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+/*************************************************************************/
+/* gltf_document.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef GLTF_DOCUMENT_H
+#define GLTF_DOCUMENT_H
+
+#include "editor/import/resource_importer_scene.h"
+#include "editor/import/scene_importer_mesh_node_3d.h"
+#include "gltf_animation.h"
+#include "scene/2d/node_2d.h"
+#include "scene/3d/bone_attachment_3d.h"
+#include "scene/3d/light_3d.h"
+#include "scene/3d/mesh_instance_3d.h"
+#include "scene/3d/node_3d.h"
+#include "scene/3d/skeleton_3d.h"
+#include "scene/animation/animation_player.h"
+#include "scene/resources/material.h"
+#include "scene/resources/texture.h"
+
+class GLTFState;
+class GLTFSkin;
+class GLTFNode;
+class GLTFSpecGloss;
+class GLTFSkeleton;
+
+using GLTFAccessorIndex = int;
+using GLTFAnimationIndex = int;
+using GLTFBufferIndex = int;
+using GLTFBufferViewIndex = int;
+using GLTFCameraIndex = int;
+using GLTFImageIndex = int;
+using GLTFMaterialIndex = int;
+using GLTFMeshIndex = int;
+using GLTFLightIndex = int;
+using GLTFNodeIndex = int;
+using GLTFSkeletonIndex = int;
+using GLTFSkinIndex = int;
+using GLTFTextureIndex = int;
+
+class GLTFDocument : public Resource {
+ GDCLASS(GLTFDocument, Resource);
+ friend class GLTFState;
+ friend class GLTFSkin;
+ friend class GLTFSkeleton;
+
+public:
+ enum GLTFType {
+ TYPE_SCALAR,
+ TYPE_VEC2,
+ TYPE_VEC3,
+ TYPE_VEC4,
+ TYPE_MAT2,
+ TYPE_MAT3,
+ TYPE_MAT4,
+ };
+
+ enum {
+ ARRAY_BUFFER = 34962,
+ ELEMENT_ARRAY_BUFFER = 34963,
+
+ TYPE_BYTE = 5120,
+ TYPE_UNSIGNED_BYTE = 5121,
+ TYPE_SHORT = 5122,
+ TYPE_UNSIGNED_SHORT = 5123,
+ TYPE_UNSIGNED_INT = 5125,
+ TYPE_FLOAT = 5126,
+
+ COMPONENT_TYPE_BYTE = 5120,
+ COMPONENT_TYPE_UNSIGNED_BYTE = 5121,
+ COMPONENT_TYPE_SHORT = 5122,
+ COMPONENT_TYPE_UNSIGNED_SHORT = 5123,
+ COMPONENT_TYPE_INT = 5125,
+ COMPONENT_TYPE_FLOAT = 5126,
+ };
+
+private:
+ template <class T>
+ static Array to_array(const Vector<T> &p_inp) {
+ Array ret;
+ for (int i = 0; i < p_inp.size(); i++) {
+ ret.push_back(p_inp[i]);
+ }
+ return ret;
+ }
+
+ template <class T>
+ static Array to_array(const Set<T> &p_inp) {
+ Array ret;
+ typename Set<T>::Element *elem = p_inp.front();
+ while (elem) {
+ ret.push_back(elem->get());
+ elem = elem->next();
+ }
+ return ret;
+ }
+
+ template <class T>
+ static void set_from_array(Vector<T> &r_out, const Array &p_inp) {
+ r_out.clear();
+ for (int i = 0; i < p_inp.size(); i++) {
+ r_out.push_back(p_inp[i]);
+ }
+ }
+
+ template <class T>
+ static void set_from_array(Set<T> &r_out, const Array &p_inp) {
+ r_out.clear();
+ for (int i = 0; i < p_inp.size(); i++) {
+ r_out.insert(p_inp[i]);
+ }
+ }
+ template <class K, class V>
+ static Dictionary to_dict(const Map<K, V> &p_inp) {
+ Dictionary ret;
+ for (typename Map<K, V>::Element *E = p_inp.front(); E; E = E->next()) {
+ ret[E->key()] = E->value();
+ }
+ return ret;
+ }
+
+ template <class K, class V>
+ static void set_from_dict(Map<K, V> &r_out, const Dictionary &p_inp) {
+ r_out.clear();
+ Array keys = p_inp.keys();
+ for (int i = 0; i < keys.size(); i++) {
+ r_out[keys[i]] = p_inp[keys[i]];
+ }
+ }
+ double _filter_number(double p_float);
