summaryrefslogtreecommitdiff
path: root/modules/gltf
diff options
context:
space:
mode:
Diffstat (limited to 'modules/gltf')
-rw-r--r--modules/gltf/doc_classes/GLTFDocument.xml37
-rw-r--r--modules/gltf/doc_classes/GLTFDocumentExtension.xml51
-rw-r--r--modules/gltf/doc_classes/GLTFState.xml4
-rw-r--r--modules/gltf/editor/editor_scene_exporter_gltf_plugin.cpp68
-rw-r--r--modules/gltf/editor/editor_scene_exporter_gltf_plugin.h60
-rw-r--r--modules/gltf/editor/editor_scene_importer_blend.cpp68
-rw-r--r--modules/gltf/editor/editor_scene_importer_blend.h60
-rw-r--r--modules/gltf/editor/editor_scene_importer_fbx.cpp94
-rw-r--r--modules/gltf/editor/editor_scene_importer_fbx.h71
-rw-r--r--modules/gltf/editor/editor_scene_importer_gltf.cpp72
-rw-r--r--modules/gltf/editor/editor_scene_importer_gltf.h63
-rw-r--r--modules/gltf/extensions/gltf_document_extension.cpp (renamed from modules/gltf/gltf_document_extension.cpp)156
-rw-r--r--modules/gltf/extensions/gltf_document_extension.h (renamed from modules/gltf/gltf_document_extension.h)84
-rw-r--r--modules/gltf/extensions/gltf_document_extension_convert_importer_mesh.cpp (renamed from modules/gltf/gltf_document_extension_convert_importer_mesh.cpp)63
-rw-r--r--modules/gltf/extensions/gltf_document_extension_convert_importer_mesh.h (renamed from modules/gltf/gltf_document_extension_convert_importer_mesh.h)62
-rw-r--r--modules/gltf/extensions/gltf_light.cpp60
-rw-r--r--modules/gltf/extensions/gltf_light.h62
-rw-r--r--modules/gltf/extensions/gltf_spec_gloss.cpp60
-rw-r--r--modules/gltf/extensions/gltf_spec_gloss.h61
-rw-r--r--modules/gltf/gltf_defines.h61
-rw-r--r--modules/gltf/gltf_document.cpp2715
-rw-r--r--modules/gltf/gltf_document.h394
-rw-r--r--modules/gltf/gltf_state.cpp64
-rw-r--r--modules/gltf/gltf_state.h86
-rw-r--r--modules/gltf/gltf_template_convert.h58
-rw-r--r--modules/gltf/register_types.cpp105
-rw-r--r--modules/gltf/register_types.h58
-rw-r--r--modules/gltf/structures/gltf_accessor.cpp58
-rw-r--r--modules/gltf/structures/gltf_accessor.h61
-rw-r--r--modules/gltf/structures/gltf_animation.cpp58
-rw-r--r--modules/gltf/structures/gltf_animation.h60
-rw-r--r--modules/gltf/structures/gltf_buffer_view.cpp60
-rw-r--r--modules/gltf/structures/gltf_buffer_view.h58
-rw-r--r--modules/gltf/structures/gltf_camera.cpp60
-rw-r--r--modules/gltf/structures/gltf_camera.h63
-rw-r--r--modules/gltf/structures/gltf_mesh.cpp58
-rw-r--r--modules/gltf/structures/gltf_mesh.h62
-rw-r--r--modules/gltf/structures/gltf_node.cpp58
-rw-r--r--modules/gltf/structures/gltf_node.h58
-rw-r--r--modules/gltf/structures/gltf_skeleton.cpp58
-rw-r--r--modules/gltf/structures/gltf_skeleton.h58
-rw-r--r--modules/gltf/structures/gltf_skin.cpp58
-rw-r--r--modules/gltf/structures/gltf_skin.h58
-rw-r--r--modules/gltf/structures/gltf_texture.cpp58
-rw-r--r--modules/gltf/structures/gltf_texture.h58
-rw-r--r--modules/gltf/structures/gltf_texture_sampler.cpp58
-rw-r--r--modules/gltf/structures/gltf_texture_sampler.h59
47 files changed, 3058 insertions, 2918 deletions
diff --git a/modules/gltf/doc_classes/GLTFDocument.xml b/modules/gltf/doc_classes/GLTFDocument.xml
index 3cd0f5c0f9..d7e8141eb1 100644
--- a/modules/gltf/doc_classes/GLTFDocument.xml
+++ b/modules/gltf/doc_classes/GLTFDocument.xml
@@ -14,8 +14,9 @@
<param index="1" name="base_path" type="String" />
<param index="2" name="state" type="GLTFState" />
<param index="3" name="flags" type="int" default="0" />
- <param index="4" name="bake_fps" type="int" default="30" />
<description>
+ Takes a [PackedByteArray] defining a GLTF and imports the data to the given [GLTFState] object through the [param state] parameter.
+ [b]Note:[/b] The [param base_path] tells [method append_from_buffer] where to find dependencies and can be empty.
</description>
</method>
<method name="append_from_file">
@@ -23,9 +24,10 @@
<param index="0" name="path" type="String" />
<param index="1" name="state" type="GLTFState" />
<param index="2" name="flags" type="int" default="0" />
- <param index="3" name="bake_fps" type="int" default="30" />
- <param index="4" name="base_path" type="String" default="&quot;&quot;" />
+ <param index="3" name="base_path" type="String" default="&quot;&quot;" />
<description>
+ Takes a path to a GLTF file and imports the data at that file path to the given [GLTFState] object through the [param state] parameter.
+ [b]Note:[/b] The [param base_path] tells [method append_from_file] where to find dependencies and can be empty.
</description>
</method>
<method name="append_from_scene">
@@ -33,21 +35,40 @@
<param index="0" name="node" type="Node" />
<param index="1" name="state" type="GLTFState" />
<param index="2" name="flags" type="int" default="0" />
- <param index="3" name="bake_fps" type="int" default="30" />
<description>
+ Takes a Godot Engine scene node and exports it and its descendants to the given [GLTFState] object through the [param state] parameter.
</description>
</method>
<method name="generate_buffer">
<return type="PackedByteArray" />
<param index="0" name="state" type="GLTFState" />
<description>
+ Takes a [GLTFState] object through the [param state] parameter and returns a GLTF [PackedByteArray].
</description>
</method>
<method name="generate_scene">
<return type="Node" />
<param index="0" name="state" type="GLTFState" />
- <param index="1" name="bake_fps" type="int" default="30" />
+ <param index="1" name="bake_fps" type="float" default="30" />
+ <param index="2" name="trimming" type="bool" default="false" />
<description>
+ Takes a [GLTFState] object through the [param state] parameter and returns a Godot Engine scene node.
+ </description>
+ </method>
+ <method name="register_gltf_document_extension" qualifiers="static">
+ <return type="void" />
+ <param index="0" name="extension" type="GLTFDocumentExtension" />
+ <param index="1" name="first_priority" type="bool" default="false" />
+ <description>
+ Registers the given [GLTFDocumentExtension] instance with GLTFDocument. If [param first_priority] is true, this extension will be run first. Otherwise, it will be run last.
+ [b]Note:[/b] Like GLTFDocument itself, all GLTFDocumentExtension classes must be stateless in order to function properly. If you need to store data, use the [code]set_additional_data[/code] and [code]get_additional_data[/code] methods in [GLTFState] or [GLTFNode].
+ </description>
+ </method>
+ <method name="unregister_gltf_document_extension" qualifiers="static">
+ <return type="void" />
+ <param index="0" name="extension" type="GLTFDocumentExtension" />
+ <description>
+ Unregisters the given [GLTFDocumentExtension] instance.
</description>
</method>
<method name="write_to_filesystem">
@@ -55,11 +76,9 @@
<param index="0" name="state" type="GLTFState" />
<param index="1" name="path" type="String" />
<description>
+ Takes a [GLTFState] object through the [param state] parameter and writes a glTF file to the filesystem.
+ [b]Note:[/b] The extension of the glTF file determines if it is a .glb binary file or a .gltf file.
</description>
</method>
</methods>
- <members>
- <member name="extensions" type="GLTFDocumentExtension[]" setter="set_extensions" getter="get_extensions" default="[]">
- </member>
- </members>
</class>
diff --git a/modules/gltf/doc_classes/GLTFDocumentExtension.xml b/modules/gltf/doc_classes/GLTFDocumentExtension.xml
index 936794976d..6004de32f1 100644
--- a/modules/gltf/doc_classes/GLTFDocumentExtension.xml
+++ b/modules/gltf/doc_classes/GLTFDocumentExtension.xml
@@ -5,10 +5,22 @@
</brief_description>
<description>
Extends the functionality of the [GLTFDocument] class by allowing you to run arbitrary code at various stages of GLTF import or export.
+ To use, make a new class extending GLTFDocumentExtension, override any methods you need, make an instance of your class, and register it using [method GLTFDocument.register_gltf_document_extension].
+ [b]Note:[/b] Like GLTFDocument itself, all GLTFDocumentExtension classes must be stateless in order to function properly. If you need to store data, use the [code]set_additional_data[/code] and [code]get_additional_data[/code] methods in [GLTFState] or [GLTFNode].
</description>
<tutorials>
</tutorials>
<methods>
+ <method name="_convert_scene_node" qualifiers="virtual">
+ <return type="void" />
+ <param index="0" name="state" type="GLTFState" />
+ <param index="1" name="gltf_node" type="GLTFNode" />
+ <param index="2" name="scene_node" type="Node" />
+ <description>
+ Part of the export process. This method is run after [method _export_preflight] and before [method _export_node].
+ Runs when converting the data from a Godot scene node. This method can be used to process the Godot scene node data into a format that can be used by [method _export_node].
+ </description>
+ </method>
<method name="_export_node" qualifiers="virtual">
<return type="int" />
<param index="0" name="state" type="GLTFState" />
@@ -16,23 +28,41 @@
<param index="2" name="json" type="Dictionary" />
<param index="3" name="node" type="Node" />
<description>
+ Part of the export process. This method is run after [method _convert_scene_node] and before [method _export_post].
+ This method can be used to modify the final JSON of each node.
</description>
</method>
<method name="_export_post" qualifiers="virtual">
<return type="int" />
<param index="0" name="state" type="GLTFState" />
<description>
+ Part of the export process. This method is run last, after all other parts of the export process.
+ This method can be used to modify the final JSON of the generated GLTF file.
</description>
</method>
<method name="_export_preflight" qualifiers="virtual">
<return type="int" />
- <param index="0" name="root" type="Node" />
+ <param index="0" name="state" type="GLTFState" />
+ <param index="1" name="root" type="Node" />
+ <description>
+ Part of the export process. This method is run first, before all other parts of the export process.
+ The return value is used to determine if this [GLTFDocumentExtension] instance should be used for exporting a given GLTF file. If [constant OK], the export will use this [GLTFDocumentExtension] instance. If not overridden, [constant OK] is returned.
+ </description>
+ </method>
+ <method name="_generate_scene_node" qualifiers="virtual">
+ <return type="Node3D" />
+ <param index="0" name="state" type="GLTFState" />
+ <param index="1" name="gltf_node" type="GLTFNode" />
+ <param index="2" name="scene_parent" type="Node" />
<description>
+ Part of the import process. This method is run after [method _parse_node_extensions] and before [method _import_post_parse].
+ Runs when generating a Godot scene node from a GLTFNode. The returned node will be added to the scene tree. Multiple nodes can be generated in this step if they are added as a child of the returned node.
</description>
</method>
<method name="_get_supported_extensions" qualifiers="virtual">
<return type="PackedStringArray" />
<description>
+ Part of the import process. This method is run after [method _import_preflight] and before [method _parse_node_extensions].
Returns an array of the GLTF extensions supported by this GLTFDocumentExtension class. This is used to validate if a GLTF file with required extensions can be loaded.
</description>
</method>
@@ -43,6 +73,8 @@
<param index="2" name="json" type="Dictionary" />
<param index="3" name="node" type="Node" />
<description>
+ Part of the import process. This method is run after [method _import_post_parse] and before [method _import_post].
+ This method can be used to make modifications to each of the generated Godot scene nodes.
</description>
</method>
<method name="_import_post" qualifiers="virtual">
@@ -50,18 +82,35 @@
<param index="0" name="state" type="GLTFState" />
<param index="1" name="root" type="Node" />
<description>
+ Part of the import process. This method is run last, after all other parts of the import process.
+ This method can be used to modify the final Godot scene generated by the import process.
</description>
</method>
<method name="_import_post_parse" qualifiers="virtual">
<return type="int" />
<param index="0" name="state" type="GLTFState" />
<description>
+ Part of the import process. This method is run after [method _generate_scene_node] and before [method _import_node].
+ This method can be used to modify any of the data imported so far, including any scene nodes, before running the final per-node import step.
</description>
</method>
<method name="_import_preflight" qualifiers="virtual">
<return type="int" />
<param index="0" name="state" type="GLTFState" />
+ <param index="1" name="extensions" type="PackedStringArray" />
+ <description>
+ Part of the import process. This method is run first, before all other parts of the import process.
+ The return value is used to determine if this [GLTFDocumentExtension] instance should be used for importing a given GLTF file. If [constant OK], the import will use this [GLTFDocumentExtension] instance. If not overridden, [constant OK] is returned.
+ </description>
+ </method>
+ <method name="_parse_node_extensions" qualifiers="virtual">
+ <return type="int" />
+ <param index="0" name="state" type="GLTFState" />
+ <param index="1" name="gltf_node" type="GLTFNode" />
+ <param index="2" name="extensions" type="Dictionary" />
<description>
+ Part of the import process. This method is run after [method _get_supported_extensions] and before [method _generate_scene_node].
+ Runs when parsing the node extensions of a GLTFNode. This method can be used to process the extension JSON data into a format that can be used by [method _generate_scene_node]. The return value should be a member of the [enum Error] enum.
</description>
</method>
</methods>
diff --git a/modules/gltf/doc_classes/GLTFState.xml b/modules/gltf/doc_classes/GLTFState.xml
index d0740cf7ca..9a554a0d49 100644
--- a/modules/gltf/doc_classes/GLTFState.xml
+++ b/modules/gltf/doc_classes/GLTFState.xml
@@ -66,7 +66,7 @@
</description>
</method>
<method name="get_materials">
- <return type="BaseMaterial3D[]" />
+ <return type="Material[]" />
<description>
</description>
</method>
@@ -169,7 +169,7 @@
</method>
<method name="set_materials">
<return type="void" />
- <param index="0" name="materials" type="BaseMaterial3D[]" />
+ <param index="0" name="materials" type="Material[]" />
<description>
</description>
</method>
diff --git a/modules/gltf/editor/editor_scene_exporter_gltf_plugin.cpp b/modules/gltf/editor/editor_scene_exporter_gltf_plugin.cpp
index 95db1c0965..3b8d2cc701 100644
--- a/modules/gltf/editor/editor_scene_exporter_gltf_plugin.cpp
+++ b/modules/gltf/editor/editor_scene_exporter_gltf_plugin.cpp
@@ -1,50 +1,42 @@
-/*************************************************************************/
-/* editor_scene_exporter_gltf_plugin.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* editor_scene_exporter_gltf_plugin.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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. */
+/**************************************************************************/
#ifdef TOOLS_ENABLED
#include "editor_scene_exporter_gltf_plugin.h"
#include "../gltf_document.h"
-#include "../gltf_state.h"
-#include "core/config/project_settings.h"
-#include "core/error/error_list.h"
-#include "core/object/object.h"
-#include "core/templates/vector.h"
#include "editor/editor_file_dialog.h"
#include "editor/editor_file_system.h"
#include "editor/editor_node.h"
-#include "scene/3d/mesh_instance_3d.h"
-#include "scene/gui/check_box.h"
-#include "scene/main/node.h"
String SceneExporterGLTFPlugin::get_name() const {
return "ConvertGLTF2";
@@ -85,7 +77,7 @@ void SceneExporterGLTFPlugin::_gltf2_dialog_action(String p_file) {
state.instantiate();
int32_t flags = 0;
flags |= EditorSceneFormatImporter::IMPORT_USE_NAMED_SKIN_BINDS;
- Error err = doc->append_from_scene(root, state, flags, 30.0f);
+ Error err = doc->append_from_scene(root, state, flags);
if (err != OK) {
ERR_PRINT(vformat("glTF2 save scene error %s.", itos(err)));
}
diff --git a/modules/gltf/editor/editor_scene_exporter_gltf_plugin.h b/modules/gltf/editor/editor_scene_exporter_gltf_plugin.h
index 5af46bc752..0da010ec4b 100644
--- a/modules/gltf/editor/editor_scene_exporter_gltf_plugin.h
+++ b/modules/gltf/editor/editor_scene_exporter_gltf_plugin.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* editor_scene_exporter_gltf_plugin.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* editor_scene_exporter_gltf_plugin.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#ifndef EDITOR_SCENE_EXPORTER_GLTF_PLUGIN_H
#define EDITOR_SCENE_EXPORTER_GLTF_PLUGIN_H
@@ -36,6 +36,8 @@
#include "editor/editor_plugin.h"
#include "editor_scene_importer_gltf.h"
+class EditorFileDialog;
+
class SceneExporterGLTFPlugin : public EditorPlugin {
GDCLASS(SceneExporterGLTFPlugin, EditorPlugin);
diff --git a/modules/gltf/editor/editor_scene_importer_blend.cpp b/modules/gltf/editor/editor_scene_importer_blend.cpp
index 20c9508474..2b8c057ee5 100644
--- a/modules/gltf/editor/editor_scene_importer_blend.cpp
+++ b/modules/gltf/editor/editor_scene_importer_blend.cpp
@@ -1,39 +1,38 @@
-/*************************************************************************/
-/* editor_scene_importer_blend.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* editor_scene_importer_blend.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "editor_scene_importer_blend.h"
#ifdef TOOLS_ENABLED
#include "../gltf_document.h"
-#include "../gltf_state.h"
#include "core/config/project_settings.h"
#include "editor/editor_file_dialog.h"
@@ -41,8 +40,7 @@
#include "editor/editor_scale.h"
#include "editor/editor_settings.h"
#include "main/main.h"
-#include "scene/main/node.h"
-#include "scene/resources/animation.h"
+#include "scene/gui/line_edit.h"
#ifdef WINDOWS_ENABLED
// Code by Pedro Estebanez (https://github.com/godotengine/godot/pull/59766)
@@ -58,7 +56,7 @@ void EditorSceneFormatImporterBlend::get_extensions(List<String> *r_extensions)
}
Node *EditorSceneFormatImporterBlend::import_scene(const String &p_path, uint32_t p_flags,
- const HashMap<StringName, Variant> &p_options, int p_bake_fps,
+ const HashMap<StringName, Variant> &p_options,
List<String> *r_missing_deps, Error *r_err) {
// Get global paths for source and sink.
@@ -227,14 +225,14 @@ Node *EditorSceneFormatImporterBlend::import_scene(const String &p_path, uint32_
if (p_options.has(SNAME("blender/materials/unpack_enabled")) && p_options[SNAME("blender/materials/unpack_enabled")]) {
base_dir = sink.get_base_dir();
}
- Error err = gltf->append_from_file(sink.get_basename() + ".gltf", state, p_flags, p_bake_fps, base_dir);
+ Error err = gltf->append_from_file(sink.get_basename() + ".gltf", state, p_flags, base_dir);
if (err != OK) {
if (r_err) {
*r_err = FAILED;
}
return nullptr;
}
- return gltf->generate_scene(state, p_bake_fps);
+ return gltf->generate_scene(state, (float)p_options["animation/fps"], (bool)p_options["animation/trimming"]);
}
Variant EditorSceneFormatImporterBlend::get_option_visibility(const String &p_path, bool p_for_animation, const String &p_option,
diff --git a/modules/gltf/editor/editor_scene_importer_blend.h b/modules/gltf/editor/editor_scene_importer_blend.h
index a1485ff82e..c77a23f9f6 100644
--- a/modules/gltf/editor/editor_scene_importer_blend.h
+++ b/modules/gltf/editor/editor_scene_importer_blend.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* editor_scene_importer_blend.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* editor_scene_importer_blend.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#ifndef EDITOR_SCENE_IMPORTER_BLEND_H
#define EDITOR_SCENE_IMPORTER_BLEND_H
@@ -66,7 +66,7 @@ public:
virtual uint32_t get_import_flags() const override;
virtual void get_extensions(List<String> *r_extensions) const override;
virtual Node *import_scene(const String &p_path, uint32_t p_flags,
- const HashMap<StringName, Variant> &p_options, int p_bake_fps,
+ const HashMap<StringName, Variant> &p_options,
List<String> *r_missing_deps, Error *r_err = nullptr) override;
virtual void get_import_options(const String &p_path,
List<ResourceImporter::ImportOption> *r_options) override;
diff --git a/modules/gltf/editor/editor_scene_importer_fbx.cpp b/modules/gltf/editor/editor_scene_importer_fbx.cpp
index 017a44cccf..6c6ab7cd03 100644
--- a/modules/gltf/editor/editor_scene_importer_fbx.cpp
+++ b/modules/gltf/editor/editor_scene_importer_fbx.cpp
@@ -1,44 +1,42 @@
-/*************************************************************************/
-/* editor_scene_importer_fbx.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* editor_scene_importer_fbx.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "editor_scene_importer_fbx.h"
#ifdef TOOLS_ENABLED
#include "../gltf_document.h"
-#include "../gltf_state.h"
#include "core/config/project_settings.h"
#include "editor/editor_settings.h"
-#include "scene/main/node.h"
-#include "scene/resources/animation.h"
+#include "main/main.h"
uint32_t EditorSceneFormatImporterFBX::get_import_flags() const {
return ImportFlags::IMPORT_SCENE | ImportFlags::IMPORT_ANIMATION;
@@ -49,7 +47,7 @@ void EditorSceneFormatImporterFBX::get_extensions(List<String> *r_extensions) co
}
Node *EditorSceneFormatImporterFBX::import_scene(const String &p_path, uint32_t p_flags,
- const HashMap<StringName, Variant> &p_options, int p_bake_fps,
+ const HashMap<StringName, Variant> &p_options,
List<String> *r_missing_deps, Error *r_err) {
// Get global paths for source and sink.
@@ -95,14 +93,14 @@ Node *EditorSceneFormatImporterFBX::import_scene(const String &p_path, uint32_t
Ref<GLTFState> state;
state.instantiate();
print_verbose(vformat("glTF path: %s", sink));
- Error err = gltf->append_from_file(sink, state, p_flags, p_bake_fps);
+ Error err = gltf->append_from_file(sink, state, p_flags);
if (err != OK) {
if (r_err) {
*r_err = FAILED;
}
return nullptr;
}
- return gltf->generate_scene(state, p_bake_fps);
+ return gltf->generate_scene(state, (float)p_options["animation/fps"], (bool)p_options["animation/trimming"]);
}
Variant EditorSceneFormatImporterFBX::get_option_visibility(const String &p_path, bool p_for_animation,
@@ -114,4 +112,30 @@ void EditorSceneFormatImporterFBX::get_import_options(const String &p_path,
List<ResourceImporter::ImportOption> *r_options) {
}
+bool EditorFileSystemImportFormatSupportQueryFBX::is_active() const {
+ String fbx2gltf_path = EDITOR_GET("filesystem/import/fbx/fbx2gltf_path");
+ return !FileAccess::exists(fbx2gltf_path);
+}
+
+Vector<String> EditorFileSystemImportFormatSupportQueryFBX::get_file_extensions() const {
+ Vector<String> ret;
+ ret.push_back("fbx");
+ return ret;
+}
+
+bool EditorFileSystemImportFormatSupportQueryFBX::query() {
+ FBXImporterManager::get_singleton()->show_dialog(true);
+
+ while (true) {
+ OS::get_singleton()->delay_usec(1);
+ DisplayServer::get_singleton()->process_events();
+ Main::iteration();
+ if (!FBXImporterManager::get_singleton()->is_visible()) {
+ break;
+ }
+ }
+
+ return false;
+}
+
#endif // TOOLS_ENABLED
diff --git a/modules/gltf/editor/editor_scene_importer_fbx.h b/modules/gltf/editor/editor_scene_importer_fbx.h
index b0039b1c8f..cc60830eac 100644
--- a/modules/gltf/editor/editor_scene_importer_fbx.h
+++ b/modules/gltf/editor/editor_scene_importer_fbx.h
@@ -1,38 +1,40 @@
-/*************************************************************************/
-/* editor_scene_importer_fbx.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* editor_scene_importer_fbx.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#ifndef EDITOR_SCENE_IMPORTER_FBX_H
#define EDITOR_SCENE_IMPORTER_FBX_H
#ifdef TOOLS_ENABLED
+#include "editor/editor_file_system.h"
+#include "editor/fbx_importer_manager.h"
#include "editor/import/resource_importer_scene.h"
class Animation;
@@ -45,7 +47,7 @@ public:
virtual uint32_t get_import_flags() const override;
virtual void get_extensions(List<String> *r_extensions) const override;
virtual Node *import_scene(const String &p_path, uint32_t p_flags,
- const HashMap<StringName, Variant> &p_options, int p_bake_fps,
+ const HashMap<StringName, Variant> &p_options,
List<String> *r_missing_deps, Error *r_err = nullptr) override;
virtual void get_import_options(const String &p_path,
List<ResourceImporter::ImportOption> *r_options) override;
@@ -53,6 +55,15 @@ public:
const HashMap<StringName, Variant> &p_options) override;
};
+class EditorFileSystemImportFormatSupportQueryFBX : public EditorFileSystemImportFormatSupportQuery {
+ GDCLASS(EditorFileSystemImportFormatSupportQueryFBX, EditorFileSystemImportFormatSupportQuery);
+
+public:
+ virtual bool is_active() const override;
+ virtual Vector<String> get_file_extensions() const override;
+ virtual bool query() override;
+};
+
#endif // TOOLS_ENABLED
#endif // EDITOR_SCENE_IMPORTER_FBX_H
diff --git a/modules/gltf/editor/editor_scene_importer_gltf.cpp b/modules/gltf/editor/editor_scene_importer_gltf.cpp
index 161808aade..39956a6ff6 100644
--- a/modules/gltf/editor/editor_scene_importer_gltf.cpp
+++ b/modules/gltf/editor/editor_scene_importer_gltf.cpp
@@ -1,41 +1,38 @@
-/*************************************************************************/
-/* editor_scene_importer_gltf.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* editor_scene_importer_gltf.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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. */
+/**************************************************************************/
#ifdef TOOLS_ENABLED
#include "editor_scene_importer_gltf.h"
#include "../gltf_document.h"
-#include "../gltf_state.h"
-
-#include "scene/resources/animation.h"
uint32_t EditorSceneFormatImporterGLTF::get_import_flags() const {
return ImportFlags::IMPORT_SCENE | ImportFlags::IMPORT_ANIMATION;
@@ -47,13 +44,13 @@ void EditorSceneFormatImporterGLTF::get_extensions(List<String> *r_extensions) c
}
Node *EditorSceneFormatImporterGLTF::import_scene(const String &p_path, uint32_t p_flags,
- const HashMap<StringName, Variant> &p_options, int p_bake_fps,
+ const HashMap<StringName, Variant> &p_options,
List<String> *r_missing_deps, Error *r_err) {
Ref<GLTFDocument> doc;
doc.instantiate();
Ref<GLTFState> state;
state.instantiate();
- Error err = doc->append_from_file(p_path, state, p_flags, p_bake_fps);
+ Error err = doc->append_from_file(p_path, state, p_flags);
if (err != OK) {
if (r_err) {
*r_err = err;
@@ -63,7 +60,12 @@ Node *EditorSceneFormatImporterGLTF::import_scene(const String &p_path, uint32_t
if (p_options.has("animation/import")) {
state->set_create_animations(bool(p_options["animation/import"]));
}
- return doc->generate_scene(state, p_bake_fps);
+
+ if (p_options.has("animation/trimming")) {
+ return doc->generate_scene(state, (float)p_options["animation/fps"], (bool)p_options["animation/trimming"]);
+ } else {
+ return doc->generate_scene(state, (float)p_options["animation/fps"], false);
+ }
}
#endif // TOOLS_ENABLED
diff --git a/modules/gltf/editor/editor_scene_importer_gltf.h b/modules/gltf/editor/editor_scene_importer_gltf.h
index b17a1e4eaa..c2a4bf046d 100644
--- a/modules/gltf/editor/editor_scene_importer_gltf.h
+++ b/modules/gltf/editor/editor_scene_importer_gltf.h
@@ -1,41 +1,38 @@
-/*************************************************************************/
-/* editor_scene_importer_gltf.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* editor_scene_importer_gltf.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#ifndef EDITOR_SCENE_IMPORTER_GLTF_H
#define EDITOR_SCENE_IMPORTER_GLTF_H
#ifdef TOOLS_ENABLED
-#include "../gltf_document_extension.h"
-#include "../gltf_state.h"
-
#include "editor/import/resource_importer_scene.h"
class Animation;
@@ -48,7 +45,7 @@ public:
virtual uint32_t get_import_flags() const override;
virtual void get_extensions(List<String> *r_extensions) const override;
virtual Node *import_scene(const String &p_path, uint32_t p_flags,
- const HashMap<StringName, Variant> &p_options, int p_bake_fps,
+ const HashMap<StringName, Variant> &p_options,
List<String> *r_missing_deps, Error *r_err = nullptr) override;
};
diff --git a/modules/gltf/gltf_document_extension.cpp b/modules/gltf/extensions/gltf_document_extension.cpp
index 3b952f8246..496a8f6cb8 100644
--- a/modules/gltf/gltf_document_extension.cpp
+++ b/modules/gltf/extensions/gltf_document_extension.cpp
@@ -1,115 +1,133 @@
-/*************************************************************************/
-/* gltf_document_extension.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* gltf_document_extension.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "gltf_document_extension.h"
void GLTFDocumentExtension::_bind_methods() {
+ // Import process.
+ GDVIRTUAL_BIND(_import_preflight, "state", "extensions");
GDVIRTUAL_BIND(_get_supported_extensions);
- GDVIRTUAL_BIND(_import_preflight, "state");
+ GDVIRTUAL_BIND(_parse_node_extensions, "state", "gltf_node", "extensions");
+ GDVIRTUAL_BIND(_generate_scene_node, "state", "gltf_node", "scene_parent");
GDVIRTUAL_BIND(_import_post_parse, "state");
GDVIRTUAL_BIND(_import_node, "state", "gltf_node", "json", "node");
GDVIRTUAL_BIND(_import_post, "state", "root");
- GDVIRTUAL_BIND(_export_preflight, "root");
+ // Export process.
+ GDVIRTUAL_BIND(_export_preflight, "state", "root");
+ GDVIRTUAL_BIND(_convert_scene_node, "state", "gltf_node", "scene_node");
GDVIRTUAL_BIND(_export_node, "state", "gltf_node", "json", "node");
GDVIRTUAL_BIND(_export_post, "state");
}
+// Import process.
+Error GLTFDocumentExtension::import_preflight(Ref<GLTFState> p_state, Vector<String> p_extensions) {
+ ERR_FAIL_NULL_V(p_state, ERR_INVALID_PARAMETER);
+ int err = OK;
+ GDVIRTUAL_CALL(_import_preflight, p_state, p_extensions, err);
+ return Error(err);
+}
+
Vector<String> GLTFDocumentExtension::get_supported_extensions() {
Vector<String> ret;
GDVIRTUAL_CALL(_get_supported_extensions, ret);
return ret;
}
-Error GLTFDocumentExtension::import_post(Ref<GLTFState> p_state, Node *p_root) {
- ERR_FAIL_NULL_V(p_root, ERR_INVALID_PARAMETER);
+Error GLTFDocumentExtension::parse_node_extensions(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Dictionary &p_extensions) {
ERR_FAIL_NULL_V(p_state, ERR_INVALID_PARAMETER);
+ ERR_FAIL_NULL_V(p_gltf_node, ERR_INVALID_PARAMETER);
int err = OK;
- if (GDVIRTUAL_CALL(_import_post, p_state, p_root, err)) {
- return Error(err);
- }
- return OK;
+ GDVIRTUAL_CALL(_parse_node_extensions, p_state, p_gltf_node, p_extensions, err);
+ return Error(err);
}
-Error GLTFDocumentExtension::import_preflight(Ref<GLTFState> p_state) {
+Node3D *GLTFDocumentExtension::generate_scene_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Node *p_scene_parent) {
+ ERR_FAIL_NULL_V(p_state, nullptr);
+ ERR_FAIL_NULL_V(p_gltf_node, nullptr);
+ ERR_FAIL_NULL_V(p_scene_parent, nullptr);
+ Node3D *ret_node = nullptr;
+ GDVIRTUAL_CALL(_generate_scene_node, p_state, p_gltf_node, p_scene_parent, ret_node);
+ return ret_node;
+}
+
+Error GLTFDocumentExtension::import_post_parse(Ref<GLTFState> p_state) {
ERR_FAIL_NULL_V(p_state, ERR_INVALID_PARAMETER);
int err = OK;
- if (GDVIRTUAL_CALL(_import_preflight, p_state, err)) {
- return Error(err);
- }
- return OK;
+ GDVIRTUAL_CALL(_import_post_parse, p_state, err);
+ return Error(err);
}
-Error GLTFDocumentExtension::import_post_parse(Ref<GLTFState> p_state) {
+Error GLTFDocumentExtension::import_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Dictionary &r_dict, Node *p_node) {
ERR_FAIL_NULL_V(p_state, ERR_INVALID_PARAMETER);
+ ERR_FAIL_NULL_V(p_gltf_node, ERR_INVALID_PARAMETER);
+ ERR_FAIL_NULL_V(p_node, ERR_INVALID_PARAMETER);
int err = OK;
- if (GDVIRTUAL_CALL(_import_post_parse, p_state, err)) {
- return Error(err);
- }
- return OK;
+ GDVIRTUAL_CALL(_import_node, p_state, p_gltf_node, r_dict, p_node, err);
+ return Error(err);
}
-Error GLTFDocumentExtension::export_post(Ref<GLTFState> p_state) {
+Error GLTFDocumentExtension::import_post(Ref<GLTFState> p_state, Node *p_root) {
+ ERR_FAIL_NULL_V(p_root, ERR_INVALID_PARAMETER);
ERR_FAIL_NULL_V(p_state, ERR_INVALID_PARAMETER);
int err = OK;
- if (GDVIRTUAL_CALL(_export_post, p_state, err)) {
- return Error(err);
- }
- return OK;
+ GDVIRTUAL_CALL(_import_post, p_state, p_root, err);
+ return Error(err);
}
-Error GLTFDocumentExtension::export_preflight(Node *p_root) {
+
+// Export process.
+Error GLTFDocumentExtension::export_preflight(Ref<GLTFState> p_state, Node *p_root) {
ERR_FAIL_NULL_V(p_root, ERR_INVALID_PARAMETER);
int err = OK;
- if (GDVIRTUAL_CALL(_export_preflight, p_root, err)) {
- return Error(err);
- }
- return OK;
+ GDVIRTUAL_CALL(_export_preflight, p_state, p_root, err);
+ return Error(err);
}
-Error GLTFDocumentExtension::import_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Dictionary &r_dict, Node *p_node) {
+void GLTFDocumentExtension::convert_scene_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Node *p_scene_node) {
+ ERR_FAIL_NULL(p_state);
+ ERR_FAIL_NULL(p_gltf_node);
+ ERR_FAIL_NULL(p_scene_node);
+ GDVIRTUAL_CALL(_convert_scene_node, p_state, p_gltf_node, p_scene_node);
+}
+
+Error GLTFDocumentExtension::export_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Dictionary &r_dict, Node *p_node) {
ERR_FAIL_NULL_V(p_state, ERR_INVALID_PARAMETER);
ERR_FAIL_NULL_V(p_gltf_node, ERR_INVALID_PARAMETER);
ERR_FAIL_NULL_V(p_node, ERR_INVALID_PARAMETER);
int err = OK;
- if (GDVIRTUAL_CALL(_import_node, p_state, p_gltf_node, r_dict, p_node, err)) {
- return Error(err);
- }
- return OK;
+ GDVIRTUAL_CALL(_export_node, p_state, p_gltf_node, r_dict, p_node, err);
+ return Error(err);
}
-Error GLTFDocumentExtension::export_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Dictionary &r_dict, Node *p_node) {
+Error GLTFDocumentExtension::export_post(Ref<GLTFState> p_state) {
ERR_FAIL_NULL_V(p_state, ERR_INVALID_PARAMETER);
- ERR_FAIL_NULL_V(p_gltf_node, ERR_INVALID_PARAMETER);
- ERR_FAIL_NULL_V(p_node, ERR_INVALID_PARAMETER);
int err = OK;
- if (GDVIRTUAL_CALL(_export_node, p_state, p_gltf_node, r_dict, p_node, err)) {
- return Error(err);
- }
- return OK;
+ GDVIRTUAL_CALL(_export_post, p_state, err);
+ return Error(err);
}
diff --git a/modules/gltf/gltf_document_extension.h b/modules/gltf/extensions/gltf_document_extension.h
index d4bb3993dc..97f5045a1c 100644
--- a/modules/gltf/gltf_document_extension.h
+++ b/modules/gltf/extensions/gltf_document_extension.h
@@ -1,38 +1,37 @@
-/*************************************************************************/
-/* gltf_document_extension.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* gltf_document_extension.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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_EXTENSION_H
#define GLTF_DOCUMENT_EXTENSION_H
-#include "gltf_state.h"
-#include "structures/gltf_node.h"
+#include "../gltf_state.h"
class GLTFDocumentExtension : public Resource {
GDCLASS(GLTFDocumentExtension, Resource);
@@ -41,20 +40,31 @@ protected:
static void _bind_methods();
public:
+ // Import process.
+ virtual Error import_preflight(Ref<GLTFState> p_state, Vector<String> p_extensions);
virtual Vector<String> get_supported_extensions();
- virtual Error import_preflight(Ref<GLTFState> p_state);
+ virtual Error parse_node_extensions(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Dictionary &p_extensions);
+ virtual Node3D *generate_scene_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Node *p_scene_parent);
virtual Error import_post_parse(Ref<GLTFState> p_state);
- virtual Error export_post(Ref<GLTFState> p_state);
- virtual Error import_post(Ref<GLTFState> p_state, Node *p_node);
- virtual Error export_preflight(Node *p_state);
virtual Error import_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Dictionary &r_json, Node *p_node);
+ virtual Error import_post(Ref<GLTFState> p_state, Node *p_node);
+ // Export process.
+ virtual Error export_preflight(Ref<GLTFState> p_state, Node *p_root);
+ virtual void convert_scene_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Node *p_scene_node);
virtual Error export_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Dictionary &r_json, Node *p_node);
+ virtual Error export_post(Ref<GLTFState> p_state);
+
+ // Import process.
+ GDVIRTUAL2R(int, _import_preflight, Ref<GLTFState>, Vector<String>);
GDVIRTUAL0R(Vector<String>, _get_supported_extensions);
- GDVIRTUAL1R(int, _import_preflight, Ref<GLTFState>);
+ GDVIRTUAL3R(int, _parse_node_extensions, Ref<GLTFState>, Ref<GLTFNode>, Dictionary);
+ GDVIRTUAL3R(Node3D *, _generate_scene_node, Ref<GLTFState>, Ref<GLTFNode>, Node *);
GDVIRTUAL1R(int, _import_post_parse, Ref<GLTFState>);
GDVIRTUAL4R(int, _import_node, Ref<GLTFState>, Ref<GLTFNode>, Dictionary, Node *);
GDVIRTUAL2R(int, _import_post, Ref<GLTFState>, Node *);
- GDVIRTUAL1R(int, _export_preflight, Node *);
+ // Export process.
+ GDVIRTUAL2R(int, _export_preflight, Ref<GLTFState>, Node *);
+ GDVIRTUAL3(_convert_scene_node, Ref<GLTFState>, Ref<GLTFNode>, Node *);
GDVIRTUAL4R(int, _export_node, Ref<GLTFState>, Ref<GLTFNode>, Dictionary, Node *);
GDVIRTUAL1R(int, _export_post, Ref<GLTFState>);
};
diff --git a/modules/gltf/gltf_document_extension_convert_importer_mesh.cpp b/modules/gltf/extensions/gltf_document_extension_convert_importer_mesh.cpp
index 1620900a04..388c3ec740 100644
--- a/modules/gltf/gltf_document_extension_convert_importer_mesh.cpp
+++ b/modules/gltf/extensions/gltf_document_extension_convert_importer_mesh.cpp
@@ -1,38 +1,36 @@
-/*************************************************************************/
-/* gltf_document_extension_convert_importer_mesh.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* gltf_document_extension_convert_importer_mesh.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "gltf_document_extension_convert_importer_mesh.h"
-#include "gltf_state.h"
-
-#include "core/error/error_macros.h"
+#include "scene/3d/importer_mesh_instance_3d.h"
#include "scene/3d/mesh_instance_3d.h"
#include "scene/resources/importer_mesh.h"
@@ -61,6 +59,7 @@ Error GLTFDocumentExtensionConvertImporterMesh::import_post(Ref<GLTFState> p_sta
mesh_instance_node_3d->set_skeleton_path(mesh_3d->get_skeleton_path());
node->replace_by(mesh_instance_node_3d);
delete_queue.push_back(node);
+ node = mesh_instance_node_3d;
} else {
memdelete(mesh_instance_node_3d);
}
diff --git a/modules/gltf/gltf_document_extension_convert_importer_mesh.h b/modules/gltf/extensions/gltf_document_extension_convert_importer_mesh.h
index 00e664e73f..1147c2af38 100644
--- a/modules/gltf/gltf_document_extension_convert_importer_mesh.h
+++ b/modules/gltf/extensions/gltf_document_extension_convert_importer_mesh.h
@@ -1,42 +1,38 @@
-/*************************************************************************/
-/* gltf_document_extension_convert_importer_mesh.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* gltf_document_extension_convert_importer_mesh.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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_EXTENSION_CONVERT_IMPORTER_MESH_H
#define GLTF_DOCUMENT_EXTENSION_CONVERT_IMPORTER_MESH_H
#include "gltf_document_extension.h"
-#include "scene/3d/importer_mesh_instance_3d.h"
-#include "scene/3d/mesh_instance_3d.h"
-#include "scene/resources/importer_mesh.h"
-
class GLTFDocumentExtensionConvertImporterMesh : public GLTFDocumentExtension {
GDCLASS(GLTFDocumentExtensionConvertImporterMesh, GLTFDocumentExtension);
diff --git a/modules/gltf/extensions/gltf_light.cpp b/modules/gltf/extensions/gltf_light.cpp
index d00bead61c..c60b522168 100644
--- a/modules/gltf/extensions/gltf_light.cpp
+++ b/modules/gltf/extensions/gltf_light.cpp
@@ -1,35 +1,37 @@
-/*************************************************************************/
-/* gltf_light.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* gltf_light.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "gltf_light.h"
+#include "scene/3d/light_3d.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);
diff --git a/modules/gltf/extensions/gltf_light.h b/modules/gltf/extensions/gltf_light.h
index 04980e144c..2ace08202f 100644
--- a/modules/gltf/extensions/gltf_light.h
+++ b/modules/gltf/extensions/gltf_light.h
@@ -1,39 +1,39 @@
-/*************************************************************************/
-/* gltf_light.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* gltf_light.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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_LIGHT_H
#define GLTF_LIGHT_H
-#include "core/config/engine.h"
#include "core/io/resource.h"
-#include "scene/3d/light_3d.h"
+
+class Light3D;
// https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_lights_punctual
diff --git a/modules/gltf/extensions/gltf_spec_gloss.cpp b/modules/gltf/extensions/gltf_spec_gloss.cpp
index 83af91bfcc..52a5f353fd 100644
--- a/modules/gltf/extensions/gltf_spec_gloss.cpp
+++ b/modules/gltf/extensions/gltf_spec_gloss.cpp
@@ -1,35 +1,37 @@
-/*************************************************************************/
-/* gltf_spec_gloss.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* gltf_spec_gloss.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "gltf_spec_gloss.h"
+#include "core/io/image.h"
+
void GLTFSpecGloss::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_diffuse_img"), &GLTFSpecGloss::get_diffuse_img);
ClassDB::bind_method(D_METHOD("set_diffuse_img", "diffuse_img"), &GLTFSpecGloss::set_diffuse_img);
diff --git a/modules/gltf/extensions/gltf_spec_gloss.h b/modules/gltf/extensions/gltf_spec_gloss.h
index 2b4d3ee609..46acd67979 100644
--- a/modules/gltf/extensions/gltf_spec_gloss.h
+++ b/modules/gltf/extensions/gltf_spec_gloss.h
@@ -1,39 +1,40 @@
-/*************************************************************************/
-/* gltf_spec_gloss.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* gltf_spec_gloss.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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_SPEC_GLOSS_H
#define GLTF_SPEC_GLOSS_H
-#include "core/io/image.h"
#include "core/io/resource.h"
+class Image;
+
// KHR_materials_pbrSpecularGlossiness is an archived GLTF extension.
// This means that it is deprecated and not recommended for new files.
// However, it is still supported for loading old files.
diff --git a/modules/gltf/gltf_defines.h b/modules/gltf/gltf_defines.h
index 23bf33869e..ca9a4d04e4 100644
--- a/modules/gltf/gltf_defines.h
+++ b/modules/gltf/gltf_defines.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* gltf_defines.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* gltf_defines.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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_DEFINES_H
#define GLTF_DEFINES_H
@@ -36,9 +36,10 @@
// Godot classes used by GLTF headers.
class BoneAttachment3D;
class CSGShape3D;
-class DirectionalLight3D;
class GridMap;
+class ImporterMeshInstance3D;
class Light3D;
+class MeshInstance3D;
class MultiMeshInstance3D;
class Skeleton3D;
class Skin;
diff --git a/modules/gltf/gltf_document.cpp b/modules/gltf/gltf_document.cpp
index cb148463a7..5634c51c61 100644
--- a/modules/gltf/gltf_document.cpp
+++ b/modules/gltf/gltf_document.cpp
@@ -1,63 +1,53 @@
-/*************************************************************************/
-/* gltf_document.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* gltf_document.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "gltf_document.h"
#include "extensions/gltf_spec_gloss.h"
-#include "gltf_document_extension.h"
-#include "gltf_document_extension_convert_importer_mesh.h"
-#include "gltf_state.h"
#include "core/crypto/crypto_core.h"
-#include "core/error/error_macros.h"
#include "core/io/dir_access.h"
#include "core/io/file_access.h"
#include "core/io/file_access_memory.h"
#include "core/io/json.h"
#include "core/io/stream_peer.h"
#include "core/math/disjoint_set.h"
-#include "core/math/vector2.h"
-#include "core/variant/dictionary.h"
-#include "core/variant/typed_array.h"
-#include "core/variant/variant.h"
#include "core/version.h"
#include "drivers/png/png_driver_common.h"
-#include "scene/2d/node_2d.h"
+#include "scene/3d/bone_attachment_3d.h"
+#include "scene/3d/camera_3d.h"
+#include "scene/3d/importer_mesh_instance_3d.h"
+#include "scene/3d/light_3d.h"
#include "scene/3d/mesh_instance_3d.h"
#include "scene/3d/multimesh_instance_3d.h"
-#include "scene/3d/node_3d.h"
-#include "scene/animation/animation_player.h"
-#include "scene/resources/importer_mesh.h"
-#include "scene/resources/material.h"
-#include "scene/resources/mesh.h"
-#include "scene/resources/multimesh.h"
+#include "scene/resources/skin.h"
#include "scene/resources/surface_tool.h"
#include "modules/modules_enabled.gen.h" // For csg, gridmap.
