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-rw-r--r--modules/gltf/doc_classes/GLTFCamera.xml41
-rw-r--r--modules/gltf/doc_classes/GLTFLight.xml28
-rw-r--r--modules/gltf/doc_classes/GLTFMesh.xml2
-rw-r--r--modules/gltf/doc_classes/GLTFSkeleton.xml4
-rw-r--r--modules/gltf/doc_classes/GLTFSkin.xml4
-rw-r--r--modules/gltf/doc_classes/GLTFState.xml60
-rw-r--r--modules/gltf/editor/editor_scene_importer_blend.cpp16
-rw-r--r--modules/gltf/editor/editor_scene_importer_fbx.cpp2
-rw-r--r--modules/gltf/extensions/gltf_light.cpp119
-rw-r--r--modules/gltf/extensions/gltf_light.h6
-rw-r--r--modules/gltf/gltf_document.cpp209
-rw-r--r--modules/gltf/gltf_state.cpp68
-rw-r--r--modules/gltf/gltf_state.h64
-rw-r--r--modules/gltf/gltf_template_convert.h6
-rw-r--r--modules/gltf/register_types.cpp25
-rw-r--r--modules/gltf/structures/gltf_camera.cpp96
-rw-r--r--modules/gltf/structures/gltf_camera.h33
-rw-r--r--modules/gltf/structures/gltf_mesh.cpp4
-rw-r--r--modules/gltf/structures/gltf_mesh.h6
-rw-r--r--modules/gltf/structures/gltf_skeleton.cpp4
-rw-r--r--modules/gltf/structures/gltf_skeleton.h4
-rw-r--r--modules/gltf/structures/gltf_skin.cpp5
-rw-r--r--modules/gltf/structures/gltf_skin.h7
23 files changed, 469 insertions, 344 deletions
diff --git a/modules/gltf/doc_classes/GLTFCamera.xml b/modules/gltf/doc_classes/GLTFCamera.xml
index 9b9eff6141..49efaa1564 100644
--- a/modules/gltf/doc_classes/GLTFCamera.xml
+++ b/modules/gltf/doc_classes/GLTFCamera.xml
@@ -1,19 +1,58 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="GLTFCamera" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
<brief_description>
+ Represents a GLTF camera.
</brief_description>
<description>
+ Represents a camera as defined by the base GLTF spec.
</description>
<tutorials>
+ <link title="GLTF camera detailed specification">https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#reference-camera</link>
+ <link title="GLTF camera spec and example file">https://github.com/KhronosGroup/glTF-Tutorials/blob/master/gltfTutorial/gltfTutorial_015_SimpleCameras.md</link>
</tutorials>
+ <methods>
+ <method name="from_dictionary" qualifiers="static">
+ <return type="GLTFCamera" />
+ <param index="0" name="dictionary" type="Dictionary" />
+ <description>
+ Creates a new GLTFCamera instance by parsing the given [Dictionary].
+ </description>
+ </method>
+ <method name="from_node" qualifiers="static">
+ <return type="GLTFCamera" />
+ <param index="0" name="camera_node" type="Camera3D" />
+ <description>
+ Create a new GLTFCamera instance from the given Godot [Camera3D] node.
+ </description>
+ </method>
+ <method name="to_dictionary" qualifiers="const">
+ <return type="Dictionary" />
+ <description>
+ Serializes this GLTFCamera instance into a [Dictionary].
+ </description>
+ </method>
+ <method name="to_node" qualifiers="const">
+ <return type="Camera3D" />
+ <description>
+ Converts this GLTFCamera instance into a Godot [Camera3D] node.
+ </description>
+ </method>
+ </methods>
<members>
<member name="depth_far" type="float" setter="set_depth_far" getter="get_depth_far" default="4000.0">
+ The distance to the far culling boundary for this camera relative to its local Z axis, in meters. This maps to GLTF's [code]zfar[/code] property.
</member>
<member name="depth_near" type="float" setter="set_depth_near" getter="get_depth_near" default="0.05">
+ The distance to the near culling boundary for this camera relative to its local Z axis, in meters. This maps to GLTF's [code]znear[/code] property.
</member>
- <member name="fov_size" type="float" setter="set_fov_size" getter="get_fov_size" default="75.0">
+ <member name="fov" type="float" setter="set_fov" getter="get_fov" default="1.309">
+ The FOV of the camera. This class and GLTF define the camera FOV in radians, while Godot uses degrees. This maps to GLTF's [code]yfov[/code] property. This value is only used for perspective cameras, when [member perspective] is true.
</member>
<member name="perspective" type="bool" setter="set_perspective" getter="get_perspective" default="true">
+ Whether or not the camera is in perspective mode. If false, the camera is in orthographic/orthogonal mode. This maps to GLTF's camera [code]type[/code] property. See [member Camera3D.projection] and the GLTF spec for more information.
+ </member>
+ <member name="size_mag" type="float" setter="set_size_mag" getter="get_size_mag" default="0.5">
+ The size of the camera. This class and GLTF define the camera size magnitude as a radius in meters, while Godot defines it as a diameter in meters. This maps to GLTF's [code]ymag[/code] property. This value is only used for orthographic/orthogonal cameras, when [member perspective] is false.
</member>
</members>
</class>
diff --git a/modules/gltf/doc_classes/GLTFLight.xml b/modules/gltf/doc_classes/GLTFLight.xml
index db2dfb487a..7fd59e14bc 100644
--- a/modules/gltf/doc_classes/GLTFLight.xml
+++ b/modules/gltf/doc_classes/GLTFLight.xml
@@ -9,6 +9,34 @@
<tutorials>
<link title="KHR_lights_punctual GLTF extension spec">https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_lights_punctual</link>
</tutorials>
+ <methods>
+ <method name="from_dictionary" qualifiers="static">
+ <return type="GLTFLight" />
+ <param index="0" name="dictionary" type="Dictionary" />
+ <description>
+ Creates a new GLTFLight instance by parsing the given [Dictionary].
+ </description>
+ </method>
+ <method name="from_node" qualifiers="static">
+ <return type="GLTFLight" />
+ <param index="0" name="light_node" type="Light3D" />
+ <description>
+ Create a new GLTFLight instance from the given Godot [Light3D] node.
+ </description>
+ </method>
+ <method name="to_dictionary" qualifiers="const">
+ <return type="Dictionary" />
+ <description>
+ Serializes this GLTFLight instance into a [Dictionary].
+ </description>
+ </method>
+ <method name="to_node" qualifiers="const">
+ <return type="Light3D" />
+ <description>
+ Converts this GLTFLight instance into a Godot [Light3D] node.
+ </description>
+ </method>
+ </methods>
<members>
<member name="color" type="Color" setter="set_color" getter="get_color" default="Color(1, 1, 1, 1)">
The [Color] of the light. Defaults to white. A black color causes the light to have no effect.
