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Diffstat (limited to 'modules/gltf/gltf_document.cpp')
-rw-r--r--modules/gltf/gltf_document.cpp539
1 files changed, 309 insertions, 230 deletions
diff --git a/modules/gltf/gltf_document.cpp b/modules/gltf/gltf_document.cpp
index 4868347a74..abac0a2e17 100644
--- a/modules/gltf/gltf_document.cpp
+++ b/modules/gltf/gltf_document.cpp
@@ -63,7 +63,6 @@
#ifdef MODULE_GRIDMAP_ENABLED
#include "modules/gridmap/grid_map.h"
#endif // MODULE_GRIDMAP_ENABLED
-#include "modules/regex/regex.h"
#include "scene/2d/node_2d.h"
#include "scene/3d/bone_attachment_3d.h"
#include "scene/3d/camera_3d.h"
@@ -72,6 +71,7 @@
#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 <limits>
@@ -233,7 +233,7 @@ 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());
@@ -449,14 +449,8 @@ Error GLTFDocument::_serialize_nodes(Ref<GLTFState> state) {
return OK;
}
-String GLTFDocument::_sanitize_scene_name(const String &name) {
- RegEx regex("([^a-zA-Z0-9_ -]+)");
- String p_name = regex.sub(name, "", true);
- return p_name;
-}
-
String GLTFDocument::_gen_unique_name(Ref<GLTFState> state, const String &p_name) {
- const String s_name = _sanitize_scene_name(p_name);
+ const String s_name = p_name.validate_node_name();
String name;
int index = 1;
@@ -464,7 +458,7 @@ String GLTFDocument::_gen_unique_name(Ref<GLTFState> state, const String &p_name
name = s_name;
if (index > 1) {
- name += " " + itos(index);
+ name += itos(index);
}
if (!state->unique_names.has(name)) {
break;
@@ -477,25 +471,44 @@ String GLTFDocument::_gen_unique_name(Ref<GLTFState> state, const String &p_name
return name;
}
-String GLTFDocument::_sanitize_bone_name(const String &name) {
- String p_name = name.camelcase_to_underscore(true);
+String GLTFDocument::_sanitize_animation_name(const String &p_name) {
+ // Animations disallow the normal node invalid characters as well as "," and "["
+ // (See animation/animation_player.cpp::add_animation)
- RegEx pattern_nocolon(":");
- p_name = pattern_nocolon.sub(p_name, "_", true);
+ // TODO: Consider adding invalid_characters or a validate_animation_name to animation_player to mirror Node.
+ String name = p_name.validate_node_name();
+ name = name.replace(",", "");
+ name = name.replace("[", "");
+ return name;
+}
- RegEx pattern_noslash("/");
- p_name = pattern_noslash.sub(p_name, "_", true);
+String GLTFDocument::_gen_unique_animation_name(Ref<GLTFState> state, const String &p_name) {
+ const String s_name = _sanitize_animation_name(p_name);
- RegEx pattern_nospace(" +");
- p_name = pattern_nospace.sub(p_name, "_", true);
+ String name;
+ int index = 1;
+ while (true) {
+ name = s_name;
- RegEx pattern_multiple("_+");
- p_name = pattern_multiple.sub(p_name, "_", true);
+ if (index > 1) {
+ name += itos(index);
+ }
+ if (!state->unique_animation_names.has(name)) {
+ break;
+ }
+ index++;
+ }
- RegEx pattern_padded("0+(\\d+)");
- p_name = pattern_padded.sub(p_name, "$1", true);
+ state->unique_animation_names.insert(name);
+
+ return name;
+}
- return p_name;
+String GLTFDocument::_sanitize_bone_name(const String &p_name) {
+ String name = p_name;
+ name = name.replace(":", "_");
+ name = name.replace("/", "_");
+ return name;
}
String GLTFDocument::_gen_unique_bone_name(Ref<GLTFState> state, const GLTFSkeletonIndex skel_i, const String &p_name) {
@@ -541,10 +554,10 @@ Error GLTFDocument::_parse_scenes(Ref<GLTFState> state) {
state->root_nodes.push_back(nodes[j]);
}
- if (s.has("name") && s["name"] != "") {
+ if (s.has("name") && !String(s["name"]).is_empty() && !((String)s["name"]).begins_with("Scene")) {
state->scene_name = _gen_unique_name(state, s["name"]);
} else {
- state->scene_name = _gen_unique_name(state, "Scene");