@@ -113,148 +103,147 @@ static Ref<ImporterMesh> _mesh_to_importer_mesh(Ref<Mesh> p_mesh) {
return importer_mesh;
}
-Error GLTFDocument::_serialize(Ref<GLTFState> state, const String &p_path) {
- if (!state->buffers.size()) {
- state->buffers.push_back(Vector<uint8_t>());
+Error GLTFDocument::_serialize(Ref<GLTFState> p_state, const String &p_path) {
+ if (!p_state->buffers.size()) {
+ p_state->buffers.push_back(Vector<uint8_t>());
}
/* STEP CONVERT MESH INSTANCES */
- _convert_mesh_instances(state);
+ _convert_mesh_instances(p_state);
/* STEP SERIALIZE CAMERAS */
- Error err = _serialize_cameras(state);
+ Error err = _serialize_cameras(p_state);
if (err != OK) {
return Error::FAILED;
}
/* STEP 3 CREATE SKINS */
- err = _serialize_skins(state);
+ err = _serialize_skins(p_state);
if (err != OK) {
return Error::FAILED;
}
/* STEP SERIALIZE MESHES (we have enough info now) */
- err = _serialize_meshes(state);
+ err = _serialize_meshes(p_state);
if (err != OK) {
return Error::FAILED;
}
/* STEP SERIALIZE TEXTURES */
- err = _serialize_materials(state);
+ err = _serialize_materials(p_state);
if (err != OK) {
return Error::FAILED;
}
/* STEP SERIALIZE TEXTURE SAMPLERS */
- err = _serialize_texture_samplers(state);
+ err = _serialize_texture_samplers(p_state);
if (err != OK) {
return Error::FAILED;
}
/* STEP SERIALIZE ANIMATIONS */
- err = _serialize_animations(state);
+ err = _serialize_animations(p_state);
if (err != OK) {
return Error::FAILED;
}
/* STEP SERIALIZE ACCESSORS */
- err = _encode_accessors(state);
+ err = _encode_accessors(p_state);
if (err != OK) {
return Error::FAILED;
}
/* STEP SERIALIZE IMAGES */
- err = _serialize_images(state, p_path);
+ err = _serialize_images(p_state, p_path);
if (err != OK) {
return Error::FAILED;
}
/* STEP SERIALIZE TEXTURES */
- err = _serialize_textures(state);
+ err = _serialize_textures(p_state);
if (err != OK) {
return Error::FAILED;
}
- for (GLTFBufferViewIndex i = 0; i < state->buffer_views.size(); i++) {
- state->buffer_views.write[i]->buffer = 0;
+ for (GLTFBufferViewIndex i = 0; i < p_state->buffer_views.size(); i++) {
+ p_state->buffer_views.write[i]->buffer = 0;
}
/* STEP SERIALIZE BUFFER VIEWS */
- err = _encode_buffer_views(state);
+ err = _encode_buffer_views(p_state);
if (err != OK) {
return Error::FAILED;
}
/* STEP SERIALIZE NODES */
- err = _serialize_nodes(state);
+ err = _serialize_nodes(p_state);
if (err != OK) {
return Error::FAILED;
}
/* STEP SERIALIZE SCENE */
- err = _serialize_scenes(state);
+ err = _serialize_scenes(p_state);
if (err != OK) {
return Error::FAILED;
}
/* STEP SERIALIZE LIGHTS */
- err = _serialize_lights(state);
+ err = _serialize_lights(p_state);
if (err != OK) {
return Error::FAILED;
}
/* STEP SERIALIZE EXTENSIONS */
- err = _serialize_gltf_extensions(state);
+ err = _serialize_gltf_extensions(p_state);
if (err != OK) {
return Error::FAILED;
}
/* STEP SERIALIZE VERSION */
- err = _serialize_version(state);
+ err = _serialize_version(p_state);
if (err != OK) {
return Error::FAILED;
}
- for (int32_t ext_i = 0; ext_i < document_extensions.size(); ext_i++) {
- Ref<GLTFDocumentExtension> ext = document_extensions[ext_i];
+ for (Ref<GLTFDocumentExtension> ext : document_extensions) {
ERR_CONTINUE(ext.is_null());
- err = ext->export_post(state);
+ err = ext->export_post(p_state);
ERR_FAIL_COND_V(err != OK, err);
}
return OK;
}
-Error GLTFDocument::_serialize_gltf_extensions(Ref<GLTFState> state) const {
- Vector<String> extensions_used = state->extensions_used;
- Vector<String> extensions_required = state->extensions_required;
- if (!state->lights.is_empty()) {
+Error GLTFDocument::_serialize_gltf_extensions(Ref<GLTFState> p_state) const {
+ Vector<String> extensions_used = p_state->extensions_used;
+ Vector<String> extensions_required = p_state->extensions_required;
+ if (!p_state->lights.is_empty()) {
extensions_used.push_back("KHR_lights_punctual");
}
- if (state->use_khr_texture_transform) {
+ if (p_state->use_khr_texture_transform) {
extensions_used.push_back("KHR_texture_transform");
extensions_required.push_back("KHR_texture_transform");
}
if (!extensions_used.is_empty()) {
extensions_used.sort();
- state->json["extensionsUsed"] = extensions_used;
+ p_state->json["extensionsUsed"] = extensions_used;
}
if (!extensions_required.is_empty()) {
extensions_required.sort();
- state->json["extensionsRequired"] = extensions_required;
+ p_state->json["extensionsRequired"] = extensions_required;
}
return OK;
}
-Error GLTFDocument::_serialize_scenes(Ref<GLTFState> state) {
+Error GLTFDocument::_serialize_scenes(Ref<GLTFState> p_state) {
Array scenes;
const int loaded_scene = 0;
- state->json["scene"] = loaded_scene;
+ p_state->json["scene"] = loaded_scene;
- if (state->nodes.size()) {
+ if (p_state->nodes.size()) {
Dictionary s;
- if (!state->scene_name.is_empty()) {
- s["name"] = state->scene_name;
+ if (!p_state->scene_name.is_empty()) {
+ s["name"] = p_state->scene_name;
}
Array nodes;
@@ -262,21 +251,21 @@ Error GLTFDocument::_serialize_scenes(Ref<GLTFState> state) {
s["nodes"] = nodes;
scenes.push_back(s);
}
- state->json["scenes"] = scenes;
+ p_state->json["scenes"] = scenes;
return OK;
}
-Error GLTFDocument::_parse_json(const String &p_path, Ref<GLTFState> state) {
+Error GLTFDocument::_parse_json(const String &p_path, Ref<GLTFState> p_state) {
Error err;
- Ref<FileAccess> f = FileAccess::open(p_path, FileAccess::READ, &err);
- if (f.is_null()) {
+ Ref<FileAccess> file = FileAccess::open(p_path, FileAccess::READ, &err);
+ if (file.is_null()) {
return err;
}
Vector<uint8_t> array;
- array.resize(f->get_length());
- f->get_buffer(array.ptrw(), array.size());
+ array.resize(file->get_length());
+ file->get_buffer(array.ptrw(), array.size());
String text;
text.parse_utf8((const char *)array.ptr(), array.size());
@@ -286,26 +275,26 @@ Error GLTFDocument::_parse_json(const String &p_path, Ref<GLTFState> state) {
_err_print_error("", p_path.utf8().get_data(), json.get_error_line(), json.get_error_message().utf8().get_data(), false, ERR_HANDLER_SCRIPT);
return err;
}
- state->json = json.get_data();
+ p_state->json = json.get_data();
return OK;
}
-Error GLTFDocument::_parse_glb(Ref<FileAccess> f, Ref<GLTFState> state) {
- ERR_FAIL_NULL_V(f, ERR_INVALID_PARAMETER);
- ERR_FAIL_NULL_V(state, ERR_INVALID_PARAMETER);
- ERR_FAIL_COND_V(f->get_position() != 0, ERR_FILE_CANT_READ);
- uint32_t magic = f->get_32();
+Error GLTFDocument::_parse_glb(Ref<FileAccess> p_file, Ref<GLTFState> p_state) {
+ ERR_FAIL_NULL_V(p_file, ERR_INVALID_PARAMETER);
+ ERR_FAIL_NULL_V(p_state, ERR_INVALID_PARAMETER);
+ ERR_FAIL_COND_V(p_file->get_position() != 0, ERR_FILE_CANT_READ);
+ uint32_t magic = p_file->get_32();
ERR_FAIL_COND_V(magic != 0x46546C67, ERR_FILE_UNRECOGNIZED); //glTF
- f->get_32(); // version
- f->get_32(); // length
- uint32_t chunk_length = f->get_32();
- uint32_t chunk_type = f->get_32();
+ p_file->get_32(); // version
+ p_file->get_32(); // length
+ uint32_t chunk_length = p_file->get_32();
+ uint32_t chunk_type = p_file->get_32();
ERR_FAIL_COND_V(chunk_type != 0x4E4F534A, ERR_PARSE_ERROR); //JSON
Vector<uint8_t> json_data;
json_data.resize(chunk_length);
- uint32_t len = f->get_buffer(json_data.ptrw(), chunk_length);
+ uint32_t len = p_file->get_buffer(json_data.ptrw(), chunk_length);
ERR_FAIL_COND_V(len != chunk_length, ERR_FILE_CORRUPT);
String text;
@@ -318,21 +307,21 @@ Error GLTFDocument::_parse_glb(Ref<FileAccess> f, Ref<GLTFState> state) {
return err;
}
- state->json = json.get_data();
+ p_state->json = json.get_data();
//data?
- chunk_length = f->get_32();
- chunk_type = f->get_32();
+ chunk_length = p_file->get_32();
+ chunk_type = p_file->get_32();
- if (f->eof_reached()) {
+ if (p_file->eof_reached()) {
return OK; //all good
}
ERR_FAIL_COND_V(chunk_type != 0x004E4942, ERR_PARSE_ERROR); //BIN
- state->glb_data.resize(chunk_length);
- len = f->get_buffer(state->glb_data.ptrw(), chunk_length);
+ p_state->glb_data.resize(chunk_length);
+ len = p_file->get_buffer(p_state->glb_data.ptrw(), chunk_length);
ERR_FAIL_COND_V(len != chunk_length, ERR_FILE_CORRUPT);
return OK;
@@ -405,11 +394,11 @@ static Vector<real_t> _xform_to_array(const Transform3D p_transform) {
return array;
}
-Error GLTFDocument::_serialize_nodes(Ref<GLTFState> state) {
+Error GLTFDocument::_serialize_nodes(Ref<GLTFState> p_state) {
Array nodes;
- for (int i = 0; i < state->nodes.size(); i++) {
+ for (int i = 0; i < p_state->nodes.size(); i++) {
Dictionary node;
- Ref<GLTFNode> gltf_node = state->nodes[i];
+ Ref<GLTFNode> gltf_node = p_state->nodes[i];
Dictionary extensions;
node["extensions"] = extensions;
if (!gltf_node->get_name().is_empty()) {
@@ -454,21 +443,20 @@ Error GLTFDocument::_serialize_nodes(Ref<GLTFState> state) {
node["children"] = children;
}
- for (int32_t ext_i = 0; ext_i < document_extensions.size(); ext_i++) {
- Ref<GLTFDocumentExtension> ext = document_extensions[ext_i];
+ for (Ref<GLTFDocumentExtension> ext : document_extensions) {
ERR_CONTINUE(ext.is_null());
- ERR_CONTINUE(!state->scene_nodes.find(i));
- Error err = ext->export_node(state, gltf_node, node, state->scene_nodes[i]);
+ ERR_CONTINUE(!p_state->scene_nodes.find(i));
+ Error err = ext->export_node(p_state, gltf_node, node, p_state->scene_nodes[i]);
ERR_CONTINUE(err != OK);
}
nodes.push_back(node);
}
- state->json["nodes"] = nodes;
+ p_state->json["nodes"] = nodes;
return OK;
}
-String GLTFDocument::_gen_unique_name(Ref<GLTFState> state, const String &p_name) {
+String GLTFDocument::_gen_unique_name(Ref<GLTFState> p_state, const String &p_name) {
const String s_name = p_name.validate_node_name();
String u_name;
@@ -479,13 +467,13 @@ String GLTFDocument::_gen_unique_name(Ref<GLTFState> state, const String &p_name
if (index > 1) {
u_name += itos(index);
}
- if (!state->unique_names.has(u_name)) {
+ if (!p_state->unique_names.has(u_name)) {
break;
}
index++;
}
- state->unique_names.insert(u_name);
+ p_state->unique_names.insert(u_name);
return u_name;
}
@@ -501,7 +489,7 @@ String GLTFDocument::_sanitize_animation_name(const String &p_name) {
return anim_name;
}
-String GLTFDocument::_gen_unique_animation_name(Ref<GLTFState> state, const String &p_name) {
+String GLTFDocument::_gen_unique_animation_name(Ref<GLTFState> p_state, const String &p_name) {
const String s_name = _sanitize_animation_name(p_name);
String u_name;
@@ -512,13 +500,13 @@ String GLTFDocument::_gen_unique_animation_name(Ref<GLTFState> state, const Stri
if (index > 1) {
u_name += itos(index);
}
- if (!state->unique_animation_names.has(u_name)) {
+ if (!p_state->unique_animation_names.has(u_name)) {
break;
}
index++;
}
- state->unique_animation_names.insert(u_name);
+ p_state->unique_animation_names.insert(u_name);
return u_name;
}
@@ -530,7 +518,7 @@ String GLTFDocument::_sanitize_bone_name(const String &p_name) {
return bone_name;
}
-String GLTFDocument::_gen_unique_bone_name(Ref<GLTFState> state, const GLTFSkeletonIndex skel_i, const String &p_name) {
+String GLTFDocument::_gen_unique_bone_name(Ref<GLTFState> p_state, const GLTFSkeletonIndex p_skel_i, const String &p_name) {
String s_name = _sanitize_bone_name(p_name);
if (s_name.is_empty()) {
s_name = "bone";
@@ -543,23 +531,23 @@ String GLTFDocument::_gen_unique_bone_name(Ref<GLTFState> state, const GLTFSkele
if (index > 1) {
u_name += "_" + itos(index);
}
- if (!state->skeletons[skel_i]->unique_names.has(u_name)) {
+ if (!p_state->skeletons[p_skel_i]->unique_names.has(u_name)) {
break;
}
index++;
}
- state->skeletons.write[skel_i]->unique_names.insert(u_name);
+ p_state->skeletons.write[p_skel_i]->unique_names.insert(u_name);
return u_name;
}
-Error GLTFDocument::_parse_scenes(Ref<GLTFState> state) {
- ERR_FAIL_COND_V(!state->json.has("scenes"), ERR_FILE_CORRUPT);
- const Array &scenes = state->json["scenes"];
+Error GLTFDocument::_parse_scenes(Ref<GLTFState> p_state) {
+ ERR_FAIL_COND_V(!p_state->json.has("scenes"), ERR_FILE_CORRUPT);
+ const Array &scenes = p_state->json["scenes"];
int loaded_scene = 0;
- if (state->json.has("scene")) {
- loaded_scene = state->json["scene"];
+ if (p_state->json.has("scene")) {
+ loaded_scene = p_state->json["scene"];
} else {
WARN_PRINT("The load-time scene is not defined in the glTF2 file. Picking the first scene.");
}
@@ -570,22 +558,22 @@ Error GLTFDocument::_parse_scenes(Ref<GLTFState> state) {
ERR_FAIL_COND_V(!s.has("nodes"), ERR_UNAVAILABLE);
const Array &nodes = s["nodes"];
for (int j = 0; j < nodes.size(); j++) {
- state->root_nodes.push_back(nodes[j]);
+ p_state->root_nodes.push_back(nodes[j]);
}
if (s.has("name") && !String(s["name"]).is_empty() && !((String)s["name"]).begins_with("Scene")) {
- state->scene_name = _gen_unique_name(state, s["name"]);
+ p_state->scene_name = _gen_unique_name(p_state, s["name"]);
} else {
- state->scene_name = _gen_unique_name(state, state->filename);
+ p_state->scene_name = _gen_unique_name(p_state, p_state->filename);
}
}
return OK;
}
-Error GLTFDocument::_parse_nodes(Ref<GLTFState> state) {
- ERR_FAIL_COND_V(!state->json.has("nodes"), ERR_FILE_CORRUPT);
- const Array &nodes = state->json["nodes"];
+Error GLTFDocument::_parse_nodes(Ref<GLTFState> p_state) {
+ ERR_FAIL_COND_V(!p_state->json.has("nodes"), ERR_FILE_CORRUPT);
+ const Array &nodes = p_state->json["nodes"];
for (int i = 0; i < nodes.size(); i++) {
Ref<GLTFNode> node;
node.instantiate();
@@ -629,6 +617,11 @@ Error GLTFDocument::_parse_nodes(Ref<GLTFState> state) {
node->light = light;
}
}
+ for (Ref<GLTFDocumentExtension> ext : document_extensions) {
+ ERR_CONTINUE(ext.is_null());
+ Error err = ext->parse_node_extensions(p_state, node, extensions);
+ ERR_CONTINUE_MSG(err != OK, "GLTF: Encountered error " + itos(err) + " when parsing node extensions for node " + node->get_name() + " in file " + p_state->filename + ". Continuing.");
+ }
}
if (n.has("children")) {
@@ -638,35 +631,35 @@ Error GLTFDocument::_parse_nodes(Ref<GLTFState> state) {
}
}
- state->nodes.push_back(node);
+ p_state->nodes.push_back(node);
}
// build the hierarchy
- for (GLTFNodeIndex node_i = 0; node_i < state->nodes.size(); node_i++) {
- for (int j = 0; j < state->nodes[node_i]->children.size(); j++) {
- GLTFNodeIndex child_i = state->nodes[node_i]->children[j];
+ for (GLTFNodeIndex node_i = 0; node_i < p_state->nodes.size(); node_i++) {
+ for (int j = 0; j < p_state->nodes[node_i]->children.size(); j++) {
+ GLTFNodeIndex child_i = p_state->nodes[node_i]->children[j];
- ERR_FAIL_INDEX_V(child_i, state->nodes.size(), ERR_FILE_CORRUPT);
- ERR_CONTINUE(state->nodes[child_i]->parent != -1); //node already has a parent, wtf.
+ ERR_FAIL_INDEX_V(child_i, p_state->nodes.size(), ERR_FILE_CORRUPT);
+ ERR_CONTINUE(p_state->nodes[child_i]->parent != -1); //node already has a parent, wtf.
- state->nodes.write[child_i]->parent = node_i;
+ p_state->nodes.write[child_i]->parent = node_i;
}
}
- _compute_node_heights(state);
+ _compute_node_heights(p_state);
return OK;
}
-void GLTFDocument::_compute_node_heights(Ref<GLTFState> state) {
- state->root_nodes.clear();
- for (GLTFNodeIndex node_i = 0; node_i < state->nodes.size(); ++node_i) {
- Ref<GLTFNode> node = state->nodes[node_i];
+void GLTFDocument::_compute_node_heights(Ref<GLTFState> p_state) {
+ p_state->root_nodes.clear();
+ for (GLTFNodeIndex node_i = 0; node_i < p_state->nodes.size(); ++node_i) {
+ Ref<GLTFNode> node = p_state->nodes[node_i];
node->height = 0;
GLTFNodeIndex current_i = node_i;
while (current_i >= 0) {
- const GLTFNodeIndex parent_i = state->nodes[current_i]->parent;
+ const GLTFNodeIndex parent_i = p_state->nodes[current_i]->parent;
if (parent_i >= 0) {
++node->height;
}
@@ -674,7 +667,7 @@ void GLTFDocument::_compute_node_heights(Ref<GLTFState> state) {
}
if (node->height == 0) {
- state->root_nodes.push_back(node_i);
+ p_state->root_nodes.push_back(node_i);
}
}
}
@@ -697,86 +690,86 @@ static Vector<uint8_t> _parse_base64_uri(const String &uri) {
return buf;
}
-Error GLTFDocument::_encode_buffer_glb(Ref<GLTFState> state, const String &p_path) {
- print_verbose("glTF: Total buffers: " + itos(state->buffers.size()));
+Error GLTFDocument::_encode_buffer_glb(Ref<GLTFState> p_state, const String &p_path) {
+ print_verbose("glTF: Total buffers: " + itos(p_state->buffers.size()));
- if (!state->buffers.size()) {
+ if (!p_state->buffers.size()) {
return OK;
}
Array buffers;
- if (state->buffers.size()) {
- Vector<uint8_t> buffer_data = state->buffers[0];
+ if (p_state->buffers.size()) {
+ Vector<uint8_t> buffer_data = p_state->buffers[0];
Dictionary gltf_buffer;
gltf_buffer["byteLength"] = buffer_data.size();
buffers.push_back(gltf_buffer);
}
- for (GLTFBufferIndex i = 1; i < state->buffers.size() - 1; i++) {
- Vector<uint8_t> buffer_data = state->buffers[i];
+ for (GLTFBufferIndex i = 1; i < p_state->buffers.size() - 1; i++) {
+ Vector<uint8_t> buffer_data = p_state->buffers[i];
Dictionary gltf_buffer;
String filename = p_path.get_basename().get_file() + itos(i) + ".bin";
String path = p_path.get_base_dir() + "/" + filename;
Error err;
- Ref<FileAccess> f = FileAccess::open(path, FileAccess::WRITE, &err);
- if (f.is_null()) {
+ Ref<FileAccess> file = FileAccess::open(path, FileAccess::WRITE, &err);
+ if (file.is_null()) {
return err;
}
if (buffer_data.size() == 0) {
return OK;
}
- f->create(FileAccess::ACCESS_RESOURCES);
- f->store_buffer(buffer_data.ptr(), buffer_data.size());
+ file->create(FileAccess::ACCESS_RESOURCES);
+ file->store_buffer(buffer_data.ptr(), buffer_data.size());
gltf_buffer["uri"] = filename;
gltf_buffer["byteLength"] = buffer_data.size();
buffers.push_back(gltf_buffer);
}
- state->json["buffers"] = buffers;
+ p_state->json["buffers"] = buffers;
return OK;
}
-Error GLTFDocument::_encode_buffer_bins(Ref<GLTFState> state, const String &p_path) {
- print_verbose("glTF: Total buffers: " + itos(state->buffers.size()));
+Error GLTFDocument::_encode_buffer_bins(Ref<GLTFState> p_state, const String &p_path) {
+ print_verbose("glTF: Total buffers: " + itos(p_state->buffers.size()));
- if (!state->buffers.size()) {
+ if (!p_state->buffers.size()) {
return OK;
}
Array buffers;
- for (GLTFBufferIndex i = 0; i < state->buffers.size(); i++) {
- Vector<uint8_t> buffer_data = state->buffers[i];
+ for (GLTFBufferIndex i = 0; i < p_state->buffers.size(); i++) {
+ Vector<uint8_t> buffer_data = p_state->buffers[i];
Dictionary gltf_buffer;
String filename = p_path.get_basename().get_file() + itos(i) + ".bin";
String path = p_path.get_base_dir() + "/" + filename;
Error err;
- Ref<FileAccess> f = FileAccess::open(path, FileAccess::WRITE, &err);
- if (f.is_null()) {
+ Ref<FileAccess> file = FileAccess::open(path, FileAccess::WRITE, &err);
+ if (file.is_null()) {
return err;
}
if (buffer_data.size() == 0) {
return OK;
}
- f->create(FileAccess::ACCESS_RESOURCES);
- f->store_buffer(buffer_data.ptr(), buffer_data.size());
+ file->create(FileAccess::ACCESS_RESOURCES);
+ file->store_buffer(buffer_data.ptr(), buffer_data.size());
gltf_buffer["uri"] = filename;
gltf_buffer["byteLength"] = buffer_data.size();
buffers.push_back(gltf_buffer);
}
- state->json["buffers"] = buffers;
+ p_state->json["buffers"] = buffers;
return OK;
}
-Error GLTFDocument::_parse_buffers(Ref<GLTFState> state, const String &p_base_path) {
- if (!state->json.has("buffers")) {
+Error GLTFDocument::_parse_buffers(Ref<GLTFState> p_state, const String &p_base_path) {
+ if (!p_state->json.has("buffers")) {
return OK;
}
- const Array &buffers = state->json["buffers"];
+ const Array &buffers = p_state->json["buffers"];
for (GLTFBufferIndex i = 0; i < buffers.size(); i++) {
- if (i == 0 && state->glb_data.size()) {
- state->buffers.push_back(state->glb_data);
+ if (i == 0 && p_state->glb_data.size()) {
+ p_state->buffers.push_back(p_state->glb_data);
} else {
const Dictionary &buffer = buffers[i];
@@ -795,29 +788,29 @@ Error GLTFDocument::_parse_buffers(Ref<GLTFState> state, const String &p_base_pa
ERR_FAIL_COND_V(p_base_path.is_empty(), ERR_INVALID_PARAMETER);
uri = uri.uri_decode();
uri = p_base_path.path_join(uri).replace("\\", "/"); // Fix for Windows.
- buffer_data = FileAccess::get_file_as_array(uri);
+ buffer_data = FileAccess::get_file_as_bytes(uri);
ERR_FAIL_COND_V_MSG(buffer.size() == 0, ERR_PARSE_ERROR, "glTF: Couldn't load binary file as an array: " + uri);
}
ERR_FAIL_COND_V(!buffer.has("byteLength"), ERR_PARSE_ERROR);
int byteLength = buffer["byteLength"];
ERR_FAIL_COND_V(byteLength < buffer_data.size(), ERR_PARSE_ERROR);
- state->buffers.push_back(buffer_data);
+ p_state->buffers.push_back(buffer_data);
}
}
}
- print_verbose("glTF: Total buffers: " + itos(state->buffers.size()));
+ print_verbose("glTF: Total buffers: " + itos(p_state->buffers.size()));
return OK;
}
-Error GLTFDocument::_encode_buffer_views(Ref<GLTFState> state) {
+Error GLTFDocument::_encode_buffer_views(Ref<GLTFState> p_state) {
Array buffers;
- for (GLTFBufferViewIndex i = 0; i < state->buffer_views.size(); i++) {
+ for (GLTFBufferViewIndex i = 0; i < p_state->buffer_views.size(); i++) {
Dictionary d;
- Ref<GLTFBufferView> buffer_view = state->buffer_views[i];
+ Ref<GLTFBufferView> buffer_view = p_state->buffer_views[i];
d["buffer"] = buffer_view->buffer;
d["byteLength"] = buffer_view->byte_length;
@@ -835,19 +828,19 @@ Error GLTFDocument::_encode_buffer_views(Ref<GLTFState> state) {
ERR_FAIL_COND_V(!d.has("byteLength"), ERR_INVALID_DATA);
buffers.push_back(d);
}
- print_verbose("glTF: Total buffer views: " + itos(state->buffer_views.size()));
+ print_verbose("glTF: Total buffer views: " + itos(p_state->buffer_views.size()));
if (!buffers.size()) {
return OK;
}
- state->json["bufferViews"] = buffers;
+ p_state->json["bufferViews"] = buffers;
return OK;
}
-Error GLTFDocument::_parse_buffer_views(Ref<GLTFState> state) {
- if (!state->json.has("bufferViews")) {
+Error GLTFDocument::_parse_buffer_views(Ref<GLTFState> p_state) {
+ if (!p_state->json.has("bufferViews")) {
return OK;
}
- const Array &buffers = state->json["bufferViews"];
+ const Array &buffers = p_state->json["bufferViews"];
for (GLTFBufferViewIndex i = 0; i < buffers.size(); i++) {
const Dictionary &d = buffers[i];
@@ -872,20 +865,20 @@ Error GLTFDocument::_parse_buffer_views(Ref<GLTFState> state) {
buffer_view->indices = target == GLTFDocument::ELEMENT_ARRAY_BUFFER;
}
- state->buffer_views.push_back(buffer_view);
+ p_state->buffer_views.push_back(buffer_view);
}
- print_verbose("glTF: Total buffer views: " + itos(state->buffer_views.size()));
+ print_verbose("glTF: Total buffer views: " + itos(p_state->buffer_views.size()));
return OK;
}
-Error GLTFDocument::_encode_accessors(Ref<GLTFState> state) {
+Error GLTFDocument::_encode_accessors(Ref<GLTFState> p_state) {
Array accessors;
- for (GLTFAccessorIndex i = 0; i < state->accessors.size(); i++) {
+ for (GLTFAccessorIndex i = 0; i < p_state->accessors.size(); i++) {
Dictionary d;
- Ref<GLTFAccessor> accessor = state->accessors[i];
+ Ref<GLTFAccessor> accessor = p_state->accessors[i];
d["componentType"] = accessor->component_type;
d["count"] = accessor->count;
d["type"] = _get_accessor_type_name(accessor->type);
@@ -931,9 +924,9 @@ Error GLTFDocument::_encode_accessors(Ref<GLTFState> state) {
if (!accessors.size()) {
return OK;
}
- state->json["accessors"] = accessors;
- ERR_FAIL_COND_V(!state->json.has("accessors"), ERR_FILE_CORRUPT);
- print_verbose("glTF: Total accessors: " + itos(state->accessors.size()));
+ p_state->json["accessors"] = accessors;
+ ERR_FAIL_COND_V(!p_state->json.has("accessors"), ERR_FILE_CORRUPT);
+ print_verbose("glTF: Total accessors: " + itos(p_state->accessors.size()));
return OK;
}
@@ -992,11 +985,11 @@ GLTFType GLTFDocument::_get_type_from_str(const String &p_string) {
ERR_FAIL_V(GLTFType::TYPE_SCALAR);
}
-Error GLTFDocument::_parse_accessors(Ref<GLTFState> state) {
- if (!state->json.has("accessors")) {
+Error GLTFDocument::_parse_accessors(Ref<GLTFState> p_state) {
+ if (!p_state->json.has("accessors")) {
return OK;
}
- const Array &accessors = state->json["accessors"];
+ const Array &accessors = p_state->json["accessors"];
for (GLTFAccessorIndex i = 0; i < accessors.size(); i++) {
const Dictionary &d = accessors[i];
@@ -1059,10 +1052,10 @@ Error GLTFDocument::_parse_accessors(Ref<GLTFState> state) {
}
}
- state->accessors.push_back(accessor);
+ p_state->accessors.push_back(accessor);
}
- print_verbose("glTF: Total accessors: " + itos(state->accessors.size()));
+ print_verbose("glTF: Total accessors: " + itos(p_state->accessors.size()));
return OK;
}
@@ -1107,33 +1100,33 @@ String GLTFDocument::_get_type_name(const GLTFType p_component) {
return names[p_component];
}
-Error GLTFDocument::_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 GLTFDocument::_encode_buffer_view(Ref<GLTFState> p_state, const double *p_src, const int p_count, const GLTFType p_type, const int p_component_type, const bool p_normalized, const int p_byte_offset, const bool p_for_vertex, GLTFBufferViewIndex &r_accessor) {
const int component_count_for_type[7] = {
1, 2, 3, 4, 4, 9, 16
};
- const int component_count = component_count_for_type[type];
- const int component_size = _get_component_type_size(component_type);
+ const int component_count = component_count_for_type[p_type];
+ const int component_size = _get_component_type_size(p_component_type);
ERR_FAIL_COND_V(component_size == 0, FAILED);
int skip_every = 0;
int skip_bytes = 0;
//special case of alignments, as described in spec
- switch (component_type) {
+ switch (p_component_type) {
case COMPONENT_TYPE_BYTE:
case COMPONENT_TYPE_UNSIGNED_BYTE: {
- if (type == TYPE_MAT2) {
+ if (p_type == TYPE_MAT2) {
skip_every = 2;
skip_bytes = 2;
}
- if (type == TYPE_MAT3) {
+ if (p_type == TYPE_MAT3) {
skip_every = 3;
skip_bytes = 1;
}
} break;
case COMPONENT_TYPE_SHORT:
case COMPONENT_TYPE_UNSIGNED_SHORT: {
- if (type == TYPE_MAT3) {
+ if (p_type == TYPE_MAT3) {
skip_every = 6;
skip_bytes = 4;
}
@@ -1144,39 +1137,39 @@ Error GLTFDocument::_encode_buffer_view(Ref<GLTFState> state, const double *src,
Ref<GLTFBufferView> bv;
bv.instantiate();
- const uint32_t offset = bv->byte_offset = byte_offset;
- Vector<uint8_t> &gltf_buffer = state->buffers.write[0];
+ const uint32_t offset = bv->byte_offset = p_byte_offset;
+ Vector<uint8_t> &gltf_buffer = p_state->buffers.write[0];
- int stride = _get_component_type_size(component_type);
- if (for_vertex && stride % 4) {
+ int stride = _get_component_type_size(p_component_type);
+ if (p_for_vertex && stride % 4) {
stride += 4 - (stride % 4); //according to spec must be multiple of 4
}
//use to debug
- print_verbose("glTF: encoding type " + _get_type_name(type) + " component type: " + _get_component_type_name(component_type) + " stride: " + itos(stride) + " amount " + itos(count));
+ print_verbose("glTF: encoding type " + _get_type_name(p_type) + " component type: " + _get_component_type_name(p_component_type) + " stride: " + itos(stride) + " amount " + itos(p_count));
- print_verbose("glTF: encoding accessor offset " + itos(byte_offset) + " view offset: " + itos(bv->byte_offset) + " total buffer len: " + itos(gltf_buffer.size()) + " view len " + itos(bv->byte_length));
+ print_verbose("glTF: encoding accessor offset " + itos(p_byte_offset) + " view offset: " + itos(bv->byte_offset) + " total buffer len: " + itos(gltf_buffer.size()) + " view len " + itos(bv->byte_length));
- const int buffer_end = (stride * (count - 1)) + _get_component_type_size(component_type);
+ const int buffer_end = (stride * (p_count - 1)) + _get_component_type_size(p_component_type);
// TODO define bv->byte_stride
bv->byte_offset = gltf_buffer.size();
- switch (component_type) {
+ switch (p_component_type) {
case COMPONENT_TYPE_BYTE: {
Vector<int8_t> buffer;
- buffer.resize(count * component_count);
+ buffer.resize(p_count * component_count);
int32_t dst_i = 0;
- for (int i = 0; i < count; i++) {
+ for (int i = 0; i < p_count; i++) {
for (int j = 0; j < component_count; j++) {
if (skip_every && j > 0 && (j % skip_every) == 0) {
dst_i += skip_bytes;
}
- double d = *src;
- if (normalized) {
+ double d = *p_src;
+ if (p_normalized) {
buffer.write[dst_i] = d * 128.0;
} else {
buffer.write[dst_i] = d;
}
- src++;
+ p_src++;
dst_i++;
}
}
@@ -1187,20 +1180,20 @@ Error GLTFDocument::_encode_buffer_view(Ref<GLTFState> state, const double *src,
} break;
case COMPONENT_TYPE_UNSIGNED_BYTE: {
Vector<uint8_t> buffer;
- buffer.resize(count * component_count);
+ buffer.resize(p_count * component_count);
int32_t dst_i = 0;
- for (int i = 0; i < count; i++) {
+ for (int i = 0; i < p_count; i++) {
for (int j = 0; j < component_count; j++) {
if (skip_every && j > 0 && (j % skip_every) == 0) {
dst_i += skip_bytes;
}
- double d = *src;
- if (normalized) {
+ double d = *p_src;
+ if (p_normalized) {
buffer.write[dst_i] = d * 255.0;
} else {
buffer.write[dst_i] = d;
}
- src++;
+ p_src++;
dst_i++;
}
}
@@ -1209,20 +1202,20 @@ Error GLTFDocument::_encode_buffer_view(Ref<GLTFState> state, const double *src,
} break;
case COMPONENT_TYPE_SHORT: {
Vector<int16_t> buffer;
- buffer.resize(count * component_count);
+ buffer.resize(p_count * component_count);
int32_t dst_i = 0;
- for (int i = 0; i < count; i++) {
+ for (int i = 0; i < p_count; i++) {
for (int j = 0; j < component_count; j++) {
if (skip_every && j > 0 && (j % skip_every) == 0) {
dst_i += skip_bytes;
}
- double d = *src;
- if (normalized) {
+ double d = *p_src;
+ if (p_normalized) {
buffer.write[dst_i] = d * 32768.0;
} else {
buffer.write[dst_i] = d;
}
- src++;
+ p_src++;
dst_i++;
}
}
@@ -1233,20 +1226,20 @@ Error GLTFDocument::_encode_buffer_view(Ref<GLTFState> state, const double *src,
} break;
case COMPONENT_TYPE_UNSIGNED_SHORT: {
Vector<uint16_t> buffer;
- buffer.resize(count * component_count);
+ buffer.resize(p_count * component_count);
int32_t dst_i = 0;
- for (int i = 0; i < count; i++) {
+ for (int i = 0; i < p_count; i++) {
for (int j = 0; j < component_count; j++) {
if (skip_every && j > 0 && (j % skip_every) == 0) {
dst_i += skip_bytes;
}
- double d = *src;
- if (normalized) {
+ double d = *p_src;
+ if (p_normalized) {
buffer.write[dst_i] = d * 65535.0;
} else {
buffer.write[dst_i] = d;
}
- src++;
+ p_src++;
dst_i++;
}
}
@@ -1257,16 +1250,16 @@ Error GLTFDocument::_encode_buffer_view(Ref<GLTFState> state, const double *src,
} break;
case COMPONENT_TYPE_INT: {
Vector<int> buffer;
- buffer.resize(count * component_count);
+ buffer.resize(p_count * component_count);
int32_t dst_i = 0;
- for (int i = 0; i < count; i++) {
+ for (int i = 0; i < p_count; i++) {
for (int j = 0; j < component_count; j++) {
if (skip_every && j > 0 && (j % skip_every) == 0) {
dst_i += skip_bytes;
}
- double d = *src;
+ double d = *p_src;
buffer.write[dst_i] = d;
- src++;
+ p_src++;
dst_i++;
}
}
@@ -1277,16 +1270,16 @@ Error GLTFDocument::_encode_buffer_view(Ref<GLTFState> state, const double *src,
} break;
case COMPONENT_TYPE_FLOAT: {
Vector<float> buffer;
- buffer.resize(count * component_count);
+ buffer.resize(p_count * component_count);
int32_t dst_i = 0;
- for (int i = 0; i < count; i++) {
+ for (int i = 0; i < p_count; i++) {
for (int j = 0; j < component_count; j++) {
if (skip_every && j > 0 && (j % skip_every) == 0) {
dst_i += skip_bytes;
}
- double d = *src;
+ double d = *p_src;
buffer.write[dst_i] = d;
- src++;
+ p_src++;
dst_i++;
}
}
@@ -1299,53 +1292,53 @@ Error GLTFDocument::_encode_buffer_view(Ref<GLTFState> state, const double *src,
ERR_FAIL_COND_V(buffer_end > bv->byte_length, ERR_INVALID_DATA);
ERR_FAIL_COND_V((int)(offset + buffer_end) > gltf_buffer.size(), ERR_INVALID_DATA);
- r_accessor = bv->buffer = state->buffer_views.size();
- state->buffer_views.push_back(bv);
+ r_accessor = bv->buffer = p_state->buffer_views.size();
+ p_state->buffer_views.push_back(bv);
return OK;
}
-Error GLTFDocument::_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) {
- const Ref<GLTFBufferView> bv = state->buffer_views[p_buffer_view];
+Error GLTFDocument::_decode_buffer_view(Ref<GLTFState> p_state, double *p_dst, const GLTFBufferViewIndex p_buffer_view, const int p_skip_every, const int p_skip_bytes, const int p_element_size, const int p_count, const GLTFType p_type, const int p_component_count, const int p_component_type, const int p_component_size, const bool p_normalized, const int p_byte_offset, const bool p_for_vertex) {
+ const Ref<GLTFBufferView> bv = p_state->buffer_views[p_buffer_view];
- int stride = element_size;
+ int stride = p_element_size;
if (bv->byte_stride != -1) {
stride = bv->byte_stride;
}
- if (for_vertex && stride % 4) {
+ if (p_for_vertex && stride % 4) {
stride += 4 - (stride % 4); //according to spec must be multiple of 4
}
- ERR_FAIL_INDEX_V(bv->buffer, state->buffers.size(), ERR_PARSE_ERROR);
+ ERR_FAIL_INDEX_V(bv->buffer, p_state->buffers.size(), ERR_PARSE_ERROR);
- const uint32_t offset = bv->byte_offset + byte_offset;
- Vector<uint8_t> buffer = state->buffers[bv->buffer]; //copy on write, so no performance hit
+ const uint32_t offset = bv->byte_offset + p_byte_offset;
+ Vector<uint8_t> buffer = p_state->buffers[bv->buffer]; //copy on write, so no performance hit
const uint8_t *bufptr = buffer.ptr();
//use to debug
- print_verbose("glTF: type " + _get_type_name(type) + " component type: " + _get_component_type_name(component_type) + " stride: " + itos(stride) + " amount " + itos(count));
- print_verbose("glTF: accessor offset " + itos(byte_offset) + " view offset: " + itos(bv->byte_offset) + " total buffer len: " + itos(buffer.size()) + " view len " + itos(bv->byte_length));
+ print_verbose("glTF: type " + _get_type_name(p_type) + " component type: " + _get_component_type_name(p_component_type) + " stride: " + itos(stride) + " amount " + itos(p_count));
+ print_verbose("glTF: accessor offset " + itos(p_byte_offset) + " view offset: " + itos(bv->byte_offset) + " total buffer len: " + itos(buffer.size()) + " view len " + itos(bv->byte_length));
- const int buffer_end = (stride * (count - 1)) + element_size;
+ const int buffer_end = (stride * (p_count - 1)) + p_element_size;
ERR_FAIL_COND_V(buffer_end > bv->byte_length, ERR_PARSE_ERROR);
ERR_FAIL_COND_V((int)(offset + buffer_end) > buffer.size(), ERR_PARSE_ERROR);
//fill everything as doubles
- for (int i = 0; i < count; i++) {
+ for (int i = 0; i < p_count; i++) {
const uint8_t *src = &bufptr[offset + i * stride];
- for (int j = 0; j < component_count; j++) {
- if (skip_every && j > 0 && (j % skip_every) == 0) {
- src += skip_bytes;
+ for (int j = 0; j < p_component_count; j++) {
+ if (p_skip_every && j > 0 && (j % p_skip_every) == 0) {
+ src += p_skip_bytes;
}
double d = 0;
- switch (component_type) {
+ switch (p_component_type) {
case COMPONENT_TYPE_BYTE: {
int8_t b = int8_t(*src);
- if (normalized) {
+ if (p_normalized) {
d = (double(b) / 128.0);
} else {
d = double(b);
@@ -1353,7 +1346,7 @@ Error GLTFDocument::_decode_buffer_view(Ref<GLTFState> state, double *dst, const
} break;
case COMPONENT_TYPE_UNSIGNED_BYTE: {
uint8_t b = *src;
- if (normalized) {
+ if (p_normalized) {
d = (double(b) / 255.0);
} else {
d = double(b);
@@ -1361,7 +1354,7 @@ Error GLTFDocument::_decode_buffer_view(Ref<GLTFState> state, double *dst, const
} break;
case COMPONENT_TYPE_SHORT: {
int16_t s = *(int16_t *)src;
- if (normalized) {
+ if (p_normalized) {
d = (double(s) / 32768.0);
} else {
d = double(s);
@@ -1369,7 +1362,7 @@ Error GLTFDocument::_decode_buffer_view(Ref<GLTFState> state, double *dst, const
} break;
case COMPONENT_TYPE_UNSIGNED_SHORT: {
uint16_t s = *(uint16_t *)src;
- if (normalized) {
+ if (p_normalized) {
d = (double(s) / 65535.0);
} else {
d = double(s);
@@ -1383,16 +1376,16 @@ Error GLTFDocument::_decode_buffer_view(Ref<GLTFState> state, double *dst, const
} break;
}
- *dst++ = d;
- src += component_size;
+ *p_dst++ = d;
+ src += p_component_size;
}
}
return OK;
}
-int GLTFDocument::_get_component_type_size(const int component_type) {
- switch (component_type) {
+int GLTFDocument::_get_component_type_size(const int p_component_type) {
+ switch (p_component_type) {
case COMPONENT_TYPE_BYTE:
case COMPONENT_TYPE_UNSIGNED_BYTE:
return 1;
@@ -1412,13 +1405,13 @@ int GLTFDocument::_get_component_type_size(const int component_type) {
return 0;
}
-Vector<double> GLTFDocument::_decode_accessor(Ref<GLTFState> state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) {
+Vector<double> GLTFDocument::_decode_accessor(Ref<GLTFState> p_state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) {
//spec, for reference:
//https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#data-alignment
- ERR_FAIL_INDEX_V(p_accessor, state->accessors.size(), Vector<double>());
+ ERR_FAIL_INDEX_V(p_accessor, p_state->accessors.size(), Vector<double>());
- const Ref<GLTFAccessor> a = state->accessors[p_accessor];
+ const Ref<GLTFAccessor> a = p_state->accessors[p_accessor];
const int component_count_for_type[7] = {
1, 2, 3, 4, 4, 9, 16
@@ -1463,9 +1456,9 @@ Vector<double> GLTFDocument::_decode_accessor(Ref<GLTFState> state, const GLTFAc
double *dst = dst_buffer.ptrw();
if (a->buffer_view >= 0) {
- ERR_FAIL_INDEX_V(a->buffer_view, state->buffer_views.size(), Vector<double>());
+ ERR_FAIL_INDEX_V(a->buffer_view, p_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);
+ const Error err = _decode_buffer_view(p_state, dst, a->buffer_view, skip_every, skip_bytes, element_size, a->count, a->type, component_count, a->component_type, component_size, a->normalized, a->byte_offset, p_for_vertex);
if (err != OK) {
return Vector<double>();
}
@@ -1482,14 +1475,14 @@ Vector<double> GLTFDocument::_decode_accessor(Ref<GLTFState> state, const GLTFAc
indices.resize(a->sparse_count);
const int indices_component_size = _get_component_type_size(a->sparse_indices_component_type);
- Error err = _decode_buffer_view(state, indices.ptrw(), a->sparse_indices_buffer_view, 0, 0, indices_component_size, a->sparse_count, TYPE_SCALAR, 1, a->sparse_indices_component_type, indices_component_size, false, a->sparse_indices_byte_offset, false);
+ Error err = _decode_buffer_view(p_state, indices.ptrw(), a->sparse_indices_buffer_view, 0, 0, indices_component_size, a->sparse_count, TYPE_SCALAR, 1, a->sparse_indices_component_type, indices_component_size, false, a->sparse_indices_byte_offset, false);
if (err != OK) {
return Vector<double>();
}
Vector<double> data;
data.resize(component_count * a->sparse_count);
- err = _decode_buffer_view(state, data.ptrw(), a->sparse_values_buffer_view, skip_every, skip_bytes, element_size, a->sparse_count, a->type, component_count, a->component_type, component_size, a->normalized, a->sparse_values_byte_offset, p_for_vertex);
+ err = _decode_buffer_view(p_state, data.ptrw(), a->sparse_values_buffer_view, skip_every, skip_bytes, element_size, a->sparse_count, a->type, component_count, a->component_type, component_size, a->normalized, a->sparse_values_byte_offset, p_for_vertex);
if (err != OK) {
return Vector<double>();
}
@@ -1506,7 +1499,7 @@ Vector<double> GLTFDocument::_decode_accessor(Ref<GLTFState> state, const GLTFAc
return dst_buffer;
}
-GLTFAccessorIndex GLTFDocument::_encode_accessor_as_ints(Ref<GLTFState> state, const Vector<int32_t> p_attribs, const bool p_for_vertex) {
+GLTFAccessorIndex GLTFDocument::_encode_accessor_as_ints(Ref<GLTFState> p_state, const Vector<int32_t> p_attribs, const bool p_for_vertex) {
if (p_attribs.size() == 0) {
return -1;
}
@@ -1539,7 +1532,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_ints(Ref<GLTFState> state, c
Ref<GLTFAccessor> accessor;
accessor.instantiate();
GLTFBufferIndex buffer_view_i;
- int64_t size = state->buffers[0].size();
+ int64_t size = p_state->buffers[0].size();
const GLTFType type = GLTFType::TYPE_SCALAR;
const int component_type = GLTFDocument::COMPONENT_TYPE_INT;