diff --git a/modules/gltf/doc_classes/GLTFMesh.xml b/modules/gltf/doc_classes/GLTFMesh.xml
index bac351cc20..4d2df872ea 100644
--- a/modules/gltf/doc_classes/GLTFMesh.xml
+++ b/modules/gltf/doc_classes/GLTFMesh.xml
@@ -9,7 +9,7 @@
<members>
<member name="blend_weights" type="PackedFloat32Array" setter="set_blend_weights" getter="get_blend_weights" default="PackedFloat32Array()">
</member>
- <member name="instance_materials" type="Array" setter="set_instance_materials" getter="get_instance_materials" default="[]">
+ <member name="instance_materials" type="Material[]" setter="set_instance_materials" getter="get_instance_materials" default="[]">
</member>
<member name="mesh" type="ImporterMesh" setter="set_mesh" getter="get_mesh">
</member>
diff --git a/modules/gltf/doc_classes/GLTFSkeleton.xml b/modules/gltf/doc_classes/GLTFSkeleton.xml
index e1276d0e21..d6ec09f113 100644
--- a/modules/gltf/doc_classes/GLTFSkeleton.xml
+++ b/modules/gltf/doc_classes/GLTFSkeleton.xml
@@ -29,7 +29,7 @@
</description>
</method>
<method name="get_unique_names">
- <return type="Array" />
+ <return type="String[]" />
<description>
</description>
</method>
@@ -41,7 +41,7 @@
</method>
<method name="set_unique_names">
<return type="void" />
- <param index="0" name="unique_names" type="Array" />
+ <param index="0" name="unique_names" type="String[]" />
<description>
</description>
</method>
diff --git a/modules/gltf/doc_classes/GLTFSkin.xml b/modules/gltf/doc_classes/GLTFSkin.xml
index 5abdf33360..4de32857b5 100644
--- a/modules/gltf/doc_classes/GLTFSkin.xml
+++ b/modules/gltf/doc_classes/GLTFSkin.xml
@@ -8,7 +8,7 @@
</tutorials>
<methods>
<method name="get_inverse_binds">
- <return type="Array" />
+ <return type="Transform3D[]" />
<description>
</description>
</method>
@@ -24,7 +24,7 @@
</method>
<method name="set_inverse_binds">
<return type="void" />
- <param index="0" name="inverse_binds" type="Array" />
+ <param index="0" name="inverse_binds" type="Transform3D[]" />
<description>
</description>
</method>
diff --git a/modules/gltf/doc_classes/GLTFState.xml b/modules/gltf/doc_classes/GLTFState.xml
index adf51ab59e..1dbd89aed8 100644
--- a/modules/gltf/doc_classes/GLTFState.xml
+++ b/modules/gltf/doc_classes/GLTFState.xml
@@ -8,7 +8,7 @@
</tutorials>
<methods>
<method name="get_accessors">
- <return type="Array" />
+ <return type="GLTFAccessor[]" />
<description>
</description>
</method>
@@ -25,42 +25,42 @@
</description>
</method>
<method name="get_animations">
- <return type="Array" />
+ <return type="GLTFAnimation[]" />
<description>
</description>
</method>
<method name="get_buffer_views">
- <return type="Array" />
+ <return type="GLTFBufferView[]" />
<description>
</description>
</method>
<method name="get_cameras">
- <return type="Array" />
+ <return type="GLTFCamera[]" />
<description>
</description>
</method>
<method name="get_images">
- <return type="Array" />
+ <return type="Texture2D[]" />
<description>
</description>
</method>
<method name="get_lights">
- <return type="Array" />
+ <return type="GLTFLight[]" />
<description>
</description>
</method>
<method name="get_materials">
- <return type="Array" />
+ <return type="BaseMaterial3D[]" />
<description>
</description>
</method>
<method name="get_meshes">
- <return type="Array" />
+ <return type="GLTFMesh[]" />
<description>
</description>
</method>
<method name="get_nodes">
- <return type="Array" />
+ <return type="GLTFNode[]" />
<description>
</description>
</method>
@@ -76,81 +76,81 @@
</description>
</method>
<method name="get_skeletons">
- <return type="Array" />
+ <return type="GLTFSkeleton[]" />
<description>
</description>
</method>
<method name="get_skins">
- <return type="Array" />
+ <return type="GLTFSkin[]" />
<description>
</description>
</method>
<method name="get_textures">
- <return type="Array" />
+ <return type="GLTFTexture[]" />
<description>
</description>
</method>
<method name="get_unique_animation_names">
- <return type="Array" />
+ <return type="String[]" />
<description>
</description>
</method>
<method name="get_unique_names">
- <return type="Array" />
+ <return type="String[]" />
<description>
</description>
</method>
<method name="set_accessors">
<return type="void" />
- <param index="0" name="accessors" type="Array" />
+ <param index="0" name="accessors" type="GLTFAccessor[]" />
<description>
</description>
</method>
<method name="set_animations">
<return type="void" />
- <param index="0" name="animations" type="Array" />
+ <param index="0" name="animations" type="GLTFAnimation[]" />
<description>
</description>
</method>
<method name="set_buffer_views">
<return type="void" />
- <param index="0" name="buffer_views" type="Array" />
+ <param index="0" name="buffer_views" type="GLTFBufferView[]" />
<description>
</description>
</method>
<method name="set_cameras">
<return type="void" />
- <param index="0" name="cameras" type="Array" />
+ <param index="0" name="cameras" type="GLTFCamera[]" />
<description>
</description>
</method>
<method name="set_images">
<return type="void" />
- <param index="0" name="images" type="Array" />
+ <param index="0" name="images" type="Texture2D[]" />
<description>
</description>
</method>
<method name="set_lights">
<return type="void" />
- <param index="0" name="lights" type="Array" />
+ <param index="0" name="lights" type="GLTFLight[]" />
<description>
</description>
</method>
<method name="set_materials">
<return type="void" />
- <param index="0" name="materials" type="Array" />
+ <param index="0" name="materials" type="BaseMaterial3D[]" />
<description>
</description>
</method>
<method name="set_meshes">
<return type="void" />
- <param index="0" name="meshes" type="Array" />
+ <param index="0" name="meshes" type="GLTFMesh[]" />
<description>
</description>
</method>
<method name="set_nodes">
<return type="void" />
- <param index="0" name="nodes" type="Array" />
+ <param index="0" name="nodes" type="GLTFNode[]" />
<description>
</description>
</method>
@@ -162,31 +162,31 @@
</method>
<method name="set_skeletons">
<return type="void" />
- <param index="0" name="skeletons" type="Array" />
+ <param index="0" name="skeletons" type="GLTFSkeleton[]" />
<description>
</description>
</method>
<method name="set_skins">
<return type="void" />
- <param index="0" name="skins" type="Array" />
+ <param index="0" name="skins" type="GLTFSkin[]" />
<description>
</description>
</method>
<method name="set_textures">
<return type="void" />
- <param index="0" name="textures" type="Array" />
+ <param index="0" name="textures" type="GLTFTexture[]" />
<description>
</description>
</method>
<method name="set_unique_animation_names">
<return type="void" />
- <param index="0" name="unique_animation_names" type="Array" />
+ <param index="0" name="unique_animation_names" type="String[]" />
<description>
</description>
</method>
<method name="set_unique_names">
<return type="void" />
- <param index="0" name="unique_names" type="Array" />
+ <param index="0" name="unique_names" type="String[]" />
<description>
</description>
</method>
@@ -194,7 +194,7 @@
<members>
<member name="base_path" type="String" setter="set_base_path" getter="get_base_path" default="&quot;&quot;">
</member>
- <member name="buffers" type="Array" setter="set_buffers" getter="get_buffers" default="[]">
+ <member name="buffers" type="PackedByteArray[]" setter="set_buffers" getter="get_buffers" default="[]">
</member>
<member name="create_animations" type="bool" setter="set_create_animations" getter="get_create_animations" default="true">
</member>
@@ -206,7 +206,7 @@
</member>
<member name="minor_version" type="int" setter="set_minor_version" getter="get_minor_version" default="0">
</member>
- <member name="root_nodes" type="Array" setter="set_root_nodes" getter="get_root_nodes" default="[]">
+ <member name="root_nodes" type="PackedInt32Array" setter="set_root_nodes" getter="get_root_nodes" default="PackedInt32Array()">
</member>
<member name="scene_name" type="String" setter="set_scene_name" getter="get_scene_name" default="&quot;&quot;">
</member>
diff --git a/modules/gltf/editor/editor_scene_importer_blend.cpp b/modules/gltf/editor/editor_scene_importer_blend.cpp
index 8002c185c7..ab52761e17 100644
--- a/modules/gltf/editor/editor_scene_importer_blend.cpp
+++ b/modules/gltf/editor/editor_scene_importer_blend.cpp
@@ -64,7 +64,7 @@ Node *EditorSceneFormatImporterBlend::import_scene(const String &p_path, uint32_
// Escape paths to be valid Python strings to embed in the script.
const String source_global = ProjectSettings::get_singleton()->globalize_path(p_path).c_escape();
- const String sink = ProjectSettings::get_singleton()->get_imported_files_path().plus_file(
+ const String sink = ProjectSettings::get_singleton()->get_imported_files_path().path_join(
vformat("%s-%s.gltf", p_path.get_file().get_basename(), p_path.md5_text()));
const String sink_global = ProjectSettings::get_singleton()->globalize_path(sink).c_escape();
@@ -193,9 +193,9 @@ Node *EditorSceneFormatImporterBlend::import_scene(const String &p_path, uint32_
String blender_path = EDITOR_GET("filesystem/import/blender/blender3_path");
#ifdef WINDOWS_ENABLED
- blender_path = blender_path.plus_file("blender.exe");
+ blender_path = blender_path.path_join("blender.exe");
#else
- blender_path = blender_path.plus_file("blender");
+ blender_path = blender_path.path_join("blender");
#endif
List<String> args;
@@ -287,14 +287,14 @@ void EditorSceneFormatImporterBlend::get_import_options(const String &p_path, Li
static bool _test_blender_path(const String &p_path, String *r_err = nullptr) {
String path = p_path;
#ifdef WINDOWS_ENABLED
- path = path.plus_file("blender.exe");
+ path = path.path_join("blender.exe");
#else
- path = path.plus_file("blender");
+ path = path.path_join("blender");
#endif
#if defined(MACOS_ENABLED)
if (!FileAccess::exists(path)) {
- path = path.plus_file("Blender");
+ path = path.path_join("Blender");
}
#endif
@@ -451,7 +451,7 @@ bool EditorFileSystemImportFormatSupportQueryBlend::query() {
configure_blender_dialog->set_ok_button_text(TTR("Confirm Path"));
configure_blender_dialog->set_cancel_button_text(TTR("Disable '.blend' Import"));
- configure_blender_dialog->get_cancel_button()->set_tooltip(TTR("Disables Blender '.blend' files import for this project. Can be re-enabled in Project Settings."));
+ configure_blender_dialog->get_cancel_button()->set_tooltip_text(TTR("Disables Blender '.blend' files import for this project. Can be re-enabled in Project Settings."));
configure_blender_dialog->connect("confirmed", callable_mp(this, &EditorFileSystemImportFormatSupportQueryBlend::_path_confirmed));
browse_dialog = memnew(EditorFileDialog);
@@ -485,7 +485,7 @@ bool EditorFileSystemImportFormatSupportQueryBlend::query() {
bool found = false;
for (const String &path : mdfind_paths) {
- found = _autodetect_path(path.plus_file("Contents/MacOS"));
+ found = _autodetect_path(path.path_join("Contents/MacOS"));
if (found) {
break;
}
diff --git a/modules/gltf/editor/editor_scene_importer_fbx.cpp b/modules/gltf/editor/editor_scene_importer_fbx.cpp
index faad2d315d..017a44cccf 100644
--- a/modules/gltf/editor/editor_scene_importer_fbx.cpp
+++ b/modules/gltf/editor/editor_scene_importer_fbx.cpp
@@ -57,7 +57,7 @@ Node *EditorSceneFormatImporterFBX::import_scene(const String &p_path, uint32_t
// enclosed in double quotes by OS::execute(), so we only need to escape those.