+ state->scene_name = _gen_unique_name(state, state->filename);
}
}
@@ -651,7 +664,7 @@ 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();
@@ -927,22 +940,29 @@ String GLTFDocument::_get_accessor_type_name(const GLTFDocument::GLTFType p_type
}
GLTFDocument::GLTFType GLTFDocument::_get_type_from_str(const String &p_string) {
- if (p_string == "SCALAR")
+ if (p_string == "SCALAR") {
return GLTFDocument::TYPE_SCALAR;
+ }
- if (p_string == "VEC2")
+ if (p_string == "VEC2") {
return GLTFDocument::TYPE_VEC2;
- if (p_string == "VEC3")
+ }
+ if (p_string == "VEC3") {
return GLTFDocument::TYPE_VEC3;
- if (p_string == "VEC4")
+ }
+ if (p_string == "VEC4") {
return GLTFDocument::TYPE_VEC4;
+ }
- if (p_string == "MAT2")
+ if (p_string == "MAT2") {
return GLTFDocument::TYPE_MAT2;
- if (p_string == "MAT3")
+ }
+ if (p_string == "MAT3") {
return GLTFDocument::TYPE_MAT3;
- if (p_string == "MAT4")
+ }
+ if (p_string == "MAT4") {
return GLTFDocument::TYPE_MAT4;
+ }
ERR_FAIL_V(GLTFDocument::TYPE_SCALAR);
}
@@ -1137,7 +1157,7 @@ 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: {
@@ -1183,7 +1203,7 @@ 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: {
@@ -1207,7 +1227,7 @@ 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: {
@@ -1227,7 +1247,7 @@ 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: {
@@ -1247,7 +1267,7 @@ 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;
}
@@ -1421,8 +1441,9 @@ Vector<double> GLTFDocument::_decode_accessor(Ref<GLTFState> state, const GLTFAc
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)
+ 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++) {
@@ -1437,14 +1458,16 @@ Vector<double> GLTFDocument::_decode_accessor(Ref<GLTFState> state, const GLTFAc
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)
+ 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)
+ if (err != OK) {
return Vector<double>();
+ }
for (int i = 0; i < indices.size(); i++) {
const int write_offset = int(indices[i]) * component_count;
@@ -1515,8 +1538,9 @@ Vector<int> GLTFDocument::_decode_accessor_as_ints(Ref<GLTFState> state, const G
const Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex);
Vector<int> ret;
- if (attribs.size() == 0)
+ if (attribs.size() == 0) {
return ret;
+ }
const double *attribs_ptr = attribs.ptr();
const int ret_size = attribs.size();
@@ -1533,8 +1557,9 @@ Vector<float> GLTFDocument::_decode_accessor_as_floats(Ref<GLTFState> state, con
const Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex);
Vector<float> ret;
- if (attribs.size() == 0)
+ if (attribs.size() == 0) {
return ret;
+ }
const double *attribs_ptr = attribs.ptr();
const int ret_size = attribs.size();
@@ -1807,8 +1832,9 @@ Vector<Vector2> GLTFDocument::_decode_accessor_as_vec2(Ref<GLTFState> state, con
const Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex);
Vector<Vector2> ret;
- if (attribs.size() == 0)
+ if (attribs.size() == 0) {
return ret;
+ }
ERR_FAIL_COND_V(attribs.size() % 2 != 0, ret);
const double *attribs_ptr = attribs.ptr();
@@ -1985,8 +2011,9 @@ Vector<Vector3> GLTFDocument::_decode_accessor_as_vec3(Ref<GLTFState> state, con
const Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex);
Vector<Vector3> ret;
- if (attribs.size() == 0)
+ if (attribs.size() == 0) {
return ret;
+ }
ERR_FAIL_COND_V(attribs.size() % 3 != 0, ret);
const double *attribs_ptr = attribs.ptr();
@@ -2004,8 +2031,9 @@ Vector<Color> GLTFDocument::_decode_accessor_as_color(Ref<GLTFState> state, cons
const Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex);
Vector<Color> ret;
- if (attribs.size() == 0)
+ 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);
@@ -2029,8 +2057,9 @@ Vector<Quat> GLTFDocument::_decode_accessor_as_quat(Ref<GLTFState> state, const
const Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex);
Vector<Quat> ret;
- if (attribs.size() == 0)
+ if (attribs.size() == 0) {
return ret;
+ }
ERR_FAIL_COND_V(attribs.size() % 4 != 0, ret);
const double *attribs_ptr = attribs.ptr();
@@ -2047,8 +2076,9 @@ Vector<Transform2D> GLTFDocument::_decode_accessor_as_xform2d(Ref<GLTFState> sta
const Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex);
Vector<Transform2D> ret;
- if (attribs.size() == 0)
+ if (attribs.size() == 0) {
return ret;
+ }
ERR_FAIL_COND_V(attribs.size() % 4 != 0, ret);
ret.resize(attribs.size() / 4);
@@ -2063,8 +2093,9 @@ Vector<Basis> GLTFDocument::_decode_accessor_as_basis(Ref<GLTFState> state, cons
const Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex);
Vector<Basis> ret;
- if (attribs.size() == 0)
+ if (attribs.size() == 0) {
return ret;
+ }
ERR_FAIL_COND_V(attribs.size() % 9 != 0, ret);
ret.resize(attribs.size() / 9);
@@ -2080,8 +2111,9 @@ Vector<Transform> GLTFDocument::_decode_accessor_as_xform(Ref<GLTFState> state,
const Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex);
Vector<Transform> ret;
- if (attribs.size() == 0)
+ if (attribs.size() == 0) {
return ret;
+ }
ERR_FAIL_COND_V(attribs.size() % 16 != 0, ret);
ret.resize(attribs.size() / 16);
@@ -2357,9 +2389,9 @@ 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);
}
@@ -2436,6 +2468,12 @@ Error GLTFDocument::_parse_meshes(Ref<GLTFState> state) {
const Dictionary &extras = d.has("extras") ? (Dictionary)d["extras"] : Dictionary();
Ref<EditorSceneImporterMesh> import_mesh;
import_mesh.instance();
+ String mesh_name = "mesh";
+ if (d.has("name") && !String(d["name"]).is_empty()) {
+ mesh_name = d["name"];
+ }
+ import_mesh->set_name(_gen_unique_name(state, vformat("%s_%s", state->scene_name, mesh_name)));
+
for (int j = 0; j < primitives.size(); j++) {
Dictionary p = primitives[j];
@@ -2783,8 +2821,8 @@ 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);
@@ -2802,7 +2840,7 @@ Error GLTFDocument::_serialize_images(Ref<GLTFState> state, const String &p_path
ERR_CONTINUE(state->images[i].is_null());
- Ref<Image> image = state->images[i]->get_data();
+ Ref<Image> image = state->images[i]->get_image();
ERR_CONTINUE(image.is_null());
if (p_path.to_lower().ends_with("glb")) {
@@ -2819,14 +2857,14 @@ Error GLTFDocument::_serialize_images(Ref<GLTFState> state, const String &p_path
Vector<uint8_t> buffer;
Ref<ImageTexture> img_tex = image;
if (img_tex.is_valid()) {
- image = img_tex->get_data();
+ image = img_tex->get_image();
}
Error err = PNGDriverCommon::image_to_png(image, buffer);
ERR_FAIL_COND_V_MSG(err, err, "Can't convert image to PNG.");
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);
@@ -2993,8 +3031,11 @@ Error GLTFDocument::_parse_images(Ref<GLTFState> state, const String &p_base_pat
}
}
- 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()) {
+ 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();
@@ -3027,8 +3068,9 @@ Error GLTFDocument::_serialize_textures(Ref<GLTFState> state) {
}
Error GLTFDocument::_parse_textures(Ref<GLTFState> state) {
- if (!state->json.has("textures"))
+ if (!state->json.has("textures")) {
return OK;
+ }
const Array &textures = state->json["textures"];
for (GLTFTextureIndex i = 0; i < textures.size(); i++) {
@@ -3049,7 +3091,7 @@ GLTFTextureIndex GLTFDocument::_set_texture(Ref<GLTFState> state, Ref<Texture2D>
ERR_FAIL_COND_V(p_texture.is_null(), -1);
Ref<GLTFTexture> gltf_texture;
gltf_texture.instance();
- ERR_FAIL_COND_V(p_texture->get_data().is_null(), -1);
+ 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);
gltf_texture->set_src_image(gltf_src_image_i);
@@ -3096,7 +3138,7 @@ Error GLTFDocument::_serialize_materials(Ref<GLTFState> state) {