+ String _get_component_type_name(const uint32_t p_component);
+ int _get_component_type_size(const int component_type);
+ Error _parse_scenes(Ref<GLTFState> state);
+ Error _parse_nodes(Ref<GLTFState> state);
+ String _get_type_name(const GLTFType p_component);
+ String _get_accessor_type_name(const GLTFDocument::GLTFType p_type);
+ String _sanitize_scene_name(const String &name);
+ String _gen_unique_name(Ref<GLTFState> state, const String &p_name);
+ String _sanitize_bone_name(const String &name);
+ String _gen_unique_bone_name(Ref<GLTFState> state,
+ const GLTFSkeletonIndex skel_i,
+ const String &p_name);
+ GLTFTextureIndex _set_texture(Ref<GLTFState> state, Ref<Texture2D> p_texture);
+ Ref<Texture2D> _get_texture(Ref<GLTFState> state,
+ const GLTFTextureIndex p_texture);
+ Error _parse_json(const String &p_path, Ref<GLTFState> state);
+ Error _parse_glb(const String &p_path, Ref<GLTFState> state);
+ void _compute_node_heights(Ref<GLTFState> state);
+ Error _parse_buffers(Ref<GLTFState> state, const String &p_base_path);
+ Error _parse_buffer_views(Ref<GLTFState> state);
+ GLTFType _get_type_from_str(const String &p_string);
+ Error _parse_accessors(Ref<GLTFState> state);
+ Error _decode_buffer_view(Ref<GLTFState> state, double *dst,
+ const GLTFBufferViewIndex p_buffer_view,
+ const int skip_every, const int skip_bytes,
+ const int element_size, const int count,
+ const GLTFType type, const int component_count,
+ const int component_type, const int component_size,
+ const bool normalized, const int byte_offset,
+ const bool for_vertex);
+ Vector<double> _decode_accessor(Ref<GLTFState> state,
+ const GLTFAccessorIndex p_accessor,
+ const bool p_for_vertex);
+ Vector<float> _decode_accessor_as_floats(Ref<GLTFState> state,
+ const GLTFAccessorIndex p_accessor,
+ const bool p_for_vertex);
+ Vector<int> _decode_accessor_as_ints(Ref<GLTFState> state,
+ const GLTFAccessorIndex p_accessor,
+ const bool p_for_vertex);
+ Vector<Vector2> _decode_accessor_as_vec2(Ref<GLTFState> state,
+ const GLTFAccessorIndex p_accessor,
+ const bool p_for_vertex);
+ Vector<Vector3> _decode_accessor_as_vec3(Ref<GLTFState> state,
+ const GLTFAccessorIndex p_accessor,
+ const bool p_for_vertex);
+ Vector<Color> _decode_accessor_as_color(Ref<GLTFState> state,
+ const GLTFAccessorIndex p_accessor,
+ const bool p_for_vertex);
+ Vector<Quat> _decode_accessor_as_quat(Ref<GLTFState> state,
+ const GLTFAccessorIndex p_accessor,
+ const bool p_for_vertex);
+ Vector<Transform2D> _decode_accessor_as_xform2d(Ref<GLTFState> state,
+ const GLTFAccessorIndex p_accessor,
+ const bool p_for_vertex);
+ Vector<Basis> _decode_accessor_as_basis(Ref<GLTFState> state,
+ const GLTFAccessorIndex p_accessor,
+ const bool p_for_vertex);
+ Vector<Transform> _decode_accessor_as_xform(Ref<GLTFState> state,
+ const GLTFAccessorIndex p_accessor,
+ const bool p_for_vertex);
+ Error _parse_meshes(Ref<GLTFState> state);
+ Error _serialize_textures(Ref<GLTFState> state);
+ Error _serialize_images(Ref<GLTFState> state, const String &p_path);
+ Error _serialize_lights(Ref<GLTFState> state);
+ Error _parse_images(Ref<GLTFState> state, const String &p_base_path);
+ Error _parse_textures(Ref<GLTFState> state);
+ Error _parse_materials(Ref<GLTFState> state);