// `c_escape_multiline()` seems to do this (escapes `\` and `"` only).
const String source_global = ProjectSettings::get_singleton()->globalize_path(p_path).c_escape_multiline();
- const String sink = ProjectSettings::get_singleton()->get_imported_files_path().plus_file(
+ const String sink = ProjectSettings::get_singleton()->get_imported_files_path().path_join(
vformat("%s-%s.glb", p_path.get_file().get_basename(), p_path.md5_text()));
const String sink_global = ProjectSettings::get_singleton()->globalize_path(sink).c_escape_multiline();
diff --git a/modules/gltf/extensions/gltf_light.cpp b/modules/gltf/extensions/gltf_light.cpp
index af21a4e804..ab5a15c671 100644
--- a/modules/gltf/extensions/gltf_light.cpp
+++ b/modules/gltf/extensions/gltf_light.cpp
@@ -31,6 +31,12 @@
#include "gltf_light.h"
void GLTFLight::_bind_methods() {
+ ClassDB::bind_static_method("GLTFLight", D_METHOD("from_node", "light_node"), &GLTFLight::from_node);
+ ClassDB::bind_method(D_METHOD("to_node"), &GLTFLight::to_node);
+
+ ClassDB::bind_static_method("GLTFLight", D_METHOD("from_dictionary", "dictionary"), &GLTFLight::from_dictionary);
+ ClassDB::bind_method(D_METHOD("to_dictionary"), &GLTFLight::to_dictionary);
+
ClassDB::bind_method(D_METHOD("get_color"), &GLTFLight::get_color);
ClassDB::bind_method(D_METHOD("set_color", "color"), &GLTFLight::set_color);
ClassDB::bind_method(D_METHOD("get_intensity"), &GLTFLight::get_intensity);
@@ -99,3 +105,116 @@ float GLTFLight::get_outer_cone_angle() {
void GLTFLight::set_outer_cone_angle(float p_outer_cone_angle) {
outer_cone_angle = p_outer_cone_angle;
}
+
+Ref<GLTFLight> GLTFLight::from_node(const Light3D *p_light) {
+ Ref<GLTFLight> l;
+ l.instantiate();
+ l->color = p_light->get_color();
+ if (cast_to<DirectionalLight3D>(p_light)) {
+ l->light_type = "directional";
+ const DirectionalLight3D *light = cast_to<const DirectionalLight3D>(p_light);
+ l->intensity = light->get_param(DirectionalLight3D::PARAM_ENERGY);
+ l->range = FLT_MAX; // Range for directional lights is infinite in Godot.
+ } else if (cast_to<const OmniLight3D>(p_light)) {
+ l->light_type = "point";
+ const OmniLight3D *light = cast_to<const OmniLight3D>(p_light);
+ l->range = light->get_param(OmniLight3D::PARAM_RANGE);
+ l->intensity = light->get_param(OmniLight3D::PARAM_ENERGY);
+ } else if (cast_to<const SpotLight3D>(p_light)) {
+ l->light_type = "spot";
+ const SpotLight3D *light = cast_to<const SpotLight3D>(p_light);
+ l->range = light->get_param(SpotLight3D::PARAM_RANGE);
+ l->intensity = light->get_param(SpotLight3D::PARAM_ENERGY);
+ l->outer_cone_angle = Math::deg_to_rad(light->get_param(SpotLight3D::PARAM_SPOT_ANGLE));
+ // This equation is the inverse of the import equation (which has a desmos link).
+ float angle_ratio = 1 - (0.2 / (0.1 + light->get_param(SpotLight3D::PARAM_SPOT_ATTENUATION)));
+ angle_ratio = MAX(0, angle_ratio);
+ l->inner_cone_angle = l->outer_cone_angle * angle_ratio;
+ }
+ return l;
+}
+
+Light3D *GLTFLight::to_node() const {
+ if (light_type == "directional") {
+ DirectionalLight3D *light = memnew(DirectionalLight3D);
+ light->set_param(Light3D::PARAM_ENERGY, intensity);
+ light->set_color(color);
+ return light;
+ }
+ const float range = CLAMP(this->range, 0, 4096);
+ if (light_type == "point") {
+ OmniLight3D *light = memnew(OmniLight3D);
+ light->set_param(OmniLight3D::PARAM_ENERGY, intensity);
+ light->set_param(OmniLight3D::PARAM_RANGE, range);
+ light->set_color(color);
+ return light;
+ }
+ if (light_type == "spot") {
+ SpotLight3D *light = memnew(SpotLight3D);
+ light->set_param(SpotLight3D::PARAM_ENERGY, intensity);
+ light->set_param(SpotLight3D::PARAM_RANGE, range);
+ light->set_param(SpotLight3D::PARAM_SPOT_ANGLE, Math::rad_to_deg(outer_cone_angle));
+ light->set_color(color);
+ // Line of best fit derived from guessing, see https://www.desmos.com/calculator/biiflubp8b
+ // The points in desmos are not exact, except for (1, infinity).
+ float angle_ratio = inner_cone_angle / outer_cone_angle;
+ float angle_attenuation = 0.2 / (1 - angle_ratio) - 0.1;
+ light->set_param(SpotLight3D::PARAM_SPOT_ATTENUATION, angle_attenuation);
+ return light;
+ }
+ return memnew(Light3D);
+}
+
+Ref<GLTFLight> GLTFLight::from_dictionary(const Dictionary p_dictionary) {
+ ERR_FAIL_COND_V_MSG(!p_dictionary.has("type"), Ref<GLTFLight>(), "Failed to parse GLTF light, missing required field 'type'.");
+ Ref<GLTFLight> light;
+ light.instantiate();
+ const String &type = p_dictionary["type"];
+ light->light_type = type;
+
+ if (p_dictionary.has("color")) {
+ const Array &arr = p_dictionary["color"];
+ if (arr.size() == 3) {
+ light->color = Color(arr[0], arr[1], arr[2]).linear_to_srgb();
+ } else {
+ ERR_PRINT("Error parsing GLTF light: The color must have exactly 3 numbers.");
+ }
+ }
+ if (p_dictionary.has("intensity")) {
+ light->intensity = p_dictionary["intensity"];
+ }
+ if (p_dictionary.has("range")) {
+ light->range = p_dictionary["range"];
+ }
+ if (type == "spot") {
+ const Dictionary &spot = p_dictionary["spot"];
+ light->inner_cone_angle = spot["innerConeAngle"];
+ light->outer_cone_angle = spot["outerConeAngle"];
+ if (light->inner_cone_angle >= light->outer_cone_angle) {
+ ERR_PRINT("Error parsing GLTF light: The inner angle must be smaller than the outer angle.");
+ }
+ } else if (type != "point" && type != "directional") {
+ ERR_PRINT("Error parsing GLTF light: Light type '" + type + "' is unknown.");
+ }
+ return light;
+}
+
+Dictionary GLTFLight::to_dictionary() const {
+ Dictionary d;
+ Array color_array;
+ color_array.resize(3);
+ color_array[0] = color.r;
+ color_array[1] = color.g;
+ color_array[2] = color.b;
+ d["color"] = color_array;
+ d["type"] = light_type;
+ if (light_type == "spot") {
+ Dictionary spot_dict;
+ spot_dict["innerConeAngle"] = inner_cone_angle;
+ spot_dict["outerConeAngle"] = outer_cone_angle;
+ d["spot"] = spot_dict;
+ }
+ d["intensity"] = intensity;
+ d["range"] = range;
+ return d;
+}
diff --git a/modules/gltf/extensions/gltf_light.h b/modules/gltf/extensions/gltf_light.h
index f0765a1bbc..04980e144c 100644
--- a/modules/gltf/extensions/gltf_light.h
+++ b/modules/gltf/extensions/gltf_light.h
@@ -70,6 +70,12 @@ public:
float get_outer_cone_angle();
void set_outer_cone_angle(float p_outer_cone_angle);
+
+ static Ref<GLTFLight> from_node(const Light3D *p_light);
+ Light3D *to_node() const;
+
+ static Ref<GLTFLight> from_dictionary(const Dictionary p_dictionary);
+ Dictionary to_dictionary() const;
};
#endif // GLTF_LIGHT_H
diff --git a/modules/gltf/gltf_document.cpp b/modules/gltf/gltf_document.cpp
index 6a6de40fbb..61af58bda7 100644
--- a/modules/gltf/gltf_document.cpp
+++ b/modules/gltf/gltf_document.cpp
@@ -50,7 +50,6 @@
#include "core/version.h"
#include "drivers/png/png_driver_common.h"
#include "scene/2d/node_2d.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"
@@ -436,7 +435,7 @@ Error GLTFDocument::_serialize_nodes(Ref<GLTFState> state) {
node["scale"] = _vec3_to_arr(n->scale);
}
- if (!n->position.is_equal_approx(Vector3())) {
+ if (!n->position.is_zero_approx()) {
node["translation"] = _vec3_to_arr(n->position);
}
if (n->children.size()) {
@@ -787,7 +786,7 @@ Error GLTFDocument::_parse_buffers(Ref<GLTFState> state, const String &p_base_pa
} else { // Relative path to an external image file.
