diff options
Diffstat (limited to 'modules')
83 files changed, 10254 insertions, 2759 deletions
diff --git a/modules/arkit/arkit_interface.mm b/modules/arkit/arkit_interface.mm index 6d69f4a2f4..1c42e6e008 100644 --- a/modules/arkit/arkit_interface.mm +++ b/modules/arkit/arkit_interface.mm @@ -398,14 +398,14 @@ XRPositionalTracker *ARKitInterface::get_anchor_for_uuid(const unsigned char *p_ } XRPositionalTracker *new_tracker = memnew(XRPositionalTracker); - new_tracker->set_type(XRServer::TRACKER_ANCHOR); + new_tracker->set_tracker_type(XRServer::TRACKER_ANCHOR); char tracker_name[256]; sprintf(tracker_name, "Anchor %02x%02x%02x%02x-%02x%02x-%02x%02x-%02x%02x-%02x%02x%02x%02x%02x%02x", p_uuid[0], p_uuid[1], p_uuid[2], p_uuid[3], p_uuid[4], p_uuid[5], p_uuid[6], p_uuid[7], p_uuid[8], p_uuid[9], p_uuid[10], p_uuid[11], p_uuid[12], p_uuid[13], p_uuid[14], p_uuid[15]); String name = tracker_name; print_line("Adding tracker " + name); - new_tracker->set_name(name); + new_tracker->set_tracker_name(name); // add our tracker XRServer::get_singleton()->add_tracker(new_tracker); diff --git a/modules/assimp/SCsub b/modules/assimp/SCsub deleted file mode 100644 index f1d0c742b4..0000000000 --- a/modules/assimp/SCsub +++ /dev/null @@ -1,94 +0,0 @@ -#!/usr/bin/env python - -Import("env") -Import("env_modules") - -env_assimp = env_modules.Clone() - -# Force bundled version for now, there's no released version of Assimp with -# support for ArmaturePopulate which we use from their master branch. -if True: # env['builtin_assimp']: - thirdparty_dir = "#thirdparty/assimp" - - env_assimp.Prepend(CPPPATH=["#thirdparty/assimp"]) - env_assimp.Prepend(CPPPATH=["#thirdparty/assimp/code"]) - env_assimp.Prepend(CPPPATH=["#thirdparty/assimp/include"]) - - # env_assimp.Append(CPPDEFINES=['ASSIMP_DOUBLE_PRECISION']) # TODO default to what godot is compiled with for future double support - env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_SINGLETHREADED"]) - env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_BOOST_WORKAROUND"]) - env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_OWN_ZLIB"]) - env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_EXPORT"]) - - # Importers we don't need - env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_3D_IMPORTER"]) - env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_3DS_IMPORTER"]) - env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_3MF_IMPORTER"]) - env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_AC_IMPORTER"]) - env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_AMF_IMPORTER"]) - env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_ASE_IMPORTER"]) - env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_ASSBIN_IMPORTER"]) - env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_B3D_IMPORTER"]) - env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_BLEND_IMPORTER"]) - env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_BVH_IMPORTER"]) - env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_C4D_IMPORTER"]) - env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_COB_IMPORTER"]) - env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_COLLADA_IMPORTER"]) - env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_CSM_IMPORTER"]) - env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_DXF_IMPORTER"]) - env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_GLTF2_IMPORTER"]) - env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_GLTF_IMPORTER"]) - env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_HMP_IMPORTER"]) - env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_IFC_IMPORTER"]) - env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_IRR_IMPORTER"]) - env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_IRRMESH_IMPORTER"]) - env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_LWO_IMPORTER"]) - env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_LWS_IMPORTER"]) - env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_M3D_IMPORTER"]) - env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_MD2_IMPORTER"]) - env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_MD3_IMPORTER"]) - env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_MD5_IMPORTER"]) - env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_MD5_IMPORTER"]) - env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_MDC_IMPORTER"]) - env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_MDL_IMPORTER"]) - env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_MMD_IMPORTER"]) - env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_MS3D_IMPORTER"]) - env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_NDO_IMPORTER"]) - env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_NFF_IMPORTER"]) - env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_OBJ_IMPORTER"]) - env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_OFF_IMPORTER"]) - env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_OGRE_IMPORTER"]) - env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_OPENGEX_IMPORTER"]) - env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_PLY_IMPORTER"]) - env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_Q3BSP_IMPORTER"]) - env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_Q3D_IMPORTER"]) - env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_RAW_IMPORTER"]) - env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_SIB_IMPORTER"]) - env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_SMD_IMPORTER"]) - env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_STEP_IMPORTER"]) - env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_STL_IMPORTER"]) - env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_TERRAGEN_IMPORTER"]) - env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_X3D_IMPORTER"]) - env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_XGL_IMPORTER"]) - env_assimp.Append(CPPDEFINES=["ASSIMP_BUILD_NO_X_IMPORTER"]) - - if env["platform"] == "windows": - env_assimp.Append(CPPDEFINES=["PLATFORM_WINDOWS"]) - env_assimp.Append(CPPDEFINES=[("PLATFORM", "WINDOWS")]) - elif env["platform"] == "linuxbsd": - env_assimp.Append(CPPDEFINES=["PLATFORM_LINUX"]) - env_assimp.Append(CPPDEFINES=[("PLATFORM", "LINUX")]) - elif env["platform"] == "osx": - env_assimp.Append(CPPDEFINES=["PLATFORM_DARWIN"]) - env_assimp.Append(CPPDEFINES=[("PLATFORM", "DARWIN")]) - - env_thirdparty = env_assimp.Clone() - env_thirdparty.disable_warnings() - env_thirdparty.add_source_files(env.modules_sources, Glob("#thirdparty/assimp/code/CApi/*.cpp")) - env_thirdparty.add_source_files(env.modules_sources, Glob("#thirdparty/assimp/code/Common/*.cpp")) - env_thirdparty.add_source_files(env.modules_sources, Glob("#thirdparty/assimp/code/PostProcessing/*.cpp")) - env_thirdparty.add_source_files(env.modules_sources, Glob("#thirdparty/assimp/code/Material/*.cpp")) - env_thirdparty.add_source_files(env.modules_sources, Glob("#thirdparty/assimp/code/FBX/*.cpp")) - -# Godot's own source files -env_assimp.add_source_files(env.modules_sources, "*.cpp") diff --git a/modules/assimp/editor_scene_importer_assimp.cpp b/modules/assimp/editor_scene_importer_assimp.cpp deleted file mode 100644 index 796ee27a7d..0000000000 --- a/modules/assimp/editor_scene_importer_assimp.cpp +++ /dev/null @@ -1,1485 +0,0 @@ -/*************************************************************************/ -/* editor_scene_importer_assimp.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ -/* */ -/* Permission is hereby granted, free of charge, to any person obtaining */ -/* a copy of this software and associated documentation files (the */ -/* "Software"), to deal in the Software without restriction, including */ -/* without limitation the rights to use, copy, modify, merge, publish, */ -/* distribute, sublicense, and/or sell copies of the Software, and to */ -/* permit persons to whom the Software is furnished to do so, subject to */ -/* the following conditions: */ -/* */ -/* The above copyright notice and this permission notice shall be */ -/* included in all copies or substantial portions of the Software. */ -/* */ -/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ -/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ -/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ -/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ -/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ -/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ -/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -/*************************************************************************/ - -#include "editor_scene_importer_assimp.h" -#include "core/io/image_loader.h" -#include "editor/import/resource_importer_scene.h" -#include "import_utils.h" -#include "scene/3d/camera_3d.h" -#include "scene/3d/light_3d.h" -#include "scene/3d/mesh_instance_3d.h" -#include "scene/main/node.h" -#include "scene/resources/material.h" -#include "scene/resources/surface_tool.h" - -#include <assimp/matrix4x4.h> -#include <assimp/postprocess.h> -#include <assimp/scene.h> -#include <assimp/Importer.hpp> -#include <assimp/LogStream.hpp> - -// move into assimp -aiBone *get_bone_by_name(const aiScene *scene, aiString bone_name) { - for (unsigned int mesh_id = 0; mesh_id < scene->mNumMeshes; ++mesh_id) { - aiMesh *mesh = scene->mMeshes[mesh_id]; - - // iterate over all the bones on the mesh for this node only! - for (unsigned int boneIndex = 0; boneIndex < mesh->mNumBones; boneIndex++) { - aiBone *bone = mesh->mBones[boneIndex]; - if (bone->mName == bone_name) { - printf("matched bone by name: %s\n", bone->mName.C_Str()); - return bone; - } - } - } - - return nullptr; -} - -void EditorSceneImporterAssimp::get_extensions(List<String> *r_extensions) const { - const String import_setting_string = "filesystem/import/open_asset_import/"; - - Map<String, ImportFormat> import_format; - { - Vector<String> exts; - exts.push_back("fbx"); - ImportFormat import = { exts, true }; - import_format.insert("fbx", import); - } - for (Map<String, ImportFormat>::Element *E = import_format.front(); E; E = E->next()) { - _register_project_setting_import(E->key(), import_setting_string, E->get().extensions, r_extensions, - E->get().is_default); - } -} - -void EditorSceneImporterAssimp::_register_project_setting_import(const String generic, const String import_setting_string, - const Vector<String> &exts, List<String> *r_extensions, - const bool p_enabled) const { - const String use_generic = "use_" + generic; - _GLOBAL_DEF(import_setting_string + use_generic, p_enabled, true); - if (ProjectSettings::get_singleton()->get(import_setting_string + use_generic)) { - for (int32_t i = 0; i < exts.size(); i++) { - r_extensions->push_back(exts[i]); - } - } -} - -uint32_t EditorSceneImporterAssimp::get_import_flags() const { - return IMPORT_SCENE; -} - -void EditorSceneImporterAssimp::_bind_methods() { -} - -Node *EditorSceneImporterAssimp::import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps, - List<String> *r_missing_deps, Error *r_err) { - Assimp::Importer importer; - importer.SetPropertyBool(AI_CONFIG_PP_FD_REMOVE, true); - // Cannot remove pivot points because the static mesh will be in the wrong place - importer.SetPropertyBool(AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS, false); - int32_t max_bone_weights = 4; - //if (p_flags & IMPORT_ANIMATION_EIGHT_WEIGHTS) { - // const int eight_bones = 8; - // importer.SetPropertyBool(AI_CONFIG_PP_LBW_MAX_WEIGHTS, eight_bones); - // max_bone_weights = eight_bones; - //} - - importer.SetPropertyInteger(AI_CONFIG_PP_SBP_REMOVE, aiPrimitiveType_LINE | aiPrimitiveType_POINT); - - //importer.SetPropertyFloat(AI_CONFIG_PP_DB_THRESHOLD, 1.0f); - int32_t post_process_Steps = aiProcess_CalcTangentSpace | - aiProcess_GlobalScale | - // imports models and listens to their file scale for CM to M conversions - //aiProcess_FlipUVs | - aiProcess_FlipWindingOrder | - // very important for culling so that it is done in the correct order. - //aiProcess_DropNormals | - //aiProcess_GenSmoothNormals | - //aiProcess_JoinIdenticalVertices | - aiProcess_ImproveCacheLocality | - //aiProcess_RemoveRedundantMaterials | // Causes a crash - //aiProcess_SplitLargeMeshes | - aiProcess_Triangulate | - aiProcess_GenUVCoords | - //aiProcess_FindDegenerates | - //aiProcess_SortByPType | - // aiProcess_FindInvalidData | - aiProcess_TransformUVCoords | - aiProcess_FindInstances | - //aiProcess_FixInfacingNormals | - //aiProcess_ValidateDataStructure | - aiProcess_OptimizeMeshes | - aiProcess_PopulateArmatureData | - //aiProcess_OptimizeGraph | - //aiProcess_Debone | - // aiProcess_EmbedTextures | - //aiProcess_SplitByBoneCount | - 0; - String g_path = ProjectSettings::get_singleton()->globalize_path(p_path); - aiScene *scene = (aiScene *)importer.ReadFile(g_path.utf8().ptr(), post_process_Steps); - - ERR_FAIL_COND_V_MSG(scene == nullptr, nullptr, String("Open Asset Import failed to open: ") + String(importer.GetErrorString())); - - return _generate_scene(p_path, scene, p_flags, p_bake_fps, max_bone_weights); -} - -template <class T> -struct EditorSceneImporterAssetImportInterpolate { - T lerp(const T &a, const T &b, float c) const { - return a + (b - a) * c; - } - - T catmull_rom(const T &p0, const T &p1, const T &p2, const T &p3, float t) { - float t2 = t * t; - float t3 = t2 * t; - - return 0.5f * ((2.0f * p1) + (-p0 + p2) * t + (2.0f * p0 - 5.0f * p1 + 4.0f * p2 - p3) * t2 + (-p0 + 3.0f * p1 - 3.0f * p2 + p3) * t3); - } - - T bezier(T start, T control_1, T control_2, T end, float t) { - /* Formula from Wikipedia article on Bezier curves. */ - real_t omt = (1.0 - t); - real_t omt2 = omt * omt; - real_t omt3 = omt2 * omt; - real_t t2 = t * t; - real_t t3 = t2 * t; - - return start * omt3 + control_1 * omt2 * t * 3.0 + control_2 * omt * t2 * 3.0 + end * t3; - } -}; - -//thank you for existing, partial specialization -template <> -struct EditorSceneImporterAssetImportInterpolate<Quat> { - Quat lerp(const Quat &a, const Quat &b, float c) const { - ERR_FAIL_COND_V_MSG(!a.is_normalized(), Quat(), "The quaternion \"a\" must be normalized."); - ERR_FAIL_COND_V_MSG(!b.is_normalized(), Quat(), "The quaternion \"b\" must be normalized."); - - return a.slerp(b, c).normalized(); - } - - Quat catmull_rom(const Quat &p0, const Quat &p1, const Quat &p2, const Quat &p3, float c) { - ERR_FAIL_COND_V_MSG(!p1.is_normalized(), Quat(), "The quaternion \"p1\" must be normalized."); - ERR_FAIL_COND_V_MSG(!p2.is_normalized(), Quat(), "The quaternion \"p2\" must be normalized."); - - return p1.slerp(p2, c).normalized(); - } - - Quat bezier(Quat start, Quat control_1, Quat control_2, Quat end, float t) { - ERR_FAIL_COND_V_MSG(!start.is_normalized(), Quat(), "The start quaternion must be normalized."); - ERR_FAIL_COND_V_MSG(!end.is_normalized(), Quat(), "The end quaternion must be normalized."); - - return start.slerp(end, t).normalized(); - } -}; - -template <class T> -T EditorSceneImporterAssimp::_interpolate_track(const Vector<float> &p_times, const Vector<T> &p_values, float p_time, - AssetImportAnimation::Interpolation p_interp) { - //could use binary search, worth it? - int idx = -1; - for (int i = 0; i < p_times.size(); i++) { - if (p_times[i] > p_time) { - break; - } - idx++; - } - - EditorSceneImporterAssetImportInterpolate<T> interp; - - switch (p_interp) { - case AssetImportAnimation::INTERP_LINEAR: { - if (idx == -1) { - return p_values[0]; - } else if (idx >= p_times.size() - 1) { - return p_values[p_times.size() - 1]; - } - - float c = (p_time - p_times[idx]) / (p_times[idx + 1] - p_times[idx]); - - return interp.lerp(p_values[idx], p_values[idx + 1], c); - - } break; - case AssetImportAnimation::INTERP_STEP: { - if (idx == -1) { - return p_values[0]; - } else if (idx >= p_times.size() - 1) { - return p_values[p_times.size() - 1]; - } - - return p_values[idx]; - - } break; - case AssetImportAnimation::INTERP_CATMULLROMSPLINE: { - if (idx == -1) { - return p_values[1]; - } else if (idx >= p_times.size() - 1) { - return p_values[1 + p_times.size() - 1]; - } - - float c = (p_time - p_times[idx]) / (p_times[idx + 1] - p_times[idx]); - - return interp.catmull_rom(p_values[idx - 1], p_values[idx], p_values[idx + 1], p_values[idx + 3], c); - - } break; - case AssetImportAnimation::INTERP_CUBIC_SPLINE: { - if (idx == -1) { - return p_values[1]; - } else if (idx >= p_times.size() - 1) { - return p_values[(p_times.size() - 1) * 3 + 1]; - } - - float c = (p_time - p_times[idx]) / (p_times[idx + 1] - p_times[idx]); - - T from = p_values[idx * 3 + 1]; - T c1 = from + p_values[idx * 3 + 2]; - T to = p_values[idx * 3 + 4]; - T c2 = to + p_values[idx * 3 + 3]; - - return interp.bezier(from, c1, c2, to, c); - - } break; - } - - ERR_FAIL_V(p_values[0]); -} - -aiBone *EditorSceneImporterAssimp::get_bone_from_stack(ImportState &state, aiString name) { - List<aiBone *>::Element *iter; - aiBone *bone = nullptr; - for (iter = state.bone_stack.front(); iter; iter = iter->next()) { - bone = (aiBone *)iter->get(); - - if (bone && bone->mName == name) { - state.bone_stack.erase(bone); - return bone; - } - } - - return nullptr; -} - -Node3D * -EditorSceneImporterAssimp::_generate_scene(const String &p_path, aiScene *scene, const uint32_t p_flags, int p_bake_fps, - const int32_t p_max_bone_weights) { - ERR_FAIL_COND_V(scene == nullptr, nullptr); - - ImportState state; - state.path = p_path; - state.assimp_scene = scene; - state.max_bone_weights = p_max_bone_weights; - state.animation_player = nullptr; - state.import_flags = p_flags; - - // populate light map - for (unsigned int l = 0; l < scene->mNumLights; l++) { - aiLight *ai_light = scene->mLights[l]; - ERR_CONTINUE(ai_light == nullptr); - state.light_cache[AssimpUtils::get_assimp_string(ai_light->mName)] = l; - } - - // fill camera cache - for (unsigned int c = 0; c < scene->mNumCameras; c++) { - aiCamera *ai_camera = scene->mCameras[c]; - ERR_CONTINUE(ai_camera == nullptr); - state.camera_cache[AssimpUtils::get_assimp_string(ai_camera->mName)] = c; - } - - if (scene->mRootNode) { - state.nodes.push_back(scene->mRootNode); - - // make flat node tree - in order to make processing deterministic - for (unsigned int i = 0; i < scene->mRootNode->mNumChildren; i++) { - _generate_node(state, scene->mRootNode->mChildren[i]); - } - - RegenerateBoneStack(state); - - Node *last_valid_parent = nullptr; - - List<const aiNode *>::Element *iter; - for (iter = state.nodes.front(); iter; iter = iter->next()) { - const aiNode *element_assimp_node = iter->get(); - const aiNode *parent_assimp_node = element_assimp_node->mParent; - - String node_name = AssimpUtils::get_assimp_string(element_assimp_node->mName); - //print_verbose("node: " + node_name); - - Node3D *spatial = nullptr; - Transform transform = AssimpUtils::assimp_matrix_transform(element_assimp_node->mTransformation); - - // retrieve this node bone - aiBone *bone = get_bone_from_stack(state, element_assimp_node->mName); - - if (state.light_cache.has(node_name)) { - spatial = create_light(state, node_name, transform); - } else if (state.camera_cache.has(node_name)) { - spatial = create_camera(state, node_name, transform); - } else if (state.armature_nodes.find(element_assimp_node)) { - // create skeleton - print_verbose("Making skeleton: " + node_name); - Skeleton3D *skeleton = memnew(Skeleton3D); - spatial = skeleton; - if (!state.armature_skeletons.has(element_assimp_node)) { - state.armature_skeletons.insert(element_assimp_node, skeleton); - } - } else if (bone != nullptr) { - continue; - } else { - spatial = memnew(Node3D); - } - - ERR_CONTINUE_MSG(spatial == nullptr, "FBX Import - are we out of ram?"); - // we on purpose set the transform and name after creating the node. - - spatial->set_name(node_name); - spatial->set_global_transform(transform); - - // first element is root - if (iter == state.nodes.front()) { - state.root = spatial; - } - - // flat node map parent lookup tool - state.flat_node_map.insert(element_assimp_node, spatial); - - Map<const aiNode *, Node3D *>::Element *parent_lookup = state.flat_node_map.find(parent_assimp_node); - - // note: this always fails on the root node :) keep that in mind this is by design - if (parent_lookup) { - Node3D *parent_node = parent_lookup->value(); - - ERR_FAIL_COND_V_MSG(parent_node == nullptr, state.root, - "Parent node invalid even though lookup successful, out of ram?"); - - if (spatial != state.root) { - parent_node->add_child(spatial); - spatial->set_owner(state.root); - } else { - // required - think about it root never has a parent yet is valid, anything else without a parent is not valid. - } - } else if (spatial != state.root) { - // if the ainode is not in the tree - // parent it to the last good parent found - if (last_valid_parent) { - last_valid_parent->add_child(spatial); - spatial->set_owner(state.root); - } else { - // this is a serious error? - memdelete(spatial); - } - } - - // update last valid parent - last_valid_parent = spatial; - } - print_verbose("node counts: " + itos(state.nodes.size())); - - // make clean bone stack - RegenerateBoneStack(state); - - print_verbose("generating godot bone data"); - - print_verbose("Godot bone stack count: " + itos(state.bone_stack.size())); - - // This is a list of bones, duplicates are from other meshes and must be dealt with properly - for (List<aiBone *>::Element *element = state.bone_stack.front(); element; element = element->next()) { - aiBone *bone = element->get(); - - ERR_CONTINUE_MSG(!bone, "invalid bone read from assimp?"); - - // Utilities for armature lookup - for now only FBX makes these - aiNode *armature_for_bone = bone->mArmature; - - // Utilities for bone node lookup - for now only FBX makes these - aiNode *bone_node = bone->mNode; - aiNode *parent_node = bone_node->mParent; - - String bone_name = AssimpUtils::get_anim_string_from_assimp(bone->mName); - ERR_CONTINUE_MSG(armature_for_bone == nullptr, "Armature for bone invalid: " + bone_name); - Skeleton3D *skeleton = state.armature_skeletons[armature_for_bone]; - - state.skeleton_bone_map[bone] = skeleton; - - if (bone_name.empty()) { - bone_name = "untitled_bone_name"; - WARN_PRINT("Untitled bone name detected... report with file please"); - } - - // todo: this is where skin support goes - if (skeleton && skeleton->find_bone(bone_name) == -1) { - print_verbose("[Godot Glue] Imported bone" + bone_name); - int boneIdx = skeleton->get_bone_count(); - - Transform pform = AssimpUtils::assimp_matrix_transform(bone->mNode->mTransformation); - skeleton->add_bone(bone_name); - skeleton->set_bone_rest(boneIdx, pform); - - if (parent_node != nullptr) { - int parent_bone_id = skeleton->find_bone(AssimpUtils::get_anim_string_from_assimp(parent_node->mName)); - int current_bone_id = boneIdx; - skeleton->set_bone_parent(current_bone_id, parent_bone_id); - } - } - } - - print_verbose("generating mesh phase from skeletal mesh"); - - List<Node3D *> cleanup_template_nodes; - - for (Map<const aiNode *, Node3D *>::Element *key_value_pair = state.flat_node_map.front(); key_value_pair; key_value_pair = key_value_pair->next()) { - const aiNode *assimp_node = key_value_pair->key(); - Node3D *mesh_template = key_value_pair->value(); - - ERR_CONTINUE(assimp_node == nullptr); - ERR_CONTINUE(mesh_template == nullptr); - - Node *parent_node = mesh_template->get_parent(); - - if (mesh_template == state.root) { - continue; - } - - if (parent_node == nullptr) { - print_error("Found invalid parent node!"); - continue; // root node - } - - String node_name = AssimpUtils::get_assimp_string(assimp_node->mName); - Transform node_transform = AssimpUtils::assimp_matrix_transform(assimp_node->mTransformation); - - if (assimp_node->mNumMeshes > 0) { - MeshInstance3D *mesh = create_mesh(state, assimp_node, node_name, parent_node, node_transform); - if (mesh) { - parent_node->remove_child(mesh_template); - - // re-parent children - List<Node *> children; - // re-parent all children to new node - // note: since get_child_count will change during execution we must build a list first to be safe. - for (int childId = 0; childId < mesh_template->get_child_count(); childId++) { - // get child - Node *child = mesh_template->get_child(childId); - children.push_back(child); - } - - for (List<Node *>::Element *element = children.front(); element; element = element->next()) { - // reparent the children to the real mesh node. - mesh_template->remove_child(element->get()); - mesh->add_child(element->get()); - element->get()->set_owner(state.root); - } - - // update mesh in list so that each mesh node is available - // this makes the template unavailable which is the desired behaviour - state.flat_node_map[assimp_node] = mesh; - - cleanup_template_nodes.push_back(mesh_template); - - // clean up this list we don't need it - children.clear(); - } - } - } - - for (List<Node3D *>::Element *element = cleanup_template_nodes.front(); element; element = element->next()) { - if (element->get()) { - memdelete(element->get()); - } - } - } - - if (p_flags & IMPORT_ANIMATION && scene->mNumAnimations) { - state.animation_player = memnew(AnimationPlayer); - state.root->add_child(state.animation_player); - state.animation_player->set_owner(state.root); - - for (uint32_t i = 0; i < scene->mNumAnimations; i++) { - _import_animation(state, i, p_bake_fps); - } - } - - // - // Cleanup operations - // - - state.mesh_cache.clear(); - state.material_cache.clear(); - state.light_cache.clear(); - state.camera_cache.clear(); - state.assimp_node_map.clear(); - state.path_to_image_cache.clear(); - state.nodes.clear(); - state.flat_node_map.clear(); - state.armature_skeletons.clear(); - state.bone_stack.clear(); - return state.root; -} - -void EditorSceneImporterAssimp::_insert_animation_track(ImportState &scene, const aiAnimation *assimp_anim, int track_id, - int anim_fps, Ref<Animation> animation, float ticks_per_second, - Skeleton3D *skeleton, const NodePath &node_path, - const String &node_name, aiBone *track_bone) { - const aiNodeAnim *assimp_track = assimp_anim->mChannels[track_id]; - //make transform track - int track_idx = animation->get_track_count(); - animation->add_track(Animation::TYPE_TRANSFORM); - animation->track_set_path(track_idx, node_path); - //first determine animation length - - float increment = 1.0 / float(anim_fps); - float time = 0.0; - - bool last = false; - - Vector<Vector3> pos_values; - Vector<float> pos_times; - Vector<Vector3> scale_values; - Vector<float> scale_times; - Vector<Quat> rot_values; - Vector<float> rot_times; - - for (size_t p = 0; p < assimp_track->mNumPositionKeys; p++) { - aiVector3D pos = assimp_track->mPositionKeys[p].mValue; - pos_values.push_back(Vector3(pos.x, pos.y, pos.z)); - pos_times.push_back(assimp_track->mPositionKeys[p].mTime / ticks_per_second); - } - - for (size_t r = 0; r < assimp_track->mNumRotationKeys; r++) { - aiQuaternion quat = assimp_track->mRotationKeys[r].mValue; - rot_values.push_back(Quat(quat.x, quat.y, quat.z, quat.w).normalized()); - rot_times.push_back(assimp_track->mRotationKeys[r].mTime / ticks_per_second); - } - - for (size_t sc = 0; sc < assimp_track->mNumScalingKeys; sc++) { - aiVector3D scale = assimp_track->mScalingKeys[sc].mValue; - scale_values.push_back(Vector3(scale.x, scale.y, scale.z)); - scale_times.push_back(assimp_track->mScalingKeys[sc].mTime / ticks_per_second); - } - - while (true) { - Vector3 pos; - Quat rot; - Vector3 scale(1, 1, 1); - - if (pos_values.size()) { - pos = _interpolate_track<Vector3>(pos_times, pos_values, time, AssetImportAnimation::INTERP_LINEAR); - } - - if (rot_values.size()) { - rot = _interpolate_track<Quat>(rot_times, rot_values, time, - AssetImportAnimation::INTERP_LINEAR) - .normalized(); - } - - if (scale_values.size()) { - scale = _interpolate_track<Vector3>(scale_times, scale_values, time, AssetImportAnimation::INTERP_LINEAR); - } - - if (skeleton) { - int skeleton_bone = skeleton->find_bone(node_name); - - if (skeleton_bone >= 0 && track_bone) { - Transform xform; - xform.basis.set_quat_scale(rot, scale); - xform.origin = pos; - - xform = skeleton->get_bone_rest(skeleton_bone).inverse() * xform; - - rot = xform.basis.get_rotation_quat(); - rot.normalize(); - scale = xform.basis.get_scale(); - pos = xform.origin; - } else { - ERR_FAIL_MSG("Skeleton bone lookup failed for skeleton: " + skeleton->get_name()); - } - } - - animation->track_set_interpolation_type(track_idx, Animation::INTERPOLATION_LINEAR); - animation->transform_track_insert_key(track_idx, time, pos, rot, scale); - - if (last) { //done this way so a key is always inserted past the end (for proper interpolation) - break; - } - time += increment; - if (time >= animation->get_length()) { - last = true; - } - } -} - -// I really do not like this but need to figure out a better way of removing it later. -Node *EditorSceneImporterAssimp::get_node_by_name(ImportState &state, String name) { - for (Map<const aiNode *, Node3D *>::Element *key_value_pair = state.flat_node_map.front(); key_value_pair; key_value_pair = key_value_pair->next()) { - const aiNode *assimp_node = key_value_pair->key(); - Node3D *node = key_value_pair->value(); - - String node_name = AssimpUtils::get_assimp_string(assimp_node->mName); - if (name == node_name && node) { - return node; - } - } - return nullptr; -} - -/* Bone stack is a fifo handler for multiple armatures since armatures aren't a thing in assimp (yet) */ -void EditorSceneImporterAssimp::RegenerateBoneStack(ImportState &state) { - state.bone_stack.clear(); - // build bone stack list - for (unsigned int mesh_id = 0; mesh_id < state.assimp_scene->mNumMeshes; ++mesh_id) { - aiMesh *mesh = state.assimp_scene->mMeshes[mesh_id]; - - // iterate over all the bones on the mesh for this node only! - for (unsigned int boneIndex = 0; boneIndex < mesh->mNumBones; boneIndex++) { - aiBone *bone = mesh->mBones[boneIndex]; - - // doubtful this is required right now but best to check - if (!state.bone_stack.find(bone)) { - //print_verbose("[assimp] bone stack added: " + String(bone->mName.C_Str()) ); - state.bone_stack.push_back(bone); - } - } - } -} - -/* Bone stack is a fifo handler for multiple armatures since armatures aren't a thing in assimp (yet) */ -void EditorSceneImporterAssimp::RegenerateBoneStack(ImportState &state, aiMesh *mesh) { - state.bone_stack.clear(); - // iterate over all the bones on the mesh for this node only! - for (unsigned int boneIndex = 0; boneIndex < mesh->mNumBones; boneIndex++) { - aiBone *bone = mesh->mBones[boneIndex]; - if (state.bone_stack.find(bone) == nullptr) { - state.bone_stack.push_back(bone); - } - } -} - -// animation tracks are per bone - -void EditorSceneImporterAssimp::_import_animation(ImportState &state, int p_animation_index, int p_bake_fps) { - ERR_FAIL_INDEX(p_animation_index, (int)state.assimp_scene->mNumAnimations); - - const aiAnimation *anim = state.assimp_scene->mAnimations[p_animation_index]; - String name = AssimpUtils::get_anim_string_from_assimp(anim->mName); - if (name == String()) { - name = "Animation " + itos(p_animation_index + 1); - } - print_verbose("import animation: " + name); - float ticks_per_second = anim->mTicksPerSecond; - - if (state.assimp_scene->mMetaData != nullptr && Math::is_equal_approx(ticks_per_second, 0.0f)) { - int32_t time_mode = 0; - state.assimp_scene->mMetaData->Get("TimeMode", time_mode); - ticks_per_second = AssimpUtils::get_fbx_fps(time_mode, state.assimp_scene); - } - - //? - //if ((p_path.get_file().get_extension().to_lower() == "glb" || p_path.get_file().get_extension().to_lower() == "gltf") && Math::is_equal_approx(ticks_per_second, 0.0f)) { - // ticks_per_second = 1000.0f; - //} - - if (Math::is_equal_approx(ticks_per_second, 0.0f)) { - ticks_per_second = 25.0f; - } - - Ref<Animation> animation; - animation.instance(); - animation->set_name(name); - animation->set_length(anim->mDuration / ticks_per_second); - - if (name.begins_with("loop") || name.ends_with("loop") || name.begins_with("cycle") || name.ends_with("cycle")) { - animation->set_loop(true); - } - - // generate bone stack for animation import - RegenerateBoneStack(state); - - //regular tracks - for (size_t i = 0; i < anim->mNumChannels; i++) { - const aiNodeAnim *track = anim->mChannels[i]; - String node_name = AssimpUtils::get_assimp_string(track->mNodeName); - print_verbose("track name import: " + node_name); - if (track->mNumRotationKeys == 0 && track->mNumPositionKeys == 0 && track->mNumScalingKeys == 0) { - continue; //do not bother - } - - Skeleton3D *skeleton = nullptr; - NodePath node_path; - aiBone *bone = nullptr; - - // Import skeleton bone animation for this track - // Any bone will do, no point in processing more than just what is in the skeleton - { - bone = get_bone_from_stack(state, track->mNodeName); - - if (bone) { - // get skeleton by bone - skeleton = state.armature_skeletons[bone->mArmature]; - - if (skeleton) { - String path = state.root->get_path_to(skeleton); - path += ":" + node_name; - node_path = path; - - if (node_path != NodePath()) { - _insert_animation_track(state, anim, i, p_bake_fps, animation, ticks_per_second, skeleton, - node_path, node_name, bone); - } else { - print_error("Failed to find valid node path for animation"); - } - } - } - } - - // not a bone - // note this is flaky it uses node names which is unreliable - Node *allocated_node = get_node_by_name(state, node_name); - // todo: implement skeleton grabbing for node based animations too :) - // check if node exists, if it does then also apply animation track for node and bones above are all handled. - // this is now inclusive animation handling so that - // we import all the data and do not miss anything. - if (allocated_node) { - node_path = state.root->get_path_to(allocated_node); - - if (node_path != NodePath()) { - _insert_animation_track(state, anim, i, p_bake_fps, animation, ticks_per_second, skeleton, - node_path, node_name, nullptr); - } - } - } - - //blend shape tracks - - for (size_t i = 0; i < anim->mNumMorphMeshChannels; i++) { - const aiMeshMorphAnim *anim_mesh = anim->mMorphMeshChannels[i]; - - const String prop_name = AssimpUtils::get_assimp_string(anim_mesh->mName); - const String mesh_name = prop_name.split("*")[0]; - - ERR_CONTINUE(prop_name.split("*").size() != 2); - - Node *item = get_node_by_name(state, mesh_name); - ERR_CONTINUE_MSG(!item, "failed to look up node by name"); - const MeshInstance3D *mesh_instance = Object::cast_to<MeshInstance3D>(item); - ERR_CONTINUE(mesh_instance == nullptr); - - String base_path = state.root->get_path_to(mesh_instance); - - Ref<Mesh> mesh = mesh_instance->get_mesh(); - ERR_CONTINUE(mesh.is_null()); - - //add the tracks for this mesh - int base_track = animation->get_track_count(); - for (int j = 0; j < mesh->get_blend_shape_count(); j++) { - animation->add_track(Animation::TYPE_VALUE); - animation->track_set_path(base_track + j, base_path + ":blend_shapes/" + mesh->get_blend_shape_name(j)); - } - - for (size_t k = 0; k < anim_mesh->mNumKeys; k++) { - for (size_t j = 0; j < anim_mesh->mKeys[k].mNumValuesAndWeights; j++) { - float t = anim_mesh->mKeys[k].mTime / ticks_per_second; - float w = anim_mesh->mKeys[k].mWeights[j]; - - animation->track_insert_key(base_track + j, t, w); - } - } - } - - if (animation->get_track_count()) { - state.animation_player->add_animation(name, animation); - } -} - -// -// Mesh Generation from indices ? why do we need so much mesh code -// [debt needs looked into] -Ref<Mesh> -EditorSceneImporterAssimp::_generate_mesh_from_surface_indices(ImportState &state, const Vector<int> &p_surface_indices, - const aiNode *assimp_node, Ref<Skin> &skin, - Skeleton3D *&skeleton_assigned) { - Ref<ArrayMesh> mesh; - mesh.instance(); - bool has_uvs = false; - uint32_t mesh_flags = 0; - - Map<String, uint32_t> morph_mesh_string_lookup; - - for (int i = 0; i < p_surface_indices.size(); i++) { - const unsigned int mesh_idx = p_surface_indices[0]; - const aiMesh *ai_mesh = state.assimp_scene->mMeshes[mesh_idx]; - for (size_t j = 0; j < ai_mesh->mNumAnimMeshes; j++) { - String ai_anim_mesh_name = AssimpUtils::get_assimp_string(ai_mesh->mAnimMeshes[j]->mName); - if (!morph_mesh_string_lookup.has(ai_anim_mesh_name)) { - morph_mesh_string_lookup.insert(ai_anim_mesh_name, j); - mesh->set_blend_shape_mode(ArrayMesh::BLEND_SHAPE_MODE_NORMALIZED); - if (ai_anim_mesh_name.empty()) { - ai_anim_mesh_name = String("morph_") + itos(j); - } - mesh->add_blend_shape(ai_anim_mesh_name); - } - } - } - // - // Process Vertex Weights - // - for (int i = 0; i < p_surface_indices.size(); i++) { - const unsigned int mesh_idx = p_surface_indices[i]; - const aiMesh *ai_mesh = state.assimp_scene->mMeshes[mesh_idx]; - - Map<uint32_t, Vector<BoneInfo>> vertex_weights; - - if (ai_mesh->mNumBones > 0) { - for (size_t b = 0; b < ai_mesh->mNumBones; b++) { - aiBone *bone = ai_mesh->mBones[b]; - - if (!skeleton_assigned) { - print_verbose("Assigned mesh skeleton during mesh creation"); - skeleton_assigned = state.skeleton_bone_map[bone]; - - if (!skin.is_valid()) { - print_verbose("Configured new skin"); - skin.instance(); - } else { - print_verbose("Reusing existing skin!"); - } - } - // skeleton_assigned = - String bone_name = AssimpUtils::get_assimp_string(bone->mName); - int bone_index = skeleton_assigned->find_bone(bone_name); - ERR_CONTINUE(bone_index == -1); - for (size_t w = 0; w < bone->mNumWeights; w++) { - aiVertexWeight ai_weights = bone->mWeights[w]; - - BoneInfo bi; - uint32_t vertex_index = ai_weights.mVertexId; - bi.bone = bone_index; - bi.weight = ai_weights.mWeight; - - if (!vertex_weights.has(vertex_index)) { - vertex_weights[vertex_index] = Vector<BoneInfo>(); - } - - vertex_weights[vertex_index].push_back(bi); - } - } - } - - // - // Create mesh from data from assimp - // - - Ref<SurfaceTool> st; - st.instance(); - st->begin(Mesh::PRIMITIVE_TRIANGLES); - - for (size_t j = 0; j < ai_mesh->mNumVertices; j++) { - // Get the texture coordinates if they exist - if (ai_mesh->HasTextureCoords(0)) { - has_uvs = true; - st->set_uv(Vector2(ai_mesh->mTextureCoords[0][j].x, 1.0f - ai_mesh->mTextureCoords[0][j].y)); - } - - if (ai_mesh->HasTextureCoords(1)) { - has_uvs = true; - st->set_uv2(Vector2(ai_mesh->mTextureCoords[1][j].x, 1.0f - ai_mesh->mTextureCoords[1][j].y)); - } - - // Assign vertex colors - if (ai_mesh->HasVertexColors(0)) { - Color color = Color(ai_mesh->mColors[0]->r, ai_mesh->mColors[0]->g, ai_mesh->mColors[0]->b, - ai_mesh->mColors[0]->a); - st->set_color(color); - } - - // Work out normal calculations? - this needs work it doesn't work properly on huestos - if (ai_mesh->mNormals != nullptr) { - const aiVector3D normals = ai_mesh->mNormals[j]; - const Vector3 godot_normal = Vector3(normals.x, normals.y, normals.z); - st->set_normal(godot_normal); - if (ai_mesh->HasTangentsAndBitangents()) { - const aiVector3D tangents = ai_mesh->mTangents[j]; - const Vector3 godot_tangent = Vector3(tangents.x, tangents.y, tangents.z); - const aiVector3D bitangent = ai_mesh->mBitangents[j]; - const Vector3 godot_bitangent = Vector3(bitangent.x, bitangent.y, bitangent.z); - float d = godot_normal.cross(godot_tangent).dot(godot_bitangent) > 0.0f ? 1.0f : -1.0f; - st->set_tangent(Plane(tangents.x, tangents.y, tangents.z, d)); - } - } - - // We have vertex weights right? - if (vertex_weights.has(j)) { - Vector<BoneInfo> bone_info = vertex_weights[j]; - Vector<int> bones; - bones.resize(bone_info.size()); - Vector<float> weights; - weights.resize(bone_info.size()); - - // todo? do we really need to loop over all bones? - assimp may have helper to find all influences on this vertex. - for (int k = 0; k < bone_info.size(); k++) { - bones.write[k] = bone_info[k].bone; - weights.write[k] = bone_info[k].weight; - } - - st->set_bones(bones); - st->set_weights(weights); - } - - // Assign vertex - const aiVector3D pos = ai_mesh->mVertices[j]; - - // note we must include node offset transform as this is relative to world space not local space. - Vector3 godot_pos = Vector3(pos.x, pos.y, pos.z); - st->add_vertex(godot_pos); - } - - // fire replacement for face handling - for (size_t j = 0; j < ai_mesh->mNumFaces; j++) { - const aiFace face = ai_mesh->mFaces[j]; - for (unsigned int k = 0; k < face.mNumIndices; k++) { - st->add_index(face.mIndices[k]); - } - } - - if (ai_mesh->HasTangentsAndBitangents() == false && has_uvs) { - st->generate_tangents(); - } - - aiMaterial *ai_material = state.assimp_scene->mMaterials[ai_mesh->mMaterialIndex]; - Ref<StandardMaterial3D> mat; - mat.instance(); - - int32_t mat_two_sided = 0; - if (AI_SUCCESS == ai_material->Get(AI_MATKEY_TWOSIDED, mat_two_sided)) { - if (mat_two_sided > 0) { - mat->set_cull_mode(StandardMaterial3D::CULL_DISABLED); - } else { - mat->set_cull_mode(StandardMaterial3D::CULL_BACK); - } - } - - aiString mat_name; - if (AI_SUCCESS == ai_material->Get(AI_MATKEY_NAME, mat_name)) { - mat->set_name(AssimpUtils::get_assimp_string(mat_name)); - } - - // Culling handling for meshes - - // cull all back faces - mat->set_cull_mode(StandardMaterial3D::CULL_DISABLED); - - // Now process materials - aiTextureType base_color = aiTextureType_BASE_COLOR; - { - String filename, path; - AssimpImageData image_data; - - if (AssimpUtils::GetAssimpTexture(state, ai_material, base_color, filename, path, image_data)) { - AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture); - - // anything transparent must be culled - if (image_data.raw_image->detect_alpha() != Image::ALPHA_NONE) { - mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA_DEPTH_PRE_PASS); - mat->set_cull_mode(StandardMaterial3D::CULL_DISABLED); // since you can see both sides in transparent mode - } - - mat->set_texture(StandardMaterial3D::TEXTURE_ALBEDO, image_data.texture); - } - } - - aiTextureType tex_diffuse = aiTextureType_DIFFUSE; - { - String filename, path; - AssimpImageData image_data; - - if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_diffuse, filename, path, image_data)) { - AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture); - - // anything transparent must be culled - if (image_data.raw_image->detect_alpha() != Image::ALPHA_NONE) { - mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA_DEPTH_PRE_PASS); - mat->set_cull_mode(StandardMaterial3D::CULL_DISABLED); // since you can see both sides in transparent mode - } - - mat->set_texture(StandardMaterial3D::TEXTURE_ALBEDO, image_data.texture); - } - - aiColor4D clr_diffuse; - if (AI_SUCCESS == ai_material->Get(AI_MATKEY_COLOR_DIFFUSE, clr_diffuse)) { - if (Math::is_equal_approx(clr_diffuse.a, 1.0f) == false) { - mat->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA_DEPTH_PRE_PASS); - mat->set_cull_mode(StandardMaterial3D::CULL_DISABLED); // since you can see both sides in transparent mode - } - mat->set_albedo(Color(clr_diffuse.r, clr_diffuse.g, clr_diffuse.b, clr_diffuse.a)); - } - } - - aiTextureType tex_normal = aiTextureType_NORMALS; - { - String filename, path; - Ref<ImageTexture> texture; - AssimpImageData image_data; - - // Process texture normal map - if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_normal, filename, path, image_data)) { - AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture); - mat->set_feature(StandardMaterial3D::Feature::FEATURE_NORMAL_MAPPING, true); - mat->set_texture(StandardMaterial3D::TEXTURE_NORMAL, image_data.texture); - } else { - aiString texture_path; - if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_NORMAL_TEXTURE, AI_PROPERTIES, texture_path)) { - if (AssimpUtils::CreateAssimpTexture(state, texture_path, filename, path, image_data)) { - mat->set_feature(StandardMaterial3D::Feature::FEATURE_NORMAL_MAPPING, true); - mat->set_texture(StandardMaterial3D::TEXTURE_NORMAL, image_data.texture); - } - } - } - } - - aiTextureType tex_normal_camera = aiTextureType_NORMAL_CAMERA; - { - String filename, path; - Ref<ImageTexture> texture; - AssimpImageData image_data; - - // Process texture normal map - if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_normal_camera, filename, path, image_data)) { - AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture); - mat->set_feature(StandardMaterial3D::Feature::FEATURE_NORMAL_MAPPING, true); - mat->set_texture(StandardMaterial3D::TEXTURE_NORMAL, image_data.texture); - } - } - - aiTextureType tex_emission_color = aiTextureType_EMISSION_COLOR; - { - String filename, path; - Ref<ImageTexture> texture; - AssimpImageData image_data; - - // Process texture normal map - if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_emission_color, filename, path, image_data)) { - AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture); - mat->set_feature(StandardMaterial3D::Feature::FEATURE_NORMAL_MAPPING, true); - mat->set_texture(StandardMaterial3D::TEXTURE_NORMAL, image_data.texture); - } - } - - aiTextureType tex_metalness = aiTextureType_METALNESS; - { - String filename, path; - Ref<ImageTexture> texture; - AssimpImageData image_data; - - // Process texture normal map - if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_metalness, filename, path, image_data)) { - AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture); - mat->set_texture(StandardMaterial3D::TEXTURE_METALLIC, image_data.texture); - } - } - - aiTextureType tex_roughness = aiTextureType_DIFFUSE_ROUGHNESS; - { - String filename, path; - Ref<ImageTexture> texture; - AssimpImageData image_data; - - // Process texture normal map - if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_roughness, filename, path, image_data)) { - AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture); - mat->set_texture(StandardMaterial3D::TEXTURE_ROUGHNESS, image_data.texture); - } - } - - aiTextureType tex_emissive = aiTextureType_EMISSIVE; - { - String filename = ""; - String path = ""; - Ref<Image> texture; - AssimpImageData image_data; - - if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_emissive, filename, path, image_data)) { - AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture); - mat->set_feature(StandardMaterial3D::FEATURE_EMISSION, true); - mat->set_texture(StandardMaterial3D::TEXTURE_EMISSION, image_data.texture); - } else { - // Process emission textures - aiString texture_emissive_path; - if (AI_SUCCESS == - ai_material->Get(AI_MATKEY_FBX_MAYA_EMISSION_TEXTURE, AI_PROPERTIES, texture_emissive_path)) { - if (AssimpUtils::CreateAssimpTexture(state, texture_emissive_path, filename, path, image_data)) { - mat->set_feature(StandardMaterial3D::FEATURE_EMISSION, true); - mat->set_texture(StandardMaterial3D::TEXTURE_EMISSION, image_data.texture); - } - } else { - float pbr_emission = 0.0f; - if (AI_SUCCESS == ai_material->Get(AI_MATKEY_FBX_MAYA_EMISSIVE_FACTOR, AI_NULL, pbr_emission)) { - mat->set_emission(Color(pbr_emission, pbr_emission, pbr_emission, 1.0f)); - } - } - } - } - - aiTextureType tex_specular = aiTextureType_SPECULAR; - { - String filename, path; - Ref<ImageTexture> texture; - AssimpImageData image_data; - - // Process texture normal map - if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_specular, filename, path, image_data)) { - AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture); - mat->set_texture(StandardMaterial3D::TEXTURE_METALLIC, image_data.texture); - } - } - - aiTextureType tex_ao_map = aiTextureType_AMBIENT_OCCLUSION; - { - String filename, path; - Ref<ImageTexture> texture; - AssimpImageData image_data; - - // Process texture normal map - if (AssimpUtils::GetAssimpTexture(state, ai_material, tex_ao_map, filename, path, image_data)) { - AssimpUtils::set_texture_mapping_mode(image_data.map_mode, image_data.texture); - mat->set_feature(StandardMaterial3D::FEATURE_AMBIENT_OCCLUSION, true); - mat->set_texture(StandardMaterial3D::TEXTURE_AMBIENT_OCCLUSION, image_data.texture); - } - } - - Array array_mesh = st->commit_to_arrays(); - Array morphs; - morphs.resize(ai_mesh->mNumAnimMeshes); - Mesh::PrimitiveType primitive = Mesh::PRIMITIVE_TRIANGLES; - - for (size_t j = 0; j < ai_mesh->mNumAnimMeshes; j++) { - String ai_anim_mesh_name = AssimpUtils::get_assimp_string(ai_mesh->mAnimMeshes[j]->mName); - - if (ai_anim_mesh_name.empty()) { - ai_anim_mesh_name = String("morph_") + itos(j); - } - - Array array_copy; - array_copy.resize(RenderingServer::ARRAY_MAX); - - for (int l = 0; l < RenderingServer::ARRAY_MAX; l++) { - array_copy[l] = array_mesh[l].duplicate(true); - } - - const size_t num_vertices = ai_mesh->mAnimMeshes[j]->mNumVertices; - array_copy[Mesh::ARRAY_INDEX] = Variant(); - if (ai_mesh->mAnimMeshes[j]->HasPositions()) { - PackedVector3Array vertices; - vertices.resize(num_vertices); - for (size_t l = 0; l < num_vertices; l++) { - const aiVector3D ai_pos = ai_mesh->mAnimMeshes[j]->mVertices[l]; - Vector3 position = Vector3(ai_pos.x, ai_pos.y, ai_pos.z); - vertices.ptrw()[l] = position; - } - PackedVector3Array new_vertices = array_copy[RenderingServer::ARRAY_VERTEX].duplicate(true); - ERR_CONTINUE(vertices.size() != new_vertices.size()); - for (int32_t l = 0; l < new_vertices.size(); l++) { - Vector3 *w = new_vertices.ptrw(); - w[l] = vertices[l]; - } - array_copy[RenderingServer::ARRAY_VERTEX] = new_vertices; - } - - int32_t color_set = 0; - if (ai_mesh->mAnimMeshes[j]->HasVertexColors(color_set)) { - PackedColorArray colors; - colors.resize(num_vertices); - for (size_t l = 0; l < num_vertices; l++) { - const aiColor4D ai_color = ai_mesh->mAnimMeshes[j]->mColors[color_set][l]; - Color color = Color(ai_color.r, ai_color.g, ai_color.b, ai_color.a); - colors.ptrw()[l] = color; - } - PackedColorArray new_colors = array_copy[RenderingServer::ARRAY_COLOR].duplicate(true); - ERR_CONTINUE(colors.size() != new_colors.size()); - for (int32_t l = 0; l < colors.size(); l++) { - Color *w = new_colors.ptrw(); - w[l] = colors[l]; - } - array_copy[RenderingServer::ARRAY_COLOR] = new_colors; - } - - if (ai_mesh->mAnimMeshes[j]->HasNormals()) { - PackedVector3Array normals; - normals.resize(num_vertices); - for (size_t l = 0; l < num_vertices; l++) { - const aiVector3D ai_normal = ai_mesh->mAnimMeshes[j]->mNormals[l]; - Vector3 normal = Vector3(ai_normal.x, ai_normal.y, ai_normal.z); - normals.ptrw()[l] = normal; - } - PackedVector3Array new_normals = array_copy[RenderingServer::ARRAY_NORMAL].duplicate(true); - ERR_CONTINUE(normals.size() != new_normals.size()); - for (int l = 0; l < normals.size(); l++) { - Vector3 *w = new_normals.ptrw(); - w[l] = normals[l]; - } - array_copy[RenderingServer::ARRAY_NORMAL] = new_normals; - } - - if (ai_mesh->mAnimMeshes[j]->HasTangentsAndBitangents()) { - PackedColorArray tangents; - tangents.resize(num_vertices); - Color *w = tangents.ptrw(); - for (size_t l = 0; l < num_vertices; l++) { - AssimpUtils::calc_tangent_from_mesh(ai_mesh, j, l, l, w); - } - PackedFloat32Array new_tangents = array_copy[RenderingServer::ARRAY_TANGENT].duplicate(true); - ERR_CONTINUE(new_tangents.size() != tangents.size() * 4); - for (int32_t l = 0; l < tangents.size(); l++) { - new_tangents.ptrw()[l + 0] = tangents[l].r; - new_tangents.ptrw()[l + 1] = tangents[l].g; - new_tangents.ptrw()[l + 2] = tangents[l].b; - new_tangents.ptrw()[l + 3] = tangents[l].a; - } - array_copy[RenderingServer::ARRAY_TANGENT] = new_tangents; - } - - morphs[j] = array_copy; - } - mesh->add_surface_from_arrays(primitive, array_mesh, morphs, Dictionary(), mesh_flags); - mesh->surface_set_material(i, mat); - mesh->surface_set_name(i, AssimpUtils::get_assimp_string(ai_mesh->mName)); - } - - return mesh; -} - -/** - * Create a new mesh for the node supplied - */ -MeshInstance3D * -EditorSceneImporterAssimp::create_mesh(ImportState &state, const aiNode *assimp_node, const String &node_name, Node *active_node, Transform node_transform) { - /* MESH NODE */ - Ref<Mesh> mesh; - Ref<Skin> skin; - // see if we have mesh cache for this. - Vector<int> surface_indices; - - RegenerateBoneStack(state); - - // Configure indices - for (uint32_t i = 0; i < assimp_node->mNumMeshes; i++) { - int mesh_index = assimp_node->mMeshes[i]; - // create list of mesh indexes - surface_indices.push_back(mesh_index); - } - - //surface_indices.sort(); - String mesh_key; - for (int i = 0; i < surface_indices.size(); i++) { - if (i > 0) { - mesh_key += ":"; - } - mesh_key += itos(surface_indices[i]); - } - - Skeleton3D *skeleton = nullptr; - aiNode *armature = nullptr; - - if (!state.mesh_cache.has(mesh_key)) { - mesh = _generate_mesh_from_surface_indices(state, surface_indices, assimp_node, skin, skeleton); - state.mesh_cache[mesh_key] = mesh; - } - - MeshInstance3D *mesh_node = memnew(MeshInstance3D); - mesh = state.mesh_cache[mesh_key]; - mesh_node->set_mesh(mesh); - - // if we have a valid skeleton set it up - if (skin.is_valid()) { - for (uint32_t i = 0; i < assimp_node->mNumMeshes; i++) { - unsigned int mesh_index = assimp_node->mMeshes[i]; - const aiMesh *ai_mesh = state.assimp_scene->mMeshes[mesh_index]; - - // please remember bone id relative to the skin is NOT the mesh relative index. - // it is the index relative to the skeleton that is why - // we have state.bone_id_map, it allows for duplicate bone id's too :) - // hope this makes sense - - int bind_count = 0; - for (unsigned int boneId = 0; boneId < ai_mesh->mNumBones; ++boneId) { - aiBone *iterBone = ai_mesh->mBones[boneId]; - - // used to reparent mesh to the correct armature later on if assigned. - if (!armature) { - print_verbose("Configured mesh armature, will reparent later to armature"); - armature = iterBone->mArmature; - } - - if (skeleton) { - int id = skeleton->find_bone(AssimpUtils::get_assimp_string(iterBone->mName)); - if (id != -1) { - print_verbose("Set bind bone: mesh: " + itos(mesh_index) + " bone index: " + itos(id)); - Transform t = AssimpUtils::assimp_matrix_transform(iterBone->mOffsetMatrix); - - skin->add_bind(bind_count, t); - skin->set_bind_bone(bind_count, id); - bind_count++; - } - } - } - } - - print_verbose("Finished configuring bind pose for skin mesh"); - } - - // this code parents all meshes with bones to the armature they are for - // GLTF2 specification relies on this and we are enforcing it for FBX. - if (armature && state.flat_node_map[armature]) { - Node *armature_parent = state.flat_node_map[armature]; - print_verbose("Parented mesh " + node_name + " to armature " + armature_parent->get_name()); - // static mesh handling - armature_parent->add_child(mesh_node); - // transform must be identity - mesh_node->set_global_transform(Transform()); - mesh_node->set_name(node_name); - mesh_node->set_owner(state.root); - } else { - // static mesh handling - active_node->add_child(mesh_node); - mesh_node->set_global_transform(node_transform); - mesh_node->set_name(node_name); - mesh_node->set_owner(state.root); - } - - if (skeleton) { - print_verbose("Attempted to set skeleton path!"); - mesh_node->set_skeleton_path(mesh_node->get_path_to(skeleton)); - mesh_node->set_skin(skin); - } - - return mesh_node; -} - -/** - * Create a light for the scene - * Automatically caches lights for lookup later - */ -Node3D *EditorSceneImporterAssimp::create_light( - ImportState &state, - const String &node_name, - Transform &look_at_transform) { - Light3D *light = nullptr; - aiLight *assimp_light = state.assimp_scene->mLights[state.light_cache[node_name]]; - ERR_FAIL_COND_V(!assimp_light, nullptr); - - if (assimp_light->mType == aiLightSource_DIRECTIONAL) { - light = memnew(DirectionalLight3D); - } else if (assimp_light->mType == aiLightSource_POINT) { - light = memnew(OmniLight3D); - } else if (assimp_light->mType == aiLightSource_SPOT) { - light = memnew(SpotLight3D); - } - ERR_FAIL_COND_V(light == nullptr, nullptr); - - if (assimp_light->mType != aiLightSource_POINT) { - Vector3 pos = Vector3( - assimp_light->mPosition.x, - assimp_light->mPosition.y, - assimp_light->mPosition.z); - Vector3 look_at = Vector3( - assimp_light->mDirection.y, - assimp_light->mDirection.x, - assimp_light->mDirection.z) - .normalized(); - Vector3 up = Vector3( - assimp_light->mUp.x, - assimp_light->mUp.y, - assimp_light->mUp.z); - - look_at_transform.set_look_at(pos, look_at, up); - } - // properties for light variables should be put here. - // not really hugely important yet but we will need them in the future - - light->set_color( - Color(assimp_light->mColorDiffuse.r, assimp_light->mColorDiffuse.g, assimp_light->mColorDiffuse.b)); - - return light; -} - -/** - * Create camera for the scene - */ -Node3D *EditorSceneImporterAssimp::create_camera( - ImportState &state, - const String &node_name, - Transform &look_at_transform) { - aiCamera *camera = state.assimp_scene->mCameras[state.camera_cache[node_name]]; - ERR_FAIL_COND_V(!camera, nullptr); - - Camera3D *camera_node = memnew(Camera3D); - ERR_FAIL_COND_V(!camera_node, nullptr); - float near = camera->mClipPlaneNear; - if (Math::is_equal_approx(near, 0.0f)) { - near = 0.1f; - } - camera_node->set_perspective(Math::rad2deg(camera->mHorizontalFOV) * 2.0f, near, camera->mClipPlaneFar); - Vector3 pos = Vector3(camera->mPosition.x, camera->mPosition.y, camera->mPosition.z); - Vector3 look_at = Vector3(camera->mLookAt.y, camera->mLookAt.x, camera->mLookAt.z).normalized(); - Vector3 up = Vector3(camera->mUp.x, camera->mUp.y, camera->mUp.z); - - look_at_transform.set_look_at(pos + look_at_transform.origin, look_at, up); - return camera_node; -} - -/** - * Generate node - * Recursive call to iterate over all nodes - */ -void EditorSceneImporterAssimp::_generate_node( - ImportState &state, - const aiNode *assimp_node) { - ERR_FAIL_COND(assimp_node == nullptr); - state.nodes.push_back(assimp_node); - String parent_name = AssimpUtils::get_assimp_string(assimp_node->mParent->mName); - - // please note - // duplicate bone names exist - // this is why we only check if the bone exists - // so everything else is useless but the name - // please do not copy any other values from get_bone_by_name. - aiBone *parent_bone = get_bone_by_name(state.assimp_scene, assimp_node->mParent->mName); - aiBone *current_bone = get_bone_by_name(state.assimp_scene, assimp_node->mName); - - // is this an armature - // parent null - // and this is the first bone :) - if (parent_bone == nullptr && current_bone) { - state.armature_nodes.push_back(assimp_node->mParent); - print_verbose("found valid armature: " + parent_name); - } - - for (size_t i = 0; i < assimp_node->mNumChildren; i++) { - _generate_node(state, assimp_node->mChildren[i]); - } -} diff --git a/modules/assimp/editor_scene_importer_assimp.h b/modules/assimp/editor_scene_importer_assimp.h deleted file mode 100644 index 80bba6ad66..0000000000 --- a/modules/assimp/editor_scene_importer_assimp.h +++ /dev/null @@ -1,149 +0,0 @@ -/*************************************************************************/ -/* editor_scene_importer_assimp.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ -/* */ -/* Permission is hereby granted, free of charge, to any person obtaining */ -/* a copy of this software and associated documentation files (the */ -/* "Software"), to deal in the Software without restriction, including */ -/* without limitation the rights to use, copy, modify, merge, publish, */ -/* distribute, sublicense, and/or sell copies of the Software, and to */ -/* permit persons to whom the Software is furnished to do so, subject to */ -/* the following conditions: */ -/* */ -/* The above copyright notice and this permission notice shall be */ -/* included in all copies or substantial portions of the Software. */ -/* */ -/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ -/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ -/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ -/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ -/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ -/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ -/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -/*************************************************************************/ - -#ifndef EDITOR_SCENE_IMPORTER_ASSIMP_H -#define EDITOR_SCENE_IMPORTER_ASSIMP_H - -#ifdef TOOLS_ENABLED -#include "core/core_bind.h" -#include "core/io/resource_importer.h" -#include "core/templates/vector.h" -#include "editor/import/resource_importer_scene.h" -#include "editor/project_settings_editor.h" -#include "scene/3d/mesh_instance_3d.h" -#include "scene/3d/node_3d.h" -#include "scene/3d/skeleton_3d.h" -#include "scene/animation/animation_player.h" -#include "scene/resources/animation.h" -#include "scene/resources/surface_tool.h" - -#include <assimp/matrix4x4.h> -#include <assimp/scene.h> -#include <assimp/types.h> -#include <assimp/DefaultLogger.hpp> -#include <assimp/LogStream.hpp> -#include <assimp/Logger.hpp> -#include <map> - -#include "import_state.h" -#include "import_utils.h" - -using namespace AssimpImporter; - -class AssimpStream : public Assimp::LogStream { -public: - // Constructor - AssimpStream() {} - - // Destructor - ~AssimpStream() {} - // Write something using your own functionality - void write(const char *message) { - print_verbose(String("Open Asset Import: ") + String(message).strip_edges()); - } -}; - -class EditorSceneImporterAssimp : public EditorSceneImporter { -private: - GDCLASS(EditorSceneImporterAssimp, EditorSceneImporter); - - struct AssetImportAnimation { - enum Interpolation { - INTERP_LINEAR, - INTERP_STEP, - INTERP_CATMULLROMSPLINE, - INTERP_CUBIC_SPLINE - }; - }; - - struct BoneInfo { - uint32_t bone; - float weight; - }; - - Ref<Mesh> _generate_mesh_from_surface_indices(ImportState &state, const Vector<int> &p_surface_indices, - const aiNode *assimp_node, Ref<Skin> &skin, - Skeleton3D *&skeleton_assigned); - - // simple object creation functions - Node3D *create_light(ImportState &state, - const String &node_name, - Transform &look_at_transform); - Node3D *create_camera( - ImportState &state, - const String &node_name, - Transform &look_at_transform); - // non recursive - linear so must not use recursive arguments - MeshInstance3D *create_mesh(ImportState &state, const aiNode *assimp_node, const String &node_name, Node *active_node, Transform node_transform); - // recursive node generator - void _generate_node(ImportState &state, const aiNode *assimp_node); - void _insert_animation_track(ImportState &scene, const aiAnimation *assimp_anim, int track_id, - int anim_fps, Ref<Animation> animation, float ticks_per_second, - Skeleton3D *skeleton, const NodePath &node_path, - const String &node_name, aiBone *track_bone); - - void _import_animation(ImportState &state, int p_animation_index, int p_bake_fps); - Node *get_node_by_name(ImportState &state, String name); - aiBone *get_bone_from_stack(ImportState &state, aiString name); - Node3D *_generate_scene(const String &p_path, aiScene *scene, const uint32_t p_flags, int p_bake_fps, const int32_t p_max_bone_weights); - - template <class T> - T _interpolate_track(const Vector<float> &p_times, const Vector<T> &p_values, float p_time, AssetImportAnimation::Interpolation p_interp); - void _register_project_setting_import(const String generic, const String import_setting_string, const Vector<String> &exts, List<String> *r_extensions, const bool p_enabled) const; - - struct ImportFormat { - Vector<String> extensions; - bool is_default; - }; - -protected: - static void _bind_methods(); - -public: - EditorSceneImporterAssimp() { - Assimp::DefaultLogger::create("", Assimp::Logger::VERBOSE); - unsigned int severity = Assimp::Logger::Info | Assimp::Logger::Err | Assimp::Logger::Warn; - Assimp::DefaultLogger::get()->attachStream(new AssimpStream(), severity); - } - ~EditorSceneImporterAssimp() { - Assimp::DefaultLogger::kill(); - } - - virtual void get_extensions(List<String> *r_extensions) const override; - virtual uint32_t get_import_flags() const override; - virtual Node *import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps, List<String> *r_missing_deps, Error *r_err = nullptr) override; - Ref<Image> load_image(ImportState &state, const aiScene *p_scene, String p_path); - - static void RegenerateBoneStack(ImportState &state); - - void RegenerateBoneStack(ImportState &state, aiMesh *mesh); -}; -#endif -#endif diff --git a/modules/assimp/godot_update_assimp.sh b/modules/assimp/godot_update_assimp.sh deleted file mode 100755 index ff8ff59e97..0000000000 --- a/modules/assimp/godot_update_assimp.sh +++ /dev/null @@ -1,262 +0,0 @@ -rm -rf ../../thirdparty/assimp -cd ../../thirdparty/ -git clone https://github.com/assimp/assimp.git -cd assimp -rm -rf code/3DSExporter.h -rm -rf code/3DSLoader.h -rm -rf code/3MFXmlTags.h -rm -rf code/ABCImporter.h -rm -rf code/ACLoader.h -rm -rf code/AMFImporter_Macro.hpp -rm -rf code/ASELoader.h -rm -rf code/assbin_chunks.h -rm -rf code/AssbinExporter.h -rm -rf code/AssbinLoader.h -rm -rf code/AssimpCExport.cpp -rm -rf code/AssxmlExporter.h -rm -rf code/B3DImporter.h -# rm -rf code/BaseProcess.cpp -# rm -rf code/BaseProcess.h -# rm -rf code/Bitmap.cpp -rm -rf code/BlenderBMesh.cpp -rm -rf code/BlenderBMesh.h -rm -rf code/BlenderCustomData.cpp -rm -rf code/BlenderCustomData.h -rm -rf code/BlenderIntermediate.h -rm -rf code/BlenderLoader.h -rm -rf code/BlenderModifier.h -rm -rf code/BlenderSceneGen.h -rm -rf code/BlenderTessellator.h -rm -rf code/BVHLoader.h -rm -rf code/C4DImporter.h -# rm -rf code/CalcTangentsProcess.h -# rm -rf code/CInterfaceIOWrapper.cpp -# rm -rf code/CInterfaceIOWrapper.h -rm -rf code/COBLoader.h -rm -rf code/COBScene.h -rm -rf code/ColladaExporter.h -rm -rf code/ColladaLoader.h -# rm -rf code/ComputeUVMappingProcess.h -# rm -rf code/ConvertToLHProcess.h -# rm -rf code/CreateAnimMesh.cpp -rm -rf code/CSMLoader.h -rm -rf code/D3MFExporter.h -rm -rf code/D3MFImporter.h -rm -rf code/D3MFOpcPackage.h -# rm -rf code/DeboneProcess.h -# rm -rf code/DefaultIOStream.cpp -# rm -rf code/DefaultIOSystem.cpp -# rm -rf code/DefaultProgressHandler.h -# rm -rf code/DropFaceNormalsProcess.cpp -# rm -rf code/DropFaceNormalsProcess.h -rm -rf code/DXFHelper.h -rm -rf code/DXFLoader.h -# rm -rf code/EmbedTexturesProcess.cpp -# rm -rf code/EmbedTexturesProcess.h -# rm -rf code/FBXCommon.h -# rm -rf code/FBXCompileConfig.h -# rm -rf code/FBXDeformer.cpp -# rm -rf code/FBXDocumentUtil.cpp -# rm -rf code/FBXDocumentUtil.h -# rm -rf code/FBXExporter.h -# rm -rf code/FBXExportNode.h -# rm -rf code/FBXExportProperty.h -# rm -rf code/FBXImporter.cpp -# rm -rf code/FBXImporter.h -# rm -rf code/FBXImportSettings.h -# rm -rf code/FBXMeshGeometry.h -# rm -rf code/FBXModel.cpp -# rm -rf code/FBXNodeAttribute.cpp -# rm -rf code/FBXParser.h -# rm -rf code/FBXProperties.cpp -# rm -rf code/FBXProperties.h -# rm -rf code/FBXTokenizer.cpp -# rm -rf code/FBXTokenizer.h 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code/HMPLoader.h -rm -rf code/HMPLoader.cpp -rm -rf code/IFF.h -# rm -rf code/Importer.h -# rm -rf code/ImproveCacheLocality.h -rm -rf code/IRRLoader.h -rm -rf code/IRRMeshLoader.h -rm -rf code/IRRShared.h -# rm -rf code/JoinVerticesProcess.h -# rm -rf code/LimitBoneWeightsProcess.cpp -# rm -rf code/LimitBoneWeightsProcess.h -rm -rf code/LWSLoader.h -rm -rf code/makefile.mingw -# rm -rf code/MakeVerboseFormat.cpp -# rm -rf code/MakeVerboseFormat.h -# rm -rf code/MaterialSystem.h -rm -rf code/MD2FileData.h -rm -rf code/MD2Loader.h -rm -rf code/MD2NormalTable.h -rm -rf code/MD3FileData.h -rm -rf code/MD3Loader.h -rm -rf code/MD4FileData.h -rm -rf code/MD5Loader.h -rm -rf code/MD5Parser.cpp -rm -rf code/MDCFileData.h -rm -rf code/MDCLoader.h -rm -rf code/MDLDefaultColorMap.h -# rm -rf code/MMDCpp14.h -# rm -rf code/MMDImporter.h -rm -rf code/MS3DLoader.h -rm -rf code/NDOLoader.h -rm -rf code/NFFLoader.h -rm -rf code/ObjExporter.h -rm -rf code/ObjFileImporter.h -rm -rf 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code/Q3BSPZipArchive.cpp -rm -rf code/Q3BSPZipArchive.h -rm -rf code/Q3DLoader.h -rm -rf code/Q3DLoader.cpp -rm -rf code/Q3BSPFileImporter.cpp -rm -rf code/RawLoader.h -# rm -rf code/RemoveComments.cpp -# rm -rf code/RemoveRedundantMaterials.cpp -# rm -rf code/RemoveRedundantMaterials.h -# rm -rf code/RemoveVCProcess.h -# rm -rf code/ScaleProcess.cpp -# rm -rf code/ScaleProcess.h -# rm -rf code/scene.cpp -# rm -rf code/ScenePreprocessor.cpp -# rm -rf code/ScenePreprocessor.h -# rm -rf code/ScenePrivate.h -# rm -rf code/SGSpatialSort.cpp -rm -rf code/SIBImporter.h -rm -rf code/SMDLoader.cpp -# rm -rf code/simd.cpp -# rm -rf code/simd.h -# rm -rf code/SortByPTypeProcess.h -# rm -rf code/SplitByBoneCountProcess.h -# rm -rf code/SplitLargeMeshes.h -# rm -rf code/StdOStreamLogStream.h -rm -rf code/StepExporter.h -rm -rf code/StepExporter.cpp -rm -rf code/STLExporter.cpp -rm -rf code/STLExporter.h -rm -rf code/STLLoader.h -rm -rf code/STLLoader.cpp -# rm -rf code/TargetAnimation.cpp -# rm -rf code/TargetAnimation.h -rm -rf code/TerragenLoader.h -rm -rf code/TerragenLoader.cpp -# rm -rf code/TextureTransform.h -# rm -rf code/TriangulateProcess.h -rm -rf code/UnrealLoader.h -# rm -rf code/ValidateDataStructure.h -# rm -rf code/Version.cpp -# rm -rf code/VertexTriangleAdjacency.cpp -# rm -rf code/VertexTriangleAdjacency.h -# rm -rf code/Win32DebugLogStream.h -rm -rf code/X3DImporter_Macro.hpp -rm -rf code/X3DImporter_Metadata.cpp -rm -rf code/X3DImporter_Networking.cpp -rm -rf code/X3DImporter_Texturing.cpp -rm -rf code/X3DImporter_Shape.cpp -rm -rf code/X3DImporter_Rendering.cpp -rm -rf code/X3DImporter_Postprocess.cpp -rm -rf code/X3DImporter_Light.cpp -rm -rf code/X3DImporter_Group.cpp -rm -rf code/X3DImporter_Geometry3D.cpp -rm -rf code/X3DImporter_Geometry2D.cpp -rm -rf code/X3DImporter.cpp -rm -rf code/X3DExporter.cpp -rm -rf code/X3DVocabulary.cpp -rm -rf code/XFileExporter.h -rm -rf code/XFileExporter.cpp -rm -rf code/XFileHelper.h -rm -rf code/XFileHelper.cpp -rm -rf code/XFileImporter.h -rm -rf code/XFileImporter.cpp -rm -rf code/XFileParser.h -rm -rf code/XFileParser.cpp -rm -rf code/XGLLoader.h -rm -rf code/XGLLoader.cpp -rm -rf code/Importer -rm -rf .git -rm -rf cmake-modules -rm -rf doc -rm -rf packaging -rm -rf port -rm -rf samples -rm -rf scripts -rm -rf test -rm -rf tools -rm -rf contrib/zlib -rm -rf contrib/android-cmake -rm -rf contrib/gtest -rm -rf contrib/clipper -rm -rf contrib/irrXML -rm -rf contrib/Open3DGC -rm -rf contrib/openddlparser -rm -rf contrib/poly2tri -#rm -rf contrib/rapidjson -rm -rf contrib/unzip -rm -rf contrib/zip -rm -rf contrib/stb_image -rm .travis* - diff --git a/modules/assimp/import_state.h b/modules/assimp/import_state.h deleted file mode 100644 index a1cce6968b..0000000000 --- a/modules/assimp/import_state.h +++ /dev/null @@ -1,132 +0,0 @@ -/*************************************************************************/ -/* import_state.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ -/* */ -/* Permission is hereby granted, free of charge, to any person obtaining */ -/* a copy of this software and associated documentation files (the */ -/* "Software"), to deal in the Software without restriction, including */ -/* without limitation the rights to use, copy, modify, merge, publish, */ -/* distribute, sublicense, and/or sell copies of the Software, and to */ -/* permit persons to whom the Software is furnished to do so, subject to */ -/* the following conditions: */ -/* */ -/* The above copyright notice and this permission notice shall be */ -/* included in all copies or substantial portions of the Software. */ -/* */ -/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ -/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ -/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ -/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ -/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ -/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ -/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -/*************************************************************************/ - -#ifndef EDITOR_SCENE_IMPORT_STATE_H -#define EDITOR_SCENE_IMPORT_STATE_H - -#include "core/core_bind.h" -#include "core/io/resource_importer.h" -#include "core/templates/vector.h" -#include "editor/import/resource_importer_scene.h" -#include "editor/project_settings_editor.h" -#include "scene/3d/mesh_instance_3d.h" -#include "scene/3d/node_3d.h" -#include "scene/3d/skeleton_3d.h" -#include "scene/animation/animation_player.h" -#include "scene/resources/animation.h" -#include "scene/resources/surface_tool.h" - -#include <assimp/matrix4x4.h> -#include <assimp/scene.h> -#include <assimp/types.h> -#include <assimp/DefaultLogger.hpp> -#include <assimp/LogStream.hpp> -#include <assimp/Logger.hpp> - -namespace AssimpImporter { -/** Import state is for global scene import data - * This makes the code simpler and contains useful lookups. - */ -struct ImportState { - String path; - Node3D *root; - const aiScene *assimp_scene; - uint32_t max_bone_weights; - - Map<String, Ref<Mesh>> mesh_cache; - Map<int, Ref<Material>> material_cache; - Map<String, int> light_cache; - Map<String, int> camera_cache; - - // very useful for when you need to ask assimp for the bone mesh - - Map<const aiNode *, Node *> assimp_node_map; - Map<String, Ref<Image>> path_to_image_cache; - - // Generation 3 - determinisitic iteration - // to lower potential recursion errors - List<const aiNode *> nodes; - Map<const aiNode *, Node3D *> flat_node_map; - AnimationPlayer *animation_player; - - // Generation 3 - deterministic armatures - // list of armature nodes - flat and simple to parse - // assimp node, node in godot - List<aiNode *> armature_nodes; - Map<const aiNode *, Skeleton3D *> armature_skeletons; - Map<aiBone *, Skeleton3D *> skeleton_bone_map; - // Generation 3 - deterministic bone handling - // bones from the stack are popped when found - // this means we can detect - // what bones are for other armatures - List<aiBone *> bone_stack; - - // EditorSceneImporter::ImportFlags - uint32_t import_flags; -}; - -struct AssimpImageData { - Ref<Image> raw_image; - Ref<ImageTexture> texture; - aiTextureMapMode map_mode[2]; -}; - -/** Recursive state is used to push state into functions instead of specifying them - * This makes the code easier to handle too and add extra arguments without breaking things - */ -struct RecursiveState { - RecursiveState() {} // do not construct :) - RecursiveState( - Transform &_node_transform, - Skeleton3D *_skeleton, - Node3D *_new_node, - String &_node_name, - aiNode *_assimp_node, - Node *_parent_node, - aiBone *_bone) : - node_transform(_node_transform), - skeleton(_skeleton), - new_node(_new_node), - node_name(_node_name), - assimp_node(_assimp_node), - parent_node(_parent_node), - bone(_bone) {} - - Transform node_transform; - Skeleton3D *skeleton = nullptr; - Node3D *new_node = nullptr; - String node_name; - aiNode *assimp_node = nullptr; - Node *parent_node = nullptr; - aiBone *bone = nullptr; -}; -} // namespace AssimpImporter - -#endif // EDITOR_SCENE_IMPORT_STATE_H diff --git a/modules/assimp/import_utils.h b/modules/assimp/import_utils.h deleted file mode 100644 index dc85d06fed..0000000000 --- a/modules/assimp/import_utils.h +++ /dev/null @@ -1,463 +0,0 @@ -/*************************************************************************/ -/* import_utils.