Ref<Texture2D> albedo_texture = material->get_texture(BaseMaterial3D::TEXTURE_ALBEDO);
GLTFTextureIndex gltf_texture_index = -1;
- if (albedo_texture.is_valid() && albedo_texture->get_data().is_valid()) {
+ if (albedo_texture.is_valid() && albedo_texture->get_image().is_valid()) {
albedo_texture->set_name(material->get_name() + "_albedo");
gltf_texture_index = _set_texture(state, albedo_texture);
}
@@ -3109,9 +3151,9 @@ Error GLTFDocument::_serialize_materials(Ref<GLTFState> state) {
mr["metallicFactor"] = material->get_metallic();
mr["roughnessFactor"] = material->get_roughness();
- bool has_roughness = material->get_texture(BaseMaterial3D::TEXTURE_ROUGHNESS).is_valid() && material->get_texture(BaseMaterial3D::TEXTURE_ROUGHNESS)->get_data().is_valid();
+ bool has_roughness = material->get_texture(BaseMaterial3D::TEXTURE_ROUGHNESS).is_valid() && material->get_texture(BaseMaterial3D::TEXTURE_ROUGHNESS)->get_image().is_valid();
bool has_ao = material->get_feature(BaseMaterial3D::FEATURE_AMBIENT_OCCLUSION) && material->get_texture(BaseMaterial3D::TEXTURE_AMBIENT_OCCLUSION).is_valid();
- bool has_metalness = material->get_texture(BaseMaterial3D::TEXTURE_METALLIC).is_valid() && material->get_texture(BaseMaterial3D::TEXTURE_METALLIC)->get_data().is_valid();
+ bool has_metalness = material->get_texture(BaseMaterial3D::TEXTURE_METALLIC).is_valid() && material->get_texture(BaseMaterial3D::TEXTURE_METALLIC)->get_image().is_valid();
if (has_ao || has_roughness || has_metalness) {
Dictionary mrt;
Ref<Texture2D> roughness_texture = material->get_texture(BaseMaterial3D::TEXTURE_ROUGHNESS);
@@ -3130,10 +3172,10 @@ Error GLTFDocument::_serialize_materials(Ref<GLTFState> state) {
if (has_ao) {
height = ao_texture->get_height();
width = ao_texture->get_width();
- ao_image = ao_texture->get_data();
+ ao_image = ao_texture->get_image();
Ref<ImageTexture> img_tex = ao_image;
if (img_tex.is_valid()) {
- ao_image = img_tex->get_data();
+ ao_image = img_tex->get_image();
}
if (ao_image->is_compressed()) {
ao_image->decompress();
@@ -3143,10 +3185,10 @@ Error GLTFDocument::_serialize_materials(Ref<GLTFState> state) {
if (has_roughness) {
height = roughness_texture->get_height();
width = roughness_texture->get_width();
- roughness_image = roughness_texture->get_data();
+ roughness_image = roughness_texture->get_image();
Ref<ImageTexture> img_tex = roughness_image;
if (img_tex.is_valid()) {
- roughness_image = img_tex->get_data();
+ roughness_image = img_tex->get_image();
}
if (roughness_image->is_compressed()) {
roughness_image->decompress();
@@ -3156,17 +3198,17 @@ Error GLTFDocument::_serialize_materials(Ref<GLTFState> state) {
if (has_metalness) {
height = metallic_texture->get_height();
width = metallic_texture->get_width();
- metallness_image = metallic_texture->get_data();
+ metallness_image = metallic_texture->get_image();
Ref<ImageTexture> img_tex = metallness_image;
if (img_tex.is_valid()) {
- metallness_image = img_tex->get_data();
+ metallness_image = img_tex->get_image();
}
if (metallness_image->is_compressed()) {
metallness_image->decompress();
}
}
Ref<Texture2D> albedo_texture = material->get_texture(BaseMaterial3D::TEXTURE_ALBEDO);
- if (albedo_texture.is_valid() && albedo_texture->get_data().is_valid()) {
+ if (albedo_texture.is_valid() && albedo_texture->get_image().is_valid()) {
height = albedo_texture->get_height();
width = albedo_texture->get_width();
}
@@ -3247,13 +3289,14 @@ Error GLTFDocument::_serialize_materials(Ref<GLTFState> state) {
{
Ref<Texture2D> normal_texture = material->get_texture(BaseMaterial3D::TEXTURE_NORMAL);
// Code for uncompressing RG normal maps
- Ref<Image> img = normal_texture->get_data();
+ Ref<Image> img = normal_texture->get_image();
Ref<ImageTexture> img_tex = img;
if (img_tex.is_valid()) {