ERR_FAIL_COND_V(p_base_path.is_empty(), ERR_INVALID_PARAMETER);
uri = uri.uri_decode();
- uri = p_base_path.plus_file(uri).replace("\\", "/"); // Fix for Windows.
+ uri = p_base_path.path_join(uri).replace("\\", "/"); // Fix for Windows.
buffer_data = FileAccess::get_file_as_array(uri);
ERR_FAIL_COND_V_MSG(buffer.size() == 0, ERR_PARSE_ERROR, "glTF: Couldn't load binary file as an array: " + uri);
}
@@ -3040,8 +3039,8 @@ Error GLTFDocument::_serialize_images(Ref<GLTFState> state, const String &p_path
if (!da->dir_exists(new_texture_dir)) {
da->make_dir(new_texture_dir);
}
- image->save_png(new_texture_dir.plus_file(name));
- d["uri"] = texture_dir.plus_file(name).uri_encode();
+ image->save_png(new_texture_dir.path_join(name));
+ d["uri"] = texture_dir.path_join(name).uri_encode();
}
images.push_back(d);
}
@@ -3119,7 +3118,7 @@ Error GLTFDocument::_parse_images(Ref<GLTFState> state, const String &p_base_pat
} else { // Relative path to an external image file.
ERR_FAIL_COND_V(p_base_path.is_empty(), ERR_INVALID_PARAMETER);
uri = uri.uri_decode();
- uri = p_base_path.plus_file(uri).replace("\\", "/"); // Fix for Windows.
+ uri = p_base_path.path_join(uri).replace("\\", "/"); // Fix for Windows.
// ResourceLoader will rely on the file extension to use the relevant loader.
// The spec says that if mimeType is defined, it should take precedence (e.g.
// there could be a `.png` image which is actually JPEG), but there's no easy
@@ -4535,28 +4534,7 @@ Error GLTFDocument::_serialize_lights(Ref<GLTFState> state) {
}
Array lights;
for (GLTFLightIndex i = 0; i < state->lights.size(); i++) {
- Dictionary d;
- Ref<GLTFLight> light = state->lights[i];
- Array color;
- color.resize(3);
- color[0] = light->color.r;
- color[1] = light->color.g;
- color[2] = light->color.b;
- d["color"] = color;
- d["type"] = light->light_type;
- if (light->light_type == "spot") {
- Dictionary s;
- float inner_cone_angle = light->inner_cone_angle;
- s["innerConeAngle"] = inner_cone_angle;
- float outer_cone_angle = light->outer_cone_angle;
- s["outerConeAngle"] = outer_cone_angle;
- d["spot"] = s;
- }
- float intensity = light->intensity;
- d["intensity"] = intensity;
- float range = light->range;
- d["range"] = range;
- lights.push_back(d);
+ lights.push_back(state->lights[i]->to_dictionary());
}
Dictionary extensions;
@@ -4578,28 +4556,7 @@ Error GLTFDocument::_serialize_cameras(Ref<GLTFState> state) {
Array cameras;
cameras.resize(state->cameras.size());
for (GLTFCameraIndex i = 0; i < state->cameras.size(); i++) {
- Dictionary d;
-
- Ref<GLTFCamera> camera = state->cameras[i];
-
- if (camera->get_perspective() == false) {
- Dictionary og;
- og["ymag"] = Math::deg2rad(camera->get_fov_size());
- og["xmag"] = Math::deg2rad(camera->get_fov_size());
- og["zfar"] = camera->get_depth_far();
- og["znear"] = camera->get_depth_near();
- d["orthographic"] = og;
- d["type"] = "orthographic";
- } else if (camera->get_perspective()) {
- Dictionary ppt;
- // GLTF spec is in radians, Godot's camera is in degrees.
- ppt["yfov"] = Math::deg2rad(camera->get_fov_size());
- ppt["zfar"] = camera->get_depth_far();
- ppt["znear"] = camera->get_depth_near();
- d["perspective"] = ppt;
- d["type"] = "perspective";
- }
- cameras[i] = d;
+ cameras[i] = state->cameras[i]->to_dictionary();
}
if (!state->cameras.size()) {
@@ -4629,35 +4586,10 @@ Error GLTFDocument::_parse_lights(Ref<GLTFState> state) {
const Array &lights = lights_punctual["lights"];
for (GLTFLightIndex light_i = 0; light_i < lights.size(); light_i++) {
- const Dictionary &d = lights[light_i];
-
- Ref<GLTFLight> light;
- light.instantiate();
- ERR_FAIL_COND_V(!d.has("type"), ERR_PARSE_ERROR);
- const String &type = d["type"];
- light->light_type = type;
-
- if (d.has("color")) {
- const Array &arr = d["color"];
- ERR_FAIL_COND_V(arr.size() != 3, ERR_PARSE_ERROR);
- const Color c = Color(arr[0], arr[1], arr[2]).linear_to_srgb();
- light->color = c;
- }
- if (d.has("intensity")) {
- light->intensity = d["intensity"];
- }
- if (d.has("range")) {
- light->range = d["range"];
+ Ref<GLTFLight> light = GLTFLight::from_dictionary(lights[light_i]);
+ if (light.is_null()) {
+ return Error::ERR_PARSE_ERROR;
}
- if (type == "spot") {
- const Dictionary &spot = d["spot"];
- light->inner_cone_angle = spot["innerConeAngle"];
- light->outer_cone_angle = spot["outerConeAngle"];
- 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_CONTINUE_MSG(true, "Light type is unknown.");
- }
-
state->lights.push_back(light);
}
@@ -4674,39 +4606,7 @@ Error GLTFDocument::_parse_cameras(Ref<GLTFState> state) {
const Array cameras = state->json["cameras"];
for (GLTFCameraIndex i = 0; i < cameras.size(); i++) {
- const Dictionary &d = cameras[i];
-
- Ref<GLTFCamera> camera;
- camera.instantiate();
- ERR_FAIL_COND_V(!d.has("type"), ERR_PARSE_ERROR);
- const String &type = d["type"];
- if (type == "orthographic") {
- camera->set_perspective(false);
- if (d.has("orthographic")) {
- const Dictionary &og = d["orthographic"];
- // GLTF spec is in radians, Godot's camera is in degrees.
- camera->set_fov_size(Math::rad2deg(real_t(og["ymag"])));
- camera->set_depth_far(og["zfar"]);
- camera->set_depth_near(og["znear"]);
- } else {
- camera->set_fov_size(10);
- }
- } else if (type == "perspective") {
- camera->set_perspective(true);
- if (d.has("perspective")) {
- const Dictionary &ppt = d["perspective"];
- // GLTF spec is in radians, Godot's camera is in degrees.
- camera->set_fov_size(Math::rad2deg(real_t(ppt["yfov"])));
- camera->set_depth_far(ppt["zfar"]);
- camera->set_depth_near(ppt["znear"]);
- } else {
- camera->set_fov_size(10);
- }
- } else {
- ERR_FAIL_V_MSG(ERR_PARSE_ERROR, "Camera3D should be in 'orthographic' or 'perspective'");
- }
-
- state->cameras.push_back(camera);
+ state->cameras.push_back(GLTFCamera::from_dictionary(cameras[i]));
}
print_verbose("glTF: Total cameras: " + itos(state->cameras.size()));
@@ -5107,7 +5007,7 @@ GLTFMeshIndex GLTFDocument::_convert_mesh_to_gltf(Ref<GLTFState> state, MeshInst
Ref<GLTFMesh> gltf_mesh;
gltf_mesh.instantiate();
- Array instance_materials;
+ TypedArray<Material> instance_materials;
for (int32_t surface_i = 0; surface_i < current_mesh->get_surface_count(); surface_i++) {
Ref<Material> mat = current_mesh->get_surface_material(surface_i);
if (p_mesh_instance->get_surface_override_material(surface_i).is_valid()) {
@@ -5154,45 +5054,7 @@ Node3D *GLTFDocument::_generate_light(Ref<GLTFState> state, const GLTFNodeIndex
print_verbose("glTF: Creating light for: " + gltf_node->get_name());
Ref<GLTFLight> l = state->lights[gltf_node->light];
-
- float intensity = l->intensity;
- if (intensity > 10) {
- // GLTF spec has the default around 1, but Blender defaults lights to 100.