@@ -1550,17 +1543,17 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_ints(Ref<GLTFState> state, c
accessor->type = type;
accessor->component_type = component_type;
accessor->byte_offset = 0;
- Error err = _encode_buffer_view(state, attribs.ptr(), attribs.size(), type, component_type, accessor->normalized, size, p_for_vertex, buffer_view_i);
+ Error err = _encode_buffer_view(p_state, attribs.ptr(), attribs.size(), type, component_type, accessor->normalized, size, p_for_vertex, buffer_view_i);
if (err != OK) {
return -1;
}
accessor->buffer_view = buffer_view_i;
- state->accessors.push_back(accessor);
- return state->accessors.size() - 1;
+ p_state->accessors.push_back(accessor);
+ return p_state->accessors.size() - 1;
}
-Vector<int> GLTFDocument::_decode_accessor_as_ints(Ref<GLTFState> state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) {
- const Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex);
+Vector<int> GLTFDocument::_decode_accessor_as_ints(Ref<GLTFState> p_state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) {
+ const Vector<double> attribs = _decode_accessor(p_state, p_accessor, p_for_vertex);
Vector<int> ret;
if (attribs.size() == 0) {
@@ -1578,8 +1571,8 @@ Vector<int> GLTFDocument::_decode_accessor_as_ints(Ref<GLTFState> state, const G
return ret;
}
-Vector<float> GLTFDocument::_decode_accessor_as_floats(Ref<GLTFState> state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) {
- const Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex);
+Vector<float> GLTFDocument::_decode_accessor_as_floats(Ref<GLTFState> p_state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) {
+ const Vector<double> attribs = _decode_accessor(p_state, p_accessor, p_for_vertex);
Vector<float> ret;
if (attribs.size() == 0) {
@@ -1597,7 +1590,7 @@ Vector<float> GLTFDocument::_decode_accessor_as_floats(Ref<GLTFState> state, con
return ret;
}
-GLTFAccessorIndex GLTFDocument::_encode_accessor_as_vec2(Ref<GLTFState> state, const Vector<Vector2> p_attribs, const bool p_for_vertex) {
+GLTFAccessorIndex GLTFDocument::_encode_accessor_as_vec2(Ref<GLTFState> p_state, const Vector<Vector2> p_attribs, const bool p_for_vertex) {
if (p_attribs.size() == 0) {
return -1;
}
@@ -1623,7 +1616,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_vec2(Ref<GLTFState> state, c
Ref<GLTFAccessor> accessor;
accessor.instantiate();
GLTFBufferIndex buffer_view_i;
- int64_t size = state->buffers[0].size();
+ int64_t size = p_state->buffers[0].size();
const GLTFType type = GLTFType::TYPE_VEC2;
const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
@@ -1634,16 +1627,16 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_vec2(Ref<GLTFState> state, c
accessor->type = type;
accessor->component_type = component_type;
accessor->byte_offset = 0;
- Error err = _encode_buffer_view(state, attribs.ptr(), p_attribs.size(), type, component_type, accessor->normalized, size, p_for_vertex, buffer_view_i);
+ Error err = _encode_buffer_view(p_state, attribs.ptr(), p_attribs.size(), type, component_type, accessor->normalized, size, p_for_vertex, buffer_view_i);
if (err != OK) {
return -1;
}
accessor->buffer_view = buffer_view_i;
- state->accessors.push_back(accessor);
- return state->accessors.size() - 1;
+ p_state->accessors.push_back(accessor);
+ return p_state->accessors.size() - 1;
}
-GLTFAccessorIndex GLTFDocument::_encode_accessor_as_color(Ref<GLTFState> state, const Vector<Color> p_attribs, const bool p_for_vertex) {
+GLTFAccessorIndex GLTFDocument::_encode_accessor_as_color(Ref<GLTFState> p_state, const Vector<Color> p_attribs, const bool p_for_vertex) {
if (p_attribs.size() == 0) {
return -1;
}
@@ -1672,7 +1665,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_color(Ref<GLTFState> state,
Ref<GLTFAccessor> accessor;
accessor.instantiate();
GLTFBufferIndex buffer_view_i;
- int64_t size = state->buffers[0].size();
+ int64_t size = p_state->buffers[0].size();
const GLTFType type = GLTFType::TYPE_VEC4;
const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
@@ -1683,31 +1676,31 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_color(Ref<GLTFState> state,
accessor->type = type;
accessor->component_type = component_type;
accessor->byte_offset = 0;
- Error err = _encode_buffer_view(state, attribs.ptr(), p_attribs.size(), type, component_type, accessor->normalized, size, p_for_vertex, buffer_view_i);
+ Error err = _encode_buffer_view(p_state, attribs.ptr(), p_attribs.size(), type, component_type, accessor->normalized, size, p_for_vertex, buffer_view_i);
if (err != OK) {
return -1;
}
accessor->buffer_view = buffer_view_i;
- state->accessors.push_back(accessor);
- return state->accessors.size() - 1;
+ p_state->accessors.push_back(accessor);
+ return p_state->accessors.size() - 1;
}
-void GLTFDocument::_calc_accessor_min_max(int i, const int element_count, Vector<double> &type_max, Vector<double> 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];
+void GLTFDocument::_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) {
+ if (p_i == 0) {
+ for (int32_t type_i = 0; type_i < p_element_count; type_i++) {
+ p_type_max.write[type_i] = p_attribs[(p_i * p_element_count) + type_i];
+ p_type_min.write[type_i] = p_attribs[(p_i * p_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]);
+ for (int32_t type_i = 0; type_i < p_element_count; type_i++) {
+ p_type_max.write[type_i] = MAX(p_attribs[(p_i * p_element_count) + type_i], p_type_max[type_i]);
+ p_type_min.write[type_i] = MIN(p_attribs[(p_i * p_element_count) + type_i], p_type_min[type_i]);
+ p_type_max.write[type_i] = _filter_number(p_type_max.write[type_i]);
+ p_type_min.write[type_i] = _filter_number(p_type_min.write[type_i]);
}
}
-GLTFAccessorIndex GLTFDocument::_encode_accessor_as_weights(Ref<GLTFState> state, const Vector<Color> p_attribs, const bool p_for_vertex) {
+GLTFAccessorIndex GLTFDocument::_encode_accessor_as_weights(Ref<GLTFState> p_state, const Vector<Color> p_attribs, const bool p_for_vertex) {
if (p_attribs.size() == 0) {
return -1;
}
@@ -1737,7 +1730,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_weights(Ref<GLTFState> state
Ref<GLTFAccessor> accessor;
accessor.instantiate();
GLTFBufferIndex buffer_view_i;
- int64_t size = state->buffers[0].size();
+ int64_t size = p_state->buffers[0].size();
const GLTFType type = GLTFType::TYPE_VEC4;
const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
@@ -1748,16 +1741,16 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_weights(Ref<GLTFState> state
accessor->type = type;
accessor->component_type = component_type;
accessor->byte_offset = 0;
- Error err = _encode_buffer_view(state, attribs.ptr(), p_attribs.size(), type, component_type, accessor->normalized, size, p_for_vertex, buffer_view_i);
+ Error err = _encode_buffer_view(p_state, attribs.ptr(), p_attribs.size(), type, component_type, accessor->normalized, size, p_for_vertex, buffer_view_i);
if (err != OK) {
return -1;
}
accessor->buffer_view = buffer_view_i;
- state->accessors.push_back(accessor);
- return state->accessors.size() - 1;
+ p_state->accessors.push_back(accessor);
+ return p_state->accessors.size() - 1;
}
-GLTFAccessorIndex GLTFDocument::_encode_accessor_as_joints(Ref<GLTFState> state, const Vector<Color> p_attribs, const bool p_for_vertex) {
+GLTFAccessorIndex GLTFDocument::_encode_accessor_as_joints(Ref<GLTFState> p_state, const Vector<Color> p_attribs, const bool p_for_vertex) {
if (p_attribs.size() == 0) {
return -1;
}
@@ -1784,7 +1777,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_joints(Ref<GLTFState> state,
Ref<GLTFAccessor> accessor;
accessor.instantiate();
GLTFBufferIndex buffer_view_i;
- int64_t size = state->buffers[0].size();
+ int64_t size = p_state->buffers[0].size();
const GLTFType type = GLTFType::TYPE_VEC4;
const int component_type = GLTFDocument::COMPONENT_TYPE_UNSIGNED_SHORT;
@@ -1795,16 +1788,16 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_joints(Ref<GLTFState> state,
accessor->type = type;
accessor->component_type = component_type;
accessor->byte_offset = 0;
- Error err = _encode_buffer_view(state, attribs.ptr(), p_attribs.size(), type, component_type, accessor->normalized, size, p_for_vertex, buffer_view_i);
+ Error err = _encode_buffer_view(p_state, attribs.ptr(), p_attribs.size(), type, component_type, accessor->normalized, size, p_for_vertex, buffer_view_i);
if (err != OK) {
return -1;
}
accessor->buffer_view = buffer_view_i;
- state->accessors.push_back(accessor);
- return state->accessors.size() - 1;
+ p_state->accessors.push_back(accessor);
+ return p_state->accessors.size() - 1;
}
-GLTFAccessorIndex GLTFDocument::_encode_accessor_as_quaternions(Ref<GLTFState> state, const Vector<Quaternion> p_attribs, const bool p_for_vertex) {
+GLTFAccessorIndex GLTFDocument::_encode_accessor_as_quaternions(Ref<GLTFState> p_state, const Vector<Quaternion> p_attribs, const bool p_for_vertex) {
if (p_attribs.size() == 0) {
return -1;
}
@@ -1833,7 +1826,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_quaternions(Ref<GLTFState> s
Ref<GLTFAccessor> accessor;
accessor.instantiate();
GLTFBufferIndex buffer_view_i;
- int64_t size = state->buffers[0].size();
+ int64_t size = p_state->buffers[0].size();
const GLTFType type = GLTFType::TYPE_VEC4;
const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
@@ -1844,17 +1837,17 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_quaternions(Ref<GLTFState> s
accessor->type = type;
accessor->component_type = component_type;
accessor->byte_offset = 0;
- Error err = _encode_buffer_view(state, attribs.ptr(), p_attribs.size(), type, component_type, accessor->normalized, size, p_for_vertex, buffer_view_i);
+ Error err = _encode_buffer_view(p_state, attribs.ptr(), p_attribs.size(), type, component_type, accessor->normalized, size, p_for_vertex, buffer_view_i);
if (err != OK) {
return -1;
}
accessor->buffer_view = buffer_view_i;
- state->accessors.push_back(accessor);
- return state->accessors.size() - 1;
+ p_state->accessors.push_back(accessor);
+ return p_state->accessors.size() - 1;
}
-Vector<Vector2> GLTFDocument::_decode_accessor_as_vec2(Ref<GLTFState> state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) {
- const Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex);
+Vector<Vector2> GLTFDocument::_decode_accessor_as_vec2(Ref<GLTFState> p_state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) {
+ const Vector<double> attribs = _decode_accessor(p_state, p_accessor, p_for_vertex);
Vector<Vector2> ret;
if (attribs.size() == 0) {
@@ -1873,7 +1866,7 @@ Vector<Vector2> GLTFDocument::_decode_accessor_as_vec2(Ref<GLTFState> state, con
return ret;
}
-GLTFAccessorIndex GLTFDocument::_encode_accessor_as_floats(Ref<GLTFState> state, const Vector<real_t> p_attribs, const bool p_for_vertex) {
+GLTFAccessorIndex GLTFDocument::_encode_accessor_as_floats(Ref<GLTFState> p_state, const Vector<real_t> p_attribs, const bool p_for_vertex) {
if (p_attribs.size() == 0) {
return -1;
}
@@ -1898,7 +1891,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_floats(Ref<GLTFState> state,
Ref<GLTFAccessor> accessor;
accessor.instantiate();
GLTFBufferIndex buffer_view_i;
- int64_t size = state->buffers[0].size();
+ int64_t size = p_state->buffers[0].size();
const GLTFType type = GLTFType::TYPE_SCALAR;
const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
@@ -1909,16 +1902,16 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_floats(Ref<GLTFState> state,
accessor->type = type;
accessor->component_type = component_type;
accessor->byte_offset = 0;
- Error err = _encode_buffer_view(state, attribs.ptr(), attribs.size(), type, component_type, accessor->normalized, size, p_for_vertex, buffer_view_i);
+ Error err = _encode_buffer_view(p_state, attribs.ptr(), attribs.size(), type, component_type, accessor->normalized, size, p_for_vertex, buffer_view_i);
if (err != OK) {
return -1;
}
accessor->buffer_view = buffer_view_i;
- state->accessors.push_back(accessor);
- return state->accessors.size() - 1;
+ p_state->accessors.push_back(accessor);
+ return p_state->accessors.size() - 1;
}
-GLTFAccessorIndex GLTFDocument::_encode_accessor_as_vec3(Ref<GLTFState> state, const Vector<Vector3> p_attribs, const bool p_for_vertex) {
+GLTFAccessorIndex GLTFDocument::_encode_accessor_as_vec3(Ref<GLTFState> p_state, const Vector<Vector3> p_attribs, const bool p_for_vertex) {
if (p_attribs.size() == 0) {
return -1;
}
@@ -1944,7 +1937,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_vec3(Ref<GLTFState> state, c
Ref<GLTFAccessor> accessor;
accessor.instantiate();
GLTFBufferIndex buffer_view_i;
- int64_t size = state->buffers[0].size();
+ int64_t size = p_state->buffers[0].size();
const GLTFType type = GLTFType::TYPE_VEC3;
const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
@@ -1955,16 +1948,16 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_vec3(Ref<GLTFState> state, c
accessor->type = type;
accessor->component_type = component_type;
accessor->byte_offset = 0;
- Error err = _encode_buffer_view(state, attribs.ptr(), p_attribs.size(), type, component_type, accessor->normalized, size, p_for_vertex, buffer_view_i);
+ Error err = _encode_buffer_view(p_state, attribs.ptr(), p_attribs.size(), type, component_type, accessor->normalized, size, p_for_vertex, buffer_view_i);
if (err != OK) {
return -1;
}
accessor->buffer_view = buffer_view_i;
- state->accessors.push_back(accessor);
- return state->accessors.size() - 1;
+ p_state->accessors.push_back(accessor);
+ return p_state->accessors.size() - 1;
}
-GLTFAccessorIndex GLTFDocument::_encode_accessor_as_xform(Ref<GLTFState> state, const Vector<Transform3D> p_attribs, const bool p_for_vertex) {
+GLTFAccessorIndex GLTFDocument::_encode_accessor_as_xform(Ref<GLTFState> p_state, const Vector<Transform3D> p_attribs, const bool p_for_vertex) {
if (p_attribs.size() == 0) {
return -1;
}
@@ -2012,7 +2005,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_xform(Ref<GLTFState> state,
Ref<GLTFAccessor> accessor;
accessor.instantiate();
GLTFBufferIndex buffer_view_i;
- int64_t size = state->buffers[0].size();
+ int64_t size = p_state->buffers[0].size();
const GLTFType type = GLTFType::TYPE_MAT4;
const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
@@ -2023,17 +2016,17 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_xform(Ref<GLTFState> state,
accessor->type = type;
accessor->component_type = component_type;
accessor->byte_offset = 0;
- Error err = _encode_buffer_view(state, attribs.ptr(), p_attribs.size(), type, component_type, accessor->normalized, size, p_for_vertex, buffer_view_i);
+ Error err = _encode_buffer_view(p_state, attribs.ptr(), p_attribs.size(), type, component_type, accessor->normalized, size, p_for_vertex, buffer_view_i);
if (err != OK) {
return -1;
}
accessor->buffer_view = buffer_view_i;
- state->accessors.push_back(accessor);
- return state->accessors.size() - 1;
+ p_state->accessors.push_back(accessor);
+ return p_state->accessors.size() - 1;
}
-Vector<Vector3> GLTFDocument::_decode_accessor_as_vec3(Ref<GLTFState> state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) {
- const Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex);
+Vector<Vector3> GLTFDocument::_decode_accessor_as_vec3(Ref<GLTFState> p_state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) {
+ const Vector<double> attribs = _decode_accessor(p_state, p_accessor, p_for_vertex);
Vector<Vector3> ret;
if (attribs.size() == 0) {
@@ -2052,15 +2045,15 @@ Vector<Vector3> GLTFDocument::_decode_accessor_as_vec3(Ref<GLTFState> state, con
return ret;
}
-Vector<Color> GLTFDocument::_decode_accessor_as_color(Ref<GLTFState> state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) {
- const Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex);
+Vector<Color> GLTFDocument::_decode_accessor_as_color(Ref<GLTFState> p_state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) {
+ const Vector<double> attribs = _decode_accessor(p_state, p_accessor, p_for_vertex);
Vector<Color> ret;
if (attribs.size() == 0) {
return ret;
}
- const int type = state->accessors[p_accessor]->type;
+ const int type = p_state->accessors[p_accessor]->type;
ERR_FAIL_COND_V(!(type == TYPE_VEC3 || type == TYPE_VEC4), ret);
int vec_len = 3;
if (type == TYPE_VEC4) {
@@ -2078,8 +2071,8 @@ Vector<Color> GLTFDocument::_decode_accessor_as_color(Ref<GLTFState> state, cons
}
return ret;
}
-Vector<Quaternion> GLTFDocument::_decode_accessor_as_quaternion(Ref<GLTFState> state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) {
- const Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex);
+Vector<Quaternion> GLTFDocument::_decode_accessor_as_quaternion(Ref<GLTFState> p_state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) {
+ const Vector<double> attribs = _decode_accessor(p_state, p_accessor, p_for_vertex);
Vector<Quaternion> ret;
if (attribs.size() == 0) {
@@ -2097,8 +2090,8 @@ Vector<Quaternion> GLTFDocument::_decode_accessor_as_quaternion(Ref<GLTFState> s
}
return ret;
}
-Vector<Transform2D> GLTFDocument::_decode_accessor_as_xform2d(Ref<GLTFState> state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) {
- const Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex);
+Vector<Transform2D> GLTFDocument::_decode_accessor_as_xform2d(Ref<GLTFState> p_state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) {
+ const Vector<double> attribs = _decode_accessor(p_state, p_accessor, p_for_vertex);
Vector<Transform2D> ret;
if (attribs.size() == 0) {
@@ -2114,8 +2107,8 @@ Vector<Transform2D> GLTFDocument::_decode_accessor_as_xform2d(Ref<GLTFState> sta
return ret;
}
-Vector<Basis> GLTFDocument::_decode_accessor_as_basis(Ref<GLTFState> state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) {
- const Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex);
+Vector<Basis> GLTFDocument::_decode_accessor_as_basis(Ref<GLTFState> p_state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) {
+ const Vector<double> attribs = _decode_accessor(p_state, p_accessor, p_for_vertex);
Vector<Basis> ret;
if (attribs.size() == 0) {
@@ -2132,8 +2125,8 @@ Vector<Basis> GLTFDocument::_decode_accessor_as_basis(Ref<GLTFState> state, cons
return ret;
}
-Vector<Transform3D> GLTFDocument::_decode_accessor_as_xform(Ref<GLTFState> state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) {
- const Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex);
+Vector<Transform3D> GLTFDocument::_decode_accessor_as_xform(Ref<GLTFState> p_state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) {
+ const Vector<double> attribs = _decode_accessor(p_state, p_accessor, p_for_vertex);
Vector<Transform3D> ret;
if (attribs.size() == 0) {
@@ -2151,15 +2144,15 @@ Vector<Transform3D> GLTFDocument::_decode_accessor_as_xform(Ref<GLTFState> state
return ret;
}
-Error GLTFDocument::_serialize_meshes(Ref<GLTFState> state) {
+Error GLTFDocument::_serialize_meshes(Ref<GLTFState> p_state) {
Array meshes;
- for (GLTFMeshIndex gltf_mesh_i = 0; gltf_mesh_i < state->meshes.size(); gltf_mesh_i++) {
+ for (GLTFMeshIndex gltf_mesh_i = 0; gltf_mesh_i < p_state->meshes.size(); gltf_mesh_i++) {
print_verbose("glTF: Serializing mesh: " + itos(gltf_mesh_i));
- Ref<ImporterMesh> import_mesh = state->meshes.write[gltf_mesh_i]->get_mesh();
+ Ref<ImporterMesh> import_mesh = p_state->meshes.write[gltf_mesh_i]->get_mesh();
if (import_mesh.is_null()) {
continue;
}
- Array instance_materials = state->meshes.write[gltf_mesh_i]->get_instance_materials();
+ Array instance_materials = p_state->meshes.write[gltf_mesh_i]->get_instance_materials();
Array primitives;
Dictionary gltf_mesh;
Array target_names;
@@ -2212,7 +2205,7 @@ Error GLTFDocument::_serialize_meshes(Ref<GLTFState> state) {
{
Vector<Vector3> a = array[Mesh::ARRAY_VERTEX];
ERR_FAIL_COND_V(!a.size(), ERR_INVALID_DATA);
- attributes["POSITION"] = _encode_accessor_as_vec3(state, a, true);
+ attributes["POSITION"] = _encode_accessor_as_vec3(p_state, a, true);
vertex_num = a.size();
}
{
@@ -2229,7 +2222,7 @@ Error GLTFDocument::_serialize_meshes(Ref<GLTFState> state) {
out.a = a[(i * 4) + 3];
attribs.write[i] = out;
}
- attributes["TANGENT"] = _encode_accessor_as_color(state, attribs, true);
+ attributes["TANGENT"] = _encode_accessor_as_color(p_state, attribs, true);
}
}
{
@@ -2241,19 +2234,19 @@ Error GLTFDocument::_serialize_meshes(Ref<GLTFState> state) {
for (int i = 0; i < ret_size; i++) {
attribs.write[i] = Vector3(a[i]).normalized();
}
- attributes["NORMAL"] = _encode_accessor_as_vec3(state, attribs, true);
+ attributes["NORMAL"] = _encode_accessor_as_vec3(p_state, attribs, true);
}
}
{
Vector<Vector2> a = array[Mesh::ARRAY_TEX_UV];
if (a.size()) {
- attributes["TEXCOORD_0"] = _encode_accessor_as_vec2(state, a, true);
+ attributes["TEXCOORD_0"] = _encode_accessor_as_vec2(p_state, a, true);
}
}
{
Vector<Vector2> a = array[Mesh::ARRAY_TEX_UV2];
if (a.size()) {
- attributes["TEXCOORD_1"] = _encode_accessor_as_vec2(state, a, true);
+ attributes["TEXCOORD_1"] = _encode_accessor_as_vec2(p_state, a, true);
}
}
for (int custom_i = 0; custom_i < 3; custom_i++) {
@@ -2282,7 +2275,7 @@ Error GLTFDocument::_serialize_meshes(Ref<GLTFState> state) {
if (!attributes.has(gltf_texcoord_key)) {
Vector<Vector2> empty;
empty.resize(vertex_num);
- attributes[gltf_texcoord_key] = _encode_accessor_as_vec2(state, empty, true);
+ attributes[gltf_texcoord_key] = _encode_accessor_as_vec2(p_state, empty, true);
}
}
@@ -2303,25 +2296,25 @@ Error GLTFDocument::_serialize_meshes(Ref<GLTFState> state) {
}
}
gltf_texcoord_key = vformat("TEXCOORD_%d", texcoord_i);
- attributes[gltf_texcoord_key] = _encode_accessor_as_vec2(state, first_channel, true);
+ attributes[gltf_texcoord_key] = _encode_accessor_as_vec2(p_state, first_channel, true);
gltf_texcoord_key = vformat("TEXCOORD_%d", texcoord_i + 1);
- attributes[gltf_texcoord_key] = _encode_accessor_as_vec2(state, second_channel, true);
+ attributes[gltf_texcoord_key] = _encode_accessor_as_vec2(p_state, second_channel, true);
}
}
{
Vector<Color> a = array[Mesh::ARRAY_COLOR];
if (a.size()) {
- attributes["COLOR_0"] = _encode_accessor_as_color(state, a, true);
+ attributes["COLOR_0"] = _encode_accessor_as_color(p_state, a, true);
}
}
HashMap<int, int> joint_i_to_bone_i;
- for (GLTFNodeIndex node_i = 0; node_i < state->nodes.size(); node_i++) {
+ for (GLTFNodeIndex node_i = 0; node_i < p_state->nodes.size(); node_i++) {
GLTFSkinIndex skin_i = -1;
- if (state->nodes[node_i]->mesh == gltf_mesh_i) {
- skin_i = state->nodes[node_i]->skin;
+ if (p_state->nodes[node_i]->mesh == gltf_mesh_i) {
+ skin_i = p_state->nodes[node_i]->skin;
}
if (skin_i != -1) {
- joint_i_to_bone_i = state->skins[skin_i]->joint_i_to_bone_i;
+ joint_i_to_bone_i = p_state->skins[skin_i]->joint_i_to_bone_i;
break;
}
}
@@ -2341,7 +2334,7 @@ Error GLTFDocument::_serialize_meshes(Ref<GLTFState> state) {
attribs.write[array_i] = Color(joint_0, joint_1, joint_2, joint_3);
}
}
- attributes["JOINTS_0"] = _encode_accessor_as_joints(state, attribs, true);
+ attributes["JOINTS_0"] = _encode_accessor_as_joints(p_state, attribs, true);
} else if ((a.size() / (JOINT_GROUP_SIZE * 2)) >= vertex_array.size()) {
Vector<Color> joints_0;
joints_0.resize(vertex_num);
@@ -2362,8 +2355,8 @@ Error GLTFDocument::_serialize_meshes(Ref<GLTFState> state) {
joint_1.a = a[vertex_i * weights_8_count + 7];
joints_1.write[vertex_i] = joint_1;
}
- attributes["JOINTS_0"] = _encode_accessor_as_joints(state, joints_0, true);
- attributes["JOINTS_1"] = _encode_accessor_as_joints(state, joints_1, true);
+ attributes["JOINTS_0"] = _encode_accessor_as_joints(p_state, joints_0, true);
+ attributes["JOINTS_1"] = _encode_accessor_as_joints(p_state, joints_1, true);
}
}
{
@@ -2376,7 +2369,7 @@ Error GLTFDocument::_serialize_meshes(Ref<GLTFState> state) {
for (int i = 0; i < vertex_count; i++) {
attribs.write[i] = Color(a[(i * JOINT_GROUP_SIZE) + 0], a[(i * JOINT_GROUP_SIZE) + 1], a[(i * JOINT_GROUP_SIZE) + 2], a[(i * JOINT_GROUP_SIZE) + 3]);
}
- attributes["WEIGHTS_0"] = _encode_accessor_as_weights(state, attribs, true);
+ attributes["WEIGHTS_0"] = _encode_accessor_as_weights(p_state, attribs, true);
} else if ((a.size() / (JOINT_GROUP_SIZE * 2)) >= vertex_array.size()) {
Vector<Color> weights_0;
weights_0.resize(vertex_num);
@@ -2397,8 +2390,8 @@ Error GLTFDocument::_serialize_meshes(Ref<GLTFState> state) {
weight_1.a = a[vertex_i * weights_8_count + 7];
weights_1.write[vertex_i] = weight_1;
}
- attributes["WEIGHTS_0"] = _encode_accessor_as_weights(state, weights_0, true);
- attributes["WEIGHTS_1"] = _encode_accessor_as_weights(state, weights_1, true);
+ attributes["WEIGHTS_0"] = _encode_accessor_as_weights(p_state, weights_0, true);
+ attributes["WEIGHTS_1"] = _encode_accessor_as_weights(p_state, weights_1, true);
}
}
{
@@ -2411,7 +2404,7 @@ Error GLTFDocument::_serialize_meshes(Ref<GLTFState> state) {
SWAP(mesh_indices.write[k + 0], mesh_indices.write[k + 2]);
}
}
- primitive["indices"] = _encode_accessor_as_ints(state, mesh_indices, true);
+ primitive["indices"] = _encode_accessor_as_ints(p_state, mesh_indices, true);
} else {
if (primitive_type == Mesh::PRIMITIVE_TRIANGLES) {
//generate indices because they need to be swapped for CW/CCW
@@ -2430,7 +2423,7 @@ Error GLTFDocument::_serialize_meshes(Ref<GLTFState> state) {
generated_indices.write[k + 2] = k + 1;
}
}
- primitive["indices"] = _encode_accessor_as_ints(state, generated_indices, true);
+ primitive["indices"] = _encode_accessor_as_ints(p_state, generated_indices, true);
}
}
}
@@ -2455,12 +2448,12 @@ Error GLTFDocument::_serialize_meshes(Ref<GLTFState> state) {
}
}
- t["POSITION"] = _encode_accessor_as_vec3(state, varr, true);
+ t["POSITION"] = _encode_accessor_as_vec3(p_state, varr, true);
}
Vector<Vector3> narr = array_morph[Mesh::ARRAY_NORMAL];
if (narr.size()) {
- t["NORMAL"] = _encode_accessor_as_vec3(state, narr, true);
+ t["NORMAL"] = _encode_accessor_as_vec3(p_state, narr, true);
}
Vector<real_t> tarr = array_morph[Mesh::ARRAY_TANGENT];
if (tarr.size()) {
@@ -2473,7 +2466,7 @@ Error GLTFDocument::_serialize_meshes(Ref<GLTFState> state) {
vec3.y = tarr[(i * 4) + 1];
vec3.z = tarr[(i * 4) + 2];
}
- t["TANGENT"] = _encode_accessor_as_vec3(state, attribs, true);
+ t["TANGENT"] = _encode_accessor_as_vec3(p_state, attribs, true);
}
targets.push_back(t);
}
@@ -2483,19 +2476,19 @@ Error GLTFDocument::_serialize_meshes(Ref<GLTFState> state) {
if (surface_i < instance_materials.size()) {
v = instance_materials.get(surface_i);
}
- Ref<BaseMaterial3D> mat = v;
+ Ref<Material> mat = v;
if (!mat.is_valid()) {
mat = import_mesh->get_surface_material(surface_i);
}
if (mat.is_valid()) {
- HashMap<Ref<BaseMaterial3D>, GLTFMaterialIndex>::Iterator material_cache_i = state->material_cache.find(mat);
+ HashMap<Ref<Material>, GLTFMaterialIndex>::Iterator material_cache_i = p_state->material_cache.find(mat);
if (material_cache_i && material_cache_i->value != -1) {
primitive["material"] = material_cache_i->value;
} else {
- GLTFMaterialIndex mat_i = state->materials.size();
- state->materials.push_back(mat);
+ GLTFMaterialIndex mat_i = p_state->materials.size();
+ p_state->materials.push_back(mat);
primitive["material"] = mat_i;
- state->material_cache.insert(mat, mat_i);
+ p_state->material_cache.insert(mat, mat_i);
}
}
@@ -2512,8 +2505,8 @@ Error GLTFDocument::_serialize_meshes(Ref<GLTFState> state) {
weights.resize(target_names.size());
for (int name_i = 0; name_i < target_names.size(); name_i++) {
real_t weight = 0.0;
- if (name_i < state->meshes.write[gltf_mesh_i]->get_blend_weights().size()) {
- weight = state->meshes.write[gltf_mesh_i]->get_blend_weights()[name_i];
+ if (name_i < p_state->meshes.write[gltf_mesh_i]->get_blend_weights().size()) {
+ weight = p_state->meshes.write[gltf_mesh_i]->get_blend_weights()[name_i];
}
weights[name_i] = weight;
}
@@ -2533,18 +2526,18 @@ Error GLTFDocument::_serialize_meshes(Ref<GLTFState> state) {
if (!meshes.size()) {
return OK;
}
- state->json["meshes"] = meshes;
+ p_state->json["meshes"] = meshes;
print_verbose("glTF: Total meshes: " + itos(meshes.size()));
return OK;
}
-Error GLTFDocument::_parse_meshes(Ref<GLTFState> state) {
- if (!state->json.has("meshes")) {
+Error GLTFDocument::_parse_meshes(Ref<GLTFState> p_state) {
+ if (!p_state->json.has("meshes")) {
return OK;
}
- Array meshes = state->json["meshes"];
+ Array meshes = p_state->json["meshes"];
for (GLTFMeshIndex i = 0; i < meshes.size(); i++) {
print_verbose("glTF: Parsing mesh: " + itos(i));
Dictionary d = meshes[i];
@@ -2563,7 +2556,7 @@ Error GLTFDocument::_parse_meshes(Ref<GLTFState> state) {
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)));
+ import_mesh->set_name(_gen_unique_name(p_state, vformat("%s_%s", p_state->scene_name, mesh_name)));
for (int j = 0; j < primitives.size(); j++) {
uint32_t flags = 0;
@@ -2599,21 +2592,21 @@ Error GLTFDocument::_parse_meshes(Ref<GLTFState> state) {
ERR_FAIL_COND_V(!a.has("POSITION"), ERR_PARSE_ERROR);
int32_t vertex_num = 0;
if (a.has("POSITION")) {
- PackedVector3Array vertices = _decode_accessor_as_vec3(state, a["POSITION"], true);
+ PackedVector3Array vertices = _decode_accessor_as_vec3(p_state, a["POSITION"], true);
array[Mesh::ARRAY_VERTEX] = vertices;
vertex_num = vertices.size();
}
if (a.has("NORMAL")) {
- array[Mesh::ARRAY_NORMAL] = _decode_accessor_as_vec3(state, a["NORMAL"], true);
+ array[Mesh::ARRAY_NORMAL] = _decode_accessor_as_vec3(p_state, a["NORMAL"], true);
}
if (a.has("TANGENT")) {
- array[Mesh::ARRAY_TANGENT] = _decode_accessor_as_floats(state, a["TANGENT"], true);
+ array[Mesh::ARRAY_TANGENT] = _decode_accessor_as_floats(p_state, a["TANGENT"], true);
}
if (a.has("TEXCOORD_0")) {
- array[Mesh::ARRAY_TEX_UV] = _decode_accessor_as_vec2(state, a["TEXCOORD_0"], true);
+ array[Mesh::ARRAY_TEX_UV] = _decode_accessor_as_vec2(p_state, a["TEXCOORD_0"], true);
}
if (a.has("TEXCOORD_1")) {
- array[Mesh::ARRAY_TEX_UV2] = _decode_accessor_as_vec2(state, a["TEXCOORD_1"], true);
+ array[Mesh::ARRAY_TEX_UV2] = _decode_accessor_as_vec2(p_state, a["TEXCOORD_1"], true);
}
for (int custom_i = 0; custom_i < 3; custom_i++) {
Vector<float> cur_custom;
@@ -2624,12 +2617,12 @@ Error GLTFDocument::_parse_meshes(Ref<GLTFState> state) {
String gltf_texcoord_key = vformat("TEXCOORD_%d", texcoord_i);
int num_channels = 0;
if (a.has(gltf_texcoord_key)) {
- texcoord_first = _decode_accessor_as_vec2(state, a[gltf_texcoord_key], true);
+ texcoord_first = _decode_accessor_as_vec2(p_state, a[gltf_texcoord_key], true);
num_channels = 2;
}
gltf_texcoord_key = vformat("TEXCOORD_%d", texcoord_i + 1);
if (a.has(gltf_texcoord_key)) {
- texcoord_second = _decode_accessor_as_vec2(state, a[gltf_texcoord_key], true);
+ texcoord_second = _decode_accessor_as_vec2(p_state, a[gltf_texcoord_key], true);
num_channels = 4;
}
if (!num_channels) {
@@ -2670,14 +2663,14 @@ Error GLTFDocument::_parse_meshes(Ref<GLTFState> state) {
}
}
if (a.has("COLOR_0")) {
- array[Mesh::ARRAY_COLOR] = _decode_accessor_as_color(state, a["COLOR_0"], true);
+ array[Mesh::ARRAY_COLOR] = _decode_accessor_as_color(p_state, a["COLOR_0"], true);
has_vertex_color = true;
}
if (a.has("JOINTS_0") && !a.has("JOINTS_1")) {
- array[Mesh::ARRAY_BONES] = _decode_accessor_as_ints(state, a["JOINTS_0"], true);
+ array[Mesh::ARRAY_BONES] = _decode_accessor_as_ints(p_state, a["JOINTS_0"], true);
} else if (a.has("JOINTS_0") && a.has("JOINTS_1")) {
- PackedInt32Array joints_0 = _decode_accessor_as_ints(state, a["JOINTS_0"], true);
- PackedInt32Array joints_1 = _decode_accessor_as_ints(state, a["JOINTS_1"], true);
+ PackedInt32Array joints_0 = _decode_accessor_as_ints(p_state, a["JOINTS_0"], true);
+ PackedInt32Array joints_1 = _decode_accessor_as_ints(p_state, a["JOINTS_1"], true);
ERR_FAIL_COND_V(joints_0.size() != joints_1.size(), ERR_INVALID_DATA);
int32_t weight_8_count = JOINT_GROUP_SIZE * 2;
Vector<int> joints;
@@ -2695,7 +2688,7 @@ Error GLTFDocument::_parse_meshes(Ref<GLTFState> state) {
array[Mesh::ARRAY_BONES] = joints;
}
if (a.has("WEIGHTS_0") && !a.has("WEIGHTS_1")) {
- Vector<float> weights = _decode_accessor_as_floats(state, a["WEIGHTS_0"], true);
+ Vector<float> weights = _decode_accessor_as_floats(p_state, a["WEIGHTS_0"], true);
{ //gltf does not seem to normalize the weights for some reason..
int wc = weights.size();
float *w = weights.ptrw();
@@ -2716,8 +2709,8 @@ Error GLTFDocument::_parse_meshes(Ref<GLTFState> state) {
}
array[Mesh::ARRAY_WEIGHTS] = weights;
} else if (a.has("WEIGHTS_0") && a.has("WEIGHTS_1")) {
- Vector<float> weights_0 = _decode_accessor_as_floats(state, a["WEIGHTS_0"], true);
- Vector<float> weights_1 = _decode_accessor_as_floats(state, a["WEIGHTS_1"], true);
+ Vector<float> weights_0 = _decode_accessor_as_floats(p_state, a["WEIGHTS_0"], true);
+ Vector<float> weights_1 = _decode_accessor_as_floats(p_state, a["WEIGHTS_1"], true);
Vector<float> weights;
ERR_FAIL_COND_V(weights_0.size() != weights_1.size(), ERR_INVALID_DATA);
int32_t weight_8_count = JOINT_GROUP_SIZE * 2;
@@ -2762,7 +2755,7 @@ Error GLTFDocument::_parse_meshes(Ref<GLTFState> state) {
}
if (p.has("indices")) {
- Vector<int> indices = _decode_accessor_as_ints(state, p["indices"], false);
+ Vector<int> indices = _decode_accessor_as_ints(p_state, p["indices"], false);
if (primitive == Mesh::PRIMITIVE_TRIANGLES) {
//swap around indices, convert ccw to cw for front face
@@ -2836,7 +2829,7 @@ Error GLTFDocument::_parse_meshes(Ref<GLTFState> state) {
}
if (t.has("POSITION")) {
- Vector<Vector3> varr = _decode_accessor_as_vec3(state, t["POSITION"], true);
+ Vector<Vector3> varr = _decode_accessor_as_vec3(p_state, t["POSITION"], true);
const Vector<Vector3> src_varr = array[Mesh::ARRAY_VERTEX];
const int size = src_varr.size();
ERR_FAIL_COND_V(size == 0, ERR_PARSE_ERROR);
@@ -2858,7 +2851,7 @@ Error GLTFDocument::_parse_meshes(Ref<GLTFState> state) {
array_copy[Mesh::ARRAY_VERTEX] = varr;
}
if (t.has("NORMAL")) {
- Vector<Vector3> narr = _decode_accessor_as_vec3(state, t["NORMAL"], true);
+ Vector<Vector3> narr = _decode_accessor_as_vec3(p_state, t["NORMAL"], true);
const Vector<Vector3> src_narr = array[Mesh::ARRAY_NORMAL];
int size = src_narr.size();
ERR_FAIL_COND_V(size == 0, ERR_PARSE_ERROR);
@@ -2880,7 +2873,7 @@ Error GLTFDocument::_parse_meshes(Ref<GLTFState> state) {
array_copy[Mesh::ARRAY_NORMAL] = narr;
}
if (t.has("TANGENT")) {
- const Vector<Vector3> tangents_v3 = _decode_accessor_as_vec3(state, t["TANGENT"], true);
+ const Vector<Vector3> tangents_v3 = _decode_accessor_as_vec3(p_state, t["TANGENT"], true);
const Vector<float> src_tangents = array[Mesh::ARRAY_TANGENT];
ERR_FAIL_COND_V(src_tangents.size() == 0, ERR_PARSE_ERROR);
@@ -2936,16 +2929,18 @@ Error GLTFDocument::_parse_meshes(Ref<GLTFState> state) {
}
}
- Ref<BaseMaterial3D> mat;
+ Ref<Material> mat;
String mat_name;
- if (!state->discard_meshes_and_materials) {
+ if (!p_state->discard_meshes_and_materials) {
if (p.has("material")) {
const int material = p["material"];
- ERR_FAIL_INDEX_V(material, state->materials.size(), ERR_FILE_CORRUPT);
- Ref<BaseMaterial3D> mat3d = state->materials[material];
+ ERR_FAIL_INDEX_V(material, p_state->materials.size(), ERR_FILE_CORRUPT);
+ Ref<Material> mat3d = p_state->materials[material];
ERR_FAIL_NULL_V(mat3d, ERR_FILE_CORRUPT);
- if (has_vertex_color) {
- mat3d->set_flag(BaseMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
+
+ Ref<BaseMaterial3D> base_material = mat3d;
+ if (has_vertex_color && base_material.is_valid()) {
+ base_material->set_flag(BaseMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
}
mat = mat3d;
@@ -2953,7 +2948,7 @@ Error GLTFDocument::_parse_meshes(Ref<GLTFState> state) {
Ref<StandardMaterial3D> mat3d;
mat3d.instantiate();
if (has_vertex_color) {
- mat3d->set_flag(BaseMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
+ mat3d->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
}
mat = mat3d;
}
@@ -2982,22 +2977,22 @@ Error GLTFDocument::_parse_meshes(Ref<GLTFState> state) {
mesh->set_blend_weights(blend_weights);
mesh->set_mesh(import_mesh);
- state->meshes.push_back(mesh);
+ p_state->meshes.push_back(mesh);
}
- print_verbose("glTF: Total meshes: " + itos(state->meshes.size()));
+ print_verbose("glTF: Total meshes: " + itos(p_state->meshes.size()));
return OK;
}
-Error GLTFDocument::_serialize_images(Ref<GLTFState> state, const String &p_path) {
+Error GLTFDocument::_serialize_images(Ref<GLTFState> p_state, const String &p_path) {
Array images;
- for (int i = 0; i < state->images.size(); i++) {
+ for (int i = 0; i < p_state->images.size(); i++) {
Dictionary d;
- ERR_CONTINUE(state->images[i].is_null());
+ ERR_CONTINUE(p_state->images[i].is_null());
- Ref<Image> image = state->images[i]->get_image();
+ Ref<Image> image = p_state->images[i]->get_image();
ERR_CONTINUE(image.is_null());
if (p_path.to_lower().ends_with("glb") || p_path.is_empty()) {
@@ -3008,8 +3003,8 @@ Error GLTFDocument::_serialize_images(Ref<GLTFState> state, const String &p_path
const GLTFBufferIndex bi = 0;
bv->buffer = bi;
- bv->byte_offset = state->buffers[bi].size();
- ERR_FAIL_INDEX_V(bi, state->buffers.size(), ERR_PARAMETER_RANGE_ERROR);
+ bv->byte_offset = p_state->buffers[bi].size();
+ ERR_FAIL_INDEX_V(bi, p_state->buffers.size(), ERR_PARAMETER_RANGE_ERROR);
Vector<uint8_t> buffer;
Ref<ImageTexture> img_tex = image;
@@ -3020,21 +3015,21 @@ Error GLTFDocument::_serialize_images(Ref<GLTFState> state, const String &p_path
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);
- 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);
+ p_state->buffers.write[bi].resize(p_state->buffers[bi].size() + bv->byte_length);
+ memcpy(&p_state->buffers.write[bi].write[bv->byte_offset], buffer.ptr(), buffer.size());
+ ERR_FAIL_COND_V(bv->byte_offset + bv->byte_length > p_state->buffers[bi].size(), ERR_FILE_CORRUPT);
- state->buffer_views.push_back(bv);
- bvi = state->buffer_views.size() - 1;
+ p_state->buffer_views.push_back(bv);
+ bvi = p_state->buffer_views.size() - 1;
d["bufferView"] = bvi;
d["mimeType"] = "image/png";
} else {
ERR_FAIL_COND_V(p_path.is_empty(), ERR_INVALID_PARAMETER);
- String img_name = state->images[i]->get_name();
+ String img_name = p_state->images[i]->get_name();
if (img_name.is_empty()) {
img_name = itos(i);
}
- img_name = _gen_unique_name(state, img_name);
+ img_name = _gen_unique_name(p_state, img_name);
img_name = img_name.pad_zeros(3) + ".png";
String texture_dir = "textures";
String path = p_path.get_base_dir();
@@ -3049,25 +3044,25 @@ Error GLTFDocument::_serialize_images(Ref<GLTFState> state, const String &p_path
images.push_back(d);
}
- print_verbose("Total images: " + itos(state->images.size()));
+ print_verbose("Total images: " + itos(p_state->images.size()));
if (!images.size()) {
return OK;
}
- state->json["images"] = images;
+ p_state->json["images"] = images;
return OK;
}
-Error GLTFDocument::_parse_images(Ref<GLTFState> state, const String &p_base_path) {
- ERR_FAIL_NULL_V(state, ERR_INVALID_PARAMETER);
- if (!state->json.has("images")) {
+Error GLTFDocument::_parse_images(Ref<GLTFState> p_state, const String &p_base_path) {
+ ERR_FAIL_NULL_V(p_state, ERR_INVALID_PARAMETER);
+ if (!p_state->json.has("images")) {
return OK;
}
// Ref: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#images
- const Array &images = state->json["images"];
+ const Array &images = p_state->json["images"];
for (int i = 0; i < images.size(); i++) {
const Dictionary &d = images[i];
@@ -3105,7 +3100,7 @@ Error GLTFDocument::_parse_images(Ref<GLTFState> state, const String &p_base_pat
!uri.begins_with("data:image/png;base64") &&
!uri.begins_with("data:image/jpeg;base64")) {
WARN_PRINT(vformat("glTF: Image index '%d' uses an unsupported URI data type: %s. Skipping it.", i, uri));
- state->images.push_back(Ref<Texture2D>()); // Placeholder to keep count.
