json_string();
f->store_string(json);
f->close();
}