- // The only sane way to handle this is to check where it came from and
- // handle it accordingly. If it's over 10, it probably came from Blender.
- intensity /= 100;
- }
-
- if (l->light_type == "directional") {
- DirectionalLight3D *light = memnew(DirectionalLight3D);
- light->set_param(Light3D::PARAM_ENERGY, intensity);
- light->set_color(l->color);
- return light;
- }
-
- const float range = CLAMP(l->range, 0, 4096);
- if (l->light_type == "point") {
- OmniLight3D *light = memnew(OmniLight3D);
- light->set_param(OmniLight3D::PARAM_ENERGY, intensity);
- light->set_param(OmniLight3D::PARAM_RANGE, range);
- light->set_color(l->color);
- return light;
- }
- if (l->light_type == "spot") {
- SpotLight3D *light = memnew(SpotLight3D);
- light->set_param(SpotLight3D::PARAM_ENERGY, intensity);
- light->set_param(SpotLight3D::PARAM_RANGE, range);
- light->set_param(SpotLight3D::PARAM_SPOT_ANGLE, Math::rad2deg(l->outer_cone_angle));
- light->set_color(l->color);
-
- // Line of best fit derived from guessing, see https://www.desmos.com/calculator/biiflubp8b
- // The points in desmos are not exact, except for (1, infinity).
- float angle_ratio = l->inner_cone_angle / l->outer_cone_angle;
- float angle_attenuation = 0.2 / (1 - angle_ratio) - 0.1;
- light->set_param(SpotLight3D::PARAM_SPOT_ATTENUATION, angle_attenuation);
- return light;
- }
- return memnew(Node3D);
+ return l->to_node();
}
Camera3D *GLTFDocument::_generate_camera(Ref<GLTFState> state, const GLTFNodeIndex node_index) {
@@ -5200,31 +5062,16 @@ Camera3D *GLTFDocument::_generate_camera(Ref<GLTFState> state, const GLTFNodeInd
ERR_FAIL_INDEX_V(gltf_node->camera, state->cameras.size(), nullptr);
- Camera3D *camera = memnew(Camera3D);
print_verbose("glTF: Creating camera for: " + gltf_node->get_name());
Ref<GLTFCamera> c = state->cameras[gltf_node->camera];
- if (c->get_perspective()) {
- camera->set_perspective(c->get_fov_size(), c->get_depth_near(), c->get_depth_far());
- } else {
- camera->set_orthogonal(c->get_fov_size(), c->get_depth_near(), c->get_depth_far());
- }
-
- return camera;
+ return c->to_node();
}
GLTFCameraIndex GLTFDocument::_convert_camera(Ref<GLTFState> state, Camera3D *p_camera) {
print_verbose("glTF: Converting camera: " + p_camera->get_name());
- Ref<GLTFCamera> c;
- c.instantiate();
-
- if (p_camera->get_projection() == Camera3D::ProjectionType::PROJECTION_PERSPECTIVE) {
- c->set_perspective(true);
- }
- c->set_fov_size(p_camera->get_fov());
- c->set_depth_far(p_camera->get_far());
- c->set_depth_near(p_camera->get_near());
+ Ref<GLTFCamera> c = GLTFCamera::from_node(p_camera);
GLTFCameraIndex camera_index = state->cameras.size();
state->cameras.push_back(c);
return camera_index;
@@ -5233,31 +5080,7 @@ GLTFCameraIndex GLTFDocument::_convert_camera(Ref<GLTFState> state, Camera3D *p_
GLTFLightIndex GLTFDocument::_convert_light(Ref<GLTFState> state, Light3D *p_light) {
print_verbose("glTF: Converting light: " + p_light->get_name());
- Ref<GLTFLight> l;
- l.instantiate();
- l->color = p_light->get_color();
- if (cast_to<DirectionalLight3D>(p_light)) {
- l->light_type = "directional";
- DirectionalLight3D *light = cast_to<DirectionalLight3D>(p_light);
- l->intensity = light->get_param(DirectionalLight3D::PARAM_ENERGY);
- l->range = FLT_MAX; // Range for directional lights is infinite in Godot.
- } else if (cast_to<OmniLight3D>(p_light)) {
- l->light_type = "point";
- OmniLight3D *light = cast_to<OmniLight3D>(p_light);
- l->range = light->get_param(OmniLight3D::PARAM_RANGE);
- l->intensity = light->get_param(OmniLight3D::PARAM_ENERGY);
- } else if (cast_to<SpotLight3D>(p_light)) {
- l->light_type = "spot";
- SpotLight3D *light = cast_to<SpotLight3D>(p_light);
- l->range = light->get_param(SpotLight3D::PARAM_RANGE);
- l->intensity = light->get_param(SpotLight3D::PARAM_ENERGY);
- l->outer_cone_angle = Math::deg2rad(light->get_param(SpotLight3D::PARAM_SPOT_ANGLE));
-
- // This equation is the inverse of the import equation (which has a desmos link).
- float angle_ratio = 1 - (0.2 / (0.1 + light->get_param(SpotLight3D::PARAM_SPOT_ATTENUATION)));
- angle_ratio = MAX(0, angle_ratio);
- l->inner_cone_angle = l->outer_cone_angle * angle_ratio;
- }
+ Ref<GLTFLight> l = GLTFLight::from_node(p_light);
GLTFLightIndex light_index = state->lights.size();
state->lights.push_back(l);
diff --git a/modules/gltf/gltf_state.cpp b/modules/gltf/gltf_state.cpp
index 8212e4c22f..85bac446cc 100644
--- a/modules/gltf/gltf_state.cpp
+++ b/modules/gltf/gltf_state.cpp
@@ -152,51 +152,51 @@ void GLTFState::set_use_named_skin_binds(bool p_use_named_skin_binds) {
use_named_skin_binds = p_use_named_skin_binds;
}
-Array GLTFState::get_nodes() {
+TypedArray<GLTFNode> GLTFState::get_nodes() {
return GLTFTemplateConvert::to_array(nodes);
}
-void GLTFState::set_nodes(Array p_nodes) {
+void GLTFState::set_nodes(TypedArray<GLTFNode> p_nodes) {
GLTFTemplateConvert::set_from_array(nodes, p_nodes);
}
-Array GLTFState::get_buffers() {
+TypedArray<PackedByteArray> GLTFState::get_buffers() {
return GLTFTemplateConvert::to_array(buffers);
}
-void GLTFState::set_buffers(Array p_buffers) {
+void GLTFState::set_buffers(TypedArray<PackedByteArray> p_buffers) {
GLTFTemplateConvert::set_from_array(buffers, p_buffers);
}
-Array GLTFState::get_buffer_views() {
+TypedArray<GLTFBufferView> GLTFState::get_buffer_views() {
return GLTFTemplateConvert::to_array(buffer_views);
}
-void GLTFState::set_buffer_views(Array p_buffer_views) {
+void GLTFState::set_buffer_views(TypedArray<GLTFBufferView> p_buffer_views) {
GLTFTemplateConvert::set_from_array(buffer_views, p_buffer_views);
}
-Array GLTFState::get_accessors() {
+TypedArray<GLTFAccessor> GLTFState::get_accessors() {
return GLTFTemplateConvert::to_array(accessors);
}
-void GLTFState::set_accessors(Array p_accessors) {
+void GLTFState::set_accessors(TypedArray<GLTFAccessor> p_accessors) {
GLTFTemplateConvert::set_from_array(accessors, p_accessors);
}
-Array GLTFState::get_meshes() {
+TypedArray<GLTFMesh> GLTFState::get_meshes() {
return GLTFTemplateConvert::to_array(meshes);
}
-void GLTFState::set_meshes(Array p_meshes) {
+void GLTFState::set_meshes(TypedArray<GLTFMesh> p_meshes) {
GLTFTemplateConvert::set_from_array(meshes, p_meshes);
}
-Array GLTFState::get_materials() {
+TypedArray<BaseMaterial3D> GLTFState::get_materials() {
return GLTFTemplateConvert::to_array(materials);
}
-void GLTFState::set_materials(Array p_materials) {
+void GLTFState::set_materials(TypedArray<BaseMaterial3D> p_materials) {
GLTFTemplateConvert::set_from_array(materials, p_materials);
}
@@ -208,75 +208,75 @@ void GLTFState::set_scene_name(String p_scene_name) {
scene_name = p_scene_name;
}
-Array GLTFState::get_root_nodes() {
- return GLTFTemplateConvert::to_array(root_nodes);
+PackedInt32Array GLTFState::get_root_nodes() {
+ return root_nodes;
}
-void GLTFState::set_root_nodes(Array p_root_nodes) {
- GLTFTemplateConvert::set_from_array(root_nodes, p_root_nodes);
+void GLTFState::set_root_nodes(PackedInt32Array p_root_nodes) {
+ root_nodes = p_root_nodes;
}
-Array GLTFState::get_textures() {
+TypedArray<GLTFTexture> GLTFState::get_textures() {
return GLTFTemplateConvert::to_array(textures);
}
-void GLTFState::set_textures(Array p_textures) {
+void GLTFState::set_textures(TypedArray<GLTFTexture> p_textures) {
GLTFTemplateConvert::set_from_array(textures, p_textures);
}