+ p_state->images.push_back(Ref<Texture2D>()); // Placeholder to keep count.
continue;
}
data = _parse_base64_uri(uri);
@@ -3129,24 +3124,25 @@ Error GLTFDocument::_parse_images(Ref<GLTFState> state, const String &p_base_pat
// API for that in Godot, so we'd have to load as a buffer (i.e. embedded in
// the material), so we do this only as fallback.
Ref<Texture2D> texture = ResourceLoader::load(uri);
+ String extension = uri.get_extension().to_lower();
if (texture.is_valid()) {
- state->images.push_back(texture);
+ p_state->images.push_back(texture);
continue;
- } else if (mimetype == "image/png" || mimetype == "image/jpeg") {
+ } else if (mimetype == "image/png" || mimetype == "image/jpeg" || extension == "png" || extension == "jpg" || extension == "jpeg") {
// Fallback to loading as byte array.
// This enables us to support the spec's requirement that we honor mimetype
// regardless of file URI.
- data = FileAccess::get_file_as_array(uri);
+ data = FileAccess::get_file_as_bytes(uri);
if (data.size() == 0) {
WARN_PRINT(vformat("glTF: Image index '%d' couldn't be loaded as a buffer of MIME type '%s' from URI: %s. Skipping it.", i, mimetype, uri));
- state->images.push_back(Ref<Texture2D>()); // Placeholder to keep count.
+ p_state->images.push_back(Ref<Texture2D>()); // Placeholder to keep count.
continue;
}
data_ptr = data.ptr();
data_size = data.size();
} else {
WARN_PRINT(vformat("glTF: Image index '%d' couldn't be loaded from URI: %s. Skipping it.", i, uri));
- state->images.push_back(Ref<Texture2D>()); // Placeholder to keep count.
+ p_state->images.push_back(Ref<Texture2D>()); // Placeholder to keep count.
continue;
}
}
@@ -3157,16 +3153,16 @@ Error GLTFDocument::_parse_images(Ref<GLTFState> state, const String &p_base_pat
const GLTFBufferViewIndex bvi = d["bufferView"];
- ERR_FAIL_INDEX_V(bvi, state->buffer_views.size(), ERR_PARAMETER_RANGE_ERROR);
+ ERR_FAIL_INDEX_V(bvi, p_state->buffer_views.size(), ERR_PARAMETER_RANGE_ERROR);
- Ref<GLTFBufferView> bv = state->buffer_views[bvi];
+ Ref<GLTFBufferView> bv = p_state->buffer_views[bvi];
const GLTFBufferIndex bi = bv->buffer;
- ERR_FAIL_INDEX_V(bi, state->buffers.size(), ERR_PARAMETER_RANGE_ERROR);
+ ERR_FAIL_INDEX_V(bi, p_state->buffers.size(), ERR_PARAMETER_RANGE_ERROR);
- ERR_FAIL_COND_V(bv->byte_offset + bv->byte_length > state->buffers[bi].size(), ERR_FILE_CORRUPT);
+ ERR_FAIL_COND_V(bv->byte_offset + bv->byte_length > p_state->buffers[bi].size(), ERR_FILE_CORRUPT);
- data_ptr = &state->buffers[bi][bv->byte_offset];
+ data_ptr = &p_state->buffers[bi][bv->byte_offset];
data_size = bv->byte_length;
}
@@ -3199,26 +3195,26 @@ Error GLTFDocument::_parse_images(Ref<GLTFState> state, const String &p_base_pat
// Now we've done our best, fix your scenes.
if (img.is_null()) {
ERR_PRINT(vformat("glTF: Couldn't load image index '%d' with its given mimetype: %s.", i, mimetype));
- state->images.push_back(Ref<Texture2D>());
+ p_state->images.push_back(Ref<Texture2D>());
continue;
}
- state->images.push_back(ImageTexture::create_from_image(img));
+ p_state->images.push_back(ImageTexture::create_from_image(img));
}
- print_verbose("glTF: Total images: " + itos(state->images.size()));
+ print_verbose("glTF: Total images: " + itos(p_state->images.size()));
return OK;
}
-Error GLTFDocument::_serialize_textures(Ref<GLTFState> state) {
- if (!state->textures.size()) {
+Error GLTFDocument::_serialize_textures(Ref<GLTFState> p_state) {
+ if (!p_state->textures.size()) {
return OK;
}
Array textures;
- for (int32_t i = 0; i < state->textures.size(); i++) {
+ for (int32_t i = 0; i < p_state->textures.size(); i++) {
Dictionary d;
- Ref<GLTFTexture> t = state->textures[i];
+ Ref<GLTFTexture> t = p_state->textures[i];
ERR_CONTINUE(t->get_src_image() == -1);
d["source"] = t->get_src_image();
@@ -3228,17 +3224,17 @@ Error GLTFDocument::_serialize_textures(Ref<GLTFState> state) {
}
textures.push_back(d);
}
- state->json["textures"] = textures;
+ p_state->json["textures"] = textures;
return OK;
}
-Error GLTFDocument::_parse_textures(Ref<GLTFState> state) {
- if (!state->json.has("textures")) {
+Error GLTFDocument::_parse_textures(Ref<GLTFState> p_state) {
+ if (!p_state->json.has("textures")) {
return OK;
}
- const Array &textures = state->json["textures"];
+ const Array &textures = p_state->json["textures"];
for (GLTFTextureIndex i = 0; i < textures.size(); i++) {
const Dictionary &d = textures[i];
@@ -3252,96 +3248,96 @@ Error GLTFDocument::_parse_textures(Ref<GLTFState> state) {
} else {
t->set_sampler(-1);
}
- state->textures.push_back(t);
+ p_state->textures.push_back(t);
}
return OK;
}
-GLTFTextureIndex GLTFDocument::_set_texture(Ref<GLTFState> state, Ref<Texture2D> p_texture, StandardMaterial3D::TextureFilter p_filter_mode, bool p_repeats) {
+GLTFTextureIndex GLTFDocument::_set_texture(Ref<GLTFState> p_state, Ref<Texture2D> p_texture, StandardMaterial3D::TextureFilter p_filter_mode, bool p_repeats) {
ERR_FAIL_COND_V(p_texture.is_null(), -1);
Ref<GLTFTexture> gltf_texture;
gltf_texture.instantiate();
ERR_FAIL_COND_V(p_texture->get_image().is_null(), -1);
- GLTFImageIndex gltf_src_image_i = state->images.size();
- state->images.push_back(p_texture);
+ GLTFImageIndex gltf_src_image_i = p_state->images.size();
+ p_state->images.push_back(p_texture);
gltf_texture->set_src_image(gltf_src_image_i);
- gltf_texture->set_sampler(_set_sampler_for_mode(state, p_filter_mode, p_repeats));
- GLTFTextureIndex gltf_texture_i = state->textures.size();
- state->textures.push_back(gltf_texture);
+ gltf_texture->set_sampler(_set_sampler_for_mode(p_state, p_filter_mode, p_repeats));
+ GLTFTextureIndex gltf_texture_i = p_state->textures.size();
+ p_state->textures.push_back(gltf_texture);
return gltf_texture_i;
}
-Ref<Texture2D> GLTFDocument::_get_texture(Ref<GLTFState> state, const GLTFTextureIndex p_texture) {
- ERR_FAIL_INDEX_V(p_texture, state->textures.size(), Ref<Texture2D>());
- const GLTFImageIndex image = state->textures[p_texture]->get_src_image();
+Ref<Texture2D> GLTFDocument::_get_texture(Ref<GLTFState> p_state, const GLTFTextureIndex p_texture) {
+ ERR_FAIL_INDEX_V(p_texture, p_state->textures.size(), Ref<Texture2D>());
+ const GLTFImageIndex image = p_state->textures[p_texture]->get_src_image();
- ERR_FAIL_INDEX_V(image, state->images.size(), Ref<Texture2D>());
+ ERR_FAIL_INDEX_V(image, p_state->images.size(), Ref<Texture2D>());
- return state->images[image];
+ return p_state->images[image];
}
-GLTFTextureSamplerIndex GLTFDocument::_set_sampler_for_mode(Ref<GLTFState> state, StandardMaterial3D::TextureFilter p_filter_mode, bool p_repeats) {
- for (int i = 0; i < state->texture_samplers.size(); ++i) {
- if (state->texture_samplers[i]->get_filter_mode() == p_filter_mode) {
+GLTFTextureSamplerIndex GLTFDocument::_set_sampler_for_mode(Ref<GLTFState> p_state, StandardMaterial3D::TextureFilter p_filter_mode, bool p_repeats) {
+ for (int i = 0; i < p_state->texture_samplers.size(); ++i) {
+ if (p_state->texture_samplers[i]->get_filter_mode() == p_filter_mode) {
return i;
}
}
- GLTFTextureSamplerIndex gltf_sampler_i = state->texture_samplers.size();
+ GLTFTextureSamplerIndex gltf_sampler_i = p_state->texture_samplers.size();
Ref<GLTFTextureSampler> gltf_sampler;
gltf_sampler.instantiate();
gltf_sampler->set_filter_mode(p_filter_mode);
gltf_sampler->set_wrap_mode(p_repeats);
- state->texture_samplers.push_back(gltf_sampler);
+ p_state->texture_samplers.push_back(gltf_sampler);
return gltf_sampler_i;
}
-Ref<GLTFTextureSampler> GLTFDocument::_get_sampler_for_texture(Ref<GLTFState> state, const GLTFTextureIndex p_texture) {
- ERR_FAIL_INDEX_V(p_texture, state->textures.size(), Ref<Texture2D>());
- const GLTFTextureSamplerIndex sampler = state->textures[p_texture]->get_sampler();
+Ref<GLTFTextureSampler> GLTFDocument::_get_sampler_for_texture(Ref<GLTFState> p_state, const GLTFTextureIndex p_texture) {
+ ERR_FAIL_INDEX_V(p_texture, p_state->textures.size(), Ref<Texture2D>());
+ const GLTFTextureSamplerIndex sampler = p_state->textures[p_texture]->get_sampler();
if (sampler == -1) {
- return state->default_texture_sampler;
+ return p_state->default_texture_sampler;
} else {
- ERR_FAIL_INDEX_V(sampler, state->texture_samplers.size(), Ref<GLTFTextureSampler>());
+ ERR_FAIL_INDEX_V(sampler, p_state->texture_samplers.size(), Ref<GLTFTextureSampler>());
- return state->texture_samplers[sampler];
+ return p_state->texture_samplers[sampler];
}
}
-Error GLTFDocument::_serialize_texture_samplers(Ref<GLTFState> state) {
- if (!state->texture_samplers.size()) {
+Error GLTFDocument::_serialize_texture_samplers(Ref<GLTFState> p_state) {
+ if (!p_state->texture_samplers.size()) {
return OK;
}
Array samplers;
- for (int32_t i = 0; i < state->texture_samplers.size(); ++i) {
+ for (int32_t i = 0; i < p_state->texture_samplers.size(); ++i) {
Dictionary d;
- Ref<GLTFTextureSampler> s = state->texture_samplers[i];
+ Ref<GLTFTextureSampler> s = p_state->texture_samplers[i];
d["magFilter"] = s->get_mag_filter();
d["minFilter"] = s->get_min_filter();
d["wrapS"] = s->get_wrap_s();
d["wrapT"] = s->get_wrap_t();
samplers.push_back(d);
}
- state->json["samplers"] = samplers;
+ p_state->json["samplers"] = samplers;
return OK;
}
-Error GLTFDocument::_parse_texture_samplers(Ref<GLTFState> state) {
- state->default_texture_sampler.instantiate();
- state->default_texture_sampler->set_min_filter(GLTFTextureSampler::FilterMode::LINEAR_MIPMAP_LINEAR);
- state->default_texture_sampler->set_mag_filter(GLTFTextureSampler::FilterMode::LINEAR);
- state->default_texture_sampler->set_wrap_s(GLTFTextureSampler::WrapMode::REPEAT);
- state->default_texture_sampler->set_wrap_t(GLTFTextureSampler::WrapMode::REPEAT);
+Error GLTFDocument::_parse_texture_samplers(Ref<GLTFState> p_state) {
+ p_state->default_texture_sampler.instantiate();
+ p_state->default_texture_sampler->set_min_filter(GLTFTextureSampler::FilterMode::LINEAR_MIPMAP_LINEAR);
+ p_state->default_texture_sampler->set_mag_filter(GLTFTextureSampler::FilterMode::LINEAR);
+ p_state->default_texture_sampler->set_wrap_s(GLTFTextureSampler::WrapMode::REPEAT);
+ p_state->default_texture_sampler->set_wrap_t(GLTFTextureSampler::WrapMode::REPEAT);
- if (!state->json.has("samplers")) {
+ if (!p_state->json.has("samplers")) {
return OK;
}
- const Array &samplers = state->json["samplers"];
+ const Array &samplers = p_state->json["samplers"];
for (int i = 0; i < samplers.size(); ++i) {
const Dictionary &d = samplers[i];
@@ -3371,199 +3367,203 @@ Error GLTFDocument::_parse_texture_samplers(Ref<GLTFState> state) {
sampler->set_wrap_t(GLTFTextureSampler::WrapMode::DEFAULT);
}
- state->texture_samplers.push_back(sampler);
+ p_state->texture_samplers.push_back(sampler);
}
return OK;
}
-Error GLTFDocument::_serialize_materials(Ref<GLTFState> state) {
+Error GLTFDocument::_serialize_materials(Ref<GLTFState> p_state) {
Array materials;
- for (int32_t i = 0; i < state->materials.size(); i++) {
+ for (int32_t i = 0; i < p_state->materials.size(); i++) {
Dictionary d;
-
- Ref<BaseMaterial3D> material = state->materials[i];
+ Ref<Material> material = p_state->materials[i];
if (material.is_null()) {
materials.push_back(d);
continue;
}
if (!material->get_name().is_empty()) {
- d["name"] = _gen_unique_name(state, material->get_name());
+ d["name"] = _gen_unique_name(p_state, material->get_name());
+ }
+
+ Ref<BaseMaterial3D> base_material = material;
+ if (base_material.is_null()) {
+ materials.push_back(d);
+ continue;
}
+
+ Dictionary mr;
{
- Dictionary mr;
- {
- Array arr;
- const Color c = material->get_albedo().srgb_to_linear();
- arr.push_back(c.r);
- arr.push_back(c.g);
- arr.push_back(c.b);
- arr.push_back(c.a);
- mr["baseColorFactor"] = arr;
- }
- {
- Dictionary bct;
- Ref<Texture2D> albedo_texture = material->get_texture(BaseMaterial3D::TEXTURE_ALBEDO);
- GLTFTextureIndex gltf_texture_index = -1;
+ Array arr;
+ const Color c = base_material->get_albedo().srgb_to_linear();
+ arr.push_back(c.r);
+ arr.push_back(c.g);
+ arr.push_back(c.b);
+ arr.push_back(c.a);
+ mr["baseColorFactor"] = arr;
+ }
+ {
+ Dictionary bct;
+ Ref<Texture2D> albedo_texture = base_material->get_texture(BaseMaterial3D::TEXTURE_ALBEDO);
+ GLTFTextureIndex gltf_texture_index = -1;
- 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, material->get_texture_filter(), material->get_flag(BaseMaterial3D::FLAG_USE_TEXTURE_REPEAT));
- }
- if (gltf_texture_index != -1) {
- bct["index"] = gltf_texture_index;
- Dictionary extensions = _serialize_texture_transform_uv1(material);
- if (!extensions.is_empty()) {
- bct["extensions"] = extensions;
- state->use_khr_texture_transform = true;
- }
- mr["baseColorTexture"] = bct;
- }
+ if (albedo_texture.is_valid() && albedo_texture->get_image().is_valid()) {
+ albedo_texture->set_name(material->get_name() + "_albedo");
+ gltf_texture_index = _set_texture(p_state, albedo_texture, base_material->get_texture_filter(), base_material->get_flag(BaseMaterial3D::FLAG_USE_TEXTURE_REPEAT));
}
-
- 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_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_image().is_valid();
- if (has_ao || has_roughness || has_metalness) {
- Dictionary mrt;
- Ref<Texture2D> roughness_texture = material->get_texture(BaseMaterial3D::TEXTURE_ROUGHNESS);
- BaseMaterial3D::TextureChannel roughness_channel = material->get_roughness_texture_channel();
- Ref<Texture2D> metallic_texture = material->get_texture(BaseMaterial3D::TEXTURE_METALLIC);
- BaseMaterial3D::TextureChannel metalness_channel = material->get_metallic_texture_channel();
- Ref<Texture2D> ao_texture = material->get_texture(BaseMaterial3D::TEXTURE_AMBIENT_OCCLUSION);
- BaseMaterial3D::TextureChannel ao_channel = material->get_ao_texture_channel();
- Ref<ImageTexture> orm_texture;
- orm_texture.instantiate();
- Ref<Image> orm_image;
- orm_image.instantiate();
- int32_t height = 0;
- int32_t width = 0;
- Ref<Image> ao_image;
- if (has_ao) {
- height = ao_texture->get_height();
- width = ao_texture->get_width();
- ao_image = ao_texture->get_image();
- Ref<ImageTexture> img_tex = ao_image;
- if (img_tex.is_valid()) {
- ao_image = img_tex->get_image();
- }
- if (ao_image->is_compressed()) {
- ao_image->decompress();
- }
+ if (gltf_texture_index != -1) {
+ bct["index"] = gltf_texture_index;
+ Dictionary extensions = _serialize_texture_transform_uv1(material);
+ if (!extensions.is_empty()) {
+ bct["extensions"] = extensions;
+ p_state->use_khr_texture_transform = true;
}
- Ref<Image> roughness_image;
- if (has_roughness) {
- height = roughness_texture->get_height();
- width = roughness_texture->get_width();
- roughness_image = roughness_texture->get_image();
- Ref<ImageTexture> img_tex = roughness_image;
- if (img_tex.is_valid()) {
- roughness_image = img_tex->get_image();
- }
- if (roughness_image->is_compressed()) {
- roughness_image->decompress();
- }
+ mr["baseColorTexture"] = bct;
+ }
+ }
+
+ mr["metallicFactor"] = base_material->get_metallic();
+ mr["roughnessFactor"] = base_material->get_roughness();
+ bool has_roughness = base_material->get_texture(BaseMaterial3D::TEXTURE_ROUGHNESS).is_valid() && base_material->get_texture(BaseMaterial3D::TEXTURE_ROUGHNESS)->get_image().is_valid();
+ bool has_ao = base_material->get_feature(BaseMaterial3D::FEATURE_AMBIENT_OCCLUSION) && base_material->get_texture(BaseMaterial3D::TEXTURE_AMBIENT_OCCLUSION).is_valid();
+ bool has_metalness = base_material->get_texture(BaseMaterial3D::TEXTURE_METALLIC).is_valid() && base_material->get_texture(BaseMaterial3D::TEXTURE_METALLIC)->get_image().is_valid();
+ if (has_ao || has_roughness || has_metalness) {
+ Dictionary mrt;
+ Ref<Texture2D> roughness_texture = base_material->get_texture(BaseMaterial3D::TEXTURE_ROUGHNESS);
+ BaseMaterial3D::TextureChannel roughness_channel = base_material->get_roughness_texture_channel();
+ Ref<Texture2D> metallic_texture = base_material->get_texture(BaseMaterial3D::TEXTURE_METALLIC);
+ BaseMaterial3D::TextureChannel metalness_channel = base_material->get_metallic_texture_channel();
+ Ref<Texture2D> ao_texture = base_material->get_texture(BaseMaterial3D::TEXTURE_AMBIENT_OCCLUSION);
+ BaseMaterial3D::TextureChannel ao_channel = base_material->get_ao_texture_channel();
+ Ref<ImageTexture> orm_texture;
+ orm_texture.instantiate();
+ Ref<Image> orm_image;
+ orm_image.instantiate();
+ int32_t height = 0;
+ int32_t width = 0;
+ Ref<Image> ao_image;
+ if (has_ao) {
+ height = ao_texture->get_height();
+ width = ao_texture->get_width();
+ ao_image = ao_texture->get_image();
+ Ref<ImageTexture> img_tex = ao_image;
+ if (img_tex.is_valid()) {
+ ao_image = img_tex->get_image();
}
- Ref<Image> metallness_image;
- if (has_metalness) {
- height = metallic_texture->get_height();
- width = metallic_texture->get_width();
- metallness_image = metallic_texture->get_image();
- Ref<ImageTexture> img_tex = metallness_image;
- if (img_tex.is_valid()) {
- metallness_image = img_tex->get_image();
- }
- if (metallness_image->is_compressed()) {
- metallness_image->decompress();
- }
+ if (ao_image->is_compressed()) {
+ ao_image->decompress();
}
- Ref<Texture2D> albedo_texture = material->get_texture(BaseMaterial3D::TEXTURE_ALBEDO);
- if (albedo_texture.is_valid() && albedo_texture->get_image().is_valid()) {
- height = albedo_texture->get_height();
- width = albedo_texture->get_width();
+ }
+ Ref<Image> roughness_image;
+ if (has_roughness) {
+ height = roughness_texture->get_height();
+ width = roughness_texture->get_width();
+ roughness_image = roughness_texture->get_image();
+ Ref<ImageTexture> img_tex = roughness_image;
+ if (img_tex.is_valid()) {
+ roughness_image = img_tex->get_image();
}
- orm_image->initialize_data(width, height, false, Image::FORMAT_RGBA8);
- if (ao_image.is_valid() && ao_image->get_size() != Vector2(width, height)) {
- ao_image->resize(width, height, Image::INTERPOLATE_LANCZOS);
+ if (roughness_image->is_compressed()) {
+ roughness_image->decompress();
}
- if (roughness_image.is_valid() && roughness_image->get_size() != Vector2(width, height)) {
- roughness_image->resize(width, height, Image::INTERPOLATE_LANCZOS);
+ }
+ Ref<Image> metallness_image;
+ if (has_metalness) {
+ height = metallic_texture->get_height();
+ width = metallic_texture->get_width();
+ metallness_image = metallic_texture->get_image();
+ Ref<ImageTexture> img_tex = metallness_image;
+ if (img_tex.is_valid()) {
+ metallness_image = img_tex->get_image();
}
- if (metallness_image.is_valid() && metallness_image->get_size() != Vector2(width, height)) {
- metallness_image->resize(width, height, Image::INTERPOLATE_LANCZOS);
+ if (metallness_image->is_compressed()) {
+ metallness_image->decompress();
}
- for (int32_t h = 0; h < height; h++) {
- for (int32_t w = 0; w < width; w++) {
- Color c = Color(1.0f, 1.0f, 1.0f);
- if (has_ao) {
- if (BaseMaterial3D::TextureChannel::TEXTURE_CHANNEL_RED == ao_channel) {
- c.r = ao_image->get_pixel(w, h).r;
- } else if (BaseMaterial3D::TextureChannel::TEXTURE_CHANNEL_GREEN == ao_channel) {
- c.r = ao_image->get_pixel(w, h).g;
- } else if (BaseMaterial3D::TextureChannel::TEXTURE_CHANNEL_BLUE == ao_channel) {
- c.r = ao_image->get_pixel(w, h).b;
- } else if (BaseMaterial3D::TextureChannel::TEXTURE_CHANNEL_ALPHA == ao_channel) {
- c.r = ao_image->get_pixel(w, h).a;
- }
+ }
+ Ref<Texture2D> albedo_texture = base_material->get_texture(BaseMaterial3D::TEXTURE_ALBEDO);
+ if (albedo_texture.is_valid() && albedo_texture->get_image().is_valid()) {
+ height = albedo_texture->get_height();
+ width = albedo_texture->get_width();
+ }
+ orm_image->initialize_data(width, height, false, Image::FORMAT_RGBA8);
+ if (ao_image.is_valid() && ao_image->get_size() != Vector2(width, height)) {
+ ao_image->resize(width, height, Image::INTERPOLATE_LANCZOS);
+ }
+ if (roughness_image.is_valid() && roughness_image->get_size() != Vector2(width, height)) {
+ roughness_image->resize(width, height, Image::INTERPOLATE_LANCZOS);
+ }
+ if (metallness_image.is_valid() && metallness_image->get_size() != Vector2(width, height)) {
+ metallness_image->resize(width, height, Image::INTERPOLATE_LANCZOS);
+ }
+ for (int32_t h = 0; h < height; h++) {
+ for (int32_t w = 0; w < width; w++) {
+ Color c = Color(1.0f, 1.0f, 1.0f);
+ if (has_ao) {
+ if (BaseMaterial3D::TextureChannel::TEXTURE_CHANNEL_RED == ao_channel) {
+ c.r = ao_image->get_pixel(w, h).r;
+ } else if (BaseMaterial3D::TextureChannel::TEXTURE_CHANNEL_GREEN == ao_channel) {
+ c.r = ao_image->get_pixel(w, h).g;
+ } else if (BaseMaterial3D::TextureChannel::TEXTURE_CHANNEL_BLUE == ao_channel) {
+ c.r = ao_image->get_pixel(w, h).b;
+ } else if (BaseMaterial3D::TextureChannel::TEXTURE_CHANNEL_ALPHA == ao_channel) {
+ c.r = ao_image->get_pixel(w, h).a;
}
- if (has_roughness) {
- if (BaseMaterial3D::TextureChannel::TEXTURE_CHANNEL_RED == roughness_channel) {
- c.g = roughness_image->get_pixel(w, h).r;
- } else if (BaseMaterial3D::TextureChannel::TEXTURE_CHANNEL_GREEN == roughness_channel) {
- c.g = roughness_image->get_pixel(w, h).g;
- } else if (BaseMaterial3D::TextureChannel::TEXTURE_CHANNEL_BLUE == roughness_channel) {
- c.g = roughness_image->get_pixel(w, h).b;
- } else if (BaseMaterial3D::TextureChannel::TEXTURE_CHANNEL_ALPHA == roughness_channel) {
- c.g = roughness_image->get_pixel(w, h).a;
- }
+ }
+ if (has_roughness) {
+ if (BaseMaterial3D::TextureChannel::TEXTURE_CHANNEL_RED == roughness_channel) {
+ c.g = roughness_image->get_pixel(w, h).r;
+ } else if (BaseMaterial3D::TextureChannel::TEXTURE_CHANNEL_GREEN == roughness_channel) {
+ c.g = roughness_image->get_pixel(w, h).g;
+ } else if (BaseMaterial3D::TextureChannel::TEXTURE_CHANNEL_BLUE == roughness_channel) {
+ c.g = roughness_image->get_pixel(w, h).b;
+ } else if (BaseMaterial3D::TextureChannel::TEXTURE_CHANNEL_ALPHA == roughness_channel) {
+ c.g = roughness_image->get_pixel(w, h).a;
}
- if (has_metalness) {
- if (BaseMaterial3D::TextureChannel::TEXTURE_CHANNEL_RED == metalness_channel) {
- c.b = metallness_image->get_pixel(w, h).r;
- } else if (BaseMaterial3D::TextureChannel::TEXTURE_CHANNEL_GREEN == metalness_channel) {
- c.b = metallness_image->get_pixel(w, h).g;
- } else if (BaseMaterial3D::TextureChannel::TEXTURE_CHANNEL_BLUE == metalness_channel) {
- c.b = metallness_image->get_pixel(w, h).b;
- } else if (BaseMaterial3D::TextureChannel::TEXTURE_CHANNEL_ALPHA == metalness_channel) {
- c.b = metallness_image->get_pixel(w, h).a;
- }
+ }
+ if (has_metalness) {
+ if (BaseMaterial3D::TextureChannel::TEXTURE_CHANNEL_RED == metalness_channel) {
+ c.b = metallness_image->get_pixel(w, h).r;
+ } else if (BaseMaterial3D::TextureChannel::TEXTURE_CHANNEL_GREEN == metalness_channel) {
+ c.b = metallness_image->get_pixel(w, h).g;
+ } else if (BaseMaterial3D::TextureChannel::TEXTURE_CHANNEL_BLUE == metalness_channel) {
+ c.b = metallness_image->get_pixel(w, h).b;
+ } else if (BaseMaterial3D::TextureChannel::TEXTURE_CHANNEL_ALPHA == metalness_channel) {
+ c.b = metallness_image->get_pixel(w, h).a;
}
- orm_image->set_pixel(w, h, c);
}
+ orm_image->set_pixel(w, h, c);
}
- orm_image->generate_mipmaps();
- orm_texture->set_image(orm_image);
- GLTFTextureIndex orm_texture_index = -1;
- if (has_ao || has_roughness || has_metalness) {
- orm_texture->set_name(material->get_name() + "_orm");
- orm_texture_index = _set_texture(state, orm_texture, material->get_texture_filter(), material->get_flag(BaseMaterial3D::FLAG_USE_TEXTURE_REPEAT));
- }
- if (has_ao) {
- Dictionary occt;
- occt["index"] = orm_texture_index;
- d["occlusionTexture"] = occt;
- }
- if (has_roughness || has_metalness) {
- mrt["index"] = orm_texture_index;
- Dictionary extensions = _serialize_texture_transform_uv1(material);
- if (!extensions.is_empty()) {
- mrt["extensions"] = extensions;
- state->use_khr_texture_transform = true;
- }
- mr["metallicRoughnessTexture"] = mrt;
+ }
+ orm_image->generate_mipmaps();
+ orm_texture->set_image(orm_image);
+ GLTFTextureIndex orm_texture_index = -1;
+ if (has_ao || has_roughness || has_metalness) {
+ orm_texture->set_name(material->get_name() + "_orm");
+ orm_texture_index = _set_texture(p_state, orm_texture, base_material->get_texture_filter(), base_material->get_flag(BaseMaterial3D::FLAG_USE_TEXTURE_REPEAT));
+ }
+ if (has_ao) {
+ Dictionary occt;
+ occt["index"] = orm_texture_index;
+ d["occlusionTexture"] = occt;
+ }
+ if (has_roughness || has_metalness) {
+ mrt["index"] = orm_texture_index;
+ Dictionary extensions = _serialize_texture_transform_uv1(material);
+ if (!extensions.is_empty()) {
+ mrt["extensions"] = extensions;
+ p_state->use_khr_texture_transform = true;
}
+ mr["metallicRoughnessTexture"] = mrt;
}
- d["pbrMetallicRoughness"] = mr;
}
- if (material->get_feature(BaseMaterial3D::FEATURE_NORMAL_MAPPING)) {
+ d["pbrMetallicRoughness"] = mr;
+ if (base_material->get_feature(BaseMaterial3D::FEATURE_NORMAL_MAPPING)) {
Dictionary nt;
Ref<ImageTexture> tex;
tex.instantiate();
{
- Ref<Texture2D> normal_texture = material->get_texture(BaseMaterial3D::TEXTURE_NORMAL);
+ Ref<Texture2D> normal_texture = base_material->get_texture(BaseMaterial3D::TEXTURE_NORMAL);
if (normal_texture.is_valid()) {
// Code for uncompressing RG normal maps
Ref<Image> img = normal_texture->get_image();
@@ -3593,30 +3593,31 @@ Error GLTFDocument::_serialize_materials(Ref<GLTFState> state) {
GLTFTextureIndex gltf_texture_index = -1;
if (tex.is_valid() && tex->get_image().is_valid()) {
tex->set_name(material->get_name() + "_normal");
- gltf_texture_index = _set_texture(state, tex, material->get_texture_filter(), material->get_flag(BaseMaterial3D::FLAG_USE_TEXTURE_REPEAT));
+ gltf_texture_index = _set_texture(p_state, tex, base_material->get_texture_filter(), base_material->get_flag(BaseMaterial3D::FLAG_USE_TEXTURE_REPEAT));
}
- nt["scale"] = material->get_normal_scale();
+ nt["scale"] = base_material->get_normal_scale();
if (gltf_texture_index != -1) {
nt["index"] = gltf_texture_index;
d["normalTexture"] = nt;
}
}
- if (material->get_feature(BaseMaterial3D::FEATURE_EMISSION)) {
- const Color c = material->get_emission().linear_to_srgb();
+ if (base_material->get_feature(BaseMaterial3D::FEATURE_EMISSION)) {
+ const Color c = base_material->get_emission().linear_to_srgb();
Array arr;
arr.push_back(c.r);
arr.push_back(c.g);
arr.push_back(c.b);
d["emissiveFactor"] = arr;
}
- if (material->get_feature(BaseMaterial3D::FEATURE_EMISSION)) {
+
+ if (base_material->get_feature(BaseMaterial3D::FEATURE_EMISSION)) {
Dictionary et;
- Ref<Texture2D> emission_texture = material->get_texture(BaseMaterial3D::TEXTURE_EMISSION);
+ Ref<Texture2D> emission_texture = base_material->get_texture(BaseMaterial3D::TEXTURE_EMISSION);
GLTFTextureIndex gltf_texture_index = -1;
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, material->get_texture_filter(), material->get_flag(BaseMaterial3D::FLAG_USE_TEXTURE_REPEAT));
+ gltf_texture_index = _set_texture(p_state, emission_texture, base_material->get_texture_filter(), base_material->get_flag(BaseMaterial3D::FLAG_USE_TEXTURE_REPEAT));
}
if (gltf_texture_index != -1) {
@@ -3624,33 +3625,36 @@ Error GLTFDocument::_serialize_materials(Ref<GLTFState> state) {
d["emissiveTexture"] = et;
}
}
- const bool ds = material->get_cull_mode() == BaseMaterial3D::CULL_DISABLED;
+
+ const bool ds = base_material->get_cull_mode() == BaseMaterial3D::CULL_DISABLED;
if (ds) {
d["doubleSided"] = ds;
}
- if (material->get_transparency() == BaseMaterial3D::TRANSPARENCY_ALPHA_SCISSOR) {
+
+ if (base_material->get_transparency() == BaseMaterial3D::TRANSPARENCY_ALPHA_SCISSOR) {
d["alphaMode"] = "MASK";
- d["alphaCutoff"] = material->get_alpha_scissor_threshold();
- } else if (material->get_transparency() != BaseMaterial3D::TRANSPARENCY_DISABLED) {
+ d["alphaCutoff"] = base_material->get_alpha_scissor_threshold();
+ } else if (base_material->get_transparency() != BaseMaterial3D::TRANSPARENCY_DISABLED) {
d["alphaMode"] = "BLEND";
}
+
materials.push_back(d);
}
if (!materials.size()) {
return OK;
}
- state->json["materials"] = materials;
- print_verbose("Total materials: " + itos(state->materials.size()));
+ p_state->json["materials"] = materials;
+ print_verbose("Total materials: " + itos(p_state->materials.size()));
return OK;
}
-Error GLTFDocument::_parse_materials(Ref<GLTFState> state) {
- if (!state->json.has("materials")) {
+Error GLTFDocument::_parse_materials(Ref<GLTFState> p_state) {
+ if (!p_state->json.has("materials")) {
return OK;
}
- const Array &materials = state->json["materials"];
+ const Array &materials = p_state->json["materials"];
for (GLTFMaterialIndex i = 0; i < materials.size(); i++) {
const Dictionary &d = materials[i];
@@ -3675,12 +3679,12 @@ Error GLTFDocument::_parse_materials(Ref<GLTFState> state) {
if (sgm.has("diffuseTexture")) {
const Dictionary &diffuse_texture_dict = sgm["diffuseTexture"];
if (diffuse_texture_dict.has("index")) {
- Ref<GLTFTextureSampler> diffuse_sampler = _get_sampler_for_texture(state, diffuse_texture_dict["index"]);
+ Ref<GLTFTextureSampler> diffuse_sampler = _get_sampler_for_texture(p_state, diffuse_texture_dict["index"]);
if (diffuse_sampler.is_valid()) {
material->set_texture_filter(diffuse_sampler->get_filter_mode());
material->set_flag(BaseMaterial3D::FLAG_USE_TEXTURE_REPEAT, diffuse_sampler->get_wrap_mode());
}
- Ref<Texture2D> diffuse_texture = _get_texture(state, diffuse_texture_dict["index"]);
+ Ref<Texture2D> diffuse_texture = _get_texture(p_state, diffuse_texture_dict["index"]);
if (diffuse_texture.is_valid()) {
spec_gloss->diffuse_img = diffuse_texture->get_image();
material->set_texture(BaseMaterial3D::TEXTURE_ALBEDO, diffuse_texture);
@@ -3708,7 +3712,7 @@ Error GLTFDocument::_parse_materials(Ref<GLTFState> state) {
if (sgm.has("specularGlossinessTexture")) {
const Dictionary &spec_gloss_texture = sgm["specularGlossinessTexture"];
if (spec_gloss_texture.has("index")) {
- const Ref<Texture2D> orig_texture = _get_texture(state, spec_gloss_texture["index"]);
+ const Ref<Texture2D> orig_texture = _get_texture(p_state, spec_gloss_texture["index"]);
if (orig_texture.is_valid()) {
spec_gloss->spec_gloss_img = orig_texture->get_image();
}
@@ -3728,10 +3732,10 @@ Error GLTFDocument::_parse_materials(Ref<GLTFState> state) {
if (mr.has("baseColorTexture")) {
const Dictionary &bct = mr["baseColorTexture"];
if (bct.has("index")) {
- Ref<GLTFTextureSampler> bct_sampler = _get_sampler_for_texture(state, bct["index"]);
+ Ref<GLTFTextureSampler> bct_sampler = _get_sampler_for_texture(p_state, bct["index"]);
material->set_texture_filter(bct_sampler->get_filter_mode());
material->set_flag(BaseMaterial3D::FLAG_USE_TEXTURE_REPEAT, bct_sampler->get_wrap_mode());
- material->set_texture(BaseMaterial3D::TEXTURE_ALBEDO, _get_texture(state, bct["index"]));
+ material->set_texture(BaseMaterial3D::TEXTURE_ALBEDO, _get_texture(p_state, bct["index"]));
}
if (!mr.has("baseColorFactor")) {
material->set_albedo(Color(1, 1, 1));
@@ -3754,7 +3758,7 @@ Error GLTFDocument::_parse_materials(Ref<GLTFState> state) {
if (mr.has("metallicRoughnessTexture")) {
const Dictionary &bct = mr["metallicRoughnessTexture"];
if (bct.has("index")) {
- const Ref<Texture2D> t = _get_texture(state, bct["index"]);
+ const Ref<Texture2D> t = _get_texture(p_state, bct["index"]);
material->set_texture(BaseMaterial3D::TEXTURE_METALLIC, t);
material->set_metallic_texture_channel(BaseMaterial3D::TEXTURE_CHANNEL_BLUE);
material->set_texture(BaseMaterial3D::TEXTURE_ROUGHNESS, t);
@@ -3772,7 +3776,7 @@ Error GLTFDocument::_parse_materials(Ref<GLTFState> state) {
if (d.has("normalTexture")) {
const Dictionary &bct = d["normalTexture"];
if (bct.has("index")) {
- material->set_texture(BaseMaterial3D::TEXTURE_NORMAL, _get_texture(state, bct["index"]));
+ material->set_texture(BaseMaterial3D::TEXTURE_NORMAL, _get_texture(p_state, bct["index"]));
material->set_feature(BaseMaterial3D::FEATURE_NORMAL_MAPPING, true);
}
if (bct.has("scale")) {
@@ -3782,7 +3786,7 @@ Error GLTFDocument::_parse_materials(Ref<GLTFState> state) {
if (d.has("occlusionTexture")) {
const Dictionary &bct = d["occlusionTexture"];
if (bct.has("index")) {
- material->set_texture(BaseMaterial3D::TEXTURE_AMBIENT_OCCLUSION, _get_texture(state, bct["index"]));
+ material->set_texture(BaseMaterial3D::TEXTURE_AMBIENT_OCCLUSION, _get_texture(p_state, bct["index"]));
material->set_ao_texture_channel(BaseMaterial3D::TEXTURE_CHANNEL_RED);
material->set_feature(BaseMaterial3D::FEATURE_AMBIENT_OCCLUSION, true);
}
@@ -3800,7 +3804,7 @@ Error GLTFDocument::_parse_materials(Ref<GLTFState> state) {
if (d.has("emissiveTexture")) {
const Dictionary &bct = d["emissiveTexture"];
if (bct.has("index")) {
- material->set_texture(BaseMaterial3D::TEXTURE_EMISSION, _get_texture(state, bct["index"]));
+ material->set_texture(BaseMaterial3D::TEXTURE_EMISSION, _get_texture(p_state, bct["index"]));
material->set_feature(BaseMaterial3D::FEATURE_EMISSION, true);
material->set_emission(Color(0, 0, 0));
}
@@ -3825,41 +3829,49 @@ Error GLTFDocument::_parse_materials(Ref<GLTFState> state) {
}
}
}
- state->materials.push_back(material);
+ p_state->materials.push_back(material);
}
- print_verbose("Total materials: " + itos(state->materials.size()));
+ print_verbose("Total materials: " + itos(p_state->materials.size()));
return OK;
}
-void GLTFDocument::_set_texture_transform_uv1(const Dictionary &d, Ref<BaseMaterial3D> material) {
- if (d.has("extensions")) {
- const Dictionary &extensions = d["extensions"];
+void GLTFDocument::_set_texture_transform_uv1(const Dictionary &p_dict, Ref<BaseMaterial3D> p_material) {
+ if (p_dict.has("extensions")) {
+ const Dictionary &extensions = p_dict["extensions"];
if (extensions.has("KHR_texture_transform")) {
- const Dictionary &texture_transform = extensions["KHR_texture_transform"];
- const Array &offset_arr = texture_transform["offset"];
- if (offset_arr.size() == 2) {
- const Vector3 offset_vector3 = Vector3(offset_arr[0], offset_arr[1], 0.0f);
- material->set_uv1_offset(offset_vector3);
- }
+ if (p_material.is_valid()) {
+ const Dictionary &texture_transform = extensions["KHR_texture_transform"];
+ const Array &offset_arr = texture_transform["offset"];
+ if (offset_arr.size() == 2) {
+ const Vector3 offset_vector3 = Vector3(offset_arr[0], offset_arr[1], 0.0f);
+ p_material->set_uv1_offset(offset_vector3);
+ }
- const Array &scale_arr = texture_transform["scale"];
- if (scale_arr.size() == 2) {
- const Vector3 scale_vector3 = Vector3(scale_arr[0], scale_arr[1], 1.0f);
- material->set_uv1_scale(scale_vector3);
+ const Array &scale_arr = texture_transform["scale"];
+ if (scale_arr.size() == 2) {
+ const Vector3 scale_vector3 = Vector3(scale_arr[0], scale_arr[1], 1.0f);
+ p_material->set_uv1_scale(scale_vector3);
+ }
}
}
}
}
void GLTFDocument::spec_gloss_to_rough_metal(Ref<GLTFSpecGloss> r_spec_gloss, Ref<BaseMaterial3D> p_material) {
+ if (r_spec_gloss.is_null()) {
+ return;
+ }
if (r_spec_gloss->spec_gloss_img.is_null()) {
return;
}
if (r_spec_gloss->diffuse_img.is_null()) {
return;
}
+ if (p_material.is_null()) {
+ return;
+ }
bool has_roughness = false;
bool has_metal = false;
p_material->set_roughness(1.0f);
@@ -3931,13 +3943,13 @@ void GLTFDocument::spec_gloss_to_metal_base_color(const Color &p_specular_factor
r_base_color = r_base_color.clamp();
}
-GLTFNodeIndex GLTFDocument::_find_highest_node(Ref<GLTFState> state, const Vector<GLTFNodeIndex> &subset) {
+GLTFNodeIndex GLTFDocument::_find_highest_node(Ref<GLTFState> p_state, const Vector<GLTFNodeIndex> &p_subset) {
int highest = -1;
GLTFNodeIndex best_node = -1;
- for (int i = 0; i < subset.size(); ++i) {
- const GLTFNodeIndex node_i = subset[i];
- const Ref<GLTFNode> node = state->nodes[node_i];
+ for (int i = 0; i < p_subset.size(); ++i) {
+ const GLTFNodeIndex node_i = p_subset[i];
+ const Ref<GLTFNode> node = p_state->nodes[node_i];
if (highest == -1 || node->height < highest) {
highest = node->height;
@@ -3948,38 +3960,38 @@ GLTFNodeIndex GLTFDocument::_find_highest_node(Ref<GLTFState> state, const Vecto
return best_node;
}
-bool GLTFDocument::_capture_nodes_in_skin(Ref<GLTFState> state, Ref<GLTFSkin> skin, const GLTFNodeIndex node_index) {
+bool GLTFDocument::_capture_nodes_in_skin(Ref<GLTFState> p_state, Ref<GLTFSkin> p_skin, const GLTFNodeIndex p_node_index) {
bool found_joint = false;
- for (int i = 0; i < state->nodes[node_index]->children.size(); ++i) {
- found_joint |= _capture_nodes_in_skin(state, skin, state->nodes[node_index]->children[i]);
+ for (int i = 0; i < p_state->nodes[p_node_index]->children.size(); ++i) {
+ found_joint |= _capture_nodes_in_skin(p_state, p_skin, p_state->nodes[p_node_index]->children[i]);
}
if (found_joint) {
// Mark it if we happen to find another skins joint...