+ void _set_texture_transform_uv1(const Dictionary &d, Ref<BaseMaterial3D> material);
+ void spec_gloss_to_rough_metal(Ref<GLTFSpecGloss> r_spec_gloss,
+ Ref<BaseMaterial3D> p_material);
+ static void spec_gloss_to_metal_base_color(const Color &p_specular_factor,
+ const Color &p_diffuse,
+ Color &r_base_color,
+ float &r_metallic);
+ GLTFNodeIndex _find_highest_node(Ref<GLTFState> state,
+ const Vector<GLTFNodeIndex> &subset);
+ bool _capture_nodes_in_skin(Ref<GLTFState> state, Ref<GLTFSkin> skin,
+ const GLTFNodeIndex node_index);
+ void _capture_nodes_for_multirooted_skin(Ref<GLTFState> state, Ref<GLTFSkin> skin);
+ Error _expand_skin(Ref<GLTFState> state, Ref<GLTFSkin> skin);
+ Error _verify_skin(Ref<GLTFState> state, Ref<GLTFSkin> skin);
+ Error _parse_skins(Ref<GLTFState> state);
+ Error _determine_skeletons(Ref<GLTFState> state);
+ Error _reparent_non_joint_skeleton_subtrees(
+ Ref<GLTFState> state, Ref<GLTFSkeleton> skeleton,
+ const Vector<GLTFNodeIndex> &non_joints);
+ Error _reparent_to_fake_joint(Ref<GLTFState> state, Ref<GLTFSkeleton> skeleton,
+ const GLTFNodeIndex node_index);
+ Error _determine_skeleton_roots(Ref<GLTFState> state,
+ const GLTFSkeletonIndex skel_i);
+ Error _create_skeletons(Ref<GLTFState> state);
+ Error _map_skin_joints_indices_to_skeleton_bone_indices(Ref<GLTFState> state);
+ Error _serialize_skins(Ref<GLTFState> state);
+ Error _create_skins(Ref<GLTFState> state);
+ bool _skins_are_same(const Ref<Skin> skin_a, const Ref<Skin> skin_b);
+ void _remove_duplicate_skins(Ref<GLTFState> state);
+ Error _serialize_cameras(Ref<GLTFState> state);
+ Error _parse_cameras(Ref<GLTFState> state);
+ Error _parse_lights(Ref<GLTFState> state);
+ Error _parse_animations(Ref<GLTFState> state);
+ Error _serialize_animations(Ref<GLTFState> state);
+ BoneAttachment3D *_generate_bone_attachment(Ref<GLTFState> state,
+ Skeleton3D *skeleton,
+ const GLTFNodeIndex node_index);
+ EditorSceneImporterMeshNode3D *_generate_mesh_instance(Ref<GLTFState> state, Node *scene_parent, const GLTFNodeIndex node_index);
+ Camera3D *_generate_camera(Ref<GLTFState> state, Node *scene_parent,
+ const GLTFNodeIndex node_index);
+ Light3D *_generate_light(Ref<GLTFState> state, Node *scene_parent, const GLTFNodeIndex node_index);
+ Node3D *_generate_spatial(Ref<GLTFState> state, Node *scene_parent,
+ const GLTFNodeIndex node_index);
+ void _assign_scene_names(Ref<GLTFState> state);
+ template <class T>
+ T _interpolate_track(const Vector<float> &p_times, const Vector<T> &p_values,
+ const float p_time,
+ const GLTFAnimation::Interpolation p_interp);
+ GLTFAccessorIndex _encode_accessor_as_quats(Ref<GLTFState> state,
+ const Vector<Quat> p_attribs,
+ const bool p_for_vertex);
+ GLTFAccessorIndex _encode_accessor_as_weights(Ref<GLTFState> state,
+ const Vector<Color> p_attribs,
+ const bool p_for_vertex);
+ GLTFAccessorIndex _encode_accessor_as_joints(Ref<GLTFState> state,
+ const Vector<Color> p_attribs,
+ const bool p_for_vertex);
+ GLTFAccessorIndex _encode_accessor_as_floats(Ref<GLTFState> state,
+ const Vector<real_t> p_attribs,
+ const bool p_for_vertex);
+ GLTFAccessorIndex _encode_accessor_as_vec2(Ref<GLTFState> state,
+ const Vector<Vector2> p_attribs,