-Array GLTFState::get_images() {
+TypedArray<Texture2D> GLTFState::get_images() {
return GLTFTemplateConvert::to_array(images);
}
-void GLTFState::set_images(Array p_images) {
+void GLTFState::set_images(TypedArray<Texture2D> p_images) {
GLTFTemplateConvert::set_from_array(images, p_images);
}
-Array GLTFState::get_skins() {
+TypedArray<GLTFSkin> GLTFState::get_skins() {
return GLTFTemplateConvert::to_array(skins);
}
-void GLTFState::set_skins(Array p_skins) {
+void GLTFState::set_skins(TypedArray<GLTFSkin> p_skins) {
GLTFTemplateConvert::set_from_array(skins, p_skins);
}
-Array GLTFState::get_cameras() {
+TypedArray<GLTFCamera> GLTFState::get_cameras() {
return GLTFTemplateConvert::to_array(cameras);
}
-void GLTFState::set_cameras(Array p_cameras) {
+void GLTFState::set_cameras(TypedArray<GLTFCamera> p_cameras) {
GLTFTemplateConvert::set_from_array(cameras, p_cameras);
}
-Array GLTFState::get_lights() {
+TypedArray<GLTFLight> GLTFState::get_lights() {
return GLTFTemplateConvert::to_array(lights);
}
-void GLTFState::set_lights(Array p_lights) {
+void GLTFState::set_lights(TypedArray<GLTFLight> p_lights) {
GLTFTemplateConvert::set_from_array(lights, p_lights);
}
-Array GLTFState::get_unique_names() {
+TypedArray<String> GLTFState::get_unique_names() {
return GLTFTemplateConvert::to_array(unique_names);
}
-void GLTFState::set_unique_names(Array p_unique_names) {
+void GLTFState::set_unique_names(TypedArray<String> p_unique_names) {
GLTFTemplateConvert::set_from_array(unique_names, p_unique_names);
}
-Array GLTFState::get_unique_animation_names() {
+TypedArray<String> GLTFState::get_unique_animation_names() {
return GLTFTemplateConvert::to_array(unique_animation_names);
}
-void GLTFState::set_unique_animation_names(Array p_unique_animation_names) {
+void GLTFState::set_unique_animation_names(TypedArray<String> p_unique_animation_names) {
GLTFTemplateConvert::set_from_array(unique_animation_names, p_unique_animation_names);
}
-Array GLTFState::get_skeletons() {
+TypedArray<GLTFSkeleton> GLTFState::get_skeletons() {
return GLTFTemplateConvert::to_array(skeletons);
}
-void GLTFState::set_skeletons(Array p_skeletons) {
+void GLTFState::set_skeletons(TypedArray<GLTFSkeleton> p_skeletons) {
GLTFTemplateConvert::set_from_array(skeletons, p_skeletons);
}
@@ -296,11 +296,11 @@ void GLTFState::set_create_animations(bool p_create_animations) {
create_animations = p_create_animations;
}
-Array GLTFState::get_animations() {
+TypedArray<GLTFAnimation> GLTFState::get_animations() {
return GLTFTemplateConvert::to_array(animations);
}
-void GLTFState::set_animations(Array p_animations) {
+void GLTFState::set_animations(TypedArray<GLTFAnimation> p_animations) {
GLTFTemplateConvert::set_from_array(animations, p_animations);
}
diff --git a/modules/gltf/gltf_state.h b/modules/gltf/gltf_state.h
index c08132f874..6b2d1ca228 100644
--- a/modules/gltf/gltf_state.h
+++ b/modules/gltf/gltf_state.h
@@ -115,23 +115,23 @@ public:
bool get_discard_meshes_and_materials();
void set_discard_meshes_and_materials(bool p_discard_meshes_and_materials);
- Array get_nodes();
- void set_nodes(Array p_nodes);
+ TypedArray<GLTFNode> get_nodes();
+ void set_nodes(TypedArray<GLTFNode> p_nodes);
- Array get_buffers();
- void set_buffers(Array p_buffers);
+ TypedArray<PackedByteArray> get_buffers();
+ void set_buffers(TypedArray<PackedByteArray> p_buffers);
- Array get_buffer_views();
- void set_buffer_views(Array p_buffer_views);
+ TypedArray<GLTFBufferView> get_buffer_views();
+ void set_buffer_views(TypedArray<GLTFBufferView> p_buffer_views);
- Array get_accessors();
- void set_accessors(Array p_accessors);
+ TypedArray<GLTFAccessor> get_accessors();
+ void set_accessors(TypedArray<GLTFAccessor> p_accessors);
- Array get_meshes();
- void set_meshes(Array p_meshes);
+ TypedArray<GLTFMesh> get_meshes();
+ void set_meshes(TypedArray<GLTFMesh> p_meshes);
- Array get_materials();
- void set_materials(Array p_materials);
+ TypedArray<BaseMaterial3D> get_materials();
+ void set_materials(TypedArray<BaseMaterial3D> p_materials);
String get_scene_name();
void set_scene_name(String p_scene_name);
@@ -139,32 +139,32 @@ public:
String get_base_path();
void set_base_path(String p_base_path);
- Array get_root_nodes();
- void set_root_nodes(Array p_root_nodes);
+ PackedInt32Array get_root_nodes();
+ void set_root_nodes(PackedInt32Array p_root_nodes);
- Array get_textures();
- void set_textures(Array p_textures);
+ TypedArray<GLTFTexture> get_textures();
+ void set_textures(TypedArray<GLTFTexture> p_textures);
- Array get_images();
- void set_images(Array p_images);
+ TypedArray<Texture2D> get_images();
+ void set_images(TypedArray<Texture2D> p_images);
- Array get_skins();
- void set_skins(Array p_skins);
+ TypedArray<GLTFSkin> get_skins();
+ void set_skins(TypedArray<GLTFSkin> p_skins);
- Array get_cameras();
- void set_cameras(Array p_cameras);
+ TypedArray<GLTFCamera> get_cameras();
+ void set_cameras(TypedArray<GLTFCamera> p_cameras);
- Array get_lights();
- void set_lights(Array p_lights);
+ TypedArray<GLTFLight> get_lights();
+ void set_lights(TypedArray<GLTFLight> p_lights);
- Array get_unique_names();
- void set_unique_names(Array p_unique_names);
+ TypedArray<String> get_unique_names();
+ void set_unique_names(TypedArray<String> p_unique_names);
- Array get_unique_animation_names();
- void set_unique_animation_names(Array p_unique_names);
+ TypedArray<String> get_unique_animation_names();
+ void set_unique_animation_names(TypedArray<String> p_unique_names);
- Array get_skeletons();
- void set_skeletons(Array p_skeletons);
+ TypedArray<GLTFSkeleton> get_skeletons();
+ void set_skeletons(TypedArray<GLTFSkeleton> p_skeletons);
Dictionary get_skeleton_to_node();
void set_skeleton_to_node(Dictionary p_skeleton_to_node);
@@ -172,8 +172,8 @@ public:
bool get_create_animations();
void set_create_animations(bool p_create_animations);
- Array get_animations();
- void set_animations(Array p_animations);
+ TypedArray<GLTFAnimation> get_animations();
+ void set_animations(TypedArray<GLTFAnimation> p_animations);
Node *get_scene_node(GLTFNodeIndex idx);
diff --git a/modules/gltf/gltf_template_convert.h b/modules/gltf/gltf_template_convert.h
index c915d3deb0..8a4b595c9f 100644
--- a/modules/gltf/gltf_template_convert.h
+++ b/modules/gltf/gltf_template_convert.h
@@ -46,8 +46,8 @@ static Array to_array(const Vector<T> &p_inp) {
}
template <class T>
-static Array to_array(const HashSet<T> &p_inp) {
- Array ret;
+static TypedArray<T> to_array(const HashSet<T> &p_inp) {
+ TypedArray<T> ret;
typename HashSet<T>::Iterator elem = p_inp.begin();
while (elem) {
ret.push_back(*elem);
@@ -65,7 +65,7 @@ static void set_from_array(Vector<T> &r_out, const Array &p_inp) {
}
template <class T>
-static void set_from_array(HashSet<T> &r_out, const Array &p_inp) {
+static void set_from_array(HashSet<T> &r_out, const TypedArray<T> &p_inp) {
r_out.clear();
for (int i = 0; i < p_inp.size(); i++) {
r_out.insert(p_inp[i]);
diff --git a/modules/gltf/register_types.cpp b/modules/gltf/register_types.cpp
index 1e1204aa57..dbbccc9bcc 100644
--- a/modules/gltf/register_types.cpp
+++ b/modules/gltf/register_types.cpp
@@ -66,17 +66,24 @@ static void _editor_init() {
bool blend_enabled = GLOBAL_GET("filesystem/import/blender/enabled");
// Defined here because EditorSettings doesn't exist in `register_gltf_types` yet.