- if (state->nodes[node_index]->joint && skin->joints.find(node_index) < 0) {
- skin->joints.push_back(node_index);
- } else if (skin->non_joints.find(node_index) < 0) {
- skin->non_joints.push_back(node_index);
+ if (p_state->nodes[p_node_index]->joint && p_skin->joints.find(p_node_index) < 0) {
+ p_skin->joints.push_back(p_node_index);
+ } else if (p_skin->non_joints.find(p_node_index) < 0) {
+ p_skin->non_joints.push_back(p_node_index);
}
}
- if (skin->joints.find(node_index) > 0) {
+ if (p_skin->joints.find(p_node_index) > 0) {
return true;
}
return false;
}
-void GLTFDocument::_capture_nodes_for_multirooted_skin(Ref<GLTFState> state, Ref<GLTFSkin> skin) {
+void GLTFDocument::_capture_nodes_for_multirooted_skin(Ref<GLTFState> p_state, Ref<GLTFSkin> p_skin) {
DisjointSet<GLTFNodeIndex> disjoint_set;
- for (int i = 0; i < skin->joints.size(); ++i) {
- const GLTFNodeIndex node_index = skin->joints[i];
- const GLTFNodeIndex parent = state->nodes[node_index]->parent;
+ for (int i = 0; i < p_skin->joints.size(); ++i) {
+ const GLTFNodeIndex node_index = p_skin->joints[i];
+ const GLTFNodeIndex parent = p_state->nodes[node_index]->parent;
disjoint_set.insert(node_index);
- if (skin->joints.find(parent) >= 0) {
+ if (p_skin->joints.find(parent) >= 0) {
disjoint_set.create_union(parent, node_index);
}
}
@@ -3997,8 +4009,8 @@ void GLTFDocument::_capture_nodes_for_multirooted_skin(Ref<GLTFState> state, Ref
for (int i = 0; i < roots.size(); ++i) {
const GLTFNodeIndex root = roots[i];
- if (maxHeight == -1 || state->nodes[root]->height < maxHeight) {
- maxHeight = state->nodes[root]->height;
+ if (maxHeight == -1 || p_state->nodes[root]->height < maxHeight) {
+ maxHeight = p_state->nodes[root]->height;
}
}
@@ -4006,13 +4018,13 @@ void GLTFDocument::_capture_nodes_for_multirooted_skin(Ref<GLTFState> state, Ref
// This sucks, but 99% of all game engines (not just Godot) would have this same issue.
for (int i = 0; i < roots.size(); ++i) {
GLTFNodeIndex current_node = roots[i];
- while (state->nodes[current_node]->height > maxHeight) {
- GLTFNodeIndex parent = state->nodes[current_node]->parent;
+ while (p_state->nodes[current_node]->height > maxHeight) {
+ GLTFNodeIndex parent = p_state->nodes[current_node]->parent;
- if (state->nodes[parent]->joint && skin->joints.find(parent) < 0) {
- skin->joints.push_back(parent);
- } else if (skin->non_joints.find(parent) < 0) {
- skin->non_joints.push_back(parent);
+ if (p_state->nodes[parent]->joint && p_skin->joints.find(parent) < 0) {
+ p_skin->joints.push_back(parent);
+ } else if (p_skin->non_joints.find(parent) < 0) {
+ p_skin->non_joints.push_back(parent);
}
current_node = parent;
@@ -4027,21 +4039,21 @@ void GLTFDocument::_capture_nodes_for_multirooted_skin(Ref<GLTFState> state, Ref
do {
all_same = true;
- const GLTFNodeIndex first_parent = state->nodes[roots[0]]->parent;
+ const GLTFNodeIndex first_parent = p_state->nodes[roots[0]]->parent;
for (int i = 1; i < roots.size(); ++i) {
- all_same &= (first_parent == state->nodes[roots[i]]->parent);
+ all_same &= (first_parent == p_state->nodes[roots[i]]->parent);
}
if (!all_same) {
for (int i = 0; i < roots.size(); ++i) {
const GLTFNodeIndex current_node = roots[i];
- const GLTFNodeIndex parent = state->nodes[current_node]->parent;
+ const GLTFNodeIndex parent = p_state->nodes[current_node]->parent;
- if (state->nodes[parent]->joint && skin->joints.find(parent) < 0) {
- skin->joints.push_back(parent);
- } else if (skin->non_joints.find(parent) < 0) {
- skin->non_joints.push_back(parent);
+ if (p_state->nodes[parent]->joint && p_skin->joints.find(parent) < 0) {
+ p_skin->joints.push_back(parent);
+ } else if (p_skin->non_joints.find(parent) < 0) {
+ p_skin->non_joints.push_back(parent);
}
roots.write[i] = parent;
@@ -4051,19 +4063,19 @@ void GLTFDocument::_capture_nodes_for_multirooted_skin(Ref<GLTFState> state, Ref
} while (!all_same);
}
-Error GLTFDocument::_expand_skin(Ref<GLTFState> state, Ref<GLTFSkin> skin) {
- _capture_nodes_for_multirooted_skin(state, skin);
+Error GLTFDocument::_expand_skin(Ref<GLTFState> p_state, Ref<GLTFSkin> p_skin) {
+ _capture_nodes_for_multirooted_skin(p_state, p_skin);
// Grab all nodes that lay in between skin joints/nodes
DisjointSet<GLTFNodeIndex> disjoint_set;
Vector<GLTFNodeIndex> all_skin_nodes;
- all_skin_nodes.append_array(skin->joints);
- all_skin_nodes.append_array(skin->non_joints);
+ all_skin_nodes.append_array(p_skin->joints);
+ all_skin_nodes.append_array(p_skin->non_joints);
for (int i = 0; i < all_skin_nodes.size(); ++i) {
const GLTFNodeIndex node_index = all_skin_nodes[i];
- const GLTFNodeIndex parent = state->nodes[node_index]->parent;
+ const GLTFNodeIndex parent = p_state->nodes[node_index]->parent;
disjoint_set.insert(node_index);
if (all_skin_nodes.find(parent) >= 0) {
@@ -4080,7 +4092,7 @@ Error GLTFDocument::_expand_skin(Ref<GLTFState> state, Ref<GLTFSkin> skin) {
Vector<GLTFNodeIndex> set;
disjoint_set.get_members(set, out_owners[i]);
- const GLTFNodeIndex root = _find_highest_node(state, set);
+ const GLTFNodeIndex root = _find_highest_node(p_state, set);
ERR_FAIL_COND_V(root < 0, FAILED);
out_roots.push_back(root);
}
@@ -4088,15 +4100,15 @@ Error GLTFDocument::_expand_skin(Ref<GLTFState> state, Ref<GLTFSkin> skin) {
out_roots.sort();
for (int i = 0; i < out_roots.size(); ++i) {
- _capture_nodes_in_skin(state, skin, out_roots[i]);
+ _capture_nodes_in_skin(p_state, p_skin, out_roots[i]);
}
- skin->roots = out_roots;
+ p_skin->roots = out_roots;
return OK;
}
-Error GLTFDocument::_verify_skin(Ref<GLTFState> state, Ref<GLTFSkin> skin) {
+Error GLTFDocument::_verify_skin(Ref<GLTFState> p_state, Ref<GLTFSkin> p_skin) {
// This may seem duplicated from expand_skins, but this is really a sanity check! (so it kinda is)
// In case additional interpolating logic is added to the skins, this will help ensure that you
// do not cause it to self implode into a fiery blaze
@@ -4108,12 +4120,12 @@ Error GLTFDocument::_verify_skin(Ref<GLTFState> state, Ref<GLTFSkin> skin) {
DisjointSet<GLTFNodeIndex> disjoint_set;
Vector<GLTFNodeIndex> all_skin_nodes;
- all_skin_nodes.append_array(skin->joints);
- all_skin_nodes.append_array(skin->non_joints);
+ all_skin_nodes.append_array(p_skin->joints);
+ all_skin_nodes.append_array(p_skin->non_joints);
for (int i = 0; i < all_skin_nodes.size(); ++i) {
const GLTFNodeIndex node_index = all_skin_nodes[i];
- const GLTFNodeIndex parent = state->nodes[node_index]->parent;
+ const GLTFNodeIndex parent = p_state->nodes[node_index]->parent;
disjoint_set.insert(node_index);
if (all_skin_nodes.find(parent) >= 0) {
@@ -4130,7 +4142,7 @@ Error GLTFDocument::_verify_skin(Ref<GLTFState> state, Ref<GLTFSkin> skin) {
Vector<GLTFNodeIndex> set;
disjoint_set.get_members(set, out_owners[i]);
- const GLTFNodeIndex root = _find_highest_node(state, set);
+ const GLTFNodeIndex root = _find_highest_node(p_state, set);
ERR_FAIL_COND_V(root < 0, FAILED);
out_roots.push_back(root);
}
@@ -4140,9 +4152,9 @@ Error GLTFDocument::_verify_skin(Ref<GLTFState> state, Ref<GLTFSkin> skin) {
ERR_FAIL_COND_V(out_roots.size() == 0, FAILED);
// Make sure the roots are the exact same (they better be)
- ERR_FAIL_COND_V(out_roots.size() != skin->roots.size(), FAILED);
+ ERR_FAIL_COND_V(out_roots.size() != p_skin->roots.size(), FAILED);
for (int i = 0; i < out_roots.size(); ++i) {
- ERR_FAIL_COND_V(out_roots[i] != skin->roots[i], FAILED);
+ ERR_FAIL_COND_V(out_roots[i] != p_skin->roots[i], FAILED);
}
// Single rooted skin? Perfectly ok!
@@ -4151,9 +4163,9 @@ Error GLTFDocument::_verify_skin(Ref<GLTFState> state, Ref<GLTFSkin> skin) {
}
// Make sure all parents of a multi-rooted skin are the SAME
- const GLTFNodeIndex parent = state->nodes[out_roots[0]]->parent;
+ const GLTFNodeIndex parent = p_state->nodes[out_roots[0]]->parent;
for (int i = 1; i < out_roots.size(); ++i) {
- if (state->nodes[out_roots[i]]->parent != parent) {
+ if (p_state->nodes[out_roots[i]]->parent != parent) {
return FAILED;
}
}
@@ -4161,12 +4173,12 @@ Error GLTFDocument::_verify_skin(Ref<GLTFState> state, Ref<GLTFSkin> skin) {
return OK;
}
-Error GLTFDocument::_parse_skins(Ref<GLTFState> state) {
- if (!state->json.has("skins")) {
+Error GLTFDocument::_parse_skins(Ref<GLTFState> p_state) {
+ if (!p_state->json.has("skins")) {
return OK;
}
- const Array &skins = state->json["skins"];
+ const Array &skins = p_state->json["skins"];
// Create the base skins, and mark nodes that are joints
for (int i = 0; i < skins.size(); i++) {
@@ -4180,18 +4192,18 @@ Error GLTFDocument::_parse_skins(Ref<GLTFState> state) {
const Array &joints = d["joints"];
if (d.has("inverseBindMatrices")) {
- skin->inverse_binds = _decode_accessor_as_xform(state, d["inverseBindMatrices"], false);
+ skin->inverse_binds = _decode_accessor_as_xform(p_state, d["inverseBindMatrices"], false);
ERR_FAIL_COND_V(skin->inverse_binds.size() != joints.size(), ERR_PARSE_ERROR);
}
for (int j = 0; j < joints.size(); j++) {
const GLTFNodeIndex node = joints[j];
- ERR_FAIL_INDEX_V(node, state->nodes.size(), ERR_PARSE_ERROR);
+ ERR_FAIL_INDEX_V(node, p_state->nodes.size(), ERR_PARSE_ERROR);
skin->joints.push_back(node);
skin->joints_original.push_back(node);
- state->nodes.write[node]->joint = true;
+ p_state->nodes.write[node]->joint = true;
}
if (d.has("name") && !String(d["name"]).is_empty()) {
@@ -4204,32 +4216,32 @@ Error GLTFDocument::_parse_skins(Ref<GLTFState> state) {
skin->skin_root = d["skeleton"];
}
- state->skins.push_back(skin);
+ p_state->skins.push_back(skin);
}
- for (GLTFSkinIndex i = 0; i < state->skins.size(); ++i) {
- Ref<GLTFSkin> skin = state->skins.write[i];
+ for (GLTFSkinIndex i = 0; i < p_state->skins.size(); ++i) {
+ Ref<GLTFSkin> skin = p_state->skins.write[i];
// Expand the skin to capture all the extra non-joints that lie in between the actual joints,
// and expand the hierarchy to ensure multi-rooted trees lie on the same height level
- ERR_FAIL_COND_V(_expand_skin(state, skin), ERR_PARSE_ERROR);
- ERR_FAIL_COND_V(_verify_skin(state, skin), ERR_PARSE_ERROR);
+ ERR_FAIL_COND_V(_expand_skin(p_state, skin), ERR_PARSE_ERROR);
+ ERR_FAIL_COND_V(_verify_skin(p_state, skin), ERR_PARSE_ERROR);
}
- print_verbose("glTF: Total skins: " + itos(state->skins.size()));
+ print_verbose("glTF: Total skins: " + itos(p_state->skins.size()));
return OK;
}
-Error GLTFDocument::_determine_skeletons(Ref<GLTFState> state) {
+Error GLTFDocument::_determine_skeletons(Ref<GLTFState> p_state) {
// Using a disjoint set, we are going to potentially combine all skins that are actually branches
// of a main skeleton, or treat skins defining the same set of nodes as ONE skeleton.
// This is another unclear issue caused by the current glTF specification.
DisjointSet<GLTFNodeIndex> skeleton_sets;
- for (GLTFSkinIndex skin_i = 0; skin_i < state->skins.size(); ++skin_i) {
- const Ref<GLTFSkin> skin = state->skins[skin_i];
+ for (GLTFSkinIndex skin_i = 0; skin_i < p_state->skins.size(); ++skin_i) {
+ const Ref<GLTFSkin> skin = p_state->skins[skin_i];
Vector<GLTFNodeIndex> all_skin_nodes;
all_skin_nodes.append_array(skin->joints);
@@ -4237,7 +4249,7 @@ Error GLTFDocument::_determine_skeletons(Ref<GLTFState> state) {
for (int i = 0; i < all_skin_nodes.size(); ++i) {
const GLTFNodeIndex node_index = all_skin_nodes[i];
- const GLTFNodeIndex parent = state->nodes[node_index]->parent;
+ const GLTFNodeIndex parent = p_state->nodes[node_index]->parent;
skeleton_sets.insert(node_index);
if (all_skin_nodes.find(parent) >= 0) {
@@ -4261,7 +4273,7 @@ Error GLTFDocument::_determine_skeletons(Ref<GLTFState> state) {
for (int i = 0; i < groups_representatives.size(); ++i) {
Vector<GLTFNodeIndex> group;
skeleton_sets.get_members(group, groups_representatives[i]);
- highest_group_members.push_back(_find_highest_node(state, group));
+ highest_group_members.push_back(_find_highest_node(p_state, group));
groups.push_back(group);
}
@@ -4273,13 +4285,13 @@ Error GLTFDocument::_determine_skeletons(Ref<GLTFState> state) {
const GLTFNodeIndex node_j = highest_group_members[j];
// Even if they are siblings under the root! :)
- if (state->nodes[node_i]->parent == state->nodes[node_j]->parent) {
+ if (p_state->nodes[node_i]->parent == p_state->nodes[node_j]->parent) {
skeleton_sets.create_union(node_i, node_j);
}
}
// Attach any parenting going on together (we need to do this n^2 times)
- const GLTFNodeIndex node_i_parent = state->nodes[node_i]->parent;
+ const GLTFNodeIndex node_i_parent = p_state->nodes[node_i]->parent;
if (node_i_parent >= 0) {
for (int j = 0; j < groups.size() && i != j; ++j) {
const Vector<GLTFNodeIndex> &group = groups[j];
@@ -4306,8 +4318,8 @@ Error GLTFDocument::_determine_skeletons(Ref<GLTFState> state) {
Vector<GLTFNodeIndex> skeleton_nodes;
skeleton_sets.get_members(skeleton_nodes, skeleton_owner);
- for (GLTFSkinIndex skin_i = 0; skin_i < state->skins.size(); ++skin_i) {
- Ref<GLTFSkin> skin = state->skins.write[skin_i];
+ for (GLTFSkinIndex skin_i = 0; skin_i < p_state->skins.size(); ++skin_i) {
+ Ref<GLTFSkin> skin = p_state->skins.write[skin_i];
// If any of the the skeletons nodes exist in a skin, that skin now maps to the skeleton
for (int i = 0; i < skeleton_nodes.size(); ++i) {
@@ -4323,37 +4335,37 @@ Error GLTFDocument::_determine_skeletons(Ref<GLTFState> state) {
for (int i = 0; i < skeleton_nodes.size(); ++i) {
const GLTFNodeIndex node_i = skeleton_nodes[i];
- if (state->nodes[node_i]->joint) {
+ if (p_state->nodes[node_i]->joint) {
skeleton->joints.push_back(node_i);
} else {
non_joints.push_back(node_i);
}
}
- state->skeletons.push_back(skeleton);
+ p_state->skeletons.push_back(skeleton);
- _reparent_non_joint_skeleton_subtrees(state, state->skeletons.write[skel_i], non_joints);
+ _reparent_non_joint_skeleton_subtrees(p_state, p_state->skeletons.write[skel_i], non_joints);
}
- for (GLTFSkeletonIndex skel_i = 0; skel_i < state->skeletons.size(); ++skel_i) {
- Ref<GLTFSkeleton> skeleton = state->skeletons.write[skel_i];
+ for (GLTFSkeletonIndex skel_i = 0; skel_i < p_state->skeletons.size(); ++skel_i) {
+ Ref<GLTFSkeleton> skeleton = p_state->skeletons.write[skel_i];
for (int i = 0; i < skeleton->joints.size(); ++i) {
const GLTFNodeIndex node_i = skeleton->joints[i];
- Ref<GLTFNode> node = state->nodes[node_i];
+ Ref<GLTFNode> node = p_state->nodes[node_i];
ERR_FAIL_COND_V(!node->joint, ERR_PARSE_ERROR);
ERR_FAIL_COND_V(node->skeleton >= 0, ERR_PARSE_ERROR);
node->skeleton = skel_i;
}
- ERR_FAIL_COND_V(_determine_skeleton_roots(state, skel_i), ERR_PARSE_ERROR);
+ ERR_FAIL_COND_V(_determine_skeleton_roots(p_state, skel_i), ERR_PARSE_ERROR);
}
return OK;
}
-Error GLTFDocument::_reparent_non_joint_skeleton_subtrees(Ref<GLTFState> state, Ref<GLTFSkeleton> skeleton, const Vector<GLTFNodeIndex> &non_joints) {
+Error GLTFDocument::_reparent_non_joint_skeleton_subtrees(Ref<GLTFState> p_state, Ref<GLTFSkeleton> p_skeleton, const Vector<GLTFNodeIndex> &p_non_joints) {
DisjointSet<GLTFNodeIndex> subtree_set;
// Populate the disjoint set with ONLY non joints that are in the skeleton hierarchy (non_joints vector)
@@ -4364,13 +4376,13 @@ Error GLTFDocument::_reparent_non_joint_skeleton_subtrees(Ref<GLTFState> state,
// skinD depicted here explains this issue:
// https://github.com/KhronosGroup/glTF-Asset-Generator/blob/master/Output/Positive/Animation_Skin
- for (int i = 0; i < non_joints.size(); ++i) {
- const GLTFNodeIndex node_i = non_joints[i];
+ for (int i = 0; i < p_non_joints.size(); ++i) {
+ const GLTFNodeIndex node_i = p_non_joints[i];
subtree_set.insert(node_i);
- const GLTFNodeIndex parent_i = state->nodes[node_i]->parent;
- if (parent_i >= 0 && non_joints.find(parent_i) >= 0 && !state->nodes[parent_i]->joint) {
+ const GLTFNodeIndex parent_i = p_state->nodes[node_i]->parent;
+ if (parent_i >= 0 && p_non_joints.find(parent_i) >= 0 && !p_state->nodes[parent_i]->joint) {
subtree_set.create_union(parent_i, node_i);
}
}
@@ -4387,34 +4399,34 @@ 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) {
- Ref<GLTFNode> node = state->nodes[subtree_nodes[subtree_i]];
+ Ref<GLTFNode> node = p_state->nodes[subtree_nodes[subtree_i]];
node->joint = true;
// Add the joint to the skeletons joints
- skeleton->joints.push_back(subtree_nodes[subtree_i]);
+ p_skeleton->joints.push_back(subtree_nodes[subtree_i]);
}
}
return OK;
}
-Error GLTFDocument::_determine_skeleton_roots(Ref<GLTFState> state, const GLTFSkeletonIndex skel_i) {
+Error GLTFDocument::_determine_skeleton_roots(Ref<GLTFState> p_state, const GLTFSkeletonIndex p_skel_i) {
DisjointSet<GLTFNodeIndex> disjoint_set;
- for (GLTFNodeIndex i = 0; i < state->nodes.size(); ++i) {
- const Ref<GLTFNode> node = state->nodes[i];
+ for (GLTFNodeIndex i = 0; i < p_state->nodes.size(); ++i) {
+ const Ref<GLTFNode> node = p_state->nodes[i];
- if (node->skeleton != skel_i) {
+ if (node->skeleton != p_skel_i) {
continue;
}
disjoint_set.insert(i);
- if (node->parent >= 0 && state->nodes[node->parent]->skeleton == skel_i) {
+ if (node->parent >= 0 && p_state->nodes[node->parent]->skeleton == p_skel_i) {
disjoint_set.create_union(node->parent, i);
}
}
- Ref<GLTFSkeleton> skeleton = state->skeletons.write[skel_i];
+ Ref<GLTFSkeleton> skeleton = p_state->skeletons.write[p_skel_i];
Vector<GLTFNodeIndex> representatives;
disjoint_set.get_representatives(representatives);
@@ -4424,7 +4436,7 @@ Error GLTFDocument::_determine_skeleton_roots(Ref<GLTFState> state, const GLTFSk
for (int i = 0; i < representatives.size(); ++i) {
Vector<GLTFNodeIndex> set;
disjoint_set.get_members(set, representatives[i]);
- const GLTFNodeIndex root = _find_highest_node(state, set);
+ const GLTFNodeIndex root = _find_highest_node(p_state, set);
ERR_FAIL_COND_V(root < 0, FAILED);
roots.push_back(root);
}
@@ -4440,9 +4452,9 @@ Error GLTFDocument::_determine_skeleton_roots(Ref<GLTFState> state, const GLTFSk
}
// Check that the subtrees have the same parent root
- const GLTFNodeIndex parent = state->nodes[roots[0]]->parent;
+ const GLTFNodeIndex parent = p_state->nodes[roots[0]]->parent;
for (int i = 1; i < roots.size(); ++i) {
- if (state->nodes[roots[i]]->parent != parent) {
+ if (p_state->nodes[roots[i]]->parent != parent) {
return FAILED;
}
}
@@ -4450,16 +4462,16 @@ Error GLTFDocument::_determine_skeleton_roots(Ref<GLTFState> state, const GLTFSk
return OK;
}
-Error GLTFDocument::_create_skeletons(Ref<GLTFState> state) {
- for (GLTFSkeletonIndex skel_i = 0; skel_i < state->skeletons.size(); ++skel_i) {
- Ref<GLTFSkeleton> gltf_skeleton = state->skeletons.write[skel_i];
+Error GLTFDocument::_create_skeletons(Ref<GLTFState> p_state) {
+ for (GLTFSkeletonIndex skel_i = 0; skel_i < p_state->skeletons.size(); ++skel_i) {
+ Ref<GLTFSkeleton> gltf_skeleton = p_state->skeletons.write[skel_i];
Skeleton3D *skeleton = memnew(Skeleton3D);
gltf_skeleton->godot_skeleton = skeleton;
- state->skeleton3d_to_gltf_skeleton[skeleton->get_instance_id()] = skel_i;
+ p_state->skeleton3d_to_gltf_skeleton[skeleton->get_instance_id()] = skel_i;
// Make a unique name, no gltf node represents this skeleton
- skeleton->set_name(_gen_unique_name(state, "Skeleton3D"));
+ skeleton->set_name(_gen_unique_name(p_state, "Skeleton3D"));
List<GLTFNodeIndex> bones;
@@ -4475,14 +4487,14 @@ Error GLTFDocument::_create_skeletons(Ref<GLTFState> state) {
const GLTFNodeIndex node_i = bones.front()->get();
bones.pop_front();
- Ref<GLTFNode> node = state->nodes[node_i];
+ Ref<GLTFNode> node = p_state->nodes[node_i];
ERR_FAIL_COND_V(node->skeleton != skel_i, FAILED);
{ // Add all child nodes to the stack (deterministically)
Vector<GLTFNodeIndex> child_nodes;
for (int i = 0; i < node->children.size(); ++i) {
const GLTFNodeIndex child_i = node->children[i];
- if (state->nodes[child_i]->skeleton == skel_i) {
+ if (p_state->nodes[child_i]->skeleton == skel_i) {
child_nodes.push_back(child_i);
}
}
@@ -4500,7 +4512,7 @@ Error GLTFDocument::_create_skeletons(Ref<GLTFState> state) {
node->set_name("bone");
}
- node->set_name(_gen_unique_bone_name(state, skel_i, node->get_name()));
+ node->set_name(_gen_unique_bone_name(p_state, skel_i, node->get_name()));
skeleton->add_bone(node->get_name());
skeleton->set_bone_rest(bone_index, node->xform);
@@ -4508,30 +4520,30 @@ Error GLTFDocument::_create_skeletons(Ref<GLTFState> state) {
skeleton->set_bone_pose_rotation(bone_index, node->rotation.normalized());
skeleton->set_bone_pose_scale(bone_index, node->scale);
- if (node->parent >= 0 && state->nodes[node->parent]->skeleton == skel_i) {
- const int bone_parent = skeleton->find_bone(state->nodes[node->parent]->get_name());
+ if (node->parent >= 0 && p_state->nodes[node->parent]->skeleton == skel_i) {
+ const int bone_parent = skeleton->find_bone(p_state->nodes[node->parent]->get_name());
ERR_FAIL_COND_V(bone_parent < 0, FAILED);
- skeleton->set_bone_parent(bone_index, skeleton->find_bone(state->nodes[node->parent]->get_name()));
+ skeleton->set_bone_parent(bone_index, skeleton->find_bone(p_state->nodes[node->parent]->get_name()));
}
- state->scene_nodes.insert(node_i, skeleton);
+ p_state->scene_nodes.insert(node_i, skeleton);
}
}
- ERR_FAIL_COND_V(_map_skin_joints_indices_to_skeleton_bone_indices(state), ERR_PARSE_ERROR);
+ ERR_FAIL_COND_V(_map_skin_joints_indices_to_skeleton_bone_indices(p_state), ERR_PARSE_ERROR);
return OK;
}
-Error GLTFDocument::_map_skin_joints_indices_to_skeleton_bone_indices(Ref<GLTFState> state) {
- for (GLTFSkinIndex skin_i = 0; skin_i < state->skins.size(); ++skin_i) {
- Ref<GLTFSkin> skin = state->skins.write[skin_i];
+Error GLTFDocument::_map_skin_joints_indices_to_skeleton_bone_indices(Ref<GLTFState> p_state) {
+ for (GLTFSkinIndex skin_i = 0; skin_i < p_state->skins.size(); ++skin_i) {
+ Ref<GLTFSkin> skin = p_state->skins.write[skin_i];
- Ref<GLTFSkeleton> skeleton = state->skeletons[skin->skeleton];
+ Ref<GLTFSkeleton> skeleton = p_state->skeletons[skin->skeleton];
for (int joint_index = 0; joint_index < skin->joints_original.size(); ++joint_index) {
const GLTFNodeIndex node_i = skin->joints_original[joint_index];
- const Ref<GLTFNode> node = state->nodes[node_i];
+ const Ref<GLTFNode> node = p_state->nodes[node_i];
const int bone_index = skeleton->godot_skeleton->find_bone(node->get_name());
ERR_FAIL_COND_V(bone_index < 0, FAILED);
@@ -4543,28 +4555,28 @@ Error GLTFDocument::_map_skin_joints_indices_to_skeleton_bone_indices(Ref<GLTFSt
return OK;
}
-Error GLTFDocument::_serialize_skins(Ref<GLTFState> state) {
- _remove_duplicate_skins(state);
+Error GLTFDocument::_serialize_skins(Ref<GLTFState> p_state) {
+ _remove_duplicate_skins(p_state);
Array json_skins;
- for (int skin_i = 0; skin_i < state->skins.size(); skin_i++) {
- Ref<GLTFSkin> gltf_skin = state->skins[skin_i];
+ for (int skin_i = 0; skin_i < p_state->skins.size(); skin_i++) {
+ Ref<GLTFSkin> gltf_skin = p_state->skins[skin_i];
Dictionary json_skin;
- json_skin["inverseBindMatrices"] = _encode_accessor_as_xform(state, gltf_skin->inverse_binds, false);
+ json_skin["inverseBindMatrices"] = _encode_accessor_as_xform(p_state, gltf_skin->inverse_binds, false);
json_skin["joints"] = gltf_skin->get_joints();
json_skin["name"] = gltf_skin->get_name();
json_skins.push_back(json_skin);
}
- if (!state->skins.size()) {
+ if (!p_state->skins.size()) {
return OK;
}
- state->json["skins"] = json_skins;
+ p_state->json["skins"] = json_skins;
return OK;
}
-Error GLTFDocument::_create_skins(Ref<GLTFState> state) {
- for (GLTFSkinIndex skin_i = 0; skin_i < state->skins.size(); ++skin_i) {
- Ref<GLTFSkin> gltf_skin = state->skins.write[skin_i];
+Error GLTFDocument::_create_skins(Ref<GLTFState> p_state) {
+ for (GLTFSkinIndex skin_i = 0; skin_i < p_state->skins.size(); ++skin_i) {
+ Ref<GLTFSkin> gltf_skin = p_state->skins.write[skin_i];
Ref<Skin> skin;
skin.instantiate();
@@ -4574,14 +4586,14 @@ Error GLTFDocument::_create_skins(Ref<GLTFState> state) {
for (int joint_i = 0; joint_i < gltf_skin->joints_original.size(); ++joint_i) {
GLTFNodeIndex node = gltf_skin->joints_original[joint_i];
- String bone_name = state->nodes[node]->get_name();
+ String bone_name = p_state->nodes[node]->get_name();
Transform3D xform;
if (has_ibms) {
xform = gltf_skin->inverse_binds[joint_i];
}
- if (state->use_named_skin_binds) {
+ if (p_state->use_named_skin_binds) {
skin->add_named_bind(bone_name, xform);
} else {
int32_t bone_i = gltf_skin->joint_i_to_bone_i[joint_i];
@@ -4593,35 +4605,35 @@ Error GLTFDocument::_create_skins(Ref<GLTFState> state) {
}
// Purge the duplicates!
- _remove_duplicate_skins(state);
+ _remove_duplicate_skins(p_state);
// Create unique names now, after removing duplicates
- for (GLTFSkinIndex skin_i = 0; skin_i < state->skins.size(); ++skin_i) {
- Ref<Skin> skin = state->skins.write[skin_i]->godot_skin;
+ for (GLTFSkinIndex skin_i = 0; skin_i < p_state->skins.size(); ++skin_i) {
+ Ref<Skin> skin = p_state->skins.write[skin_i]->godot_skin;
if (skin->get_name().is_empty()) {
// Make a unique name, no gltf node represents this skin
- skin->set_name(_gen_unique_name(state, "Skin"));
+ skin->set_name(_gen_unique_name(p_state, "Skin"));
}
}
return OK;
}
-bool GLTFDocument::_skins_are_same(const Ref<Skin> skin_a, const Ref<Skin> skin_b) {
- if (skin_a->get_bind_count() != skin_b->get_bind_count()) {
+bool GLTFDocument::_skins_are_same(const Ref<Skin> p_skin_a, const Ref<Skin> p_skin_b) {
+ if (p_skin_a->get_bind_count() != p_skin_b->get_bind_count()) {
return false;
}
- for (int i = 0; i < skin_a->get_bind_count(); ++i) {
- if (skin_a->get_bind_bone(i) != skin_b->get_bind_bone(i)) {
+ for (int i = 0; i < p_skin_a->get_bind_count(); ++i) {
+ if (p_skin_a->get_bind_bone(i) != p_skin_b->get_bind_bone(i)) {
return false;
}
- if (skin_a->get_bind_name(i) != skin_b->get_bind_name(i)) {
+ if (p_skin_a->get_bind_name(i) != p_skin_b->get_bind_name(i)) {
return false;
}
- Transform3D a_xform = skin_a->get_bind_pose(i);
- Transform3D b_xform = skin_b->get_bind_pose(i);
+ Transform3D a_xform = p_skin_a->get_bind_pose(i);
+ Transform3D b_xform = p_skin_b->get_bind_pose(i);
if (a_xform != b_xform) {
return false;
@@ -4631,67 +4643,67 @@ bool GLTFDocument::_skins_are_same(const Ref<Skin> skin_a, const Ref<Skin> skin_
return true;
}
-void GLTFDocument::_remove_duplicate_skins(Ref<GLTFState> state) {
- for (int i = 0; i < state->skins.size(); ++i) {
- for (int j = i + 1; j < state->skins.size(); ++j) {
- const Ref<Skin> skin_i = state->skins[i]->godot_skin;
- const Ref<Skin> skin_j = state->skins[j]->godot_skin;
+void GLTFDocument::_remove_duplicate_skins(Ref<GLTFState> p_state) {
+ for (int i = 0; i < p_state->skins.size(); ++i) {
+ for (int j = i + 1; j < p_state->skins.size(); ++j) {
+ const Ref<Skin> skin_i = p_state->skins[i]->godot_skin;
+ const Ref<Skin> skin_j = p_state->skins[j]->godot_skin;
if (_skins_are_same(skin_i, skin_j)) {
// replace it and delete the old
- state->skins.write[j]->godot_skin = skin_i;
+ p_state->skins.write[j]->godot_skin = skin_i;
}
}
}
}
-Error GLTFDocument::_serialize_lights(Ref<GLTFState> state) {
- if (state->lights.is_empty()) {
+Error GLTFDocument::_serialize_lights(Ref<GLTFState> p_state) {
+ if (p_state->lights.is_empty()) {
return OK;
}
Array lights;
- for (GLTFLightIndex i = 0; i < state->lights.size(); i++) {
- lights.push_back(state->lights[i]->to_dictionary());
+ for (GLTFLightIndex i = 0; i < p_state->lights.size(); i++) {
+ lights.push_back(p_state->lights[i]->to_dictionary());
}
Dictionary extensions;
- if (state->json.has("extensions")) {
- extensions = state->json["extensions"];
+ if (p_state->json.has("extensions")) {
+ extensions = p_state->json["extensions"];
} else {
- state->json["extensions"] = extensions;
+ p_state->json["extensions"] = extensions;
}
Dictionary lights_punctual;
extensions["KHR_lights_punctual"] = lights_punctual;
lights_punctual["lights"] = lights;
- print_verbose("glTF: Total lights: " + itos(state->lights.size()));
+ print_verbose("glTF: Total lights: " + itos(p_state->lights.size()));
return OK;
}
-Error GLTFDocument::_serialize_cameras(Ref<GLTFState> state) {
+Error GLTFDocument::_serialize_cameras(Ref<GLTFState> p_state) {
Array cameras;
- cameras.resize(state->cameras.size());
- for (GLTFCameraIndex i = 0; i < state->cameras.size(); i++) {
- cameras[i] = state->cameras[i]->to_dictionary();
+ cameras.resize(p_state->cameras.size());
+ for (GLTFCameraIndex i = 0; i < p_state->cameras.size(); i++) {
+ cameras[i] = p_state->cameras[i]->to_dictionary();
}
- if (!state->cameras.size()) {
+ if (!p_state->cameras.size()) {
return OK;
}
- state->json["cameras"] = cameras;
+ p_state->json["cameras"] = cameras;
- print_verbose("glTF: Total cameras: " + itos(state->cameras.size()));
+ print_verbose("glTF: Total cameras: " + itos(p_state->cameras.size()));
return OK;
}
-Error GLTFDocument::_parse_lights(Ref<GLTFState> state) {
- if (!state->json.has("extensions")) {
+Error GLTFDocument::_parse_lights(Ref<GLTFState> p_state) {
+ if (!p_state->json.has("extensions")) {
return OK;
}
- Dictionary extensions = state->json["extensions"];
+ Dictionary extensions = p_state->json["extensions"];
if (!extensions.has("KHR_lights_punctual")) {
return OK;
}
@@ -4707,26 +4719,26 @@ Error GLTFDocument::_parse_lights(Ref<GLTFState> state) {
if (light.is_null()) {
return Error::ERR_PARSE_ERROR;
}
- state->lights.push_back(light);
+ p_state->lights.push_back(light);
}
- print_verbose("glTF: Total lights: " + itos(state->lights.size()));
+ print_verbose("glTF: Total lights: " + itos(p_state->lights.size()));
return OK;
}
-Error GLTFDocument::_parse_cameras(Ref<GLTFState> state) {
- if (!state->json.has("cameras")) {
+Error GLTFDocument::_parse_cameras(Ref<GLTFState> p_state) {
+ if (!p_state->json.has("cameras")) {
return OK;
}
- const Array cameras = state->json["cameras"];
+ const Array cameras = p_state->json["cameras"];
for (GLTFCameraIndex i = 0; i < cameras.size(); i++) {
- state->cameras.push_back(GLTFCamera::from_dictionary(cameras[i]));
+ p_state->cameras.push_back(GLTFCamera::from_dictionary(cameras[i]));
}
- print_verbose("glTF: Total cameras: " + itos(state->cameras.size()));
+ print_verbose("glTF: Total cameras: " + itos(p_state->cameras.size()));
return OK;
}
@@ -4746,24 +4758,24 @@ String GLTFDocument::interpolation_to_string(const GLTFAnimation::Interpolation
return interp;
}
-Error GLTFDocument::_serialize_animations(Ref<GLTFState> state) {
- if (!state->animation_players.size()) {
+Error GLTFDocument::_serialize_animations(Ref<GLTFState> p_state) {
+ if (!p_state->animation_players.size()) {
return OK;
}
- for (int32_t player_i = 0; player_i < state->animation_players.size(); player_i++) {
+ for (int32_t player_i = 0; player_i < p_state->animation_players.size(); player_i++) {
List<StringName> animation_names;
- AnimationPlayer *animation_player = state->animation_players[player_i];
+ AnimationPlayer *animation_player = p_state->animation_players[player_i];
animation_player->get_animation_list(&animation_names);
if (animation_names.size()) {
for (int animation_name_i = 0; animation_name_i < animation_names.size(); animation_name_i++) {
- _convert_animation(state, animation_player, animation_names[animation_name_i]);
+ _convert_animation(p_state, animation_player, animation_names[animation_name_i]);
}
}
}
Array animations;
- for (GLTFAnimationIndex animation_i = 0; animation_i < state->animations.size(); animation_i++) {
+ for (GLTFAnimationIndex animation_i = 0; animation_i < p_state->animations.size(); animation_i++) {
Dictionary d;
- Ref<GLTFAnimation> gltf_animation = state->animations[animation_i];
+ Ref<GLTFAnimation> gltf_animation = p_state->animations[animation_i];
if (!gltf_animation->get_tracks().size()) {
continue;
}
@@ -4783,9 +4795,9 @@ Error GLTFDocument::_serialize_animations(Ref<GLTFState> state) {
s["interpolation"] = interpolation_to_string(track.position_track.interpolation);
Vector<real_t> times = Variant(track.position_track.times);
- s["input"] = _encode_accessor_as_floats(state, times, false);
+ s["input"] = _encode_accessor_as_floats(p_state, times, false);
Vector<Vector3> values = Variant(track.position_track.values);
- s["output"] = _encode_accessor_as_vec3(state, values, false);
+ s["output"] = _encode_accessor_as_vec3(p_state, values, false);
samplers.push_back(s);
@@ -4803,9 +4815,9 @@ Error GLTFDocument::_serialize_animations(Ref<GLTFState> state) {
s["interpolation"] = interpolation_to_string(track.rotation_track.interpolation);
Vector<real_t> times = Variant(track.rotation_track.times);
- s["input"] = _encode_accessor_as_floats(state, times, false);
+ s["input"] = _encode_accessor_as_floats(p_state, times, false);
Vector<Quaternion> values = track.rotation_track.values;
- s["output"] = _encode_accessor_as_quaternions(state, values, false);
+ s["output"] = _encode_accessor_as_quaternions(p_state, values, false);
samplers.push_back(s);
@@ -4823,9 +4835,9 @@ Error GLTFDocument::_serialize_animations(Ref<GLTFState> state) {
s["interpolation"] = interpolation_to_string(track.scale_track.interpolation);
Vector<real_t> times = Variant(track.scale_track.times);
- s["input"] = _encode_accessor_as_floats(state, times, false);
+ s["input"] = _encode_accessor_as_floats(p_state, times, false);
Vector<Vector3> values = Variant(track.scale_track.values);
- s["output"] = _encode_accessor_as_vec3(state, values, false);
+ s["output"] = _encode_accessor_as_vec3(p_state, values, false);
samplers.push_back(s);
@@ -4903,8 +4915,8 @@ Error GLTFDocument::_serialize_animations(Ref<GLTFState> state) {
}
s["interpolation"] = interpolation_to_string(track.weight_tracks[track.weight_tracks.size() - 1].interpolation);
- s["input"] = _encode_accessor_as_floats(state, all_track_times, false);
- s["output"] = _encode_accessor_as_floats(state, all_track_values, false);
+ s["input"] = _encode_accessor_as_floats(p_state, all_track_times, false);
+ s["output"] = _encode_accessor_as_floats(p_state, all_track_values, false);
samplers.push_back(s);
@@ -4926,19 +4938,19 @@ Error GLTFDocument::_serialize_animations(Ref<GLTFState> state) {
if (!animations.size()) {
return OK;
}
- state->json["animations"] = animations;
+ p_state->json["animations"] = animations;
- print_verbose("glTF: Total animations '" + itos(state->animations.size()) + "'.");
+ print_verbose("glTF: Total animations '" + itos(p_state->animations.size()) + "'.");
return OK;
}
-Error GLTFDocument::_parse_animations(Ref<GLTFState> state) {
- if (!state->json.has("animations")) {
+Error GLTFDocument::_parse_animations(Ref<GLTFState> p_state) {
+ if (!p_state->json.has("animations")) {
return OK;
}
- const Array &animations = state->json["animations"];
+ const Array &animations = p_state->json["animations"];
for (GLTFAnimationIndex i = 0; i < animations.size(); i++) {
const Dictionary &d = animations[i];
@@ -4959,7 +4971,7 @@ Error GLTFDocument::_parse_animations(Ref<GLTFState> state) {
if (anim_name_lower.begins_with("loop") || anim_name_lower.ends_with("loop") || anim_name_lower.begins_with("cycle") || anim_name_lower.ends_with("cycle")) {
animation->set_loop(true);
}
- animation->set_name(_gen_unique_animation_name(state, anim_name));
+ animation->set_name(_gen_unique_animation_name(p_state, anim_name));
}
for (int j = 0; j < channels.size(); j++) {
@@ -4980,7 +4992,7 @@ Error GLTFDocument::_parse_animations(Ref<GLTFState> state) {
GLTFNodeIndex node = t["node"];
String path = t["path"];
- ERR_FAIL_INDEX_V(node, state->nodes.size(), ERR_PARSE_ERROR);
+ ERR_FAIL_INDEX_V(node, p_state->nodes.size(), ERR_PARSE_ERROR);
GLTFAnimation::Track *track = nullptr;
@@ -5015,27 +5027,27 @@ Error GLTFDocument::_parse_animations(Ref<GLTFState> state) {
}
}
- const Vector<float> times = _decode_accessor_as_floats(state, input, false);
+ const Vector<float> times = _decode_accessor_as_floats(p_state, input, false);
if (path == "translation") {
- const Vector<Vector3> positions = _decode_accessor_as_vec3(state, output, false);
+ const Vector<Vector3> positions = _decode_accessor_as_vec3(p_state, output, false);
track->position_track.interpolation = interp;
track->position_track.times = Variant(times); //convert via variant
track->position_track.values = Variant(positions); //convert via variant
} else if (path == "rotation") {
- const Vector<Quaternion> rotations = _decode_accessor_as_quaternion(state, output, false);
+ const Vector<Quaternion> rotations = _decode_accessor_as_quaternion(p_state, output, false);
track->rotation_track.interpolation = interp;
track->rotation_track.times = Variant(times); //convert via variant
track->rotation_track.values = rotations;
} else if (path == "scale") {
- const Vector<Vector3> scales = _decode_accessor_as_vec3(state, output, false);
+ const Vector<Vector3> scales = _decode_accessor_as_vec3(p_state, output, false);
track->scale_track.interpolation = interp;
track->scale_track.times = Variant(times); //convert via variant
track->scale_track.values = Variant(scales); //convert via variant
} else if (path == "weights") {
- const Vector<float> weights = _decode_accessor_as_floats(state, output, false);
+ const Vector<float> weights = _decode_accessor_as_floats(p_state, output, false);
- ERR_FAIL_INDEX_V(state->nodes[node]->mesh, state->meshes.size(), ERR_PARSE_ERROR);
- Ref<GLTFMesh> mesh = state->meshes[state->nodes[node]->mesh];
+ ERR_FAIL_INDEX_V(p_state->nodes[node]->mesh, p_state->meshes.size(), ERR_PARSE_ERROR);
+ Ref<GLTFMesh> mesh = p_state->meshes[p_state->nodes[node]->mesh];
ERR_CONTINUE(!mesh->get_blend_weights().size());
const int wc = mesh->get_blend_weights().size();
@@ -5063,17 +5075,17 @@ Error GLTFDocument::_parse_animations(Ref<GLTFState> state) {
}
}
- state->animations.push_back(animation);
+ p_state->animations.push_back(animation);
}
- print_verbose("glTF: Total animations '" + itos(state->animations.size()) + "'.");
+ print_verbose("glTF: Total animations '" + itos(p_state->animations.size()) + "'.");
return OK;
}
-void GLTFDocument::_assign_scene_names(Ref<GLTFState> state) {
- for (int i = 0; i < state->nodes.size(); i++) {
- Ref<GLTFNode> n = state->nodes[i];
+void GLTFDocument::_assign_scene_names(Ref<GLTFState> p_state) {
+ for (int i = 0; i < p_state->nodes.size(); i++) {
+ Ref<GLTFNode> n = p_state->nodes[i];
// Any joints get unique names generated when the skeleton is made, unique to the skeleton
if (n->skeleton >= 0) {
@@ -5082,21 +5094,21 @@ void GLTFDocument::_assign_scene_names(Ref<GLTFState> state) {
if (n->get_name().is_empty()) {
if (n->mesh >= 0) {
- n->set_name(_gen_unique_name(state, "Mesh"));
+ n->set_name(_gen_unique_name(p_state, "Mesh"));
} else if (n->camera >= 0) {
- n->set_name(_gen_unique_name(state, "Camera3D"));
+ n->set_name(_gen_unique_name(p_state, "Camera3D"));
} else {
- n->set_name(_gen_unique_name(state, "Node"));
+ n->set_name(_gen_unique_name(p_state, "Node"));
}
}
- n->set_name(_gen_unique_name(state, n->get_name()));
+ n->set_name(_gen_unique_name(p_state, n->get_name()));
}
}
-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[bone_index];
+BoneAttachment3D *GLTFDocument::_generate_bone_attachment(Ref<GLTFState> p_state, Skeleton3D *p_skeleton, const GLTFNodeIndex p_node_index, const GLTFNodeIndex p_bone_index) {
+ Ref<GLTFNode> gltf_node = p_state->nodes[p_node_index];
+ Ref<GLTFNode> bone_node = p_state->nodes[p_bone_index];
BoneAttachment3D *bone_attachment = memnew(BoneAttachment3D);
print_verbose("glTF: Creating bone attachment for: " + gltf_node->get_name());
@@ -5107,7 +5119,7 @@ BoneAttachment3D *GLTFDocument::_generate_bone_attachment(Ref<GLTFState> state,
return bone_attachment;
}
-GLTFMeshIndex GLTFDocument::_convert_mesh_to_gltf(Ref<GLTFState> state, MeshInstance3D *p_mesh_instance) {
+GLTFMeshIndex GLTFDocument::_convert_mesh_to_gltf(Ref<GLTFState> p_state, MeshInstance3D *p_mesh_instance) {
ERR_FAIL_NULL_V(p_mesh_instance, -1);
if (p_mesh_instance->get_mesh().is_null()) {
return -1;
@@ -5138,20 +5150,20 @@ GLTFMeshIndex GLTFDocument::_convert_mesh_to_gltf(Ref<GLTFState> state, MeshInst
gltf_mesh->set_instance_materials(instance_materials);
gltf_mesh->set_mesh(current_mesh);
gltf_mesh->set_blend_weights(blend_weights);
- GLTFMeshIndex mesh_i = state->meshes.size();
- state->meshes.push_back(gltf_mesh);
+ GLTFMeshIndex mesh_i = p_state->meshes.size();
+ p_state->meshes.push_back(gltf_mesh);
return mesh_i;
}
-ImporterMeshInstance3D *GLTFDocument::_generate_mesh_instance(Ref<GLTFState> state, const GLTFNodeIndex node_index) {
- Ref<GLTFNode> gltf_node = state->nodes[node_index];
+ImporterMeshInstance3D *GLTFDocument::_generate_mesh_instance(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index) {
+ Ref<GLTFNode> gltf_node = p_state->nodes[p_node_index];
- ERR_FAIL_INDEX_V(gltf_node->mesh, state->meshes.size(), nullptr);
+ ERR_FAIL_INDEX_V(gltf_node->mesh, p_state->meshes.size(), nullptr);
ImporterMeshInstance3D *mi = memnew(ImporterMeshInstance3D);
print_verbose("glTF: Creating mesh for: " + gltf_node->get_name());
- Ref<GLTFMesh> mesh = state->meshes.write[gltf_node->mesh];
+ Ref<GLTFMesh> mesh = p_state->meshes.write[gltf_node->mesh];
if (mesh.is_null()) {
return mi;
}
@@ -5163,56 +5175,56 @@ ImporterMeshInstance3D *GLTFDocument::_generate_mesh_instance(Ref<GLTFState> sta
return mi;
}
-Light3D *GLTFDocument::_generate_light(Ref<GLTFState> state, const GLTFNodeIndex node_index) {
- Ref<GLTFNode> gltf_node = state->nodes[node_index];
+Light3D *GLTFDocument::_generate_light(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index) {
+ Ref<GLTFNode> gltf_node = p_state->nodes[p_node_index];
- ERR_FAIL_INDEX_V(gltf_node->light, state->lights.size(), nullptr);
+ ERR_FAIL_INDEX_V(gltf_node->light, p_state->lights.size(), nullptr);
print_verbose("glTF: Creating light for: " + gltf_node->get_name());
- Ref<GLTFLight> l = state->lights[gltf_node->light];
+ Ref<GLTFLight> l = p_state->lights[gltf_node->light];
return l->to_node();
}
-Camera3D *GLTFDocument::_generate_camera(Ref<GLTFState> state, const GLTFNodeIndex node_index) {
- Ref<GLTFNode> gltf_node = state->nodes[node_index];
+Camera3D *GLTFDocument::_generate_camera(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index) {
+ Ref<GLTFNode> gltf_node = p_state->nodes[p_node_index];
- ERR_FAIL_INDEX_V(gltf_node->camera, state->cameras.size(), nullptr);
+ ERR_FAIL_INDEX_V(gltf_node->camera, p_state->cameras.size(), nullptr);
print_verbose("glTF: Creating camera for: " + gltf_node->get_name());
- Ref<GLTFCamera> c = state->cameras[gltf_node->camera];
+ Ref<GLTFCamera> c = p_state->cameras[gltf_node->camera];
return c->to_node();
}
-GLTFCameraIndex GLTFDocument::_convert_camera(Ref<GLTFState> state, Camera3D *p_camera) {
+GLTFCameraIndex GLTFDocument::_convert_camera(Ref<GLTFState> p_state, Camera3D *p_camera) {
print_verbose("glTF: Converting camera: " + p_camera->get_name());
Ref<GLTFCamera> c = GLTFCamera::from_node(p_camera);
- GLTFCameraIndex camera_index = state->cameras.size();
- state->cameras.push_back(c);
+ GLTFCameraIndex camera_index = p_state->cameras.size();
+ p_state->cameras.push_back(c);
return camera_index;
}
-GLTFLightIndex GLTFDocument::_convert_light(Ref<GLTFState> state, Light3D *p_light) {
+GLTFLightIndex GLTFDocument::_convert_light(Ref<GLTFState> p_state, Light3D *p_light) {
print_verbose("glTF: Converting light: " + p_light->get_name());
Ref<GLTFLight> l = GLTFLight::from_node(p_light);
- GLTFLightIndex light_index = state->lights.size();
- state->lights.push_back(l);
+ GLTFLightIndex light_index = p_state->lights.size();
+ p_state->lights.push_back(l);
return light_index;
}
-void GLTFDocument::_convert_spatial(Ref<GLTFState> state, Node3D *p_spatial, Ref<GLTFNode> p_node) {
+void GLTFDocument::_convert_spatial(Ref<GLTFState> p_state, Node3D *p_spatial, Ref<GLTFNode> p_node) {
Transform3D xform = p_spatial->get_transform();
p_node->scale = xform.basis.get_scale();
p_node->rotation = xform.basis.get_rotation_quaternion();
p_node->position = xform.origin;
}
-Node3D *GLTFDocument::_generate_spatial(Ref<GLTFState> state, const GLTFNodeIndex node_index) {
- Ref<GLTFNode> gltf_node = state->nodes[node_index];
+Node3D *GLTFDocument::_generate_spatial(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index) {
+ Ref<GLTFNode> gltf_node = p_state->nodes[p_node_index];
Node3D *spatial = memnew(Node3D);
print_verbose("glTF: Converting spatial: " + gltf_node->get_name());
@@ -5220,7 +5232,7 @@ Node3D *GLTFDocument::_generate_spatial(Ref<GLTFState> state, const GLTFNodeInde
return spatial;
}
-void GLTFDocument::_convert_scene_node(Ref<GLTFState> state, Node *p_current, const GLTFNodeIndex p_gltf_parent, const GLTFNodeIndex p_gltf_root) {
+void GLTFDocument::_convert_scene_node(Ref<GLTFState> p_state, Node *p_current, const GLTFNodeIndex p_gltf_parent, const GLTFNodeIndex p_gltf_root) {
bool retflag = true;
_check_visibility(p_current, retflag);
if (retflag) {
@@ -5228,64 +5240,68 @@ void GLTFDocument::_convert_scene_node(Ref<GLTFState> state, Node *p_current, co
}
Ref<GLTFNode> gltf_node;
gltf_node.instantiate();
- gltf_node->set_name(_gen_unique_name(state, p_current->get_name()));
+ gltf_node->set_name(_gen_unique_name(p_state, p_current->get_name()));
if (cast_to<Node3D>(p_current)) {
Node3D *spatial = cast_to<Node3D>(p_current);
- _convert_spatial(state, spatial, gltf_node);
+ _convert_spatial(p_state, spatial, gltf_node);
}
if (cast_to<MeshInstance3D>(p_current)) {
MeshInstance3D *mi = cast_to<MeshInstance3D>(p_current);
- _convert_mesh_instance_to_gltf(mi, state, gltf_node);
+ _convert_mesh_instance_to_gltf(mi, p_state, gltf_node);
} else if (cast_to<BoneAttachment3D>(p_current)) {
BoneAttachment3D *bone = cast_to<BoneAttachment3D>(p_current);
- _convert_bone_attachment_to_gltf(bone, state, p_gltf_parent, p_gltf_root, gltf_node);
+ _convert_bone_attachment_to_gltf(bone, p_state, p_gltf_parent, p_gltf_root, gltf_node);
return;
} else if (cast_to<Skeleton3D>(p_current)) {
Skeleton3D *skel = cast_to<Skeleton3D>(p_current);
- _convert_skeleton_to_gltf(skel, state, p_gltf_parent, p_gltf_root, gltf_node);
+ _convert_skeleton_to_gltf(skel, p_state, p_gltf_parent, p_gltf_root, gltf_node);
// We ignore the Godot Engine node that is the skeleton.