- img = img_tex->get_data();
+ img = img_tex->get_image();
}
img->decompress();
img->convert(Image::FORMAT_RGBA8);
+ img->convert_ra_rgba8_to_rg();
for (int32_t y = 0; y < img->get_height(); y++) {
for (int32_t x = 0; x < img->get_width(); x++) {
Color c = img->get_pixel(x, y);
@@ -3269,7 +3312,7 @@ Error GLTFDocument::_serialize_materials(Ref<GLTFState> state) {
}
Ref<Texture2D> normal_texture = material->get_texture(BaseMaterial3D::TEXTURE_NORMAL);
GLTFTextureIndex gltf_texture_index = -1;
- if (tex.is_valid() && tex->get_data().is_valid()) {
+ if (tex.is_valid() && tex->get_image().is_valid()) {
tex->set_name(material->get_name() + "_normal");
gltf_texture_index = _set_texture(state, tex);
}
@@ -3292,7 +3335,7 @@ Error GLTFDocument::_serialize_materials(Ref<GLTFState> state) {
Dictionary et;
Ref<Texture2D> emission_texture = material->get_texture(BaseMaterial3D::TEXTURE_EMISSION);
GLTFTextureIndex gltf_texture_index = -1;
- if (emission_texture.is_valid() && emission_texture->get_data().is_valid()) {
+ if (emission_texture.is_valid() && emission_texture->get_image().is_valid()) {
emission_texture->set_name(material->get_name() + "_emission");
gltf_texture_index = _set_texture(state, emission_texture);
}
@@ -3321,8 +3364,9 @@ Error GLTFDocument::_serialize_materials(Ref<GLTFState> state) {
}
Error GLTFDocument::_parse_materials(Ref<GLTFState> state) {
- if (!state->json.has("materials"))
+ if (!state->json.has("materials")) {
return OK;
+ }
const Array &materials = state->json["materials"];
for (GLTFMaterialIndex i = 0; i < materials.size(); i++) {
@@ -3330,8 +3374,10 @@ Error GLTFDocument::_parse_materials(Ref<GLTFState> state) {
Ref<StandardMaterial3D> material;
material.instance();
- if (d.has("name")) {
+ if (d.has("name") && !String(d["name"]).is_empty()) {
material->set_name(d["name"]);
+ } else {
+ material->set_name(vformat("material_%s", itos(i)));
}
material->set_flag(BaseMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
Dictionary pbr_spec_gloss_extensions;
@@ -3349,7 +3395,7 @@ Error GLTFDocument::_parse_materials(Ref<GLTFState> state) {
if (diffuse_texture_dict.has("index")) {
Ref<Texture2D> diffuse_texture = _get_texture(state, diffuse_texture_dict["index"]);
if (diffuse_texture.is_valid()) {
- spec_gloss->diffuse_img = diffuse_texture->get_data();
+ spec_gloss->diffuse_img = diffuse_texture->get_image();
material->set_texture(BaseMaterial3D::TEXTURE_ALBEDO, diffuse_texture);
}
}
@@ -3377,7 +3423,7 @@ Error GLTFDocument::_parse_materials(Ref<GLTFState> state) {
if (spec_gloss_texture.has("index")) {
const Ref<Texture2D> orig_texture = _get_texture(state, spec_gloss_texture["index"]);
if (orig_texture.is_valid()) {
- spec_gloss->spec_gloss_img = orig_texture->get_data();
+ spec_gloss->spec_gloss_img = orig_texture->get_image();
}
}
}
@@ -3837,8 +3883,9 @@ Error GLTFDocument::_verify_skin(Ref<GLTFState> state, Ref<GLTFSkin> skin) {
}
Error GLTFDocument::_parse_skins(Ref<GLTFState> state) {
- if (!state->json.has("skins"))
+ if (!state->json.has("skins")) {
return OK;
+ }
const Array &skins = state->json["skins"];
@@ -3868,8 +3915,10 @@ Error GLTFDocument::_parse_skins(Ref<GLTFState> state) {
state->nodes.write[node]->joint = true;
}
- if (d.has("name")) {
+ if (d.has("name") && !String(d["name"]).is_empty()) {
skin->set_name(d["name"]);
+ } else {
+ skin->set_name(vformat("skin_%s", itos(i)));
}
if (d.has("skeleton")) {
@@ -4059,80 +4108,10 @@ 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]);
}
}
@@ -4340,6 +4319,9 @@ 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);
@@ -4505,8 +4487,9 @@ Error GLTFDocument::_parse_lights(Ref<GLTFState> state) {
}
Error GLTFDocument::_parse_cameras(Ref<GLTFState> state) {
- if (!state->json.has("cameras"))