- EDITOR_DEF_RST("filesystem/import/blender/blender3_path", "");
+ String blender3_path = EDITOR_DEF_RST("filesystem/import/blender/blender3_path", "");
EditorSettings::get_singleton()->add_property_hint(PropertyInfo(Variant::STRING,
"filesystem/import/blender/blender3_path", PROPERTY_HINT_GLOBAL_DIR));
if (blend_enabled) {
- Ref<EditorSceneFormatImporterBlend> importer;
- importer.instantiate();
- ResourceImporterScene::add_importer(importer);
+ Ref<DirAccess> da = DirAccess::create(DirAccess::ACCESS_FILESYSTEM);
+ if (blender3_path.is_empty()) {
+ WARN_PRINT("Blend file import is enabled in the project settings, but no Blender path is configured in the editor settings. Blend files will not be imported.");
+ } else if (!da->dir_exists(blender3_path)) {
+ WARN_PRINT("Blend file import is enabled, but the Blender path doesn't point to an accessible directory. Blend files will not be imported.");
+ } else {
+ Ref<EditorSceneFormatImporterBlend> importer;
+ importer.instantiate();
+ ResourceImporterScene::add_importer(importer);
- Ref<EditorFileSystemImportFormatSupportQueryBlend> blend_import_query;
- blend_import_query.instantiate();
- EditorFileSystem::get_singleton()->add_import_format_support_query(blend_import_query);
+ Ref<EditorFileSystemImportFormatSupportQueryBlend> blend_import_query;
+ blend_import_query.instantiate();
+ EditorFileSystem::get_singleton()->add_import_format_support_query(blend_import_query);
+ }
}
// FBX to glTF importer.
@@ -89,9 +96,9 @@ static void _editor_init() {
if (fbx_enabled) {
Ref<DirAccess> da = DirAccess::create(DirAccess::ACCESS_FILESYSTEM);
if (fbx2gltf_path.is_empty()) {
- WARN_PRINT("FBX file import is enabled, but no FBX2glTF path is configured. FBX files will not be imported.");
+ WARN_PRINT("FBX file import is enabled in the project settings, but no FBX2glTF path is configured in the editor settings. FBX files will not be imported.");
} else if (!da->file_exists(fbx2gltf_path)) {
- WARN_PRINT("FBX file import is enabled, but the FBX2glTF path doesn't point to a valid FBX2glTF executable. FBX files will not be imported.");
+ WARN_PRINT("FBX file import is enabled, but the FBX2glTF path doesn't point to an accessible file. FBX files will not be imported.");
} else {
Ref<EditorSceneFormatImporterFBX> importer;
importer.instantiate();
diff --git a/modules/gltf/structures/gltf_camera.cpp b/modules/gltf/structures/gltf_camera.cpp
index f3ea6a1c4c..5069f39c4b 100644
--- a/modules/gltf/structures/gltf_camera.cpp
+++ b/modules/gltf/structures/gltf_camera.cpp
@@ -31,17 +31,101 @@
#include "gltf_camera.h"
void GLTFCamera::_bind_methods() {
+ ClassDB::bind_static_method("GLTFCamera", D_METHOD("from_node", "camera_node"), &GLTFCamera::from_node);
+ ClassDB::bind_method(D_METHOD("to_node"), &GLTFCamera::to_node);
+
+ ClassDB::bind_static_method("GLTFCamera", D_METHOD("from_dictionary", "dictionary"), &GLTFCamera::from_dictionary);
+ ClassDB::bind_method(D_METHOD("to_dictionary"), &GLTFCamera::to_dictionary);
+
ClassDB::bind_method(D_METHOD("get_perspective"), &GLTFCamera::get_perspective);
ClassDB::bind_method(D_METHOD("set_perspective", "perspective"), &GLTFCamera::set_perspective);
- ClassDB::bind_method(D_METHOD("get_fov_size"), &GLTFCamera::get_fov_size);
- ClassDB::bind_method(D_METHOD("set_fov_size", "fov_size"), &GLTFCamera::set_fov_size);
+ ClassDB::bind_method(D_METHOD("get_fov"), &GLTFCamera::get_fov);
+ ClassDB::bind_method(D_METHOD("set_fov", "fov"), &GLTFCamera::set_fov);
+ ClassDB::bind_method(D_METHOD("get_size_mag"), &GLTFCamera::get_size_mag);
+ ClassDB::bind_method(D_METHOD("set_size_mag", "size_mag"), &GLTFCamera::set_size_mag);
ClassDB::bind_method(D_METHOD("get_depth_far"), &GLTFCamera::get_depth_far);
ClassDB::bind_method(D_METHOD("set_depth_far", "zdepth_far"), &GLTFCamera::set_depth_far);
ClassDB::bind_method(D_METHOD("get_depth_near"), &GLTFCamera::get_depth_near);
ClassDB::bind_method(D_METHOD("set_depth_near", "zdepth_near"), &GLTFCamera::set_depth_near);
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "perspective"), "set_perspective", "get_perspective"); // bool
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fov_size"), "set_fov_size", "get_fov_size"); // float
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "depth_far"), "set_depth_far", "get_depth_far"); // float
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "depth_near"), "set_depth_near", "get_depth_near"); // float
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "perspective"), "set_perspective", "get_perspective");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fov"), "set_fov", "get_fov");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "size_mag"), "set_size_mag", "get_size_mag");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "depth_far"), "set_depth_far", "get_depth_far");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "depth_near"), "set_depth_near", "get_depth_near");
+}
+
+Ref<GLTFCamera> GLTFCamera::from_node(const Camera3D *p_camera) {
+ Ref<GLTFCamera> c;
+ c.instantiate();
+ c->set_perspective(p_camera->get_projection() == Camera3D::ProjectionType::PROJECTION_PERSPECTIVE);
+ // GLTF spec (yfov) is in radians, Godot's camera (fov) is in degrees.
+ c->set_fov(Math::deg_to_rad(p_camera->get_fov()));
+ // GLTF spec (xmag and ymag) is a radius in meters, Godot's camera (size) is a diameter in meters.
+ c->set_size_mag(p_camera->get_size() * 0.5f);
+ c->set_depth_far(p_camera->get_far());
+ c->set_depth_near(p_camera->get_near());
+ return c;
+}
+
+Camera3D *GLTFCamera::to_node() const {
+ Camera3D *camera = memnew(Camera3D);
+ camera->set_projection(perspective ? Camera3D::PROJECTION_PERSPECTIVE : Camera3D::PROJECTION_ORTHOGONAL);
+ // GLTF spec (yfov) is in radians, Godot's camera (fov) is in degrees.
+ camera->set_fov(Math::rad_to_deg(fov));
+ // GLTF spec (xmag and ymag) is a radius in meters, Godot's camera (size) is a diameter in meters.