return;
} else if (cast_to<MultiMeshInstance3D>(p_current)) {
MultiMeshInstance3D *multi = cast_to<MultiMeshInstance3D>(p_current);
- _convert_multi_mesh_instance_to_gltf(multi, p_gltf_parent, p_gltf_root, gltf_node, state);
+ _convert_multi_mesh_instance_to_gltf(multi, p_gltf_parent, p_gltf_root, gltf_node, p_state);
#ifdef MODULE_CSG_ENABLED
} else if (cast_to<CSGShape3D>(p_current)) {
CSGShape3D *shape = cast_to<CSGShape3D>(p_current);
if (shape->get_parent() && shape->is_root_shape()) {
- _convert_csg_shape_to_gltf(shape, p_gltf_parent, gltf_node, state);
+ _convert_csg_shape_to_gltf(shape, p_gltf_parent, gltf_node, p_state);
}
#endif // MODULE_CSG_ENABLED
#ifdef MODULE_GRIDMAP_ENABLED
} else if (cast_to<GridMap>(p_current)) {
GridMap *gridmap = Object::cast_to<GridMap>(p_current);
- _convert_grid_map_to_gltf(gridmap, p_gltf_parent, p_gltf_root, gltf_node, state);
+ _convert_grid_map_to_gltf(gridmap, p_gltf_parent, p_gltf_root, gltf_node, p_state);
#endif // MODULE_GRIDMAP_ENABLED
} else if (cast_to<Camera3D>(p_current)) {
Camera3D *camera = Object::cast_to<Camera3D>(p_current);
- _convert_camera_to_gltf(camera, state, gltf_node);
+ _convert_camera_to_gltf(camera, p_state, gltf_node);
} else if (cast_to<Light3D>(p_current)) {
Light3D *light = Object::cast_to<Light3D>(p_current);
- _convert_light_to_gltf(light, state, gltf_node);
+ _convert_light_to_gltf(light, p_state, gltf_node);
} else if (cast_to<AnimationPlayer>(p_current)) {
AnimationPlayer *animation_player = Object::cast_to<AnimationPlayer>(p_current);
- _convert_animation_player_to_gltf(animation_player, state, p_gltf_parent, p_gltf_root, gltf_node, p_current);
+ _convert_animation_player_to_gltf(animation_player, p_state, p_gltf_parent, p_gltf_root, gltf_node, p_current);
}
- GLTFNodeIndex current_node_i = state->nodes.size();
+ for (Ref<GLTFDocumentExtension> ext : document_extensions) {
+ ERR_CONTINUE(ext.is_null());
+ ext->convert_scene_node(p_state, gltf_node, p_current);
+ }
+ GLTFNodeIndex current_node_i = p_state->nodes.size();
GLTFNodeIndex gltf_root = p_gltf_root;
if (gltf_root == -1) {
gltf_root = current_node_i;
Array scenes;
scenes.push_back(gltf_root);
- state->json["scene"] = scenes;
+ p_state->json["scene"] = scenes;
}
- _create_gltf_node(state, p_current, current_node_i, p_gltf_parent, gltf_root, gltf_node);
+ _create_gltf_node(p_state, p_current, current_node_i, p_gltf_parent, gltf_root, gltf_node);
for (int node_i = 0; node_i < p_current->get_child_count(); node_i++) {
- _convert_scene_node(state, p_current->get_child(node_i), current_node_i, gltf_root);
+ _convert_scene_node(p_state, p_current->get_child(node_i), current_node_i, gltf_root);
}
}
#ifdef MODULE_CSG_ENABLED
-void GLTFDocument::_convert_csg_shape_to_gltf(CSGShape3D *p_current, GLTFNodeIndex p_gltf_parent, Ref<GLTFNode> gltf_node, Ref<GLTFState> state) {
+void GLTFDocument::_convert_csg_shape_to_gltf(CSGShape3D *p_current, GLTFNodeIndex p_gltf_parent, Ref<GLTFNode> p_gltf_node, Ref<GLTFState> p_state) {
CSGShape3D *csg = p_current;
csg->call("_update_shape");
Array meshes = csg->get_meshes();
@@ -5317,34 +5333,34 @@ void GLTFDocument::_convert_csg_shape_to_gltf(CSGShape3D *p_current, GLTFNodeInd
Ref<GLTFMesh> gltf_mesh;
gltf_mesh.instantiate();
gltf_mesh->set_mesh(mesh);
- GLTFMeshIndex mesh_i = state->meshes.size();
- state->meshes.push_back(gltf_mesh);
- gltf_node->mesh = mesh_i;
- gltf_node->xform = csg->get_meshes()[0];
- gltf_node->set_name(_gen_unique_name(state, csg->get_name()));
+ GLTFMeshIndex mesh_i = p_state->meshes.size();
+ p_state->meshes.push_back(gltf_mesh);
+ p_gltf_node->mesh = mesh_i;
+ p_gltf_node->xform = csg->get_meshes()[0];
+ p_gltf_node->set_name(_gen_unique_name(p_state, csg->get_name()));
}
#endif // MODULE_CSG_ENABLED
-void GLTFDocument::_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) {
- state->scene_nodes.insert(current_node_i, p_scene_parent);
- state->nodes.push_back(gltf_node);
- ERR_FAIL_COND(current_node_i == p_parent_node_index);
- state->nodes.write[current_node_i]->parent = p_parent_node_index;
+void GLTFDocument::_create_gltf_node(Ref<GLTFState> p_state, Node *p_scene_parent, GLTFNodeIndex p_current_node_i,
+ GLTFNodeIndex p_parent_node_index, GLTFNodeIndex p_root_gltf_node, Ref<GLTFNode> p_gltf_node) {
+ p_state->scene_nodes.insert(p_current_node_i, p_scene_parent);
+ p_state->nodes.push_back(p_gltf_node);
+ ERR_FAIL_COND(p_current_node_i == p_parent_node_index);
+ p_state->nodes.write[p_current_node_i]->parent = p_parent_node_index;
if (p_parent_node_index == -1) {
return;
}
- state->nodes.write[p_parent_node_index]->children.push_back(current_node_i);
+ p_state->nodes.write[p_parent_node_index]->children.push_back(p_current_node_i);
}
-void GLTFDocument::_convert_animation_player_to_gltf(AnimationPlayer *animation_player, Ref<GLTFState> state, GLTFNodeIndex p_gltf_current, GLTFNodeIndex p_gltf_root_index, Ref<GLTFNode> p_gltf_node, Node *p_scene_parent) {
- ERR_FAIL_COND(!animation_player);
- state->animation_players.push_back(animation_player);
- print_verbose(String("glTF: Converting animation player: ") + animation_player->get_name());
+void GLTFDocument::_convert_animation_player_to_gltf(AnimationPlayer *p_animation_player, Ref<GLTFState> p_state, GLTFNodeIndex p_gltf_current, GLTFNodeIndex p_gltf_root_index, Ref<GLTFNode> p_gltf_node, Node *p_scene_parent) {
+ ERR_FAIL_COND(!p_animation_player);
+ p_state->animation_players.push_back(p_animation_player);
+ print_verbose(String("glTF: Converting animation player: ") + p_animation_player->get_name());
}
-void GLTFDocument::_check_visibility(Node *p_node, bool &retflag) {
- retflag = true;
+void GLTFDocument::_check_visibility(Node *p_node, bool &r_retflag) {
+ r_retflag = true;
Node3D *spatial = Object::cast_to<Node3D>(p_node);
Node2D *node_2d = Object::cast_to<Node2D>(p_node);
if (node_2d && !node_2d->is_visible()) {
@@ -5353,32 +5369,32 @@ void GLTFDocument::_check_visibility(Node *p_node, bool &retflag) {
if (spatial && !spatial->is_visible()) {
return;
}
- retflag = false;
+ r_retflag = false;
}
-void GLTFDocument::_convert_camera_to_gltf(Camera3D *camera, Ref<GLTFState> state, Ref<GLTFNode> gltf_node) {
+void GLTFDocument::_convert_camera_to_gltf(Camera3D *camera, Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node) {
ERR_FAIL_COND(!camera);
- GLTFCameraIndex camera_index = _convert_camera(state, camera);
+ GLTFCameraIndex camera_index = _convert_camera(p_state, camera);
if (camera_index != -1) {
- gltf_node->camera = camera_index;
+ p_gltf_node->camera = camera_index;
}
}
-void GLTFDocument::_convert_light_to_gltf(Light3D *light, Ref<GLTFState> state, Ref<GLTFNode> gltf_node) {
+void GLTFDocument::_convert_light_to_gltf(Light3D *light, Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node) {
ERR_FAIL_COND(!light);
- GLTFLightIndex light_index = _convert_light(state, light);
+ GLTFLightIndex light_index = _convert_light(p_state, light);
if (light_index != -1) {
- gltf_node->light = light_index;
+ p_gltf_node->light = light_index;
}
}
#ifdef MODULE_GRIDMAP_ENABLED
-void GLTFDocument::_convert_grid_map_to_gltf(GridMap *p_grid_map, GLTFNodeIndex p_parent_node_index, GLTFNodeIndex p_root_node_index, Ref<GLTFNode> gltf_node, Ref<GLTFState> state) {
+void GLTFDocument::_convert_grid_map_to_gltf(GridMap *p_grid_map, GLTFNodeIndex p_parent_node_index, GLTFNodeIndex p_root_node_index, Ref<GLTFNode> p_gltf_node, Ref<GLTFState> p_state) {
Array cells = p_grid_map->get_used_cells();
for (int32_t k = 0; k < cells.size(); k++) {
GLTFNode *new_gltf_node = memnew(GLTFNode);
- gltf_node->children.push_back(state->nodes.size());
- state->nodes.push_back(new_gltf_node);
+ p_gltf_node->children.push_back(p_state->nodes.size());
+ p_state->nodes.push_back(new_gltf_node);
Vector3 cell_location = cells[k];
int32_t cell = p_grid_map->get_cell_item(
Vector3(cell_location.x, cell_location.y, cell_location.z));
@@ -5394,10 +5410,10 @@ void GLTFDocument::_convert_grid_map_to_gltf(GridMap *p_grid_map, GLTFNodeIndex
Ref<GLTFMesh> gltf_mesh;
gltf_mesh.instantiate();
gltf_mesh->set_mesh(_mesh_to_importer_mesh(p_grid_map->get_mesh_library()->get_item_mesh(cell)));
- new_gltf_node->mesh = state->meshes.size();
- state->meshes.push_back(gltf_mesh);
+ new_gltf_node->mesh = p_state->meshes.size();
+ p_state->meshes.push_back(gltf_mesh);
new_gltf_node->xform = cell_xform * p_grid_map->get_transform();
- new_gltf_node->set_name(_gen_unique_name(state, p_grid_map->get_mesh_library()->get_item_name(cell)));
+ new_gltf_node->set_name(_gen_unique_name(p_state, p_grid_map->get_mesh_library()->get_item_name(cell)));
}
}
#endif // MODULE_GRIDMAP_ENABLED
@@ -5406,7 +5422,7 @@ void GLTFDocument::_convert_multi_mesh_instance_to_gltf(
MultiMeshInstance3D *p_multi_mesh_instance,
GLTFNodeIndex p_parent_node_index,
GLTFNodeIndex p_root_node_index,
- Ref<GLTFNode> gltf_node, Ref<GLTFState> state) {
+ Ref<GLTFNode> p_gltf_node, Ref<GLTFState> p_state) {
ERR_FAIL_COND(!p_multi_mesh_instance);
Ref<MultiMesh> multi_mesh = p_multi_mesh_instance->get_multimesh();
if (multi_mesh.is_null()) {
@@ -5442,8 +5458,8 @@ void GLTFDocument::_convert_multi_mesh_instance_to_gltf(
blend_arrays, mesh->surface_get_lods(surface_i), mat, material_name, mesh->surface_get_format(surface_i));
}
gltf_mesh->set_mesh(importer_mesh);
- GLTFMeshIndex mesh_index = state->meshes.size();
- state->meshes.push_back(gltf_mesh);
+ GLTFMeshIndex mesh_index = p_state->meshes.size();
+ p_state->meshes.push_back(gltf_mesh);
for (int32_t instance_i = 0; instance_i < multi_mesh->get_instance_count();
instance_i++) {
Transform3D transform;
@@ -5465,22 +5481,22 @@ void GLTFDocument::_convert_multi_mesh_instance_to_gltf(
new_gltf_node.instantiate();
new_gltf_node->mesh = mesh_index;
new_gltf_node->xform = transform;
- new_gltf_node->set_name(_gen_unique_name(state, p_multi_mesh_instance->get_name()));
- gltf_node->children.push_back(state->nodes.size());
- state->nodes.push_back(new_gltf_node);
+ new_gltf_node->set_name(_gen_unique_name(p_state, p_multi_mesh_instance->get_name()));
+ p_gltf_node->children.push_back(p_state->nodes.size());
+ p_state->nodes.push_back(new_gltf_node);
}
}
-void GLTFDocument::_convert_skeleton_to_gltf(Skeleton3D *p_skeleton3d, Ref<GLTFState> state, GLTFNodeIndex p_parent_node_index, GLTFNodeIndex p_root_node_index, Ref<GLTFNode> gltf_node) {
+void GLTFDocument::_convert_skeleton_to_gltf(Skeleton3D *p_skeleton3d, Ref<GLTFState> p_state, GLTFNodeIndex p_parent_node_index, GLTFNodeIndex p_root_node_index, Ref<GLTFNode> p_gltf_node) {
Skeleton3D *skeleton = p_skeleton3d;
Ref<GLTFSkeleton> gltf_skeleton;
gltf_skeleton.instantiate();
- // GLTFSkeleton is only used to hold internal state data. It will not be written to the document.
+ // GLTFSkeleton is only used to hold internal p_state data. It will not be written to the document.
//
gltf_skeleton->godot_skeleton = skeleton;
- GLTFSkeletonIndex skeleton_i = state->skeletons.size();
- state->skeleton3d_to_gltf_skeleton[skeleton->get_instance_id()] = skeleton_i;
- state->skeletons.push_back(gltf_skeleton);
+ GLTFSkeletonIndex skeleton_i = p_state->skeletons.size();
+ p_state->skeleton3d_to_gltf_skeleton[skeleton->get_instance_id()] = skeleton_i;
+ p_state->skeletons.push_back(gltf_skeleton);
BoneId bone_count = skeleton->get_bone_count();
for (BoneId bone_i = 0; bone_i < bone_count; bone_i++) {
@@ -5488,15 +5504,15 @@ void GLTFDocument::_convert_skeleton_to_gltf(Skeleton3D *p_skeleton3d, Ref<GLTFS
joint_node.instantiate();
// Note that we cannot use _gen_unique_bone_name here, because glTF spec requires all node
// names to be unique regardless of whether or not they are used as joints.
- joint_node->set_name(_gen_unique_name(state, skeleton->get_bone_name(bone_i)));
+ joint_node->set_name(_gen_unique_name(p_state, skeleton->get_bone_name(bone_i)));
Transform3D xform = skeleton->get_bone_pose(bone_i);
joint_node->scale = xform.basis.get_scale();
joint_node->rotation = xform.basis.get_rotation_quaternion();
joint_node->position = xform.origin;
joint_node->joint = true;
- GLTFNodeIndex current_node_i = state->nodes.size();
- state->scene_nodes.insert(current_node_i, skeleton);
- state->nodes.push_back(joint_node);
+ GLTFNodeIndex current_node_i = p_state->nodes.size();
+ p_state->scene_nodes.insert(current_node_i, skeleton);
+ p_state->nodes.push_back(joint_node);
gltf_skeleton->joints.push_back(current_node_i);
if (skeleton->get_bone_parent(bone_i) == -1) {
@@ -5509,23 +5525,23 @@ void GLTFDocument::_convert_skeleton_to_gltf(Skeleton3D *p_skeleton3d, Ref<GLTFS
BoneId parent_bone_id = skeleton->get_bone_parent(bone_i);
if (parent_bone_id == -1) {
if (p_parent_node_index != -1) {
- state->nodes.write[current_node_i]->parent = p_parent_node_index;
- state->nodes.write[p_parent_node_index]->children.push_back(current_node_i);
+ p_state->nodes.write[current_node_i]->parent = p_parent_node_index;
+ p_state->nodes.write[p_parent_node_index]->children.push_back(current_node_i);
}
} else {
GLTFNodeIndex parent_node_i = gltf_skeleton->godot_bone_node[parent_bone_id];
- state->nodes.write[current_node_i]->parent = parent_node_i;
- state->nodes.write[parent_node_i]->children.push_back(current_node_i);
+ p_state->nodes.write[current_node_i]->parent = parent_node_i;
+ p_state->nodes.write[parent_node_i]->children.push_back(current_node_i);
}
}
// Remove placeholder skeleton3d node by not creating the gltf node
// Skins are per mesh
for (int node_i = 0; node_i < skeleton->get_child_count(); node_i++) {
- _convert_scene_node(state, skeleton->get_child(node_i), p_parent_node_index, p_root_node_index);
+ _convert_scene_node(p_state, skeleton->get_child(node_i), p_parent_node_index, p_root_node_index);
}
}
-void GLTFDocument::_convert_bone_attachment_to_gltf(BoneAttachment3D *p_bone_attachment, Ref<GLTFState> state, GLTFNodeIndex p_parent_node_index, GLTFNodeIndex p_root_node_index, Ref<GLTFNode> gltf_node) {
+void GLTFDocument::_convert_bone_attachment_to_gltf(BoneAttachment3D *p_bone_attachment, Ref<GLTFState> p_state, GLTFNodeIndex p_parent_node_index, GLTFNodeIndex p_root_node_index, Ref<GLTFNode> p_gltf_node) {
Skeleton3D *skeleton;
// Note that relative transforms to external skeletons and pose overrides are not supported.
if (p_bone_attachment->get_use_external_skeleton()) {
@@ -5534,8 +5550,8 @@ void GLTFDocument::_convert_bone_attachment_to_gltf(BoneAttachment3D *p_bone_att
skeleton = cast_to<Skeleton3D>(p_bone_attachment->get_parent());
}
GLTFSkeletonIndex skel_gltf_i = -1;
- if (skeleton != nullptr && state->skeleton3d_to_gltf_skeleton.has(skeleton->get_instance_id())) {
- skel_gltf_i = state->skeleton3d_to_gltf_skeleton[skeleton->get_instance_id()];
+ if (skeleton != nullptr && p_state->skeleton3d_to_gltf_skeleton.has(skeleton->get_instance_id())) {
+ skel_gltf_i = p_state->skeleton3d_to_gltf_skeleton[skeleton->get_instance_id()];
}
int bone_idx = -1;
if (skeleton != nullptr) {
@@ -5546,28 +5562,28 @@ void GLTFDocument::_convert_bone_attachment_to_gltf(BoneAttachment3D *p_bone_att
}
GLTFNodeIndex par_node_index = p_parent_node_index;
if (skeleton != nullptr && bone_idx != -1 && skel_gltf_i != -1) {
- Ref<GLTFSkeleton> gltf_skeleton = state->skeletons.write[skel_gltf_i];
+ Ref<GLTFSkeleton> gltf_skeleton = p_state->skeletons.write[skel_gltf_i];
gltf_skeleton->bone_attachments.push_back(p_bone_attachment);
par_node_index = gltf_skeleton->joints[bone_idx];
}
for (int node_i = 0; node_i < p_bone_attachment->get_child_count(); node_i++) {
- _convert_scene_node(state, p_bone_attachment->get_child(node_i), par_node_index, p_root_node_index);
+ _convert_scene_node(p_state, p_bone_attachment->get_child(node_i), par_node_index, p_root_node_index);
}
}
-void GLTFDocument::_convert_mesh_instance_to_gltf(MeshInstance3D *p_scene_parent, Ref<GLTFState> state, Ref<GLTFNode> gltf_node) {
- GLTFMeshIndex gltf_mesh_index = _convert_mesh_to_gltf(state, p_scene_parent);
+void GLTFDocument::_convert_mesh_instance_to_gltf(MeshInstance3D *p_scene_parent, Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node) {
+ GLTFMeshIndex gltf_mesh_index = _convert_mesh_to_gltf(p_state, p_scene_parent);
if (gltf_mesh_index != -1) {
- gltf_node->mesh = gltf_mesh_index;
+ p_gltf_node->mesh = gltf_mesh_index;
}
}
-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];
+void GLTFDocument::_generate_scene_node(Ref<GLTFState> p_state, Node *scene_parent, Node3D *scene_root, const GLTFNodeIndex node_index) {
+ Ref<GLTFNode> gltf_node = p_state->nodes[node_index];
if (gltf_node->skeleton >= 0) {
- _generate_skeleton_bone_node(state, scene_parent, scene_root, node_index);
+ _generate_skeleton_bone_node(p_state, scene_parent, scene_root, node_index);
return;
}
@@ -5581,76 +5597,87 @@ void GLTFDocument::_generate_scene_node(Ref<GLTFState> state, Node *scene_parent
// 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);
+ BoneAttachment3D *bone_attachment = _generate_bone_attachment(p_state, active_skeleton, node_index, gltf_node->parent);
scene_parent->add_child(bone_attachment, true);
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"));
+ bone_attachment->set_name(_gen_unique_name(p_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;
}
- if (gltf_node->mesh >= 0) {
- current_node = _generate_mesh_instance(state, node_index);
- } else if (gltf_node->camera >= 0) {
- current_node = _generate_camera(state, node_index);
- } else if (gltf_node->light >= 0) {
- current_node = _generate_light(state, node_index);
+ // Check if any GLTFDocumentExtension classes want to generate a node for us.
+ for (Ref<GLTFDocumentExtension> ext : document_extensions) {
+ ERR_CONTINUE(ext.is_null());
+ current_node = ext->generate_scene_node(p_state, gltf_node, scene_parent);
+ if (current_node) {
+ break;
+ }
}
-
- // We still have not managed to make a node.
+ // If none of our GLTFDocumentExtension classes generated us a node, we generate one.
if (!current_node) {
- current_node = _generate_spatial(state, node_index);
+ if (gltf_node->mesh >= 0) {
+ current_node = _generate_mesh_instance(p_state, node_index);
+ } else if (gltf_node->camera >= 0) {
+ current_node = _generate_camera(p_state, node_index);
+ } else if (gltf_node->light >= 0) {
+ current_node = _generate_light(p_state, node_index);
+ } else {
+ current_node = _generate_spatial(p_state, node_index);
+ }
}
+ // Add the node we generated and set the owner to the scene root.
scene_parent->add_child(current_node, true);
if (current_node != scene_root) {
- current_node->set_owner(scene_root);
+ Array args;
+ args.append(scene_root);
+ current_node->propagate_call(StringName("set_owner"), args);
}
current_node->set_transform(gltf_node->xform);
current_node->set_name(gltf_node->get_name());
- state->scene_nodes.insert(node_index, current_node);
+ p_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(p_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];
+void GLTFDocument::_generate_skeleton_bone_node(Ref<GLTFState> p_state, Node *p_scene_parent, Node3D *p_scene_root, const GLTFNodeIndex p_node_index) {
+ Ref<GLTFNode> gltf_node = p_state->nodes[p_node_index];
Node3D *current_node = nullptr;
- Skeleton3D *skeleton = state->skeletons[gltf_node->skeleton]->godot_skeleton;
+ Skeleton3D *skeleton = p_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);
+ Skeleton3D *active_skeleton = Object::cast_to<Skeleton3D>(p_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);
+ BoneAttachment3D *bone_attachment = _generate_bone_attachment(p_state, active_skeleton, p_node_index, gltf_node->parent);
- scene_parent->add_child(bone_attachment, true);
- bone_attachment->set_owner(scene_root);
+ p_scene_parent->add_child(bone_attachment, true);
+ bone_attachment->set_owner(p_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"));
+ bone_attachment->set_name(_gen_unique_name(p_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));
+ p_scene_parent = bone_attachment;
+ WARN_PRINT(vformat("glTF: Generating scene detected direct parented Skeletons at node %d", p_node_index));
}
// Add it to the scene if it has not already been added
if (skeleton->get_parent() == nullptr) {
- scene_parent->add_child(skeleton, true);
- skeleton->set_owner(scene_root);
+ p_scene_parent->add_child(skeleton, true);
+ skeleton->set_owner(p_scene_root);
}
}
@@ -5661,40 +5688,53 @@ void GLTFDocument::_generate_skeleton_bone_node(Ref<GLTFState> state, Node *scen
// 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);
+ BoneAttachment3D *bone_attachment = _generate_bone_attachment(p_state, active_skeleton, p_node_index, p_node_index);
- scene_parent->add_child(bone_attachment, true);
- bone_attachment->set_owner(scene_root);
+ p_scene_parent->add_child(bone_attachment, true);
+ bone_attachment->set_owner(p_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"));
+ bone_attachment->set_name(_gen_unique_name(p_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;
+ p_scene_parent = bone_attachment;
}
-
- // We still have not managed to make a node
- if (gltf_node->mesh >= 0) {
- current_node = _generate_mesh_instance(state, node_index);
- } else if (gltf_node->camera >= 0) {
- current_node = _generate_camera(state, node_index);
- } else if (gltf_node->light >= 0) {
- current_node = _generate_light(state, node_index);
+ // Check if any GLTFDocumentExtension classes want to generate a node for us.
+ for (Ref<GLTFDocumentExtension> ext : document_extensions) {
+ ERR_CONTINUE(ext.is_null());
+ current_node = ext->generate_scene_node(p_state, gltf_node, p_scene_parent);
+ if (current_node) {
+ break;
+ }
+ }
+ // If none of our GLTFDocumentExtension classes generated us a node, we generate one.
+ if (!current_node) {
+ if (gltf_node->mesh >= 0) {
+ current_node = _generate_mesh_instance(p_state, p_node_index);
+ } else if (gltf_node->camera >= 0) {
+ current_node = _generate_camera(p_state, p_node_index);
+ } else if (gltf_node->light >= 0) {
+ current_node = _generate_light(p_state, p_node_index);
+ } else {
+ current_node = _generate_spatial(p_state, p_node_index);
+ }
}
-
- scene_parent->add_child(current_node, true);
- if (current_node != scene_root) {
- current_node->set_owner(scene_root);
+ // Add the node we generated and set the owner to the scene root.
+ p_scene_parent->add_child(current_node, true);
+ if (current_node != p_scene_root) {
+ Array args;
+ args.append(p_scene_root);
+ current_node->propagate_call(StringName("set_owner"), args);
}
// 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);
+ p_state->scene_nodes.insert(p_node_index, current_node);
for (int i = 0; i < gltf_node->children.size(); ++i) {
- _generate_scene_node(state, active_skeleton, scene_root, gltf_node->children[i]);
+ _generate_scene_node(p_state, active_skeleton, p_scene_root, gltf_node->children[i]);
}
}
@@ -5819,13 +5859,13 @@ T GLTFDocument::_interpolate_track(const Vector<real_t> &p_times, const Vector<T
ERR_FAIL_V(p_values[0]);
}
-void GLTFDocument::_import_animation(Ref<GLTFState> state, AnimationPlayer *ap, const GLTFAnimationIndex index, const int bake_fps) {
- Ref<GLTFAnimation> anim = state->animations[index];
+void GLTFDocument::_import_animation(Ref<GLTFState> p_state, AnimationPlayer *p_animation_player, const GLTFAnimationIndex p_index, const float p_bake_fps, const bool p_trimming) {
+ Ref<GLTFAnimation> anim = p_state->animations[p_index];
String anim_name = anim->get_name();
if (anim_name.is_empty()) {
// No node represent these, and they are not in the hierarchy, so just make a unique name
- anim_name = _gen_unique_name(state, "Animation");
+ anim_name = _gen_unique_name(p_state, "Animation");
}
Ref<Animation> animation;
@@ -5836,7 +5876,8 @@ void GLTFDocument::_import_animation(Ref<GLTFState> state, AnimationPlayer *ap,
animation->set_loop_mode(Animation::LOOP_LINEAR);
}
- float length = 0.0;
+ double anim_start = p_trimming ? INFINITY : 0.0;
+ double anim_end = 0.0;
for (const KeyValue<int, GLTFAnimation::Track> &track_i : anim->get_tracks()) {
const GLTFAnimation::Track &track = track_i.value;
@@ -5847,38 +5888,59 @@ void GLTFDocument::_import_animation(Ref<GLTFState> state, AnimationPlayer *ap,
GLTFNodeIndex node_index = track_i.key;
- const Ref<GLTFNode> gltf_node = state->nodes[track_i.key];
+ const Ref<GLTFNode> gltf_node = p_state->nodes[track_i.key];
- Node *root = ap->get_parent();
+ Node *root = p_animation_player->get_parent();
ERR_FAIL_COND(root == nullptr);
- HashMap<GLTFNodeIndex, Node *>::Iterator node_element = state->scene_nodes.find(node_index);
+ HashMap<GLTFNodeIndex, Node *>::Iterator node_element = p_state->scene_nodes.find(node_index);
ERR_CONTINUE_MSG(!node_element, vformat("Unable to find node %d for animation", node_index));
node_path = root->get_path_to(node_element->value);
if (gltf_node->skeleton >= 0) {
- const Skeleton3D *sk = state->skeletons[gltf_node->skeleton]->godot_skeleton;
+ const Skeleton3D *sk = p_state->skeletons[gltf_node->skeleton]->godot_skeleton;
ERR_FAIL_COND(sk == nullptr);
- const String path = ap->get_parent()->get_path_to(sk);
+ const String path = p_animation_player->get_parent()->get_path_to(sk);
const String bone = gltf_node->get_name();
transform_node_path = path + ":" + bone;
} else {
transform_node_path = node_path;
}
- for (int i = 0; i < track.rotation_track.times.size(); i++) {
- length = MAX(length, track.rotation_track.times[i]);
- }
- for (int i = 0; i < track.position_track.times.size(); i++) {
- length = MAX(length, track.position_track.times[i]);
- }
- for (int i = 0; i < track.scale_track.times.size(); i++) {
- length = MAX(length, track.scale_track.times[i]);
- }
-
- for (int i = 0; i < track.weight_tracks.size(); i++) {
- for (int j = 0; j < track.weight_tracks[i].times.size(); j++) {
- length = MAX(length, track.weight_tracks[i].times[j]);
+ if (p_trimming) {
+ for (int i = 0; i < track.rotation_track.times.size(); i++) {
+ anim_start = MIN(anim_start, track.rotation_track.times[i]);
+ anim_end = MAX(anim_end, track.rotation_track.times[i]);
+ }
+ for (int i = 0; i < track.position_track.times.size(); i++) {
+ anim_start = MIN(anim_start, track.position_track.times[i]);
+ anim_end = MAX(anim_end, track.position_track.times[i]);
+ }
+ for (int i = 0; i < track.scale_track.times.size(); i++) {
+ anim_start = MIN(anim_start, track.scale_track.times[i]);
+ anim_end = MAX(anim_end, track.scale_track.times[i]);
+ }
+ for (int i = 0; i < track.weight_tracks.size(); i++) {
+ for (int j = 0; j < track.weight_tracks[i].times.size(); j++) {
+ anim_start = MIN(anim_start, track.weight_tracks[i].times[j]);
+ anim_end = MAX(anim_end, track.weight_tracks[i].times[j]);
+ }
+ }
+ } else {
+ // If you don't use trimming and the first key time is not at 0.0, fake keys will be inserted.
+ for (int i = 0; i < track.rotation_track.times.size(); i++) {
+ anim_end = MAX(anim_end, track.rotation_track.times[i]);
+ }
+ for (int i = 0; i < track.position_track.times.size(); i++) {
+ anim_end = MAX(anim_end, track.position_track.times[i]);
+ }
+ for (int i = 0; i < track.scale_track.times.size(); i++) {
+ anim_end = MAX(anim_end, track.scale_track.times[i]);
+ }
+ for (int i = 0; i < track.weight_tracks.size(); i++) {
+ for (int j = 0; j < track.weight_tracks[i].times.size(); j++) {
+ anim_end = MAX(anim_end, track.weight_tracks[i].times[j]);
+ }
}
}
@@ -5892,7 +5954,7 @@ void GLTFDocument::_import_animation(Ref<GLTFState> state, AnimationPlayer *ap,
int scale_idx = -1;
if (track.position_track.values.size()) {
- Vector3 base_pos = state->nodes[track_i.key]->position;
+ Vector3 base_pos = p_state->nodes[track_i.key]->position;
bool not_default = false; //discard the track if all it contains is default values
for (int i = 0; i < track.position_track.times.size(); i++) {
Vector3 value = track.position_track.values[track.position_track.interpolation == GLTFAnimation::INTERP_CUBIC_SPLINE ? (1 + i * 3) : i];
@@ -5911,7 +5973,7 @@ void GLTFDocument::_import_animation(Ref<GLTFState> state, AnimationPlayer *ap,
}
}
if (track.rotation_track.values.size()) {
- Quaternion base_rot = state->nodes[track_i.key]->rotation.normalized();
+ Quaternion base_rot = p_state->nodes[track_i.key]->rotation.normalized();
bool not_default = false; //discard the track if all it contains is default values
for (int i = 0; i < track.rotation_track.times.size(); i++) {
Quaternion value = track.rotation_track.values[track.rotation_track.interpolation == GLTFAnimation::INTERP_CUBIC_SPLINE ? (1 + i * 3) : i].normalized();
@@ -5929,7 +5991,7 @@ void GLTFDocument::_import_animation(Ref<GLTFState> state, AnimationPlayer *ap,
}
}
if (track.scale_track.values.size()) {
- Vector3 base_scale = state->nodes[track_i.key]->scale;
+ Vector3 base_scale = p_state->nodes[track_i.key]->scale;
bool not_default = false; //discard the track if all it contains is default values
for (int i = 0; i < track.scale_track.times.size(); i++) {
Vector3 value = track.scale_track.values[track.scale_track.interpolation == GLTFAnimation::INTERP_CUBIC_SPLINE ? (1 + i * 3) : i];
@@ -5947,25 +6009,23 @@ void GLTFDocument::_import_animation(Ref<GLTFState> state, AnimationPlayer *ap,
}
}
- //first determine animation length
-
- const double increment = 1.0 / bake_fps;
- double time = 0.0;
+ const double increment = 1.0 / p_bake_fps;
+ double time = anim_start;
Vector3 base_pos;
Quaternion base_rot;
Vector3 base_scale = Vector3(1, 1, 1);
if (rotation_idx == -1) {
- base_rot = state->nodes[track_i.key]->rotation.normalized();
+ base_rot = p_state->nodes[track_i.key]->rotation.normalized();
}
if (position_idx == -1) {
- base_pos = state->nodes[track_i.key]->position;
+ base_pos = p_state->nodes[track_i.key]->position;
}
if (scale_idx == -1) {
- base_scale = state->nodes[track_i.key]->scale;
+ base_scale = p_state->nodes[track_i.key]->scale;
}
bool last = false;
@@ -5976,33 +6036,33 @@ void GLTFDocument::_import_animation(Ref<GLTFState> state, AnimationPlayer *ap,
if (position_idx >= 0) {
pos = _interpolate_track<Vector3>(track.position_track.times, track.position_track.values, time, track.position_track.interpolation);
- animation->position_track_insert_key(position_idx, time, pos);
+ animation->position_track_insert_key(position_idx, time - anim_start, pos);
}
if (rotation_idx >= 0) {
rot = _interpolate_track<Quaternion>(track.rotation_track.times, track.rotation_track.values, time, track.rotation_track.interpolation);
- animation->rotation_track_insert_key(rotation_idx, time, rot);
+ animation->rotation_track_insert_key(rotation_idx, time - anim_start, rot);
}
if (scale_idx >= 0) {
scale = _interpolate_track<Vector3>(track.scale_track.times, track.scale_track.values, time, track.scale_track.interpolation);
- animation->scale_track_insert_key(scale_idx, time, scale);
+ animation->scale_track_insert_key(scale_idx, time - anim_start, scale);
}
if (last) {
break;
}
time += increment;
- if (time >= length) {
+ if (time >= anim_end) {
last = true;
- time = length;
+ time = anim_end;
}
}
}
for (int i = 0; i < track.weight_tracks.size(); i++) {
- ERR_CONTINUE(gltf_node->mesh < 0 || gltf_node->mesh >= state->meshes.size());
- Ref<GLTFMesh> mesh = state->meshes[gltf_node->mesh];
+ ERR_CONTINUE(gltf_node->mesh < 0 || gltf_node->mesh >= p_state->meshes.size());
+ Ref<GLTFMesh> mesh = p_state->meshes[gltf_node->mesh];
ERR_CONTINUE(mesh.is_null());
ERR_CONTINUE(mesh->get_mesh().is_null());
ERR_CONTINUE(mesh->get_mesh()->get_mesh().is_null());
@@ -6025,45 +6085,45 @@ void GLTFDocument::_import_animation(Ref<GLTFState> state, AnimationPlayer *ap,
}
} else {
// CATMULLROMSPLINE or CUBIC_SPLINE have to be baked, apologies.