+ if (!state->json.has("cameras")) {
return OK;
+ }
const Array cameras = state->json["cameras"];
@@ -4707,8 +4690,9 @@ Error GLTFDocument::_serialize_animations(Ref<GLTFState> state) {
}
Error GLTFDocument::_parse_animations(Ref<GLTFState> state) {
- if (!state->json.has("animations"))
+ if (!state->json.has("animations")) {
return OK;
+ }
const Array &animations = state->json["animations"];
@@ -4718,8 +4702,9 @@ Error GLTFDocument::_parse_animations(Ref<GLTFState> state) {
Ref<GLTFAnimation> animation;
animation.instance();
- if (!d.has("channels") || !d.has("samplers"))
+ if (!d.has("channels") || !d.has("samplers")) {
continue;
+ }
Array channels = d["channels"];
Array samplers = d["samplers"];
@@ -4729,13 +4714,14 @@ Error GLTFDocument::_parse_animations(Ref<GLTFState> state) {
if (name.begins_with("loop") || name.ends_with("loop") || name.begins_with("cycle") || name.ends_with("cycle")) {
animation->set_loop(true);
}
- animation->set_name(_sanitize_scene_name(name));
+ animation->set_name(_gen_unique_animation_name(state, name));
}
for (int j = 0; j < channels.size(); j++) {
const Dictionary &c = channels[j];
- if (!c.has("target"))
+ if (!c.has("target")) {
continue;
+ }
const Dictionary &t = c["target"];
if (!t.has("node") || !t.has("path")) {
@@ -4845,8 +4831,9 @@ void GLTFDocument::_assign_scene_names(Ref<GLTFState> state) {
Ref<GLTFNode> n = state->nodes[i];
// Any joints get unique names generated when the skeleton is made, unique to the skeleton
- if (n->skeleton >= 0)
+ if (n->skeleton >= 0) {
continue;
+ }
if (n->get_name().is_empty()) {
if (n->mesh >= 0) {
@@ -4862,10 +4849,9 @@ 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());
@@ -4907,8 +4893,8 @@ GLTFMeshIndex GLTFDocument::_convert_mesh_instance(Ref<GLTFState> state, MeshIns
if (godot_array_mesh.is_valid()) {
surface_name = godot_array_mesh->surface_get_name(surface_i);
}
- if (p_mesh_instance->get_surface_material(surface_i).is_valid()) {
- mat = p_mesh_instance->get_surface_material(surface_i);
+ if (p_mesh_instance->get_surface_override_material(surface_i).is_valid()) {
+ mat = p_mesh_instance->get_surface_override_material(surface_i);
}
if (p_mesh_instance->get_material_override().is_valid()) {
mat = p_mesh_instance->get_material_override();
@@ -4950,7 +4936,7 @@ 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);
@@ -4999,7 +4985,7 @@ 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) {
@@ -5371,31 +5357,22 @@ 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);
@@ -5409,7 +5386,86 @@ void GLTFDocument::_generate_scene_node(Ref<GLTFState> state, Node *scene_parent
}
// 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);
+ 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];
+
+ 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) {
@@ -5418,22 +5474,18 @@ 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]);
}
}
@@ -5492,8 +5544,9 @@ T GLTFDocument::_interpolate_track(const Vector<float> &p_times, const Vector<T>
//could use binary search, worth it?
int idx = -1;
for (int i = 0; i < p_times.size(); i++) {
- if (p_times[i] > p_time)
+ if (p_times[i] > p_time) {
break;
+ }
idx++;
}
@@ -5573,28 +5626,30 @@ 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++) {
@@ -5613,15 +5668,17 @@ 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->track_set_path(track_idx, transform_node_path);
//first determine animation length
- const float increment = 1.0 / float(bake_fps);
- float time = 0.0;
+ const double increment = 1.0 / bake_fps;
+ double time = 0.0;
Vector3 base_pos;
Quat base_rot;
@@ -5711,8 +5768,8 @@ void GLTFDocument::_import_animation(Ref<GLTFState> state, AnimationPlayer *ap,
}
} else {
// CATMULLROMSPLINE or CUBIC_SPLINE have to be baked, apologies.