+ const bool p_for_vertex);
+
+ void _calc_accessor_vec2_min_max(int i, const int element_count, Vector<double> &type_max, Vector2 attribs, Vector<double> &type_min) {
+ if (i == 0) {
+ for (int32_t type_i = 0; type_i < element_count; type_i++) {
+ type_max.write[type_i] = attribs[(i * element_count) + type_i];
+ type_min.write[type_i] = attribs[(i * element_count) + type_i];
+ }
+ }
+ for (int32_t type_i = 0; type_i < element_count; type_i++) {
+ type_max.write[type_i] = MAX(attribs[(i * element_count) + type_i], type_max[type_i]);
+ type_min.write[type_i] = MIN(attribs[(i * element_count) + type_i], type_min[type_i]);
+ type_max.write[type_i] = _filter_number(type_max.write[type_i]);
+ type_min.write[type_i] = _filter_number(type_min.write[type_i]);
+ }
+ }
+
+ GLTFAccessorIndex _encode_accessor_as_vec3(Ref<GLTFState> state,
+ const Vector<Vector3> p_attribs,
+ const bool p_for_vertex);
+ GLTFAccessorIndex _encode_accessor_as_color(Ref<GLTFState> state,
+ const Vector<Color> p_attribs,
+ const bool p_for_vertex);
+
+ void _calc_accessor_min_max(int p_i, const int p_element_count, Vector<double> &p_type_max, Vector<double> p_attribs, Vector<double> &p_type_min);
+
+ GLTFAccessorIndex _encode_accessor_as_ints(Ref<GLTFState> state,
+ const Vector<int32_t> p_attribs,
+ const bool p_for_vertex);
+ GLTFAccessorIndex _encode_accessor_as_xform(Ref<GLTFState> state,
+ const Vector<Transform> p_attribs,
+ const bool p_for_vertex);
+ Error _encode_buffer_view(Ref<GLTFState> state, const double *src,
+ const int count, const GLTFType type,
+ const int component_type, const bool normalized,
+ const int byte_offset, const bool for_vertex,
+ GLTFBufferViewIndex &r_accessor);
+ Error _encode_accessors(Ref<GLTFState> state);
+ Error _encode_buffer_views(Ref<GLTFState> state);
+ Error _serialize_materials(Ref<GLTFState> state);
+ Error _serialize_meshes(Ref<GLTFState> state);
+ Error _serialize_nodes(Ref<GLTFState> state);
+ Error _serialize_scenes(Ref<GLTFState> state);
+ String interpolation_to_string(const GLTFAnimation::Interpolation p_interp);
+ GLTFAnimation::Track _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);
+ Error _encode_buffer_bins(Ref<GLTFState> state, const String &p_path);
+ Error _encode_buffer_glb(Ref<GLTFState> state, const String &p_path);
+ Error _serialize_bone_attachment(Ref<GLTFState> state);
+ Dictionary _serialize_texture_transform_uv1(Ref<BaseMaterial3D> p_material);
+ Dictionary _serialize_texture_transform_uv2(Ref<BaseMaterial3D> p_material);
+ Error _serialize_version(Ref<GLTFState> state);
+ Error _serialize_file(Ref<GLTFState> state, const String p_path);
+ Error _serialize_extensions(Ref<GLTFState> state) const;
+
+public:
+ // http://www.itu.int/rec/R-REC-BT.601
+ // http://www.itu.int/dms_pubrec/itu-r/rec/bt/R-REC-BT.601-7-201103-I!!PDF-E.pdf
+ static constexpr float R_BRIGHTNESS_COEFF = 0.299f;
+ static constexpr float G_BRIGHTNESS_COEFF = 0.587f;
+ static constexpr float B_BRIGHTNESS_COEFF = 0.114f;
+
+private:
+ // https://github.com/microsoft/glTF-SDK/blob/master/GLTFSDK/Source/PBRUtils.cpp#L9
+ // https://bghgary.github.io/glTF/convert-between-workflows-bjs/js/babylon.pbrUtilities.js
+ static float solve_metallic(float p_dielectric_specular, float diffuse,