- const double increment = 1.0 / bake_fps;
+ const double increment = 1.0 / p_bake_fps;
double time = 0.0;
bool last = false;
while (true) {
real_t blend = _interpolate_track<real_t>(track.weight_tracks[i].times, track.weight_tracks[i].values, time, gltf_interp);
- animation->blend_shape_track_insert_key(track_idx, time, blend);
+ animation->blend_shape_track_insert_key(track_idx, time - anim_start, blend);
if (last) {
break;
}
time += increment;
- if (time >= length) {
+ if (time >= anim_end) {
last = true;
- time = length;
+ time = anim_end;
}
}
}
}
}
- animation->set_length(length);
+ animation->set_length(anim_end - anim_start);
Ref<AnimationLibrary> library;
- if (!ap->has_animation_library("")) {
+ if (!p_animation_player->has_animation_library("")) {
library.instantiate();
- ap->add_animation_library("", library);
+ p_animation_player->add_animation_library("", library);
} else {
- library = ap->get_animation_library("");
+ library = p_animation_player->get_animation_library("");
}
library->add_animation(anim_name, animation);
}
-void GLTFDocument::_convert_mesh_instances(Ref<GLTFState> state) {
- for (GLTFNodeIndex mi_node_i = 0; mi_node_i < state->nodes.size(); ++mi_node_i) {
- Ref<GLTFNode> node = state->nodes[mi_node_i];
+void GLTFDocument::_convert_mesh_instances(Ref<GLTFState> p_state) {
+ for (GLTFNodeIndex mi_node_i = 0; mi_node_i < p_state->nodes.size(); ++mi_node_i) {
+ Ref<GLTFNode> node = p_state->nodes[mi_node_i];
if (node->mesh < 0) {
continue;
}
- HashMap<GLTFNodeIndex, Node *>::Iterator mi_element = state->scene_nodes.find(mi_node_i);
+ HashMap<GLTFNodeIndex, Node *>::Iterator mi_element = p_state->scene_nodes.find(mi_node_i);
if (!mi_element) {
continue;
}
@@ -6094,10 +6154,10 @@ void GLTFDocument::_convert_mesh_instances(Ref<GLTFState> state) {
if (skel_node != nullptr) {
godot_skeleton = cast_to<Skeleton3D>(skel_node);
}
- if (godot_skeleton != nullptr && state->skeleton3d_to_gltf_skeleton.has(godot_skeleton->get_instance_id())) {
+ if (godot_skeleton != nullptr && p_state->skeleton3d_to_gltf_skeleton.has(godot_skeleton->get_instance_id())) {
// This is a skinned mesh. If the mesh has no ARRAY_WEIGHTS or ARRAY_BONES, it will be invisible.
- const GLTFSkeletonIndex skeleton_gltf_i = state->skeleton3d_to_gltf_skeleton[godot_skeleton->get_instance_id()];
- Ref<GLTFSkeleton> gltf_skeleton = state->skeletons[skeleton_gltf_i];
+ const GLTFSkeletonIndex skeleton_gltf_i = p_state->skeleton3d_to_gltf_skeleton[godot_skeleton->get_instance_id()];
+ Ref<GLTFSkeleton> gltf_skeleton = p_state->skeletons[skeleton_gltf_i];
int bone_cnt = skeleton->get_bone_count();
ERR_FAIL_COND(bone_cnt != gltf_skeleton->joints.size());
@@ -6111,8 +6171,8 @@ void GLTFDocument::_convert_mesh_instances(Ref<GLTFState> state) {
if (!gltf_skeleton->roots.is_empty()) {
root_gltf_i = gltf_skeleton->roots[0];
}
- if (state->skin_and_skeleton3d_to_gltf_skin.has(gltf_skin_key) && state->skin_and_skeleton3d_to_gltf_skin[gltf_skin_key].has(gltf_skel_key)) {
- skin_gltf_i = state->skin_and_skeleton3d_to_gltf_skin[gltf_skin_key][gltf_skel_key];
+ if (p_state->skin_and_skeleton3d_to_gltf_skin.has(gltf_skin_key) && p_state->skin_and_skeleton3d_to_gltf_skin[gltf_skin_key].has(gltf_skel_key)) {
+ skin_gltf_i = p_state->skin_and_skeleton3d_to_gltf_skin[gltf_skin_key][gltf_skel_key];
} else {
if (skin.is_null()) {
// Note that gltf_skin_key should remain null, so these can share a reference.
@@ -6149,9 +6209,9 @@ void GLTFDocument::_convert_mesh_instances(Ref<GLTFState> state) {
gltf_skin->joint_i_to_bone_i[bind_i] = bone_i;
gltf_skin->joint_i_to_name[bind_i] = bind_name;
}
- skin_gltf_i = state->skins.size();
- state->skins.push_back(gltf_skin);
- state->skin_and_skeleton3d_to_gltf_skin[gltf_skin_key][gltf_skel_key] = skin_gltf_i;
+ skin_gltf_i = p_state->skins.size();
+ p_state->skins.push_back(gltf_skin);
+ p_state->skin_and_skeleton3d_to_gltf_skin[gltf_skin_key][gltf_skel_key] = skin_gltf_i;
}
node->skin = skin_gltf_i;
node->skeleton = skeleton_gltf_i;
@@ -6159,14 +6219,14 @@ void GLTFDocument::_convert_mesh_instances(Ref<GLTFState> state) {
}
}
-float GLTFDocument::solve_metallic(float p_dielectric_specular, float diffuse, float specular, float p_one_minus_specular_strength) {
- if (specular <= p_dielectric_specular) {
+float GLTFDocument::solve_metallic(float p_dielectric_specular, float p_diffuse, float p_specular, float p_one_minus_specular_strength) {
+ if (p_specular <= p_dielectric_specular) {
return 0.0f;
}
const float a = p_dielectric_specular;
- const float b = diffuse * p_one_minus_specular_strength / (1.0f - p_dielectric_specular) + specular - 2.0f * p_dielectric_specular;
- const float c = p_dielectric_specular - specular;
+ const float b = p_diffuse * p_one_minus_specular_strength / (1.0f - p_dielectric_specular) + p_specular - 2.0f * p_dielectric_specular;
+ const float c = p_dielectric_specular - p_specular;
const float D = b * b - 4.0f * a * c;
return CLAMP((-b + Math::sqrt(D)) / (2.0f * a), 0.0f, 1.0f);
}
@@ -6190,21 +6250,21 @@ float GLTFDocument::get_max_component(const Color &p_color) {
return MAX(MAX(r, g), b);
}
-void GLTFDocument::_process_mesh_instances(Ref<GLTFState> state, Node *scene_root) {
- for (GLTFNodeIndex node_i = 0; node_i < state->nodes.size(); ++node_i) {
- Ref<GLTFNode> node = state->nodes[node_i];
+void GLTFDocument::_process_mesh_instances(Ref<GLTFState> p_state, Node *p_scene_root) {
+ for (GLTFNodeIndex node_i = 0; node_i < p_state->nodes.size(); ++node_i) {
+ Ref<GLTFNode> node = p_state->nodes[node_i];
if (node->skin >= 0 && node->mesh >= 0) {
const GLTFSkinIndex skin_i = node->skin;
- HashMap<GLTFNodeIndex, Node *>::Iterator mi_element = state->scene_nodes.find(node_i);
+ HashMap<GLTFNodeIndex, Node *>::Iterator mi_element = p_state->scene_nodes.find(node_i);
ERR_CONTINUE_MSG(!mi_element, vformat("Unable to find node %d", node_i));
ImporterMeshInstance3D *mi = Object::cast_to<ImporterMeshInstance3D>(mi_element->value);
ERR_CONTINUE_MSG(mi == nullptr, vformat("Unable to cast node %d of type %s to ImporterMeshInstance3D", node_i, mi_element->value->get_class_name()));
- const GLTFSkeletonIndex skel_i = state->skins.write[node->skin]->skeleton;
- Ref<GLTFSkeleton> gltf_skeleton = state->skeletons.write[skel_i];
+ const GLTFSkeletonIndex skel_i = p_state->skins.write[node->skin]->skeleton;
+ Ref<GLTFSkeleton> gltf_skeleton = p_state->skeletons.write[skel_i];
Skeleton3D *skeleton = gltf_skeleton->godot_skeleton;
ERR_CONTINUE_MSG(skeleton == nullptr, vformat("Unable to find Skeleton for node %d skin %d", node_i, skin_i));
@@ -6212,14 +6272,14 @@ void GLTFDocument::_process_mesh_instances(Ref<GLTFState> state, Node *scene_roo
skeleton->add_child(mi, true);
mi->set_owner(skeleton->get_owner());
- mi->set_skin(state->skins.write[skin_i]->godot_skin);
+ mi->set_skin(p_state->skins.write[skin_i]->godot_skin);
mi->set_skeleton_path(mi->get_path_to(skeleton));
mi->set_transform(Transform3D());
}
}
}
-GLTFAnimation::Track GLTFDocument::_convert_animation_track(Ref<GLTFState> state, GLTFAnimation::Track p_track, Ref<Animation> p_animation, int32_t p_track_i, GLTFNodeIndex p_node_i) {
+GLTFAnimation::Track GLTFDocument::_convert_animation_track(Ref<GLTFState> p_state, GLTFAnimation::Track p_track, Ref<Animation> p_animation, int32_t p_track_i, GLTFNodeIndex p_node_i) {
Animation::InterpolationType interpolation = p_animation->track_get_interpolation_type(p_track_i);
GLTFAnimation::Interpolation gltf_interpolation = GLTFAnimation::INTERP_LINEAR;
@@ -6289,7 +6349,7 @@ GLTFAnimation::Track GLTFDocument::_convert_animation_track(Ref<GLTFState> state
for (int32_t key_i = 0; key_i < key_count; key_i++) {
Vector3 rotation_radian = p_animation->track_get_key_value(p_track_i, key_i);
- p_track.rotation_track.values.write[key_i] = Quaternion(rotation_radian);
+ p_track.rotation_track.values.write[key_i] = Quaternion::from_euler(rotation_radian);
}
} else if (path.contains(":scale")) {
p_track.scale_track.times = times;
@@ -6365,11 +6425,11 @@ GLTFAnimation::Track GLTFDocument::_convert_animation_track(Ref<GLTFState> state
return p_track;
}
-void GLTFDocument::_convert_animation(Ref<GLTFState> state, AnimationPlayer *ap, String p_animation_track_name) {
- Ref<Animation> animation = ap->get_animation(p_animation_track_name);
+void GLTFDocument::_convert_animation(Ref<GLTFState> p_state, AnimationPlayer *p_animation_player, String p_animation_track_name) {
+ Ref<Animation> animation = p_animation_player->get_animation(p_animation_track_name);
Ref<GLTFAnimation> gltf_animation;
gltf_animation.instantiate();
- gltf_animation->set_name(_gen_unique_name(state, p_animation_track_name));
+ gltf_animation->set_name(_gen_unique_name(p_state, p_animation_track_name));
for (int32_t track_i = 0; track_i < animation->get_track_count(); track_i++) {
if (!animation->track_is_enabled(track_i)) {
@@ -6379,8 +6439,8 @@ void GLTFDocument::_convert_animation(Ref<GLTFState> state, AnimationPlayer *ap,
if (String(orig_track_path).contains(":position")) {
const Vector<String> node_suffix = String(orig_track_path).split(":position");
const NodePath path = node_suffix[0];
- const Node *node = ap->get_parent()->get_node_or_null(path);
- for (const KeyValue<GLTFNodeIndex, Node *> &position_scene_node_i : state->scene_nodes) {
+ const Node *node = p_animation_player->get_parent()->get_node_or_null(path);
+ for (const KeyValue<GLTFNodeIndex, Node *> &position_scene_node_i : p_state->scene_nodes) {
if (position_scene_node_i.value == node) {
GLTFNodeIndex node_index = position_scene_node_i.key;
HashMap<int, GLTFAnimation::Track>::Iterator position_track_i = gltf_animation->get_tracks().find(node_index);
@@ -6388,15 +6448,15 @@ void GLTFDocument::_convert_animation(Ref<GLTFState> state, AnimationPlayer *ap,
if (position_track_i) {
track = position_track_i->value;
}
- track = _convert_animation_track(state, track, animation, track_i, node_index);
+ track = _convert_animation_track(p_state, track, animation, track_i, node_index);
gltf_animation->get_tracks().insert(node_index, track);
}
}
} else if (String(orig_track_path).contains(":rotation_degrees")) {
const Vector<String> node_suffix = String(orig_track_path).split(":rotation_degrees");
const NodePath path = node_suffix[0];
- const Node *node = ap->get_parent()->get_node_or_null(path);
- for (const KeyValue<GLTFNodeIndex, Node *> &rotation_degree_scene_node_i : state->scene_nodes) {
+ const Node *node = p_animation_player->get_parent()->get_node_or_null(path);
+ for (const KeyValue<GLTFNodeIndex, Node *> &rotation_degree_scene_node_i : p_state->scene_nodes) {
if (rotation_degree_scene_node_i.value == node) {
GLTFNodeIndex node_index = rotation_degree_scene_node_i.key;
HashMap<int, GLTFAnimation::Track>::Iterator rotation_degree_track_i = gltf_animation->get_tracks().find(node_index);
@@ -6404,15 +6464,15 @@ void GLTFDocument::_convert_animation(Ref<GLTFState> state, AnimationPlayer *ap,
if (rotation_degree_track_i) {
track = rotation_degree_track_i->value;
}
- track = _convert_animation_track(state, track, animation, track_i, node_index);
+ track = _convert_animation_track(p_state, track, animation, track_i, node_index);
gltf_animation->get_tracks().insert(node_index, track);
}
}
} else if (String(orig_track_path).contains(":scale")) {
const Vector<String> node_suffix = String(orig_track_path).split(":scale");
const NodePath path = node_suffix[0];
- const Node *node = ap->get_parent()->get_node_or_null(path);
- for (const KeyValue<GLTFNodeIndex, Node *> &scale_scene_node_i : state->scene_nodes) {
+ const Node *node = p_animation_player->get_parent()->get_node_or_null(path);
+ for (const KeyValue<GLTFNodeIndex, Node *> &scale_scene_node_i : p_state->scene_nodes) {
if (scale_scene_node_i.value == node) {
GLTFNodeIndex node_index = scale_scene_node_i.key;
HashMap<int, GLTFAnimation::Track>::Iterator scale_track_i = gltf_animation->get_tracks().find(node_index);
@@ -6420,18 +6480,18 @@ void GLTFDocument::_convert_animation(Ref<GLTFState> state, AnimationPlayer *ap,
if (scale_track_i) {
track = scale_track_i->value;
}
- track = _convert_animation_track(state, track, animation, track_i, node_index);
+ track = _convert_animation_track(p_state, track, animation, track_i, node_index);
gltf_animation->get_tracks().insert(node_index, track);
}
}
} else if (String(orig_track_path).contains(":transform")) {
const Vector<String> node_suffix = String(orig_track_path).split(":transform");
const NodePath path = node_suffix[0];
- const Node *node = ap->get_parent()->get_node_or_null(path);
- for (const KeyValue<GLTFNodeIndex, Node *> &transform_track_i : state->scene_nodes) {
+ const Node *node = p_animation_player->get_parent()->get_node_or_null(path);
+ for (const KeyValue<GLTFNodeIndex, Node *> &transform_track_i : p_state->scene_nodes) {
if (transform_track_i.value == node) {
GLTFAnimation::Track track;
- track = _convert_animation_track(state, track, animation, track_i, transform_track_i.key);
+ track = _convert_animation_track(p_state, track, animation, track_i, transform_track_i.key);
gltf_animation->get_tracks().insert(transform_track_i.key, track);
}
}
@@ -6439,12 +6499,12 @@ void GLTFDocument::_convert_animation(Ref<GLTFState> state, AnimationPlayer *ap,
const Vector<String> node_suffix = String(orig_track_path).split(":");
const NodePath path = node_suffix[0];
const String suffix = node_suffix[1];
- Node *node = ap->get_parent()->get_node_or_null(path);
+ Node *node = p_animation_player->get_parent()->get_node_or_null(path);
MeshInstance3D *mi = cast_to<MeshInstance3D>(node);
Ref<Mesh> mesh = mi->get_mesh();
ERR_CONTINUE(mesh.is_null());
int32_t mesh_index = -1;
- for (const KeyValue<GLTFNodeIndex, Node *> &mesh_track_i : state->scene_nodes) {
+ for (const KeyValue<GLTFNodeIndex, Node *> &mesh_track_i : p_state->scene_nodes) {
if (mesh_track_i.value == node) {
mesh_index = mesh_track_i.key;
}
@@ -6497,15 +6557,15 @@ void GLTFDocument::_convert_animation(Ref<GLTFState> state, AnimationPlayer *ap,
const String node = node_suffix[0];
const NodePath node_path = node;
const String suffix = node_suffix[1];
- Node *godot_node = ap->get_parent()->get_node_or_null(node_path);
+ Node *godot_node = p_animation_player->get_parent()->get_node_or_null(node_path);
Skeleton3D *skeleton = nullptr;
GLTFSkeletonIndex skeleton_gltf_i = -1;
- for (GLTFSkeletonIndex skeleton_i = 0; skeleton_i < state->skeletons.size(); skeleton_i++) {
- if (state->skeletons[skeleton_i]->godot_skeleton == cast_to<Skeleton3D>(godot_node)) {
- skeleton = state->skeletons[skeleton_i]->godot_skeleton;
+ for (GLTFSkeletonIndex skeleton_i = 0; skeleton_i < p_state->skeletons.size(); skeleton_i++) {
+ if (p_state->skeletons[skeleton_i]->godot_skeleton == cast_to<Skeleton3D>(godot_node)) {
+ skeleton = p_state->skeletons[skeleton_i]->godot_skeleton;
skeleton_gltf_i = skeleton_i;
ERR_CONTINUE(!skeleton);
- Ref<GLTFSkeleton> skeleton_gltf = state->skeletons[skeleton_gltf_i];
+ Ref<GLTFSkeleton> skeleton_gltf = p_state->skeletons[skeleton_gltf_i];
int32_t bone = skeleton->find_bone(suffix);
ERR_CONTINUE(bone == -1);
if (!skeleton_gltf->godot_bone_node.has(bone)) {
@@ -6517,14 +6577,14 @@ void GLTFDocument::_convert_animation(Ref<GLTFState> state, AnimationPlayer *ap,
if (property_track_i) {
track = property_track_i->value;
}
- track = _convert_animation_track(state, track, animation, track_i, node_i);
+ track = _convert_animation_track(p_state, track, animation, track_i, node_i);
gltf_animation->get_tracks()[node_i] = track;
}
}
} else if (!String(orig_track_path).contains(":")) {
- ERR_CONTINUE(!ap->get_parent());
- Node *godot_node = ap->get_parent()->get_node_or_null(orig_track_path);
- for (const KeyValue<GLTFNodeIndex, Node *> &scene_node_i : state->scene_nodes) {
+ ERR_CONTINUE(!p_animation_player->get_parent());
+ Node *godot_node = p_animation_player->get_parent()->get_node_or_null(orig_track_path);
+ for (const KeyValue<GLTFNodeIndex, Node *> &scene_node_i : p_state->scene_nodes) {
if (scene_node_i.value == godot_node) {
GLTFNodeIndex node_i = scene_node_i.key;
HashMap<int, GLTFAnimation::Track>::Iterator node_track_i = gltf_animation->get_tracks().find(node_i);
@@ -6532,7 +6592,7 @@ void GLTFDocument::_convert_animation(Ref<GLTFState> state, AnimationPlayer *ap,
if (node_track_i) {
track = node_track_i->value;
}
- track = _convert_animation_track(state, track, animation, track_i, node_i);
+ track = _convert_animation_track(p_state, track, animation, track_i, node_i);
gltf_animation->get_tracks()[node_i] = track;
break;
}
@@ -6540,42 +6600,42 @@ void GLTFDocument::_convert_animation(Ref<GLTFState> state, AnimationPlayer *ap,
}
}
if (gltf_animation->get_tracks().size()) {
- state->animations.push_back(gltf_animation);
+ p_state->animations.push_back(gltf_animation);
}
}
-Error GLTFDocument::_parse(Ref<GLTFState> state, String p_path, Ref<FileAccess> f, int p_bake_fps) {
+Error GLTFDocument::_parse(Ref<GLTFState> p_state, String p_path, Ref<FileAccess> p_file) {
Error err;
- if (f.is_null()) {
+ if (p_file.is_null()) {
return FAILED;
}
- f->seek(0);
- uint32_t magic = f->get_32();
+ p_file->seek(0);
+ uint32_t magic = p_file->get_32();
if (magic == 0x46546C67) {
//binary file
//text file
- f->seek(0);
- err = _parse_glb(f, state);
+ p_file->seek(0);
+ err = _parse_glb(p_file, p_state);
if (err != OK) {
return err;
}
} else {
- f->seek(0);
- String text = f->get_as_utf8_string();
+ p_file->seek(0);
+ String text = p_file->get_as_utf8_string();
JSON json;
err = json.parse(text);
if (err != OK) {
_err_print_error("", "", json.get_error_line(), json.get_error_message().utf8().get_data(), false, ERR_HANDLER_SCRIPT);
}
ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
- state->json = json.get_data();
+ p_state->json = json.get_data();
}
- if (!state->json.has("asset")) {
+ if (!p_state->json.has("asset")) {
return ERR_PARSE_ERROR;
}
- Dictionary asset = state->json["asset"];
+ Dictionary asset = p_state->json["asset"];
if (!asset.has("version")) {
return ERR_PARSE_ERROR;
@@ -6583,17 +6643,19 @@ Error GLTFDocument::_parse(Ref<GLTFState> state, String p_path, Ref<FileAccess>
String version = asset["version"];
- state->major_version = version.get_slice(".", 0).to_int();
- state->minor_version = version.get_slice(".", 1).to_int();
+ p_state->major_version = version.get_slice(".", 0).to_int();
+ p_state->minor_version = version.get_slice(".", 1).to_int();
- for (int32_t ext_i = 0; ext_i < document_extensions.size(); ext_i++) {
- Ref<GLTFDocumentExtension> ext = document_extensions[ext_i];
+ document_extensions.clear();
+ for (Ref<GLTFDocumentExtension> ext : all_document_extensions) {
ERR_CONTINUE(ext.is_null());
- err = ext->import_preflight(state);
- ERR_FAIL_COND_V(err != OK, err);
+ err = ext->import_preflight(p_state, p_state->json["extensionsUsed"]);
+ if (err == OK) {
+ document_extensions.push_back(ext);
+ }
}
- err = _parse_gltf_state(state, p_path, p_bake_fps);
+ err = _parse_gltf_state(p_state, p_path);
ERR_FAIL_COND_V(err != OK, err);
return OK;
@@ -6626,47 +6688,43 @@ Dictionary _serialize_texture_transform_uv(Vector2 p_offset, Vector2 p_scale) {
}
Dictionary GLTFDocument::_serialize_texture_transform_uv1(Ref<BaseMaterial3D> p_material) {
- if (p_material.is_valid()) {
- Vector3 offset = p_material->get_uv1_offset();
- Vector3 scale = p_material->get_uv1_scale();
- return _serialize_texture_transform_uv(Vector2(offset.x, offset.y), Vector2(scale.x, scale.y));
- }
- return Dictionary();
+ ERR_FAIL_NULL_V(p_material, Dictionary());
+ Vector3 offset = p_material->get_uv1_offset();
+ Vector3 scale = p_material->get_uv1_scale();
+ return _serialize_texture_transform_uv(Vector2(offset.x, offset.y), Vector2(scale.x, scale.y));
}
Dictionary GLTFDocument::_serialize_texture_transform_uv2(Ref<BaseMaterial3D> p_material) {
- if (p_material.is_valid()) {
- Vector3 offset = p_material->get_uv2_offset();
- Vector3 scale = p_material->get_uv2_scale();
- return _serialize_texture_transform_uv(Vector2(offset.x, offset.y), Vector2(scale.x, scale.y));
- }
- return Dictionary();
+ ERR_FAIL_NULL_V(p_material, Dictionary());
+ Vector3 offset = p_material->get_uv2_offset();
+ Vector3 scale = p_material->get_uv2_scale();
+ return _serialize_texture_transform_uv(Vector2(offset.x, offset.y), Vector2(scale.x, scale.y));
}
-Error GLTFDocument::_serialize_version(Ref<GLTFState> state) {
+Error GLTFDocument::_serialize_version(Ref<GLTFState> p_state) {
const String version = "2.0";
- state->major_version = version.get_slice(".", 0).to_int();
- state->minor_version = version.get_slice(".", 1).to_int();
+ p_state->major_version = version.get_slice(".", 0).to_int();
+ p_state->minor_version = version.get_slice(".", 1).to_int();
Dictionary asset;
asset["version"] = version;
String hash = String(VERSION_HASH);
asset["generator"] = String(VERSION_FULL_NAME) + String("@") + (hash.is_empty() ? String("unknown") : hash);
- state->json["asset"] = asset;
+ p_state->json["asset"] = asset;
ERR_FAIL_COND_V(!asset.has("version"), Error::FAILED);
- ERR_FAIL_COND_V(!state->json.has("asset"), Error::FAILED);
+ ERR_FAIL_COND_V(!p_state->json.has("asset"), Error::FAILED);
return OK;
}
-Error GLTFDocument::_serialize_file(Ref<GLTFState> state, const String p_path) {
+Error GLTFDocument::_serialize_file(Ref<GLTFState> p_state, const String p_path) {
Error err = FAILED;
if (p_path.to_lower().ends_with("glb")) {
- err = _encode_buffer_glb(state, p_path);
+ err = _encode_buffer_glb(p_state, p_path);
ERR_FAIL_COND_V(err != OK, err);
- Ref<FileAccess> f = FileAccess::open(p_path, FileAccess::WRITE, &err);
- ERR_FAIL_COND_V(f.is_null(), FAILED);
+ Ref<FileAccess> file = FileAccess::open(p_path, FileAccess::WRITE, &err);
+ ERR_FAIL_COND_V(file.is_null(), FAILED);
- String json = Variant(state->json).to_json_string();
+ String json = Variant(p_state->json).to_json_string();
const uint32_t magic = 0x46546C67; // GLTF
const int32_t header_size = 12;
@@ -6677,106 +6735,104 @@ Error GLTFDocument::_serialize_file(Ref<GLTFState> state, const String p_path) {
const uint32_t text_chunk_type = 0x4E4F534A; //JSON
uint32_t binary_data_length = 0;
- if (state->buffers.size()) {
- binary_data_length = state->buffers[0].size();
+ if (p_state->buffers.size()) {
+ binary_data_length = p_state->buffers[0].size();
}
const uint32_t binary_chunk_length = ((binary_data_length + 3) & (~3));
const uint32_t binary_chunk_type = 0x004E4942; //BIN
- f->create(FileAccess::ACCESS_RESOURCES);
- f->store_32(magic);
- f->store_32(state->major_version); // version
- f->store_32(header_size + chunk_header_size + text_chunk_length + chunk_header_size + binary_chunk_length); // length
- f->store_32(text_chunk_length);
- f->store_32(text_chunk_type);
- f->store_buffer((uint8_t *)&cs[0], cs.length());
+ file->create(FileAccess::ACCESS_RESOURCES);
+ file->store_32(magic);
+ file->store_32(p_state->major_version); // version
+ file->store_32(header_size + chunk_header_size + text_chunk_length + chunk_header_size + binary_chunk_length); // length
+ file->store_32(text_chunk_length);
+ file->store_32(text_chunk_type);
+ file->store_buffer((uint8_t *)&cs[0], cs.length());
for (uint32_t pad_i = text_data_length; pad_i < text_chunk_length; pad_i++) {
- f->store_8(' ');
+ file->store_8(' ');
}
if (binary_chunk_length) {
- f->store_32(binary_chunk_length);
- f->store_32(binary_chunk_type);
- f->store_buffer(state->buffers[0].ptr(), binary_data_length);
+ file->store_32(binary_chunk_length);
+ file->store_32(binary_chunk_type);
+ file->store_buffer(p_state->buffers[0].ptr(), binary_data_length);
}
for (uint32_t pad_i = binary_data_length; pad_i < binary_chunk_length; pad_i++) {
- f->store_8(0);
+ file->store_8(0);
}
} else {
- err = _encode_buffer_bins(state, p_path);
+ err = _encode_buffer_bins(p_state, p_path);
ERR_FAIL_COND_V(err != OK, err);
- Ref<FileAccess> f = FileAccess::open(p_path, FileAccess::WRITE, &err);
- ERR_FAIL_COND_V(f.is_null(), FAILED);
+ Ref<FileAccess> file = FileAccess::open(p_path, FileAccess::WRITE, &err);
+ ERR_FAIL_COND_V(file.is_null(), FAILED);
- f->create(FileAccess::ACCESS_RESOURCES);
- String json = Variant(state->json).to_json_string();
- f->store_string(json);
+ file->create(FileAccess::ACCESS_RESOURCES);
+ String json = Variant(p_state->json).to_json_string();
+ file->store_string(json);
}
return err;
}
void GLTFDocument::_bind_methods() {
- ClassDB::bind_method(D_METHOD("append_from_file", "path", "state", "flags", "bake_fps", "base_path"),
- &GLTFDocument::append_from_file, DEFVAL(0), DEFVAL(30), DEFVAL(String()));
- ClassDB::bind_method(D_METHOD("append_from_buffer", "bytes", "base_path", "state", "flags", "bake_fps"),
- &GLTFDocument::append_from_buffer, DEFVAL(0), DEFVAL(30));
- ClassDB::bind_method(D_METHOD("append_from_scene", "node", "state", "flags", "bake_fps"),
- &GLTFDocument::append_from_scene, DEFVAL(0), DEFVAL(30));
- ClassDB::bind_method(D_METHOD("generate_scene", "state", "bake_fps"),
- &GLTFDocument::generate_scene, DEFVAL(30));
+ ClassDB::bind_method(D_METHOD("append_from_file", "path", "state", "flags", "base_path"),
+ &GLTFDocument::append_from_file, DEFVAL(0), DEFVAL(String()));
+ ClassDB::bind_method(D_METHOD("append_from_buffer", "bytes", "base_path", "state", "flags"),
+ &GLTFDocument::append_from_buffer, DEFVAL(0));
+ ClassDB::bind_method(D_METHOD("append_from_scene", "node", "state", "flags"),
+ &GLTFDocument::append_from_scene, DEFVAL(0));
+ ClassDB::bind_method(D_METHOD("generate_scene", "state", "bake_fps", "trimming"),
+ &GLTFDocument::generate_scene, DEFVAL(30), DEFVAL(false));
ClassDB::bind_method(D_METHOD("generate_buffer", "state"),
&GLTFDocument::generate_buffer);
ClassDB::bind_method(D_METHOD("write_to_filesystem", "state", "path"),
&GLTFDocument::write_to_filesystem);
- ClassDB::bind_method(D_METHOD("set_extensions", "extensions"),
- &GLTFDocument::set_extensions);
- ClassDB::bind_method(D_METHOD("get_extensions"),
- &GLTFDocument::get_extensions);
- ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "extensions", PROPERTY_HINT_ARRAY_TYPE,
- vformat("%s/%s:%s", Variant::OBJECT, PROPERTY_HINT_RESOURCE_TYPE, "GLTFDocumentExtension"),
- PROPERTY_USAGE_DEFAULT),
- "set_extensions", "get_extensions");
+ ClassDB::bind_static_method("GLTFDocument", D_METHOD("register_gltf_document_extension", "extension", "first_priority"),
+ &GLTFDocument::register_gltf_document_extension, DEFVAL(false));
+ ClassDB::bind_static_method("GLTFDocument", D_METHOD("unregister_gltf_document_extension", "extension"),
+ &GLTFDocument::unregister_gltf_document_extension);
}
-void GLTFDocument::_build_parent_hierachy(Ref<GLTFState> state) {
+void GLTFDocument::_build_parent_hierachy(Ref<GLTFState> p_state) {
// build the hierarchy
- for (GLTFNodeIndex node_i = 0; node_i < state->nodes.size(); node_i++) {
- for (int j = 0; j < state->nodes[node_i]->children.size(); j++) {
- GLTFNodeIndex child_i = state->nodes[node_i]->children[j];
- ERR_FAIL_INDEX(child_i, state->nodes.size());
- if (state->nodes.write[child_i]->parent != -1) {
+ for (GLTFNodeIndex node_i = 0; node_i < p_state->nodes.size(); node_i++) {
+ for (int j = 0; j < p_state->nodes[node_i]->children.size(); j++) {
+ GLTFNodeIndex child_i = p_state->nodes[node_i]->children[j];
+ ERR_FAIL_INDEX(child_i, p_state->nodes.size());
+ if (p_state->nodes.write[child_i]->parent != -1) {
continue;
}
- state->nodes.write[child_i]->parent = node_i;
+ p_state->nodes.write[child_i]->parent = node_i;
}
}
}
-void GLTFDocument::set_extensions(TypedArray<GLTFDocumentExtension> p_extensions) {
- document_extensions = p_extensions;
+Vector<Ref<GLTFDocumentExtension>> GLTFDocument::all_document_extensions;
+
+void GLTFDocument::register_gltf_document_extension(Ref<GLTFDocumentExtension> p_extension, bool p_first_priority) {
+ if (all_document_extensions.find(p_extension) == -1) {
+ if (p_first_priority) {
+ all_document_extensions.insert(0, p_extension);
+ } else {
+ all_document_extensions.push_back(p_extension);
+ }
+ }
}
-TypedArray<GLTFDocumentExtension> GLTFDocument::get_extensions() const {
- return document_extensions;
+void GLTFDocument::unregister_gltf_document_extension(Ref<GLTFDocumentExtension> p_extension) {
+ all_document_extensions.erase(p_extension);
}
-GLTFDocument::GLTFDocument() {
- bool is_editor = ::Engine::get_singleton()->is_editor_hint();
- if (is_editor) {
- return;
- }
- Ref<GLTFDocumentExtensionConvertImporterMesh> extension_editor;
- extension_editor.instantiate();
- document_extensions.push_back(extension_editor);
+void GLTFDocument::unregister_all_gltf_document_extensions() {
+ all_document_extensions.clear();
}
-PackedByteArray GLTFDocument::_serialize_glb_buffer(Ref<GLTFState> state, Error *r_err) {
- Error err = _encode_buffer_glb(state, "");
+PackedByteArray GLTFDocument::_serialize_glb_buffer(Ref<GLTFState> p_state, Error *r_err) {
+ Error err = _encode_buffer_glb(p_state, "");
if (r_err) {
*r_err = err;
}
ERR_FAIL_COND_V(err != OK, PackedByteArray());
- String json = Variant(state->json).to_json_string();
+ String json = Variant(p_state->json).to_json_string();
const uint32_t magic = 0x46546C67; // GLTF
const int32_t header_size = 12;
@@ -6790,8 +6846,8 @@ PackedByteArray GLTFDocument::_serialize_glb_buffer(Ref<GLTFState> state, Error
const uint32_t text_chunk_type = 0x4E4F534A; //JSON
int32_t binary_data_length = 0;
- if (state->buffers.size()) {
- binary_data_length = state->buffers[0].size();
+ if (p_state->buffers.size()) {
+ binary_data_length = p_state->buffers[0].size();
}
const int32_t binary_chunk_length = binary_data_length;
const int32_t binary_chunk_type = 0x004E4942; //BIN
@@ -6799,7 +6855,7 @@ PackedByteArray GLTFDocument::_serialize_glb_buffer(Ref<GLTFState> state, Error
Ref<StreamPeerBuffer> buffer;
buffer.instantiate();
buffer->put_32(magic);
- buffer->put_32(state->major_version); // version
+ buffer->put_32(p_state->major_version); // version
buffer->put_32(header_size + chunk_header_size + text_chunk_length + chunk_header_size + binary_data_length); // length
buffer->put_32(text_chunk_length);
buffer->put_32(text_chunk_type);
@@ -6807,211 +6863,210 @@ PackedByteArray GLTFDocument::_serialize_glb_buffer(Ref<GLTFState> state, Error
if (binary_chunk_length) {
buffer->put_32(binary_chunk_length);
buffer->put_32(binary_chunk_type);
- buffer->put_data(state->buffers[0].ptr(), binary_data_length);
+ buffer->put_data(p_state->buffers[0].ptr(), binary_data_length);
}
return buffer->get_data_array();
}
-PackedByteArray GLTFDocument::generate_buffer(Ref<GLTFState> state) {
- ERR_FAIL_NULL_V(state, PackedByteArray());
- Error err = _serialize(state, "");
+PackedByteArray GLTFDocument::generate_buffer(Ref<GLTFState> p_state) {
+ ERR_FAIL_NULL_V(p_state, PackedByteArray());
+ Error err = _serialize(p_state, "");
ERR_FAIL_COND_V(err != OK, PackedByteArray());
- PackedByteArray bytes = _serialize_glb_buffer(state, &err);
+ PackedByteArray bytes = _serialize_glb_buffer(p_state, &err);
return bytes;
}
-Error GLTFDocument::write_to_filesystem(Ref<GLTFState> state, const String &p_path) {
- ERR_FAIL_NULL_V(state, ERR_INVALID_PARAMETER);
- Error err = _serialize(state, p_path);
+Error GLTFDocument::write_to_filesystem(Ref<GLTFState> p_state, const String &p_path) {
+ ERR_FAIL_NULL_V(p_state, ERR_INVALID_PARAMETER);
+ Error err = _serialize(p_state, p_path);
if (err != OK) {
return err;
}
- err = _serialize_file(state, p_path);
+ err = _serialize_file(p_state, p_path);
if (err != OK) {
return Error::FAILED;
}
return OK;
}
-Node *GLTFDocument::generate_scene(Ref<GLTFState> state, int32_t p_bake_fps) {
- ERR_FAIL_NULL_V(state, nullptr);
- ERR_FAIL_INDEX_V(0, state->root_nodes.size(), nullptr);
+Node *GLTFDocument::generate_scene(Ref<GLTFState> p_state, float p_bake_fps, bool p_trimming) {
+ ERR_FAIL_NULL_V(p_state, nullptr);
+ ERR_FAIL_INDEX_V(0, p_state->root_nodes.size(), nullptr);
Error err = OK;
- GLTFNodeIndex gltf_root = state->root_nodes.write[0];
- Node *gltf_root_node = state->get_scene_node(gltf_root);
+ GLTFNodeIndex gltf_root = p_state->root_nodes.write[0];
+ Node *gltf_root_node = p_state->get_scene_node(gltf_root);
Node *root = gltf_root_node->get_parent();
ERR_FAIL_NULL_V(root, nullptr);
- _process_mesh_instances(state, root);
- if (state->get_create_animations() && state->animations.size()) {
+ _process_mesh_instances(p_state, root);
+ if (p_state->get_create_animations() && p_state->animations.size()) {
AnimationPlayer *ap = memnew(AnimationPlayer);
root->add_child(ap, true);
ap->set_owner(root);
- for (int i = 0; i < state->animations.size(); i++) {
- _import_animation(state, ap, i, p_bake_fps);
+ for (int i = 0; i < p_state->animations.size(); i++) {
+ _import_animation(p_state, ap, i, p_bake_fps, p_trimming);
}
}
- for (KeyValue<GLTFNodeIndex, Node *> E : state->scene_nodes) {
+ for (KeyValue<GLTFNodeIndex, Node *> E : p_state->scene_nodes) {
ERR_CONTINUE(!E.value);
- for (int32_t ext_i = 0; ext_i < document_extensions.size(); ext_i++) {
- Ref<GLTFDocumentExtension> ext = document_extensions[ext_i];
+ for (Ref<GLTFDocumentExtension> ext : document_extensions) {
ERR_CONTINUE(ext.is_null());
- ERR_CONTINUE(!state->json.has("nodes"));
- Array nodes = state->json["nodes"];
+ ERR_CONTINUE(!p_state->json.has("nodes"));
+ Array nodes = p_state->json["nodes"];
ERR_CONTINUE(E.key >= nodes.size());
ERR_CONTINUE(E.key < 0);
Dictionary node_json = nodes[E.key];
- Ref<GLTFNode> gltf_node = state->nodes[E.key];
- err = ext->import_node(state, gltf_node, node_json, E.value);
+ Ref<GLTFNode> gltf_node = p_state->nodes[E.key];
+ err = ext->import_node(p_state, gltf_node, node_json, E.value);
ERR_CONTINUE(err != OK);
}
}
- for (int32_t ext_i = 0; ext_i < document_extensions.size(); ext_i++) {
- Ref<GLTFDocumentExtension> ext = document_extensions[ext_i];
+ for (Ref<GLTFDocumentExtension> ext : document_extensions) {
ERR_CONTINUE(ext.is_null());
- err = ext->import_post(state, root);
+ err = ext->import_post(p_state, root);
ERR_CONTINUE(err != OK);
}
ERR_FAIL_NULL_V(root, nullptr);
return root;
}
-Error GLTFDocument::append_from_scene(Node *p_node, Ref<GLTFState> state, uint32_t p_flags, int32_t p_bake_fps) {
- ERR_FAIL_COND_V(state.is_null(), FAILED);
- state->use_named_skin_binds = p_flags & GLTF_IMPORT_USE_NAMED_SKIN_BINDS;
- state->discard_meshes_and_materials = p_flags & GLTF_IMPORT_DISCARD_MESHES_AND_MATERIALS;
+Error GLTFDocument::append_from_scene(Node *p_node, Ref<GLTFState> p_state, uint32_t p_flags) {
+ ERR_FAIL_COND_V(p_state.is_null(), FAILED);
+ p_state->use_named_skin_binds = p_flags & GLTF_IMPORT_USE_NAMED_SKIN_BINDS;
+ p_state->discard_meshes_and_materials = p_flags & GLTF_IMPORT_DISCARD_MESHES_AND_MATERIALS;
- for (int32_t ext_i = 0; ext_i < document_extensions.size(); ext_i++) {
- Ref<GLTFDocumentExtension> ext = document_extensions[ext_i];
+ document_extensions.clear();
+ for (Ref<GLTFDocumentExtension> ext : all_document_extensions) {
ERR_CONTINUE(ext.is_null());
- Error err = ext->export_preflight(p_node);
- ERR_FAIL_COND_V(err != OK, FAILED);
+ Error err = ext->export_preflight(p_state, p_node);
+ if (err == OK) {
+ document_extensions.push_back(ext);
+ }
}
- _convert_scene_node(state, p_node, -1, -1);
- if (!state->buffers.size()) {
- state->buffers.push_back(Vector<uint8_t>());
+ _convert_scene_node(p_state, p_node, -1, -1);
+ if (!p_state->buffers.size()) {
+ p_state->buffers.push_back(Vector<uint8_t>());
}
return OK;
}
-Error GLTFDocument::append_from_buffer(PackedByteArray p_bytes, String p_base_path, Ref<GLTFState> state, uint32_t p_flags, int32_t p_bake_fps) {
- ERR_FAIL_COND_V(state.is_null(), FAILED);
+Error GLTFDocument::append_from_buffer(PackedByteArray p_bytes, String p_base_path, Ref<GLTFState> p_state, uint32_t p_flags) {
+ ERR_FAIL_COND_V(p_state.is_null(), FAILED);
// TODO Add missing texture and missing .bin file paths to r_missing_deps 2021-09-10 fire
Error err = FAILED;
- state->use_named_skin_binds = p_flags & GLTF_IMPORT_USE_NAMED_SKIN_BINDS;
- state->discard_meshes_and_materials = p_flags & GLTF_IMPORT_DISCARD_MESHES_AND_MATERIALS;
+ p_state->use_named_skin_binds = p_flags & GLTF_IMPORT_USE_NAMED_SKIN_BINDS;
+ p_state->discard_meshes_and_materials = p_flags & GLTF_IMPORT_DISCARD_MESHES_AND_MATERIALS;
Ref<FileAccessMemory> file_access;
file_access.instantiate();
file_access->open_custom(p_bytes.ptr(), p_bytes.size());
- state->base_path = p_base_path.get_base_dir();
- err = _parse(state, state->base_path, file_access, p_bake_fps);
+ p_state->base_path = p_base_path.get_base_dir();
+ err = _parse(p_state, p_state->base_path, file_access);
ERR_FAIL_COND_V(err != OK, err);
- for (int32_t ext_i = 0; ext_i < document_extensions.size(); ext_i++) {
- Ref<GLTFDocumentExtension> ext = document_extensions[ext_i];
+ for (Ref<GLTFDocumentExtension> ext : document_extensions) {
ERR_CONTINUE(ext.is_null());
- err = ext->import_post_parse(state);
+ err = ext->import_post_parse(p_state);
ERR_FAIL_COND_V(err != OK, err);
}
return OK;
}
-Error GLTFDocument::_parse_gltf_state(Ref<GLTFState> state, const String &p_search_path, float p_bake_fps) {
+Error GLTFDocument::_parse_gltf_state(Ref<GLTFState> p_state, const String &p_search_path) {
Error err;
/* PARSE EXTENSIONS */
- err = _parse_gltf_extensions(state);
+ err = _parse_gltf_extensions(p_state);
ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
/* PARSE SCENE */
- err = _parse_scenes(state);
+ err = _parse_scenes(p_state);
ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
/* PARSE NODES */
- err = _parse_nodes(state);
+ err = _parse_nodes(p_state);
ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
/* PARSE BUFFERS */
- err = _parse_buffers(state, p_search_path);
+ err = _parse_buffers(p_state, p_search_path);
ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
/* PARSE BUFFER VIEWS */
- err = _parse_buffer_views(state);
+ err = _parse_buffer_views(p_state);
ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
/* PARSE ACCESSORS */
- err = _parse_accessors(state);
+ err = _parse_accessors(p_state);
ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
- if (!state->discard_meshes_and_materials) {
+ if (!p_state->discard_meshes_and_materials) {
/* PARSE IMAGES */
- err = _parse_images(state, p_search_path);
+ err = _parse_images(p_state, p_search_path);
ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
/* PARSE TEXTURE SAMPLERS */
- err = _parse_texture_samplers(state);
+ err = _parse_texture_samplers(p_state);
ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
/* PARSE TEXTURES */
- err = _parse_textures(state);
+ err = _parse_textures(p_state);
ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
/* PARSE TEXTURES */
- err = _parse_materials(state);
+ err = _parse_materials(p_state);
ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
}
/* PARSE SKINS */
- err = _parse_skins(state);
+ err = _parse_skins(p_state);
ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
/* DETERMINE SKELETONS */
- err = _determine_skeletons(state);
+ err = _determine_skeletons(p_state);
ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
/* CREATE SKELETONS */
- err = _create_skeletons(state);
+ err = _create_skeletons(p_state);
ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
/* CREATE SKINS */
- err = _create_skins(state);
+ err = _create_skins(p_state);
ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
/* PARSE MESHES (we have enough info now) */
- err = _parse_meshes(state);
+ err = _parse_meshes(p_state);
ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
/* PARSE LIGHTS */
- err = _parse_lights(state);
+ err = _parse_lights(p_state);
ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
/* PARSE CAMERAS */
- err = _parse_cameras(state);
+ err = _parse_cameras(p_state);
ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
/* PARSE ANIMATIONS */
- err = _parse_animations(state);
+ err = _parse_animations(p_state);
ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
/* ASSIGN SCENE NAMES */
- _assign_scene_names(state);
+ _assign_scene_names(p_state);
Node3D *root = memnew(Node3D);
- for (int32_t root_i = 0; root_i < state->root_nodes.size(); root_i++) {
- _generate_scene_node(state, root, root, state->root_nodes[root_i]);
+ for (int32_t root_i = 0; root_i < p_state->root_nodes.size(); root_i++) {
+ _generate_scene_node(p_state, root, root, p_state->root_nodes[root_i]);
}
return OK;
}
-Error GLTFDocument::append_from_file(String p_path, Ref<GLTFState> r_state, uint32_t p_flags, int32_t p_bake_fps, String p_base_path) {
+Error GLTFDocument::append_from_file(String p_path, Ref<GLTFState> r_state, uint32_t p_flags, String p_base_path) {
// TODO Add missing texture and missing .bin file paths to r_missing_deps 2021-09-10 fire
if (r_state == Ref<GLTFState>()) {
r_state.instantiate();
@@ -7020,18 +7075,17 @@ Error GLTFDocument::append_from_file(String p_path, Ref<GLTFState> r_state, uint
r_state->use_named_skin_binds = p_flags & GLTF_IMPORT_USE_NAMED_SKIN_BINDS;
r_state->discard_meshes_and_materials = p_flags & GLTF_IMPORT_DISCARD_MESHES_AND_MATERIALS;
Error err;
- Ref<FileAccess> f = FileAccess::open(p_path, FileAccess::READ, &err);
+ Ref<FileAccess> file = FileAccess::open(p_path, FileAccess::READ, &err);
ERR_FAIL_COND_V(err != OK, ERR_FILE_CANT_OPEN);
- ERR_FAIL_NULL_V(f, ERR_FILE_CANT_OPEN);
+ ERR_FAIL_NULL_V(file, ERR_FILE_CANT_OPEN);
String base_path = p_base_path;
if (base_path.is_empty()) {
base_path = p_path.get_base_dir();
}
r_state->base_path = base_path;
- err = _parse(r_state, base_path, f, p_bake_fps);
+ err = _parse(r_state, base_path, file);
ERR_FAIL_COND_V(err != OK, err);
- for (int32_t ext_i = 0; ext_i < document_extensions.size(); ext_i++) {
- Ref<GLTFDocumentExtension> ext = document_extensions[ext_i];
+ for (Ref<GLTFDocumentExtension> ext : document_extensions) {
ERR_CONTINUE(ext.is_null());
err = ext->import_post_parse(r_state);
ERR_FAIL_COND_V(err != OK, err);
@@ -7039,22 +7093,21 @@ Error GLTFDocument::append_from_file(String p_path, Ref<GLTFState> r_state, uint
return OK;
}
-Error GLTFDocument::_parse_gltf_extensions(Ref<GLTFState> state) {
- ERR_FAIL_NULL_V(state, ERR_PARSE_ERROR);
- if (state->json.has("extensionsUsed")) {
- Vector<String> ext_array = state->json["extensionsUsed"];
- state->extensions_used = ext_array;
+Error GLTFDocument::_parse_gltf_extensions(Ref<GLTFState> p_state) {
+ ERR_FAIL_NULL_V(p_state, ERR_PARSE_ERROR);
+ if (p_state->json.has("extensionsUsed")) {
+ Vector<String> ext_array = p_state->json["extensionsUsed"];
+ p_state->extensions_used = ext_array;
}
- if (state->json.has("extensionsRequired")) {
- Vector<String> ext_array = state->json["extensionsRequired"];
- state->extensions_required = ext_array;
+ if (p_state->json.has("extensionsRequired")) {
+ Vector<String> ext_array = p_state->json["extensionsRequired"];
+ p_state->extensions_required = ext_array;
}
HashSet<String> supported_extensions;
supported_extensions.insert("KHR_lights_punctual");
supported_extensions.insert("KHR_materials_pbrSpecularGlossiness");
supported_extensions.insert("KHR_texture_transform");
- for (int ext_i = 0; ext_i < document_extensions.size(); ext_i++) {
- Ref<GLTFDocumentExtension> ext = document_extensions[ext_i];
+ for (Ref<GLTFDocumentExtension> ext : document_extensions) {
ERR_CONTINUE(ext.is_null());
Vector<String> ext_supported_extensions = ext->get_supported_extensions();
for (int i = 0; i < ext_supported_extensions.size(); ++i) {
@@ -7062,9 +7115,9 @@ Error GLTFDocument::_parse_gltf_extensions(Ref<GLTFState> state) {
}
}
Error ret = Error::OK;
- for (int i = 0; i < state->extensions_required.size(); i++) {
- if (!supported_extensions.has(state->extensions_required[i])) {
- ERR_PRINT("GLTF: Can't import file '" + state->filename + "', required extension '" + String(state->extensions_required[i]) + "' is not supported. Are you missing a GLTFDocumentExtension plugin?");
+ for (int i = 0; i < p_state->extensions_required.size(); i++) {
+ if (!supported_extensions.has(p_state->extensions_required[i])) {
+ ERR_PRINT("GLTF: Can't import file '" + p_state->filename + "', required extension '" + String(p_state->extensions_required[i]) + "' is not supported. Are you missing a GLTFDocumentExtension plugin?");
ret = ERR_UNAVAILABLE;
}
}
diff --git a/modules/gltf/gltf_document.h b/modules/gltf/gltf_document.h
index 62b6e29fe0..164c63c53c 100644
--- a/modules/gltf/gltf_document.h
+++ b/modules/gltf/gltf_document.h
@@ -1,56 +1,49 @@
-/*************************************************************************/
-/* gltf_document.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* gltf_document.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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 "gltf_defines.h"
-#include "structures/gltf_animation.h"
-
-#include "scene/3d/bone_attachment_3d.h"
-#include "scene/3d/importer_mesh_instance_3d.h"
-#include "scene/3d/mesh_instance_3d.h"
-#include "scene/animation/animation_player.h"
-#include "scene/resources/material.h"
+#include "extensions/gltf_document_extension.h"
#include "modules/modules_enabled.gen.h" // For csg, gridmap.