+ camera->set_size(size_mag * 2.0f);
+ camera->set_near(depth_near);
+ camera->set_far(depth_far);
+ return camera;
+}
+
+Ref<GLTFCamera> GLTFCamera::from_dictionary(const Dictionary p_dictionary) {
+ ERR_FAIL_COND_V_MSG(!p_dictionary.has("type"), Ref<GLTFCamera>(), "Failed to parse GLTF camera, missing required field 'type'.");
+ Ref<GLTFCamera> camera;
+ camera.instantiate();
+ const String &type = p_dictionary["type"];
+ if (type == "perspective") {
+ camera->set_perspective(true);
+ if (p_dictionary.has("perspective")) {
+ const Dictionary &persp = p_dictionary["perspective"];
+ camera->set_fov(persp["yfov"]);
+ if (persp.has("zfar")) {
+ camera->set_depth_far(persp["zfar"]);
+ }
+ camera->set_depth_near(persp["znear"]);
+ }
+ } else if (type == "orthographic") {
+ camera->set_perspective(false);
+ if (p_dictionary.has("orthographic")) {
+ const Dictionary &ortho = p_dictionary["orthographic"];
+ camera->set_size_mag(ortho["ymag"]);
+ camera->set_depth_far(ortho["zfar"]);
+ camera->set_depth_near(ortho["znear"]);
+ }
+ } else {
+ ERR_PRINT("Error parsing GLTF camera: Camera type '" + type + "' is unknown, should be perspective or orthographic.");
+ }
+ return camera;
+}
+
+Dictionary GLTFCamera::to_dictionary() const {
+ Dictionary d;
+ if (perspective) {
+ Dictionary persp;
+ persp["yfov"] = fov;
+ persp["zfar"] = depth_far;
+ persp["znear"] = depth_near;
+ d["perspective"] = persp;
+ d["type"] = "perspective";
+ } else {
+ Dictionary ortho;
+ ortho["ymag"] = size_mag;
+ ortho["xmag"] = size_mag;
+ ortho["zfar"] = depth_far;
+ ortho["znear"] = depth_near;
+ d["orthographic"] = ortho;
+ d["type"] = "orthographic";
+ }
+ return d;
}
diff --git a/modules/gltf/structures/gltf_camera.h b/modules/gltf/structures/gltf_camera.h
index b7df741825..50ae10e17a 100644
--- a/modules/gltf/structures/gltf_camera.h
+++ b/modules/gltf/structures/gltf_camera.h
@@ -32,15 +32,22 @@
#define GLTF_CAMERA_H
#include "core/io/resource.h"
+#include "scene/3d/camera_3d.h"
+
+// Reference and test file:
+// https://github.com/KhronosGroup/glTF-Tutorials/blob/master/gltfTutorial/gltfTutorial_015_SimpleCameras.md
class GLTFCamera : public Resource {
GDCLASS(GLTFCamera, Resource);
private:
+ // GLTF has no default camera values, they should always be specified in
+ // the GLTF file. Here we default to Godot's default camera settings.
bool perspective = true;
- float fov_size = 75.0;
- float depth_far = 4000.0;
- float depth_near = 0.05;
+ real_t fov = Math::deg_to_rad(75.0);
+ real_t size_mag = 0.5;
+ real_t depth_far = 4000.0;
+ real_t depth_near = 0.05;
protected:
static void _bind_methods();
@@ -48,12 +55,20 @@ protected:
public:
bool get_perspective() const { return perspective; }
void set_perspective(bool p_val) { perspective = p_val; }
- float get_fov_size() const { return fov_size; }
- void set_fov_size(float p_val) { fov_size = p_val; }
- float get_depth_far() const { return depth_far; }
- void set_depth_far(float p_val) { depth_far = p_val; }
- float get_depth_near() const { return depth_near; }
- void set_depth_near(float p_val) { depth_near = p_val; }
+ real_t get_fov() const { return fov; }
+ void set_fov(real_t p_val) { fov = p_val; }
+ real_t get_size_mag() const { return size_mag; }
+ void set_size_mag(real_t p_val) { size_mag = p_val; }
+ real_t get_depth_far() const { return depth_far; }
+ void set_depth_far(real_t p_val) { depth_far = p_val; }
+ real_t get_depth_near() const { return depth_near; }
+ void set_depth_near(real_t p_val) { depth_near = p_val; }
+
+ static Ref<GLTFCamera> from_node(const Camera3D *p_light);
+ Camera3D *to_node() const;
+
+ static Ref<GLTFCamera> from_dictionary(const Dictionary p_dictionary);
+ Dictionary to_dictionary() const;
};
#endif // GLTF_CAMERA_H
diff --git a/modules/gltf/structures/gltf_mesh.cpp b/modules/gltf/structures/gltf_mesh.cpp
index 3add8304b1..3893f56626 100644
--- a/modules/gltf/structures/gltf_mesh.cpp
+++ b/modules/gltf/structures/gltf_mesh.cpp
@@ -53,11 +53,11 @@ void GLTFMesh::set_mesh(Ref<ImporterMesh> p_mesh) {
mesh = p_mesh;
}
-Array GLTFMesh::get_instance_materials() {
+TypedArray<Material> GLTFMesh::get_instance_materials() {
return instance_materials;
}
-void GLTFMesh::set_instance_materials(Array p_instance_materials) {
+void GLTFMesh::set_instance_materials(TypedArray<Material> p_instance_materials) {
instance_materials = p_instance_materials;
}
diff --git a/modules/gltf/structures/gltf_mesh.h b/modules/gltf/structures/gltf_mesh.h
index dc26120b48..2fa37fd727 100644
--- a/modules/gltf/structures/gltf_mesh.h
+++ b/modules/gltf/structures/gltf_mesh.h
@@ -42,7 +42,7 @@ class GLTFMesh : public Resource {
private:
Ref<ImporterMesh> mesh;
Vector<float> blend_weights;
- Array instance_materials;
+ TypedArray<Material> instance_materials;
protected:
static void _bind_methods();
@@ -52,8 +52,8 @@ public:
void set_mesh(Ref<ImporterMesh> p_mesh);
Vector<float> get_blend_weights();
void set_blend_weights(Vector<float> p_blend_weights);
- Array get_instance_materials();
- void set_instance_materials(Array p_instance_materials);
+ TypedArray<Material> get_instance_materials();
+ void set_instance_materials(TypedArray<Material> p_instance_materials);
};
#endif // GLTF_MESH_H
diff --git a/modules/gltf/structures/gltf_skeleton.cpp b/modules/gltf/structures/gltf_skeleton.cpp
index 90a6b0f50f..0073357eda 100644
--- a/modules/gltf/structures/gltf_skeleton.cpp
+++ b/modules/gltf/structures/gltf_skeleton.cpp
@@ -72,11 +72,11 @@ Skeleton3D *GLTFSkeleton::get_godot_skeleton() {
return godot_skeleton;
}
-Array GLTFSkeleton::get_unique_names() {
+TypedArray<String> GLTFSkeleton::get_unique_names() {
return GLTFTemplateConvert::to_array(unique_names);
}
-void GLTFSkeleton::set_unique_names(Array p_unique_names) {
+void GLTFSkeleton::set_unique_names(TypedArray<String> p_unique_names) {
GLTFTemplateConvert::set_from_array(unique_names, p_unique_names);
}
diff --git a/modules/gltf/structures/gltf_skeleton.h b/modules/gltf/structures/gltf_skeleton.h
index db88623213..0f20b493b6 100644
--- a/modules/gltf/structures/gltf_skeleton.h
+++ b/modules/gltf/structures/gltf_skeleton.h
@@ -75,8 +75,8 @@ public:
// this->godot_skeleton = p_godot_skeleton;
// }
- Array get_unique_names();
- void set_unique_names(Array p_unique_names);
+ TypedArray<String> get_unique_names();
+ void set_unique_names(TypedArray<String> p_unique_names);
//RBMap<int32_t, GLTFNodeIndex> get_godot_bone_node() {
// return this->godot_bone_node;
diff --git a/modules/gltf/structures/gltf_skin.cpp b/modules/gltf/structures/gltf_skin.cpp
index 2e46ee3be2..9717a66048 100644
--- a/modules/gltf/structures/gltf_skin.cpp
+++ b/modules/gltf/structures/gltf_skin.cpp
@@ -31,6 +31,7 @@
#include "gltf_skin.h"
#include "../gltf_template_convert.h"
+#include "core/variant/typed_array.h"
#include "scene/resources/skin.h"
void GLTFSkin::_bind_methods() {
@@ -83,11 +84,11 @@ void GLTFSkin::set_joints_original(Vector<GLTFNodeIndex> p_joints_original) {
joints_original = p_joints_original;
}
-Array GLTFSkin::get_inverse_binds() {
+TypedArray<Transform3D> GLTFSkin::get_inverse_binds() {
return GLTFTemplateConvert::to_array(inverse_binds);
}
-void GLTFSkin::set_inverse_binds(Array p_inverse_binds) {
+void GLTFSkin::set_inverse_binds(TypedArray<Transform3D> p_inverse_binds) {
GLTFTemplateConvert::set_from_array(inverse_binds, p_inverse_binds);
}
diff --git a/modules/gltf/structures/gltf_skin.h b/modules/gltf/structures/gltf_skin.h
index 59b6a300ac..1a4d54b380 100644
--- a/modules/gltf/structures/gltf_skin.h
+++ b/modules/gltf/structures/gltf_skin.h
@@ -34,6 +34,9 @@
#include "../gltf_defines.h"
#include "core/io/resource.h"
+template <typename T>
+class TypedArray;
+
class GLTFSkin : public Resource {
GDCLASS(GLTFSkin, Resource);
friend class GLTFDocument;
@@ -82,8 +85,8 @@ public:
Vector<GLTFNodeIndex> get_joints_original();
void set_joints_original(Vector<GLTFNodeIndex> p_joints_original);
- Array get_inverse_binds();
- void set_inverse_binds(Array p_inverse_binds);
+ TypedArray<Transform3D> get_inverse_binds();
+ void set_inverse_binds(TypedArray<Transform3D> p_inverse_binds);
Vector<GLTFNodeIndex> get_joints();
void set_joints(Vector<GLTFNodeIndex> p_joints);