- const float increment = 1.0 / float(bake_fps);
- float time = 0.0;
+ const double increment = 1.0 / bake_fps;
+ double time = 0.0;
bool last = false;
while (true) {
_interpolate_track<float>(track.weight_tracks[i].times, track.weight_tracks[i].values, time, gltf_interp);
@@ -5922,13 +5979,15 @@ 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);
@@ -6333,16 +6392,21 @@ Error GLTFDocument::parse(Ref<GLTFState> state, String p_path, bool p_read_binar
//binary file
//text file
err = _parse_glb(p_path, state);
- if (err)
+ if (err) {
return FAILED;
+ }
} else {
//text file
err = _parse_json(p_path, state);
- if (err)
+ if (err) {
return FAILED;
+ }
}
f->close();
+ // get file's name, use for scene name if none
+ state->filename = p_path.get_file().get_slice(".", 0);
+
ERR_FAIL_COND_V(!state->json.has("asset"), Error::FAILED);
Dictionary asset = state->json["asset"];
@@ -6356,68 +6420,81 @@ Error GLTFDocument::parse(Ref<GLTFState> state, String p_path, bool p_read_binar
/* STEP 0 PARSE SCENE */
err = _parse_scenes(state);
- if (err != OK)
+ if (err != OK) {
return Error::FAILED;
+ }
/* STEP 1 PARSE NODES */
err = _parse_nodes(state);
- if (err != OK)
+ if (err != OK) {
return Error::FAILED;
+ }
/* STEP 2 PARSE BUFFERS */
err = _parse_buffers(state, p_path.get_base_dir());
- if (err != OK)
+ if (err != OK) {
return Error::FAILED;
+ }
/* STEP 3 PARSE BUFFER VIEWS */
err = _parse_buffer_views(state);
- if (err != OK)
+ if (err != OK) {
return Error::FAILED;
+ }
/* STEP 4 PARSE ACCESSORS */
err = _parse_accessors(state);
- if (err != OK)
+ if (err != OK) {
return Error::FAILED;
+ }
/* STEP 5 PARSE IMAGES */
err = _parse_images(state, p_path.get_base_dir());
- if (err != OK)
+ if (err != OK) {
return Error::FAILED;
+ }
/* STEP 6 PARSE TEXTURES */
err = _parse_textures(state);
- if (err != OK)
+ if (err != OK) {
return Error::FAILED;
+ }
/* STEP 7 PARSE TEXTURES */
err = _parse_materials(state);
- if (err != OK)
+ if (err != OK) {
return Error::FAILED;
+ }
/* STEP 9 PARSE SKINS */
err = _parse_skins(state);
- if (err != OK)
+ if (err != OK) {
return Error::FAILED;
+ }
/* STEP 10 DETERMINE SKELETONS */
err = _determine_skeletons(state);
- if (err != OK)
+ if (err != OK) {
return Error::FAILED;
+ }
/* STEP 11 CREATE SKELETONS */
err = _create_skeletons(state);
- if (err != OK)
+ if (err != OK) {
return Error::FAILED;
+ }
/* STEP 12 CREATE SKINS */
err = _create_skins(state);
- if (err != OK)
+ if (err != OK) {
return Error::FAILED;
+ }
/* STEP 13 PARSE MESHES (we have enough info now) */
err = _parse_meshes(state);
- if (err != OK)
+ if (err != OK) {
return Error::FAILED;
+ }
/* STEP 14 PARSE LIGHTS */
err = _parse_lights(state);
@@ -6427,13 +6504,15 @@ Error GLTFDocument::parse(Ref<GLTFState> state, String p_path, bool p_read_binar
/* STEP 15 PARSE CAMERAS */
err = _parse_cameras(state);
- if (err != OK)
+ if (err != OK) {
return Error::FAILED;
+ }
/* STEP 16 PARSE ANIMATIONS */
err = _parse_animations(state);
- if (err != OK)
+ if (err != OK) {
return Error::FAILED;
+ }
/* STEP 17 ASSIGN SCENE NAMES */
_assign_scene_names(state);