class GLTFDocument : public Resource {
GDCLASS(GLTFDocument, Resource);
- TypedArray<GLTFDocumentExtension> document_extensions;
+ static Vector<Ref<GLTFDocumentExtension>> all_document_extensions;
+ Vector<Ref<GLTFDocumentExtension>> document_extensions;
private:
const float BAKE_FPS = 30.0f;
public:
- GLTFDocument();
const int32_t JOINT_GROUP_SIZE = 4;
enum {
@@ -76,203 +69,204 @@ protected:
static void _bind_methods();
public:
- void set_extensions(TypedArray<GLTFDocumentExtension> p_extensions);
- TypedArray<GLTFDocumentExtension> get_extensions() const;
+ static void register_gltf_document_extension(Ref<GLTFDocumentExtension> p_extension, bool p_first_priority = false);
+ static void unregister_gltf_document_extension(Ref<GLTFDocumentExtension> p_extension);
+ static void unregister_all_gltf_document_extensions();
private:
- void _build_parent_hierachy(Ref<GLTFState> state);
+ void _build_parent_hierachy(Ref<GLTFState> p_state);
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);
+ int _get_component_type_size(const int p_component_type);
+ Error _parse_scenes(Ref<GLTFState> p_state);
+ Error _parse_nodes(Ref<GLTFState> p_state);
String _get_type_name(const GLTFType p_component);
String _get_accessor_type_name(const GLTFType p_type);
- String _gen_unique_name(Ref<GLTFState> state, const String &p_name);
- String _sanitize_animation_name(const String &name);
- String _gen_unique_animation_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,
+ String _gen_unique_name(Ref<GLTFState> p_state, const String &p_name);
+ String _sanitize_animation_name(const String &p_name);
+ String _gen_unique_animation_name(Ref<GLTFState> p_state, const String &p_name);
+ String _sanitize_bone_name(const String &p_name);
+ String _gen_unique_bone_name(Ref<GLTFState> p_state,
+ const GLTFSkeletonIndex p_skel_i,
const String &p_name);
- GLTFTextureIndex _set_texture(Ref<GLTFState> state, Ref<Texture2D> p_texture,
+ GLTFTextureIndex _set_texture(Ref<GLTFState> p_state, Ref<Texture2D> p_texture,
StandardMaterial3D::TextureFilter p_filter_mode, bool p_repeats);
- Ref<Texture2D> _get_texture(Ref<GLTFState> state,
+ Ref<Texture2D> _get_texture(Ref<GLTFState> p_state,
const GLTFTextureIndex p_texture);
- GLTFTextureSamplerIndex _set_sampler_for_mode(Ref<GLTFState> state,
+ GLTFTextureSamplerIndex _set_sampler_for_mode(Ref<GLTFState> p_state,
StandardMaterial3D::TextureFilter p_filter_mode, bool p_repeats);
- Ref<GLTFTextureSampler> _get_sampler_for_texture(Ref<GLTFState> state,
+ Ref<GLTFTextureSampler> _get_sampler_for_texture(Ref<GLTFState> p_state,
const GLTFTextureIndex p_texture);
- Error _parse_json(const String &p_path, Ref<GLTFState> state);
- Error _parse_glb(Ref<FileAccess> f, 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);
+ Error _parse_json(const String &p_path, Ref<GLTFState> p_state);
+ Error _parse_glb(Ref<FileAccess> p_file, Ref<GLTFState> p_state);
+ void _compute_node_heights(Ref<GLTFState> p_state);
+ Error _parse_buffers(Ref<GLTFState> p_state, const String &p_base_path);
+ Error _parse_buffer_views(Ref<GLTFState> p_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,
+ Error _parse_accessors(Ref<GLTFState> p_state);
+ Error _decode_buffer_view(Ref<GLTFState> p_state, double *p_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 int p_skip_every, const int p_skip_bytes,
+ const int p_element_size, const int p_count,
+ const GLTFType p_type, const int p_component_count,
+ const int p_component_type, const int p_component_size,
+ const bool p_normalized, const int p_byte_offset,
+ const bool p_for_vertex);
+ Vector<double> _decode_accessor(Ref<GLTFState> p_state,
const GLTFAccessorIndex p_accessor,
const bool p_for_vertex);
- Vector<float> _decode_accessor_as_floats(Ref<GLTFState> state,
+ Vector<float> _decode_accessor_as_floats(Ref<GLTFState> p_state,
const GLTFAccessorIndex p_accessor,
const bool p_for_vertex);
- Vector<int> _decode_accessor_as_ints(Ref<GLTFState> state,
+ Vector<int> _decode_accessor_as_ints(Ref<GLTFState> p_state,
const GLTFAccessorIndex p_accessor,
const bool p_for_vertex);
- Vector<Vector2> _decode_accessor_as_vec2(Ref<GLTFState> state,
+ Vector<Vector2> _decode_accessor_as_vec2(Ref<GLTFState> p_state,
const GLTFAccessorIndex p_accessor,
const bool p_for_vertex);
- Vector<Vector3> _decode_accessor_as_vec3(Ref<GLTFState> state,
+ Vector<Vector3> _decode_accessor_as_vec3(Ref<GLTFState> p_state,
const GLTFAccessorIndex p_accessor,
const bool p_for_vertex);
- Vector<Color> _decode_accessor_as_color(Ref<GLTFState> state,
+ Vector<Color> _decode_accessor_as_color(Ref<GLTFState> p_state,
const GLTFAccessorIndex p_accessor,
const bool p_for_vertex);
- Vector<Quaternion> _decode_accessor_as_quaternion(Ref<GLTFState> state,
+ Vector<Quaternion> _decode_accessor_as_quaternion(Ref<GLTFState> p_state,
const GLTFAccessorIndex p_accessor,
const bool p_for_vertex);
- Vector<Transform2D> _decode_accessor_as_xform2d(Ref<GLTFState> state,
+ Vector<Transform2D> _decode_accessor_as_xform2d(Ref<GLTFState> p_state,
const GLTFAccessorIndex p_accessor,
const bool p_for_vertex);
- Vector<Basis> _decode_accessor_as_basis(Ref<GLTFState> state,
+ Vector<Basis> _decode_accessor_as_basis(Ref<GLTFState> p_state,
const GLTFAccessorIndex p_accessor,
const bool p_for_vertex);
- Vector<Transform3D> _decode_accessor_as_xform(Ref<GLTFState> state,
+ Vector<Transform3D> _decode_accessor_as_xform(Ref<GLTFState> p_state,
const GLTFAccessorIndex p_accessor,
const bool p_for_vertex);
- Error _parse_meshes(Ref<GLTFState> state);
- Error _serialize_textures(Ref<GLTFState> state);
- Error _serialize_texture_samplers(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_texture_samplers(Ref<GLTFState> state);
- Error _parse_materials(Ref<GLTFState> state);
- void _set_texture_transform_uv1(const Dictionary &d, Ref<BaseMaterial3D> material);
+ Error _parse_meshes(Ref<GLTFState> p_state);
+ Error _serialize_textures(Ref<GLTFState> p_state);
+ Error _serialize_texture_samplers(Ref<GLTFState> p_state);
+ Error _serialize_images(Ref<GLTFState> p_state, const String &p_path);
+ Error _serialize_lights(Ref<GLTFState> p_state);
+ Error _parse_images(Ref<GLTFState> p_state, const String &p_base_path);
+ Error _parse_textures(Ref<GLTFState> p_state);
+ Error _parse_texture_samplers(Ref<GLTFState> p_state);
+ Error _parse_materials(Ref<GLTFState> p_state);
+ void _set_texture_transform_uv1(const Dictionary &d, Ref<BaseMaterial3D> p_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);
+ GLTFNodeIndex _find_highest_node(Ref<GLTFState> p_state,
+ const Vector<GLTFNodeIndex> &p_subset);
+ bool _capture_nodes_in_skin(Ref<GLTFState> p_state, Ref<GLTFSkin> p_skin,
+ const GLTFNodeIndex p_node_index);
+ void _capture_nodes_for_multirooted_skin(Ref<GLTFState> p_state, Ref<GLTFSkin> p_skin);
+ Error _expand_skin(Ref<GLTFState> p_state, Ref<GLTFSkin> p_skin);
+ Error _verify_skin(Ref<GLTFState> p_state, Ref<GLTFSkin> p_skin);
+ Error _parse_skins(Ref<GLTFState> p_state);
+ Error _determine_skeletons(Ref<GLTFState> p_state);
Error _reparent_non_joint_skeleton_subtrees(
- Ref<GLTFState> state, Ref<GLTFSkeleton> skeleton,
- const Vector<GLTFNodeIndex> &non_joints);
- 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,
- const GLTFNodeIndex bone_index);
- ImporterMeshInstance3D *_generate_mesh_instance(Ref<GLTFState> state, const GLTFNodeIndex node_index);
- Camera3D *_generate_camera(Ref<GLTFState> state, const GLTFNodeIndex node_index);
- Light3D *_generate_light(Ref<GLTFState> state, const GLTFNodeIndex node_index);
- Node3D *_generate_spatial(Ref<GLTFState> state, const GLTFNodeIndex node_index);
- void _assign_scene_names(Ref<GLTFState> state);
+ Ref<GLTFState> p_state, Ref<GLTFSkeleton> p_skeleton,
+ const Vector<GLTFNodeIndex> &p_non_joints);
+ Error _determine_skeleton_roots(Ref<GLTFState> p_state,
+ const GLTFSkeletonIndex p_skel_i);
+ Error _create_skeletons(Ref<GLTFState> p_state);
+ Error _map_skin_joints_indices_to_skeleton_bone_indices(Ref<GLTFState> p_state);
+ Error _serialize_skins(Ref<GLTFState> p_state);
+ Error _create_skins(Ref<GLTFState> p_state);
+ bool _skins_are_same(const Ref<Skin> p_skin_a, const Ref<Skin> p_skin_b);
+ void _remove_duplicate_skins(Ref<GLTFState> p_state);
+ Error _serialize_cameras(Ref<GLTFState> p_state);
+ Error _parse_cameras(Ref<GLTFState> p_state);
+ Error _parse_lights(Ref<GLTFState> p_state);
+ Error _parse_animations(Ref<GLTFState> p_state);
+ Error _serialize_animations(Ref<GLTFState> p_state);
+ BoneAttachment3D *_generate_bone_attachment(Ref<GLTFState> p_state,
+ Skeleton3D *p_skeleton,
+ const GLTFNodeIndex p_node_index,
+ const GLTFNodeIndex p_bone_index);
+ ImporterMeshInstance3D *_generate_mesh_instance(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index);
+ Camera3D *_generate_camera(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index);
+ Light3D *_generate_light(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index);
+ Node3D *_generate_spatial(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index);
+ void _assign_scene_names(Ref<GLTFState> p_state);
template <class T>
T _interpolate_track(const Vector<real_t> &p_times, const Vector<T> &p_values,
const float p_time,
const GLTFAnimation::Interpolation p_interp);
- GLTFAccessorIndex _encode_accessor_as_quaternions(Ref<GLTFState> state,
+ GLTFAccessorIndex _encode_accessor_as_quaternions(Ref<GLTFState> p_state,
const Vector<Quaternion> p_attribs,
const bool p_for_vertex);
- GLTFAccessorIndex _encode_accessor_as_weights(Ref<GLTFState> state,
+ GLTFAccessorIndex _encode_accessor_as_weights(Ref<GLTFState> p_state,
const Vector<Color> p_attribs,
const bool p_for_vertex);
- GLTFAccessorIndex _encode_accessor_as_joints(Ref<GLTFState> state,
+ GLTFAccessorIndex _encode_accessor_as_joints(Ref<GLTFState> p_state,
const Vector<Color> p_attribs,
const bool p_for_vertex);
- GLTFAccessorIndex _encode_accessor_as_floats(Ref<GLTFState> state,
+ GLTFAccessorIndex _encode_accessor_as_floats(Ref<GLTFState> p_state,
const Vector<real_t> p_attribs,
const bool p_for_vertex);
- GLTFAccessorIndex _encode_accessor_as_vec2(Ref<GLTFState> state,
+ GLTFAccessorIndex _encode_accessor_as_vec2(Ref<GLTFState> p_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];
+ void _calc_accessor_vec2_min_max(int p_i, const int p_element_count, Vector<double> &p_type_max, Vector2 p_attribs, Vector<double> &p_type_min) {
+ if (p_i == 0) {
+ for (int32_t type_i = 0; type_i < p_element_count; type_i++) {
+ p_type_max.write[type_i] = p_attribs[(p_i * p_element_count) + type_i];
+ p_type_min.write[type_i] = p_attribs[(p_i * p_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]);
+ for (int32_t type_i = 0; type_i < p_element_count; type_i++) {
+ p_type_max.write[type_i] = MAX(p_attribs[(p_i * p_element_count) + type_i], p_type_max[type_i]);
+ p_type_min.write[type_i] = MIN(p_attribs[(p_i * p_element_count) + type_i], p_type_min[type_i]);
+ p_type_max.write[type_i] = _filter_number(p_type_max.write[type_i]);
+ p_type_min.write[type_i] = _filter_number(p_type_min.write[type_i]);
}
}
- GLTFAccessorIndex _encode_accessor_as_vec3(Ref<GLTFState> state,
+ GLTFAccessorIndex _encode_accessor_as_vec3(Ref<GLTFState> p_state,
const Vector<Vector3> p_attribs,
const bool p_for_vertex);
- GLTFAccessorIndex _encode_accessor_as_color(Ref<GLTFState> state,
+ GLTFAccessorIndex _encode_accessor_as_color(Ref<GLTFState> p_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,
+ GLTFAccessorIndex _encode_accessor_as_ints(Ref<GLTFState> p_state,
const Vector<int32_t> p_attribs,
const bool p_for_vertex);
- GLTFAccessorIndex _encode_accessor_as_xform(Ref<GLTFState> state,
+ GLTFAccessorIndex _encode_accessor_as_xform(Ref<GLTFState> p_state,
const Vector<Transform3D> 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,
+ Error _encode_buffer_view(Ref<GLTFState> p_state, const double *p_src,
+ const int p_count, const GLTFType p_type,
+ const int p_component_type, const bool p_normalized,
+ const int p_byte_offset, const bool p_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);
+ Error _encode_accessors(Ref<GLTFState> p_state);
+ Error _encode_buffer_views(Ref<GLTFState> p_state);
+ Error _serialize_materials(Ref<GLTFState> p_state);
+ Error _serialize_meshes(Ref<GLTFState> p_state);
+ Error _serialize_nodes(Ref<GLTFState> p_state);
+ Error _serialize_scenes(Ref<GLTFState> p_state);
String interpolation_to_string(const GLTFAnimation::Interpolation p_interp);
- GLTFAnimation::Track _convert_animation_track(Ref<GLTFState> state,
+ GLTFAnimation::Track _convert_animation_track(Ref<GLTFState> p_state,
GLTFAnimation::Track p_track,
Ref<Animation> p_animation,
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);
- PackedByteArray _serialize_glb_buffer(Ref<GLTFState> state, Error *r_err);
+ Error _encode_buffer_bins(Ref<GLTFState> p_state, const String &p_path);
+ Error _encode_buffer_glb(Ref<GLTFState> p_state, const String &p_path);
+ PackedByteArray _serialize_glb_buffer(Ref<GLTFState> p_state, Error *r_err);
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_gltf_extensions(Ref<GLTFState> state) const;
+ Error _serialize_version(Ref<GLTFState> p_state);
+ Error _serialize_file(Ref<GLTFState> p_state, const String p_path);
+ Error _serialize_gltf_extensions(Ref<GLTFState> p_state) const;
public:
// https://www.itu.int/rec/R-REC-BT.601
@@ -284,90 +278,90 @@ public:
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,
+ static float solve_metallic(float p_dielectric_specular, float p_diffuse,
+ float p_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:
- Error append_from_file(String p_path, Ref<GLTFState> r_state, uint32_t p_flags = 0, int32_t p_bake_fps = 30, String p_base_path = String());
- Error append_from_buffer(PackedByteArray p_bytes, String p_base_path, Ref<GLTFState> r_state, uint32_t p_flags = 0, int32_t p_bake_fps = 30);
- Error append_from_scene(Node *p_node, Ref<GLTFState> r_state, uint32_t p_flags = 0, int32_t p_bake_fps = 30);
+ Error append_from_file(String p_path, Ref<GLTFState> r_state, uint32_t p_flags = 0, String p_base_path = String());
+ Error append_from_buffer(PackedByteArray p_bytes, String p_base_path, Ref<GLTFState> r_state, uint32_t p_flags = 0);
+ Error append_from_scene(Node *p_node, Ref<GLTFState> r_state, uint32_t p_flags = 0);
public:
- Node *generate_scene(Ref<GLTFState> state, int32_t p_bake_fps = 30.0f);
- PackedByteArray generate_buffer(Ref<GLTFState> state);
- Error write_to_filesystem(Ref<GLTFState> state, const String &p_path);
+ Node *generate_scene(Ref<GLTFState> p_state, float p_bake_fps = 30.0f, bool p_trimming = false);
+ PackedByteArray generate_buffer(Ref<GLTFState> p_state);
+ Error write_to_filesystem(Ref<GLTFState> p_state, const String &p_path);
public:
- Error _parse_gltf_state(Ref<GLTFState> state, const String &p_search_path, float p_bake_fps);
- Error _parse_gltf_extensions(Ref<GLTFState> state);
- 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 _generate_skeleton_bone_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);
- 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, Ref<GLTFNode> gltf_node);
- GLTFLightIndex _convert_light(Ref<GLTFState> state, Light3D *p_light);
- void _convert_spatial(Ref<GLTFState> state, Node3D *p_spatial, Ref<GLTFNode> p_node);
- void _convert_scene_node(Ref<GLTFState> state, Node *p_current,
+ Error _parse_gltf_state(Ref<GLTFState> p_state, const String &p_search_path);
+ Error _parse_gltf_extensions(Ref<GLTFState> p_state);
+ void _process_mesh_instances(Ref<GLTFState> p_state, Node *p_scene_root);
+ void _generate_scene_node(Ref<GLTFState> p_state, Node *p_scene_parent,
+ Node3D *p_scene_root,
+ const GLTFNodeIndex p_node_index);
+ void _generate_skeleton_bone_node(Ref<GLTFState> p_state, Node *p_scene_parent, Node3D *p_scene_root, const GLTFNodeIndex p_node_index);
+ void _import_animation(Ref<GLTFState> p_state, AnimationPlayer *p_animation_player,
+ const GLTFAnimationIndex p_index, const float p_bake_fps, const bool p_trimming);
+ void _convert_mesh_instances(Ref<GLTFState> p_state);
+ GLTFCameraIndex _convert_camera(Ref<GLTFState> p_state, Camera3D *p_camera);
+ void _convert_light_to_gltf(Light3D *p_light, Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node);
+ GLTFLightIndex _convert_light(Ref<GLTFState> p_state, Light3D *p_light);
+ void _convert_spatial(Ref<GLTFState> p_state, Node3D *p_spatial, Ref<GLTFNode> p_node);
+ void _convert_scene_node(Ref<GLTFState> p_state, Node *p_current,
const GLTFNodeIndex p_gltf_current,
const GLTFNodeIndex p_gltf_root);
#ifdef MODULE_CSG_ENABLED
- void _convert_csg_shape_to_gltf(CSGShape3D *p_current, GLTFNodeIndex p_gltf_parent, Ref<GLTFNode> gltf_node, Ref<GLTFState> state);
+ void _convert_csg_shape_to_gltf(CSGShape3D *p_current, GLTFNodeIndex p_gltf_parent, Ref<GLTFNode> p_gltf_node, Ref<GLTFState> p_state);
#endif // MODULE_CSG_ENABLED
- void _create_gltf_node(Ref<GLTFState> state,
+ void _create_gltf_node(Ref<GLTFState> p_state,
Node *p_scene_parent,
- GLTFNodeIndex current_node_i,
+ GLTFNodeIndex p_current_node_i,
GLTFNodeIndex p_parent_node_index,
GLTFNodeIndex p_root_gltf_node,
- Ref<GLTFNode> gltf_node);
+ Ref<GLTFNode> p_gltf_node);
void _convert_animation_player_to_gltf(
- AnimationPlayer *animation_player, Ref<GLTFState> state,
+ AnimationPlayer *p_animation_player, Ref<GLTFState> p_state,
GLTFNodeIndex p_gltf_current,
GLTFNodeIndex p_gltf_root_index,
Ref<GLTFNode> p_gltf_node, Node *p_scene_parent);
- void _check_visibility(Node *p_node, bool &retflag);
- void _convert_camera_to_gltf(Camera3D *camera, Ref<GLTFState> state,
- Ref<GLTFNode> gltf_node);
+ void _check_visibility(Node *p_node, bool &r_retflag);
+ void _convert_camera_to_gltf(Camera3D *p_camera, Ref<GLTFState> p_state,
+ Ref<GLTFNode> p_gltf_node);
#ifdef MODULE_GRIDMAP_ENABLED
void _convert_grid_map_to_gltf(
GridMap *p_grid_map,
GLTFNodeIndex p_parent_node_index,
GLTFNodeIndex p_root_node_index,
- Ref<GLTFNode> gltf_node, Ref<GLTFState> state);
+ Ref<GLTFNode> p_gltf_node, Ref<GLTFState> p_state);
#endif // MODULE_GRIDMAP_ENABLED
void _convert_multi_mesh_instance_to_gltf(
MultiMeshInstance3D *p_multi_mesh_instance,
GLTFNodeIndex p_parent_node_index,
GLTFNodeIndex p_root_node_index,
- Ref<GLTFNode> gltf_node, Ref<GLTFState> state);
+ Ref<GLTFNode> p_gltf_node, Ref<GLTFState> p_state);
void _convert_skeleton_to_gltf(
- Skeleton3D *p_scene_parent, Ref<GLTFState> state,
+ Skeleton3D *p_scene_parent, Ref<GLTFState> p_state,
GLTFNodeIndex p_parent_node_index,
GLTFNodeIndex p_root_node_index,
- Ref<GLTFNode> gltf_node);
+ Ref<GLTFNode> p_gltf_node);
void _convert_bone_attachment_to_gltf(BoneAttachment3D *p_bone_attachment,
- Ref<GLTFState> state,
+ Ref<GLTFState> p_state,
GLTFNodeIndex p_parent_node_index,
GLTFNodeIndex p_root_node_index,
- Ref<GLTFNode> gltf_node);
+ Ref<GLTFNode> p_gltf_node);
void _convert_mesh_instance_to_gltf(MeshInstance3D *p_mesh_instance,
- Ref<GLTFState> state,
- Ref<GLTFNode> gltf_node);
- GLTFMeshIndex _convert_mesh_to_gltf(Ref<GLTFState> state,
+ Ref<GLTFState> p_state,
+ Ref<GLTFNode> p_gltf_node);
+ GLTFMeshIndex _convert_mesh_to_gltf(Ref<GLTFState> p_state,
MeshInstance3D *p_mesh_instance);
- void _convert_animation(Ref<GLTFState> state, AnimationPlayer *ap,
+ void _convert_animation(Ref<GLTFState> p_state, AnimationPlayer *p_animation_player,
String p_animation_track_name);
- Error _serialize(Ref<GLTFState> state, const String &p_path);
- Error _parse(Ref<GLTFState> state, String p_path, Ref<FileAccess> f, int p_bake_fps);
+ Error _serialize(Ref<GLTFState> p_state, const String &p_path);
+ Error _parse(Ref<GLTFState> p_state, String p_path, Ref<FileAccess> p_file);
};
#endif // GLTF_DOCUMENT_H
diff --git a/modules/gltf/gltf_state.cpp b/modules/gltf/gltf_state.cpp
index ac5665e396..252453dfc2 100644
--- a/modules/gltf/gltf_state.cpp
+++ b/modules/gltf/gltf_state.cpp
@@ -1,35 +1,37 @@
-/*************************************************************************/
-/* gltf_state.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* gltf_state.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "gltf_state.h"
+#include "gltf_template_convert.h"
+
void GLTFState::_bind_methods() {
ClassDB::bind_method(D_METHOD("add_used_extension", "extension_name", "required"), &GLTFState::add_used_extension);
ClassDB::bind_method(D_METHOD("get_json"), &GLTFState::get_json);
@@ -209,11 +211,11 @@ void GLTFState::set_meshes(TypedArray<GLTFMesh> p_meshes) {
GLTFTemplateConvert::set_from_array(meshes, p_meshes);
}
-TypedArray<BaseMaterial3D> GLTFState::get_materials() {
+TypedArray<Material> GLTFState::get_materials() {
return GLTFTemplateConvert::to_array(materials);
}
-void GLTFState::set_materials(TypedArray<BaseMaterial3D> p_materials) {
+void GLTFState::set_materials(TypedArray<Material> p_materials) {
GLTFTemplateConvert::set_from_array(materials, p_materials);
}
diff --git a/modules/gltf/gltf_state.h b/modules/gltf/gltf_state.h
index e24017b0fd..488ad038aa 100644
--- a/modules/gltf/gltf_state.h
+++ b/modules/gltf/gltf_state.h
@@ -1,38 +1,37 @@
-/*************************************************************************/
-/* gltf_state.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* gltf_state.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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_STATE_H
#define GLTF_STATE_H
#include "extensions/gltf_light.h"
-#include "gltf_template_convert.h"
#include "structures/gltf_accessor.h"
#include "structures/gltf_animation.h"
#include "structures/gltf_buffer_view.h"
@@ -44,10 +43,6 @@
#include "structures/gltf_texture.h"
#include "structures/gltf_texture_sampler.h"
-#include "core/templates/rb_map.h"
-#include "scene/animation/animation_player.h"
-#include "scene/resources/texture.h"
-
class GLTFState : public Resource {
GDCLASS(GLTFState, Resource);
friend class GLTFDocument;
@@ -72,8 +67,8 @@ class GLTFState : public Resource {
Vector<Ref<GLTFMesh>> meshes; // meshes are loaded directly, no reason not to.
Vector<AnimationPlayer *> animation_players;
- HashMap<Ref<BaseMaterial3D>, GLTFMaterialIndex> material_cache;
- Vector<Ref<BaseMaterial3D>> materials;
+ HashMap<Ref<Material>, GLTFMaterialIndex> material_cache;
+ Vector<Ref<Material>> materials;
String scene_name;
Vector<int> root_nodes;
@@ -138,8 +133,8 @@ public:
TypedArray<GLTFMesh> get_meshes();
void set_meshes(TypedArray<GLTFMesh> p_meshes);
- TypedArray<BaseMaterial3D> get_materials();
- void set_materials(TypedArray<BaseMaterial3D> p_materials);
+ TypedArray<Material> get_materials();
+ void set_materials(TypedArray<Material> p_materials);
String get_scene_name();
void set_scene_name(String p_scene_name);
@@ -194,21 +189,6 @@ public:
Variant get_additional_data(const StringName &p_extension_name);
void set_additional_data(const StringName &p_extension_name, Variant p_additional_data);
-
- //void set_scene_nodes(RBMap<GLTFNodeIndex, Node *> p_scene_nodes) {
- // this->scene_nodes = p_scene_nodes;
- //}
-
- //void set_animation_players(Vector<AnimationPlayer *> p_animation_players) {
- // this->animation_players = p_animation_players;
- //}
-
- //RBMap<Ref<Material>, GLTFMaterialIndex> get_material_cache() {
- // return this->material_cache;
- //}
- //void set_material_cache(RBMap<Ref<Material>, GLTFMaterialIndex> p_material_cache) {
- // this->material_cache = p_material_cache;
- //}
};
#endif // GLTF_STATE_H
diff --git a/modules/gltf/gltf_template_convert.h b/modules/gltf/gltf_template_convert.h
index 8a4b595c9f..8616665f8b 100644
--- a/modules/gltf/gltf_template_convert.h
+++ b/modules/gltf/gltf_template_convert.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* gltf_template_convert.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* gltf_template_convert.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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_TEMPLATE_CONVERT_H
#define GLTF_TEMPLATE_CONVERT_H
diff --git a/modules/gltf/register_types.cpp b/modules/gltf/register_types.cpp
index b9027f6e3d..f80e12bbae 100644
--- a/modules/gltf/register_types.cpp
+++ b/modules/gltf/register_types.cpp
@@ -1,53 +1,38 @@
-/*************************************************************************/
-/* register_types.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* register_types.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "register_types.h"
-#ifndef _3D_DISABLED
-
-#include "extensions/gltf_light.h"
+#include "extensions/gltf_document_extension_convert_importer_mesh.h"
#include "extensions/gltf_spec_gloss.h"
#include "gltf_document.h"
-#include "gltf_document_extension.h"
-#include "gltf_document_extension_convert_importer_mesh.h"
-#include "gltf_state.h"
-#include "structures/gltf_accessor.h"
-#include "structures/gltf_animation.h"
-#include "structures/gltf_buffer_view.h"
-#include "structures/gltf_camera.h"
-#include "structures/gltf_mesh.h"
-#include "structures/gltf_node.h"
-#include "structures/gltf_skeleton.h"
-#include "structures/gltf_skin.h"
-#include "structures/gltf_texture.h"
-#include "structures/gltf_texture_sampler.h"
#ifdef TOOLS_ENABLED
#include "core/config/project_settings.h"
@@ -95,20 +80,22 @@ static void _editor_init() {
EditorSettings::get_singleton()->add_property_hint(PropertyInfo(Variant::STRING,
"filesystem/import/fbx/fbx2gltf_path", PROPERTY_HINT_GLOBAL_FILE));
if (fbx_enabled) {
- Ref<DirAccess> da = DirAccess::create(DirAccess::ACCESS_FILESYSTEM);
- if (fbx2gltf_path.is_empty()) {
- 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 an accessible file. FBX files will not be imported.");
- } else {
- Ref<EditorSceneFormatImporterFBX> importer;
- importer.instantiate();
- ResourceImporterScene::add_importer(importer);
- }
+ Ref<EditorSceneFormatImporterFBX> importer;
+ importer.instantiate();
+ ResourceImporterScene::get_scene_singleton()->add_importer(importer);
+
+ Ref<EditorFileSystemImportFormatSupportQueryFBX> fbx_import_query;
+ fbx_import_query.instantiate();
+ EditorFileSystem::get_singleton()->add_import_format_support_query(fbx_import_query);
}
}
#endif // TOOLS_ENABLED
+#define GLTF_REGISTER_DOCUMENT_EXTENSION(m_doc_ext_class) \
+ Ref<m_doc_ext_class> extension_##m_doc_ext_class; \
+ extension_##m_doc_ext_class.instantiate(); \
+ GLTFDocument::register_gltf_document_extension(extension_##m_doc_ext_class);
+
void initialize_gltf_module(ModuleInitializationLevel p_level) {
if (p_level == MODULE_INITIALIZATION_LEVEL_SCENE) {
// glTF API available at runtime.
@@ -128,6 +115,11 @@ void initialize_gltf_module(ModuleInitializationLevel p_level) {
GDREGISTER_CLASS(GLTFState);
GDREGISTER_CLASS(GLTFTexture);
GDREGISTER_CLASS(GLTFTextureSampler);
+ // Register GLTFDocumentExtension classes with GLTFDocument.
+ bool is_editor = ::Engine::get_singleton()->is_editor_hint();
+ if (!is_editor) {
+ GLTF_REGISTER_DOCUMENT_EXTENSION(GLTFDocumentExtensionConvertImporterMesh);
+ }
}
#ifdef TOOLS_ENABLED
@@ -161,6 +153,5 @@ void uninitialize_gltf_module(ModuleInitializationLevel p_level) {
if (p_level != MODULE_INITIALIZATION_LEVEL_SCENE) {
return;
}
+ GLTFDocument::unregister_all_gltf_document_extensions();
}
-
-#endif // _3D_DISABLED
diff --git a/modules/gltf/register_types.h b/modules/gltf/register_types.h
index bf2730d2ef..c8a736c48a 100644
--- a/modules/gltf/register_types.h
+++ b/modules/gltf/register_types.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* register_types.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* register_types.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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_REGISTER_TYPES_H
#define GLTF_REGISTER_TYPES_H
diff --git a/modules/gltf/structures/gltf_accessor.cpp b/modules/gltf/structures/gltf_accessor.cpp
index 1b8911fe72..2119a0ee82 100644
--- a/modules/gltf/structures/gltf_accessor.cpp
+++ b/modules/gltf/structures/gltf_accessor.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* gltf_accessor.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* gltf_accessor.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "gltf_accessor.h"
diff --git a/modules/gltf/structures/gltf_accessor.h b/modules/gltf/structures/gltf_accessor.h
index bfb71d57fe..5b4afc79c4 100644
--- a/modules/gltf/structures/gltf_accessor.h
+++ b/modules/gltf/structures/gltf_accessor.h
@@ -1,39 +1,38 @@
-/*************************************************************************/
-/* gltf_accessor.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* gltf_accessor.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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_ACCESSOR_H
#define GLTF_ACCESSOR_H
-#include "core/io/resource.h"
-
#include "../gltf_defines.h"
+#include "core/io/resource.h"
struct GLTFAccessor : public Resource {
GDCLASS(GLTFAccessor, Resource);
diff --git a/modules/gltf/structures/gltf_animation.cpp b/modules/gltf/structures/gltf_animation.cpp
index e598c870ab..fc2e8ee148 100644
--- a/modules/gltf/structures/gltf_animation.cpp
+++ b/modules/gltf/structures/gltf_animation.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* gltf_animation.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* gltf_animation.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "gltf_animation.h"
diff --git a/modules/gltf/structures/gltf_animation.h b/modules/gltf/structures/gltf_animation.h
index 3777f579f6..33dc840eb3 100644
--- a/modules/gltf/structures/gltf_animation.h
+++ b/modules/gltf/structures/gltf_animation.h
@@ -1,37 +1,37 @@
-/*************************************************************************/
-/* gltf_animation.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* gltf_animation.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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_ANIMATION_H
#define GLTF_ANIMATION_H
-#include "core/io/resource.h"
+#include "scene/animation/animation_player.h"
class GLTFAnimation : public Resource {
GDCLASS(GLTFAnimation, Resource);
diff --git a/modules/gltf/structures/gltf_buffer_view.cpp b/modules/gltf/structures/gltf_buffer_view.cpp
index ba19ed8628..7678f23f57 100644
--- a/modules/gltf/structures/gltf_buffer_view.cpp
+++ b/modules/gltf/structures/gltf_buffer_view.cpp
@@ -1,37 +1,35 @@
-/*************************************************************************/
-/* gltf_buffer_view.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* gltf_buffer_view.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "gltf_buffer_view.h"
-#include "../gltf_document_extension.h"
-
void GLTFBufferView::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_buffer"), &GLTFBufferView::get_buffer);
ClassDB::bind_method(D_METHOD("set_buffer", "buffer"), &GLTFBufferView::set_buffer);
diff --git a/modules/gltf/structures/gltf_buffer_view.h b/modules/gltf/structures/gltf_buffer_view.h
index b1f500de25..93626a182b 100644
--- a/modules/gltf/structures/gltf_buffer_view.h
+++ b/modules/gltf/structures/gltf_buffer_view.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* gltf_buffer_view.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* gltf_buffer_view.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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_BUFFER_VIEW_H
#define GLTF_BUFFER_VIEW_H
diff --git a/modules/gltf/structures/gltf_camera.cpp b/modules/gltf/structures/gltf_camera.cpp
index 212b9b80c8..630b34c270 100644
--- a/modules/gltf/structures/gltf_camera.cpp
+++ b/modules/gltf/structures/gltf_camera.cpp
@@ -1,35 +1,37 @@
-/*************************************************************************/
-/* gltf_camera.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* gltf_camera.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "gltf_camera.h"
+#include "scene/3d/camera_3d.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);
diff --git a/modules/gltf/structures/gltf_camera.h b/modules/gltf/structures/gltf_camera.h
index 50ae10e17a..2a077a6da0 100644
--- a/modules/gltf/structures/gltf_camera.h
+++ b/modules/gltf/structures/gltf_camera.h
@@ -1,38 +1,39 @@
-/*************************************************************************/
-/* gltf_camera.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* gltf_camera.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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_CAMERA_H
#define GLTF_CAMERA_H
#include "core/io/resource.h"
-#include "scene/3d/camera_3d.h"
+
+class Camera3D;
// Reference and test file:
// https://github.com/KhronosGroup/glTF-Tutorials/blob/master/gltfTutorial/gltfTutorial_015_SimpleCameras.md
@@ -64,7 +65,7 @@ public:
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);
+ static Ref<GLTFCamera> from_node(const Camera3D *p_camera);
Camera3D *to_node() const;
static Ref<GLTFCamera> from_dictionary(const Dictionary p_dictionary);
diff --git a/modules/gltf/structures/gltf_mesh.cpp b/modules/gltf/structures/gltf_mesh.cpp
index 3893f56626..2f8f208d57 100644
--- a/modules/gltf/structures/gltf_mesh.cpp
+++ b/modules/gltf/structures/gltf_mesh.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* gltf_mesh.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* gltf_mesh.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "gltf_mesh.h"
diff --git a/modules/gltf/structures/gltf_mesh.h b/modules/gltf/structures/gltf_mesh.h
index 2fa37fd727..1e14c1ac7f 100644
--- a/modules/gltf/structures/gltf_mesh.h
+++ b/modules/gltf/structures/gltf_mesh.h
@@ -1,40 +1,38 @@
-/*************************************************************************/
-/* gltf_mesh.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* gltf_mesh.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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_MESH_H
#define GLTF_MESH_H
-#include "core/io/resource.h"
-#include "scene/3d/importer_mesh_instance_3d.h"
+#include "../gltf_defines.h"
#include "scene/resources/importer_mesh.h"
-#include "scene/resources/mesh.h"
class GLTFMesh : public Resource {
GDCLASS(GLTFMesh, Resource);
diff --git a/modules/gltf/structures/gltf_node.cpp b/modules/gltf/structures/gltf_node.cpp
index 6fd36f93b7..66d1eaad51 100644
--- a/modules/gltf/structures/gltf_node.cpp
+++ b/modules/gltf/structures/gltf_node.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* gltf_node.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* gltf_node.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "gltf_node.h"
diff --git a/modules/gltf/structures/gltf_node.h b/modules/gltf/structures/gltf_node.h
index 90a4fa99ed..d801a4cc2c 100644
--- a/modules/gltf/structures/gltf_node.h
+++ b/modules/gltf/structures/gltf_node.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* gltf_node.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* gltf_node.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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_NODE_H
#define GLTF_NODE_H
diff --git a/modules/gltf/structures/gltf_skeleton.cpp b/modules/gltf/structures/gltf_skeleton.cpp
index 0073357eda..d7a7315062 100644
--- a/modules/gltf/structures/gltf_skeleton.cpp
+++ b/modules/gltf/structures/gltf_skeleton.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* gltf_skeleton.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* gltf_skeleton.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "gltf_skeleton.h"
diff --git a/modules/gltf/structures/gltf_skeleton.h b/modules/gltf/structures/gltf_skeleton.h
index 0f20b493b6..044d67d299 100644
--- a/modules/gltf/structures/gltf_skeleton.h
+++ b/modules/gltf/structures/gltf_skeleton.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* gltf_skeleton.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* gltf_skeleton.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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_SKELETON_H
#define GLTF_SKELETON_H
diff --git a/modules/gltf/structures/gltf_skin.cpp b/modules/gltf/structures/gltf_skin.cpp
index 9717a66048..fa2e814c94 100644
--- a/modules/gltf/structures/gltf_skin.cpp
+++ b/modules/gltf/structures/gltf_skin.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* gltf_skin.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* gltf_skin.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "gltf_skin.h"
diff --git a/modules/gltf/structures/gltf_skin.h b/modules/gltf/structures/gltf_skin.h
index 1a4d54b380..c943c42083 100644
--- a/modules/gltf/structures/gltf_skin.h
+++ b/modules/gltf/structures/gltf_skin.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* gltf_skin.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* gltf_skin.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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_SKIN_H
#define GLTF_SKIN_H
diff --git a/modules/gltf/structures/gltf_texture.cpp b/modules/gltf/structures/gltf_texture.cpp
index 5cc96e3221..67010f3b75 100644
--- a/modules/gltf/structures/gltf_texture.cpp
+++ b/modules/gltf/structures/gltf_texture.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* gltf_texture.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* gltf_texture.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "gltf_texture.h"
diff --git a/modules/gltf/structures/gltf_texture.h b/modules/gltf/structures/gltf_texture.h
index b26c8a7b07..8def62a9a1 100644
--- a/modules/gltf/structures/gltf_texture.h
+++ b/modules/gltf/structures/gltf_texture.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* gltf_texture.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* gltf_texture.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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_TEXTURE_H
#define GLTF_TEXTURE_H
diff --git a/modules/gltf/structures/gltf_texture_sampler.cpp b/modules/gltf/structures/gltf_texture_sampler.cpp
index 6cf615b6cc..8653bd83db 100644
--- a/modules/gltf/structures/gltf_texture_sampler.cpp
+++ b/modules/gltf/structures/gltf_texture_sampler.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* gltf_texture_sampler.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* gltf_texture_sampler.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "gltf_texture_sampler.h"
diff --git a/modules/gltf/structures/gltf_texture_sampler.h b/modules/gltf/structures/gltf_texture_sampler.h
index 3fad31bbee..32102b549f 100644
--- a/modules/gltf/structures/gltf_texture_sampler.h
+++ b/modules/gltf/structures/gltf_texture_sampler.h
@@ -1,37 +1,36 @@
-/*************************************************************************/
-/* gltf_texture_sampler.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
+/**************************************************************************/
+/* gltf_texture_sampler.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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_TEXTURE_SAMPLER_H
#define GLTF_TEXTURE_SAMPLER_H
-#include "core/io/resource.h"
#include "scene/resources/material.h"
class GLTFTextureSampler : public Resource {