+ float specular,
+ float p_one_minus_specular_strength);
+ static float get_perceived_brightness(const Color p_color);
+ static float get_max_component(const Color &p_color);
+
+public:
+ void _process_mesh_instances(Ref<GLTFState> state, Node *scene_root);
+ void _generate_scene_node(Ref<GLTFState> state, Node *scene_parent,
+ Node3D *scene_root,
+ const GLTFNodeIndex node_index);
+ void _import_animation(Ref<GLTFState> state, AnimationPlayer *ap,
+ const GLTFAnimationIndex index, const int bake_fps);
+ GLTFMeshIndex _convert_mesh_instance(Ref<GLTFState> state,
+ MeshInstance3D *p_mesh_instance);
+ void _convert_mesh_instances(Ref<GLTFState> state);
+ GLTFCameraIndex _convert_camera(Ref<GLTFState> state, Camera3D *p_camera);
+ void _convert_light_to_gltf(Light3D *light, Ref<GLTFState> state, Node3D *spatial, Ref<GLTFNode> gltf_node);
+ GLTFLightIndex _convert_light(Ref<GLTFState> state, Light3D *p_light);
+ GLTFSkeletonIndex _convert_skeleton(Ref<GLTFState> state, Skeleton3D *p_skeleton);
+ void _convert_spatial(Ref<GLTFState> state, Node3D *p_spatial, Ref<GLTFNode> p_node);
+ void _convert_scene_node(Ref<GLTFState> state, Node *p_current, Node *p_root,
+ const GLTFNodeIndex p_gltf_current,
+ const GLTFNodeIndex p_gltf_root);
+
+ void _convert_csg_shape_to_gltf(Node *p_current, GLTFNodeIndex p_gltf_parent, Ref<GLTFNode> gltf_node, Ref<GLTFState> state);
+
+ void _create_gltf_node(Ref<GLTFState> state,
+ Node *p_scene_parent,
+ GLTFNodeIndex current_node_i,
+ GLTFNodeIndex p_parent_node_index,
+ GLTFNodeIndex p_root_gltf_node,
+ Ref<GLTFNode> gltf_node);
+ void _convert_animation_player_to_gltf(
+ AnimationPlayer *animation_player, Ref<GLTFState> state,
+ const GLTFNodeIndex &p_gltf_current,
+ const GLTFNodeIndex &p_gltf_root_index,
+ Ref<GLTFNode> p_gltf_node, Node *p_scene_parent,
+ Node *p_root);
+ void _check_visibility(Node *p_node, bool &retflag);
+ void _convert_camera_to_gltf(Camera3D *camera, Ref<GLTFState> state,
+ Node3D *spatial,
+ Ref<GLTFNode> gltf_node);
+ void _convert_grid_map_to_gltf(
+ Node *p_scene_parent,
+ const GLTFNodeIndex &p_parent_node_index,
+ const GLTFNodeIndex &p_root_node_index,
+ Ref<GLTFNode> gltf_node, Ref<GLTFState> state,
+ Node *p_root_node);
+ void _convert_mult_mesh_instance_to_gltf(
+ Node *p_scene_parent,
+ const GLTFNodeIndex &p_parent_node_index,
+ const GLTFNodeIndex &p_root_node_index,
+ Ref<GLTFNode> gltf_node, Ref<GLTFState> state,
+ Node *p_root_node);
+ void _convert_skeleton_to_gltf(
+ Node *p_scene_parent, Ref<GLTFState> state,
+ const GLTFNodeIndex &p_parent_node_index,
+ const GLTFNodeIndex &p_root_node_index,
+ Ref<GLTFNode> gltf_node, Node *p_root_node);
+ void _convert_bone_attachment_to_gltf(Node *p_scene_parent,
+ Ref<GLTFState> state,
+ Ref<GLTFNode> gltf_node,
+ bool &retflag);
+ void _convert_mesh_to_gltf(Node *p_scene_parent,
+ Ref<GLTFState> state, Node3D *spatial,
+ Ref<GLTFNode> gltf_node);
+ void _convert_animation(Ref<GLTFState> state, AnimationPlayer *ap,
+ String p_animation_track_name);
+ Error serialize(Ref<GLTFState> state, Node *p_root, const String &p_path);
+ Error parse(Ref<GLTFState> state, String p_paths, bool p_read_binary = false);
+};
+
+#endif // GLTF_DOCUMENT_H