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ -/* */ -/* Permission is hereby granted, free of charge, to any person obtaining */ -/* a copy of this software and associated documentation files (the */ -/* "Software"), to deal in the Software without restriction, including */ -/* without limitation the rights to use, copy, modify, merge, publish, */ -/* distribute, sublicense, and/or sell copies of the Software, and to */ -/* permit persons to whom the Software is furnished to do so, subject to */ -/* the following conditions: */ -/* */ -/* The above copyright notice and this permission notice shall be */ -/* included in all copies or substantial portions of the Software. */ -/* */ -/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ -/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ -/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ -/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ -/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ -/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ -/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -/*************************************************************************/ - -#ifndef IMPORT_UTILS_IMPORTER_ASSIMP_H -#define IMPORT_UTILS_IMPORTER_ASSIMP_H - -#include "core/io/image_loader.h" -#include "import_state.h" - -#include <assimp/SceneCombiner.h> -#include <assimp/cexport.h> -#include <assimp/cimport.h> -#include <assimp/matrix4x4.h> -#include <assimp/pbrmaterial.h> -#include <assimp/postprocess.h> -#include <assimp/scene.h> -#include <assimp/DefaultLogger.hpp> -#include <assimp/Importer.hpp> -#include <assimp/LogStream.hpp> -#include <assimp/Logger.hpp> -#include <string> - -using namespace AssimpImporter; - -#define AI_PROPERTIES aiTextureType_UNKNOWN, 0 -#define AI_NULL 0, 0 -#define AI_MATKEY_FBX_MAYA_BASE_COLOR_FACTOR "$raw.Maya|baseColor" -#define AI_MATKEY_FBX_MAYA_METALNESS_FACTOR "$raw.Maya|metalness" -#define AI_MATKEY_FBX_MAYA_DIFFUSE_ROUGHNESS_FACTOR "$raw.Maya|diffuseRoughness" - -#define AI_MATKEY_FBX_MAYA_EMISSION_TEXTURE "$raw.Maya|emissionColor|file" -#define AI_MATKEY_FBX_MAYA_EMISSIVE_FACTOR "$raw.Maya|emission" -#define AI_MATKEY_FBX_MAYA_METALNESS_TEXTURE "$raw.Maya|metalness|file" -#define AI_MATKEY_FBX_MAYA_METALNESS_UV_XFORM "$raw.Maya|metalness|uvtrafo" -#define AI_MATKEY_FBX_MAYA_DIFFUSE_ROUGHNESS_TEXTURE "$raw.Maya|diffuseRoughness|file" -#define AI_MATKEY_FBX_MAYA_DIFFUSE_ROUGHNESS_UV_XFORM "$raw.Maya|diffuseRoughness|uvtrafo" -#define AI_MATKEY_FBX_MAYA_BASE_COLOR_TEXTURE "$raw.Maya|baseColor|file" -#define AI_MATKEY_FBX_MAYA_BASE_COLOR_UV_XFORM "$raw.Maya|baseColor|uvtrafo" -#define AI_MATKEY_FBX_MAYA_NORMAL_TEXTURE "$raw.Maya|normalCamera|file" -#define AI_MATKEY_FBX_MAYA_NORMAL_UV_XFORM "$raw.Maya|normalCamera|uvtrafo" - -#define AI_MATKEY_FBX_NORMAL_TEXTURE "$raw.Maya|normalCamera|file" -#define AI_MATKEY_FBX_NORMAL_UV_XFORM "$raw.Maya|normalCamera|uvtrafo" - -#define AI_MATKEY_FBX_MAYA_STINGRAY_DISPLACEMENT_SCALING_FACTOR "$raw.Maya|displacementscaling" -#define AI_MATKEY_FBX_MAYA_STINGRAY_BASE_COLOR_FACTOR "$raw.Maya|base_color" -#define AI_MATKEY_FBX_MAYA_STINGRAY_EMISSIVE_FACTOR "$raw.Maya|emissive" -#define AI_MATKEY_FBX_MAYA_STINGRAY_METALLIC_FACTOR "$raw.Maya|metallic" -#define AI_MATKEY_FBX_MAYA_STINGRAY_ROUGHNESS_FACTOR "$raw.Maya|roughness" -#define AI_MATKEY_FBX_MAYA_STINGRAY_EMISSIVE_INTENSITY_FACTOR "$raw.Maya|emissive_intensity" - -#define AI_MATKEY_FBX_MAYA_STINGRAY_NORMAL_TEXTURE "$raw.Maya|TEX_normal_map|file" -#define AI_MATKEY_FBX_MAYA_STINGRAY_NORMAL_UV_XFORM "$raw.Maya|TEX_normal_map|uvtrafo" -#define AI_MATKEY_FBX_MAYA_STINGRAY_COLOR_TEXTURE "$raw.Maya|TEX_color_map|file" -#define AI_MATKEY_FBX_MAYA_STINGRAY_COLOR_UV_XFORM "$raw.Maya|TEX_color_map|uvtrafo" -#define AI_MATKEY_FBX_MAYA_STINGRAY_METALLIC_TEXTURE "$raw.Maya|TEX_metallic_map|file" -#define AI_MATKEY_FBX_MAYA_STINGRAY_METALLIC_UV_XFORM "$raw.Maya|TEX_metallic_map|uvtrafo" -#define AI_MATKEY_FBX_MAYA_STINGRAY_ROUGHNESS_TEXTURE "$raw.Maya|TEX_roughness_map|file" -#define AI_MATKEY_FBX_MAYA_STINGRAY_ROUGHNESS_UV_XFORM "$raw.Maya|TEX_roughness_map|uvtrafo" -#define AI_MATKEY_FBX_MAYA_STINGRAY_EMISSIVE_TEXTURE "$raw.Maya|TEX_emissive_map|file" -#define AI_MATKEY_FBX_MAYA_STINGRAY_EMISSIVE_UV_XFORM "$raw.Maya|TEX_emissive_map|uvtrafo" -#define AI_MATKEY_FBX_MAYA_STINGRAY_AO_TEXTURE "$raw.Maya|TEX_ao_map|file" -#define AI_MATKEY_FBX_MAYA_STINGRAY_AO_UV_XFORM "$raw.Maya|TEX_ao_map|uvtrafo" - -/** - * Assimp Utils - * Conversion tools / glue code to convert from assimp to godot -*/ -class AssimpUtils { -public: - /** - * calculate tangents for mesh data from assimp data - */ - static void calc_tangent_from_mesh(const aiMesh *ai_mesh, int i, int tri_index, int index, Color *w) { - const aiVector3D normals = ai_mesh->mAnimMeshes[i]->mNormals[tri_index]; - const Vector3 godot_normal = Vector3(normals.x, normals.y, normals.z); - const aiVector3D tangent = ai_mesh->mAnimMeshes[i]->mTangents[tri_index]; - const Vector3 godot_tangent = Vector3(tangent.x, tangent.y, tangent.z); - const aiVector3D bitangent = ai_mesh->mAnimMeshes[i]->mBitangents[tri_index]; - const Vector3 godot_bitangent = Vector3(bitangent.x, bitangent.y, bitangent.z); - float d = godot_normal.cross(godot_tangent).dot(godot_bitangent) > 0.0f ? 1.0f : -1.0f; - Color plane_tangent = Color(tangent.x, tangent.y, tangent.z, d); - w[index] = plane_tangent; - } - - struct AssetImportFbx { - enum ETimeMode { - TIME_MODE_DEFAULT = 0, - TIME_MODE_120 = 1, - TIME_MODE_100 = 2, - TIME_MODE_60 = 3, - TIME_MODE_50 = 4, - TIME_MODE_48 = 5, - TIME_MODE_30 = 6, - TIME_MODE_30_DROP = 7, - TIME_MODE_NTSC_DROP_FRAME = 8, - TIME_MODE_NTSC_FULL_FRAME = 9, - TIME_MODE_PAL = 10, - TIME_MODE_CINEMA = 11, - TIME_MODE_1000 = 12, - TIME_MODE_CINEMA_ND = 13, - TIME_MODE_CUSTOM = 14, - TIME_MODE_TIME_MODE_COUNT = 15 - }; - enum UpAxis { - UP_VECTOR_AXIS_X = 1, - UP_VECTOR_AXIS_Y = 2, - UP_VECTOR_AXIS_Z = 3 - }; - enum FrontAxis { - FRONT_PARITY_EVEN = 1, - FRONT_PARITY_ODD = 2, - }; - - enum CoordAxis { - COORD_RIGHT = 0, - COORD_LEFT = 1 - }; - }; - - /** Get assimp string - * automatically filters the string data - */ - static String get_assimp_string(const aiString &p_string) { - //convert an assimp String to a Godot String - String name; - name.parse_utf8(p_string.C_Str() /*,p_string.length*/); - if (name.find(":") != -1) { - String replaced_name = name.split(":")[1]; - print_verbose("Replacing " + name + " containing : with " + replaced_name); - name = replaced_name; - } - - return name; - } - - static String get_anim_string_from_assimp(const aiString &p_string) { - String name; - name.parse_utf8(p_string.C_Str() /*,p_string.length*/); - if (name.find(":") != -1) { - String replaced_name = name.split(":")[1]; - print_verbose("Replacing " + name + " containing : with " + replaced_name); - name = replaced_name; - } - return name; - } - - /** - * No filter logic get_raw_string_from_assimp - * This just convers the aiString to a parsed utf8 string - * Without removing special chars etc - */ - static String get_raw_string_from_assimp(const aiString &p_string) { - String name; - name.parse_utf8(p_string.C_Str() /*,p_string.length*/); - return name; - } - - static Ref<Animation> import_animation(const String &p_path, uint32_t p_flags, int p_bake_fps) { - return Ref<Animation>(); - } - - /** - * Converts aiMatrix4x4 to godot Transform - */ - static const Transform assimp_matrix_transform(const aiMatrix4x4 p_matrix) { - aiMatrix4x4 matrix = p_matrix; - Transform xform; - xform.set(matrix.a1, matrix.a2, matrix.a3, matrix.b1, matrix.b2, matrix.b3, matrix.c1, matrix.c2, matrix.c3, matrix.a4, matrix.b4, matrix.c4); - return xform; - } - - /** Get fbx fps for time mode meta data - */ - static float get_fbx_fps(int32_t time_mode, const aiScene *p_scene) { - switch (time_mode) { - case AssetImportFbx::TIME_MODE_DEFAULT: - return 24; //hack - case AssetImportFbx::TIME_MODE_120: - return 120; - case AssetImportFbx::TIME_MODE_100: - return 100; - case AssetImportFbx::TIME_MODE_60: - return 60; - case AssetImportFbx::TIME_MODE_50: - return 50; - case AssetImportFbx::TIME_MODE_48: - return 48; - case AssetImportFbx::TIME_MODE_30: - return 30; - case AssetImportFbx::TIME_MODE_30_DROP: - return 30; - case AssetImportFbx::TIME_MODE_NTSC_DROP_FRAME: - return 29.9700262f; - case AssetImportFbx::TIME_MODE_NTSC_FULL_FRAME: - return 29.9700262f; - case AssetImportFbx::TIME_MODE_PAL: - return 25; - case AssetImportFbx::TIME_MODE_CINEMA: - return 24; - case AssetImportFbx::TIME_MODE_1000: - return 1000; - case AssetImportFbx::TIME_MODE_CINEMA_ND: - return 23.976f; - case AssetImportFbx::TIME_MODE_CUSTOM: - int32_t frame_rate = -1; - p_scene->mMetaData->Get("FrameRate", frame_rate); - return frame_rate; - } - return 0; - } - - /** - * Get global transform for the current node - so we can use world space rather than - * local space coordinates - * useful if you need global - although recommend using local wherever possible over global - * as you could break fbx scaling :) - */ - static Transform _get_global_assimp_node_transform(const aiNode *p_current_node) { - aiNode const *current_node = p_current_node; - Transform xform; - while (current_node != nullptr) { - xform = assimp_matrix_transform(current_node->mTransformation) * xform; - current_node = current_node->mParent; - } - return xform; - } - - /** - * Find hardcoded textures from assimp which could be in many different directories - */ - static void find_texture_path(const String &p_path, _Directory &dir, String &path, bool &found, String extension) { - Vector<String> paths; - paths.push_back(path.get_basename() + extension); - paths.push_back(path + extension); - paths.push_back(path); - paths.push_back(p_path.get_base_dir().plus_file(path.get_file().get_basename() + extension)); - paths.push_back(p_path.get_base_dir().plus_file(path.get_file() + extension)); - paths.push_back(p_path.get_base_dir().plus_file(path.get_file())); - paths.push_back(p_path.get_base_dir().plus_file("textures/" + path.get_file().get_basename() + extension)); - paths.push_back(p_path.get_base_dir().plus_file("textures/" + path.get_file() + extension)); - paths.push_back(p_path.get_base_dir().plus_file("textures/" + path.get_file())); - paths.push_back(p_path.get_base_dir().plus_file("Textures/" + path.get_file().get_basename() + extension)); - paths.push_back(p_path.get_base_dir().plus_file("Textures/" + path.get_file() + extension)); - paths.push_back(p_path.get_base_dir().plus_file("Textures/" + path.get_file())); - paths.push_back(p_path.get_base_dir().plus_file("../Textures/" + path.get_file() + extension)); - paths.push_back(p_path.get_base_dir().plus_file("../Textures/" + path.get_file().get_basename() + extension)); - paths.push_back(p_path.get_base_dir().plus_file("../Textures/" + path.get_file())); - paths.push_back(p_path.get_base_dir().plus_file("../textures/" + path.get_file().get_basename() + extension)); - paths.push_back(p_path.get_base_dir().plus_file("../textures/" + path.get_file() + extension)); - paths.push_back(p_path.get_base_dir().plus_file("../textures/" + path.get_file())); - paths.push_back(p_path.get_base_dir().plus_file("texture/" + path.get_file().get_basename() + extension)); - paths.push_back(p_path.get_base_dir().plus_file("texture/" + path.get_file() + extension)); - paths.push_back(p_path.get_base_dir().plus_file("texture/" + path.get_file())); - paths.push_back(p_path.get_base_dir().plus_file("Texture/" + path.get_file().get_basename() + extension)); - paths.push_back(p_path.get_base_dir().plus_file("Texture/" + path.get_file() + extension)); - paths.push_back(p_path.get_base_dir().plus_file("Texture/" + path.get_file())); - paths.push_back(p_path.get_base_dir().plus_file("../Texture/" + path.get_file() + extension)); - paths.push_back(p_path.get_base_dir().plus_file("../Texture/" + path.get_file().get_basename() + extension)); - paths.push_back(p_path.get_base_dir().plus_file("../Texture/" + path.get_file())); - paths.push_back(p_path.get_base_dir().plus_file("../texture/" + path.get_file().get_basename() + extension)); - paths.push_back(p_path.get_base_dir().plus_file("../texture/" + path.get_file() + extension)); - paths.push_back(p_path.get_base_dir().plus_file("../texture/" + path.get_file())); - for (int i = 0; i < paths.size(); i++) { - if (dir.file_exists(paths[i])) { - found = true; - path = paths[i]; - return; - } - } - } - - /** find the texture path for the supplied fbx path inside godot - * very simple lookup for subfolders etc for a texture which may or may not be in a directory - */ - static void find_texture_path(const String &r_p_path, String &r_path, bool &r_found) { - _Directory dir; - - List<String> exts; - ImageLoader::get_recognized_extensions(&exts); - - Vector<String> split_path = r_path.get_basename().split("*"); - if (split_path.size() == 2) { - r_found = true; - return; - } - - if (dir.file_exists(r_p_path.get_base_dir() + r_path.get_file())) { - r_path = r_p_path.get_base_dir() + r_path.get_file(); - r_found = true; - return; - } - - for (int32_t i = 0; i < exts.size(); i++) { - if (r_found) { - return; - } - find_texture_path(r_p_path, dir, r_path, r_found, "." + exts[i]); - } - } - - /** - * set_texture_mapping_mode - * Helper to check the mapping mode of the texture (repeat, clamp and mirror) - */ - static void set_texture_mapping_mode(aiTextureMapMode *map_mode, Ref<ImageTexture> texture) { - ERR_FAIL_COND(texture.is_null()); - ERR_FAIL_COND(map_mode == nullptr); - // FIXME: Commented out during Vulkan port. - /* - aiTextureMapMode tex_mode = map_mode[0]; - - int32_t flags = Texture2D::FLAGS_DEFAULT; - if (tex_mode == aiTextureMapMode_Wrap) { - //Default - } else if (tex_mode == aiTextureMapMode_Clamp) { - flags = flags & ~Texture2D::FLAG_REPEAT; - } else if (tex_mode == aiTextureMapMode_Mirror) { - flags = flags | Texture2D::FLAG_MIRRORED_REPEAT; - } - texture->set_flags(flags); - */ - } - - /** - * Load or load from cache image :) - */ - static Ref<Image> load_image(ImportState &state, const aiScene *p_scene, String p_path) { - Map<String, Ref<Image>>::Element *match = state.path_to_image_cache.find(p_path); - - // if our cache contains this image then don't bother - if (match) { - return match->get(); - } - - Vector<String> split_path = p_path.get_basename().split("*"); - if (split_path.size() == 2) { - size_t texture_idx = split_path[1].to_int(); - ERR_FAIL_COND_V(texture_idx >= p_scene->mNumTextures, Ref<Image>()); - aiTexture *tex = p_scene->mTextures[texture_idx]; - String filename = AssimpUtils::get_raw_string_from_assimp(tex->mFilename); - filename = filename.get_file(); - print_verbose("Open Asset Import: Loading embedded texture " + filename); - if (tex->mHeight == 0) { - if (tex->CheckFormat("png")) { - ERR_FAIL_COND_V(Image::_png_mem_loader_func == nullptr, Ref<Image>()); - Ref<Image> img = Image::_png_mem_loader_func((uint8_t *)tex->pcData, tex->mWidth); - ERR_FAIL_COND_V(img.is_null(), Ref<Image>()); - state.path_to_image_cache.insert(p_path, img); - return img; - } else if (tex->CheckFormat("jpg")) { - ERR_FAIL_COND_V(Image::_jpg_mem_loader_func == nullptr, Ref<Image>()); - Ref<Image> img = Image::_jpg_mem_loader_func((uint8_t *)tex->pcData, tex->mWidth); - ERR_FAIL_COND_V(img.is_null(), Ref<Image>()); - state.path_to_image_cache.insert(p_path, img); - return img; - } else if (tex->CheckFormat("dds")) { - ERR_FAIL_COND_V_MSG(true, Ref<Image>(), "Open Asset Import: Embedded dds not implemented"); - } - } else { - Ref<Image> img; - img.instance(); - PackedByteArray arr; - uint32_t size = tex->mWidth * tex->mHeight; - arr.resize(size); - memcpy(arr.ptrw(), tex->pcData, size); - ERR_FAIL_COND_V(arr.size() % 4 != 0, Ref<Image>()); - //ARGB8888 to RGBA8888 - for (int32_t i = 0; i < arr.size() / 4; i++) { - arr.ptrw()[(4 * i) + 3] = arr[(4 * i) + 0]; - arr.ptrw()[(4 * i) + 0] = arr[(4 * i) + 1]; - arr.ptrw()[(4 * i) + 1] = arr[(4 * i) + 2]; - arr.ptrw()[(4 * i) + 2] = arr[(4 * i) + 3]; - } - img->create(tex->mWidth, tex->mHeight, true, Image::FORMAT_RGBA8, arr); - ERR_FAIL_COND_V(img.is_null(), Ref<Image>()); - state.path_to_image_cache.insert(p_path, img); - return img; - } - return Ref<Image>(); - } else { - Ref<Texture2D> texture = ResourceLoader::load(p_path); - ERR_FAIL_COND_V(texture.is_null(), Ref<Image>()); - Ref<Image> image = texture->get_data(); - ERR_FAIL_COND_V(image.is_null(), Ref<Image>()); - state.path_to_image_cache.insert(p_path, image); - return image; - } - - return Ref<Image>(); - } - - /* create texture from assimp data, if found in path */ - static bool CreateAssimpTexture( - AssimpImporter::ImportState &state, - aiString texture_path, - String &filename, - String &path, - AssimpImageData &image_state) { - filename = get_raw_string_from_assimp(texture_path); - path = state.path.get_base_dir().plus_file(filename.replace("\\", "/")); - bool found = false; - find_texture_path(state.path, path, found); - if (found) { - image_state.raw_image = AssimpUtils::load_image(state, state.assimp_scene, path); - if (image_state.raw_image.is_valid()) { - image_state.texture.instance(); - image_state.texture->create_from_image(image_state.raw_image); - // FIXME: Commented out during Vulkan port. - //image_state.texture->set_storage(ImageTexture::STORAGE_COMPRESS_LOSSY); - return true; - } - } - - return false; - } - /** GetAssimpTexture - * Designed to retrieve textures for you - */ - static bool GetAssimpTexture( - AssimpImporter::ImportState &state, - aiMaterial *ai_material, - aiTextureType texture_type, - String &filename, - String &path, - AssimpImageData &image_state) { - aiString ai_filename = aiString(); - if (AI_SUCCESS == ai_material->GetTexture(texture_type, 0, &ai_filename, nullptr, nullptr, nullptr, nullptr, image_state.map_mode)) { - return CreateAssimpTexture(state, ai_filename, filename, path, image_state); - } - - return false; - } -}; - -#endif // IMPORT_UTILS_IMPORTER_ASSIMP_H diff --git a/modules/basis_universal/SCsub b/modules/basis_universal/SCsub index dc7b176d24..351628a0e3 100644 --- a/modules/basis_universal/SCsub +++ b/modules/basis_universal/SCsub @@ -6,6 +6,9 @@ Import("env_modules") env_basisu = env_modules.Clone() # Thirdparty source files + +thirdparty_obj = [] + # Not unbundled so far since not widespread as shared library thirdparty_dir = "#thirdparty/basis_universal/" tool_sources = [ @@ -41,8 +44,16 @@ if env["target"] == "debug": env_thirdparty = env_basisu.Clone() env_thirdparty.disable_warnings() if env["tools"]: - env_thirdparty.add_source_files(env.modules_sources, tool_sources) -env_thirdparty.add_source_files(env.modules_sources, transcoder_sources) + env_thirdparty.add_source_files(thirdparty_obj, tool_sources) +env_thirdparty.add_source_files(thirdparty_obj, transcoder_sources) +env.modules_sources += thirdparty_obj # Godot source files -env_basisu.add_source_files(env.modules_sources, "*.cpp") + +module_obj = [] + +env_basisu.add_source_files(module_obj, "*.cpp") +env.modules_sources += module_obj + +# Needed to force rebuilding the module files when the thirdparty library is updated. +env.Depends(module_obj, thirdparty_obj) diff --git a/modules/bullet/SCsub b/modules/bullet/SCsub index 21bdcca18e..bfac0df5b0 100644 --- a/modules/bullet/SCsub +++ b/modules/bullet/SCsub @@ -7,6 +7,8 @@ env_bullet = env_modules.Clone() # Thirdparty source files +thirdparty_obj = [] + if env["builtin_bullet"]: # Build only version 2 for now (as of 2.89) # Sync file list with relevant upstream CMakeLists.txt for each folder. @@ -208,8 +210,16 @@ if env["builtin_bullet"]: env_thirdparty = env_bullet.Clone() env_thirdparty.disable_warnings() - env_thirdparty.add_source_files(env.modules_sources, thirdparty_sources) + env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources) + env.modules_sources += thirdparty_obj # Godot source files -env_bullet.add_source_files(env.modules_sources, "*.cpp") + +module_obj = [] + +env_bullet.add_source_files(module_obj, "*.cpp") +env.modules_sources += module_obj + +# Needed to force rebuilding the module files when the thirdparty library is updated. +env.Depends(module_obj, thirdparty_obj) diff --git a/modules/bullet/rigid_body_bullet.cpp b/modules/bullet/rigid_body_bullet.cpp index 0c64c3640f..284a22717b 100644 --- a/modules/bullet/rigid_body_bullet.cpp +++ b/modules/bullet/rigid_body_bullet.cpp @@ -323,9 +323,6 @@ void RigidBodyBullet::set_space(SpaceBullet *p_space) { can_integrate_forces = false; isScratchedSpaceOverrideModificator = false; - // Remove all eventual constraints - assert_no_constraints(); - // Remove this object form the physics world space->remove_rigid_body(this); } @@ -443,12 +440,6 @@ bool RigidBodyBullet::was_colliding(RigidBodyBullet *p_other_object) { return false; } -void RigidBodyBullet::assert_no_constraints() { - if (btBody->getNumConstraintRefs()) { - WARN_PRINT("A body with a joints is destroyed. Please check the implementation in order to destroy the joint before the body."); - } -} - void RigidBodyBullet::set_activation_state(bool p_active) { if (p_active) { btBody->activate(); diff --git a/modules/bullet/rigid_body_bullet.h b/modules/bullet/rigid_body_bullet.h index c643611397..8ff96577b6 100644 --- a/modules/bullet/rigid_body_bullet.h +++ b/modules/bullet/rigid_body_bullet.h @@ -267,8 +267,6 @@ public: bool add_collision_object(RigidBodyBullet *p_otherObject, const Vector3 &p_hitWorldLocation, const Vector3 &p_hitLocalLocation, const Vector3 &p_hitNormal, const float &p_appliedImpulse, int p_other_shape_index, int p_local_shape_index); bool was_colliding(RigidBodyBullet *p_other_object); - void assert_no_constraints(); - void set_activation_state(bool p_active); bool is_active() const; diff --git a/modules/bullet/space_bullet.cpp b/modules/bullet/space_bullet.cpp index abad1beacb..3bfcd83606 100644 --- a/modules/bullet/space_bullet.cpp +++ b/modules/bullet/space_bullet.cpp @@ -478,10 +478,20 @@ void SpaceBullet::add_rigid_body(RigidBodyBullet *p_body) { } void SpaceBullet::remove_rigid_body(RigidBodyBullet *p_body) { + btRigidBody *btBody = p_body->get_bt_rigid_body(); + + int constraints = btBody->getNumConstraintRefs(); + if (constraints > 0) { + WARN_PRINT("A body connected to joints was removed. Ensure bodies are disconnected from joints before removing them."); + for (int i = 0; i < constraints; i++) { + dynamicsWorld->removeConstraint(btBody->getConstraintRef(i)); + } + } + if (p_body->is_static()) { - dynamicsWorld->removeCollisionObject(p_body->get_bt_rigid_body()); + dynamicsWorld->removeCollisionObject(btBody); } else { - dynamicsWorld->removeRigidBody(p_body->get_bt_rigid_body()); + dynamicsWorld->removeRigidBody(btBody); } } diff --git a/modules/cvtt/SCsub b/modules/cvtt/SCsub index 5438f7ebac..e56177d6e9 100644 --- a/modules/cvtt/SCsub +++ b/modules/cvtt/SCsub @@ -6,6 +6,9 @@ Import("env_modules") env_cvtt = env_modules.Clone() # Thirdparty source files + +thirdparty_obj = [] + thirdparty_dir = "#thirdparty/cvtt/" thirdparty_sources = [ "ConvectionKernels.cpp", @@ -17,7 +20,15 @@ env_cvtt.Prepend(CPPPATH=[thirdparty_dir]) env_thirdparty = env_cvtt.Clone() env_thirdparty.disable_warnings() -env_thirdparty.add_source_files(env.modules_sources, thirdparty_sources) +env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources) +env.modules_sources += thirdparty_obj # Godot source files -env_cvtt.add_source_files(env.modules_sources, "*.cpp") + +module_obj = [] + +env_cvtt.add_source_files(module_obj, "*.cpp") +env.modules_sources += module_obj + +# Needed to force rebuilding the module files when the thirdparty library is updated. +env.Depends(module_obj, thirdparty_obj) diff --git a/modules/denoise/SCsub b/modules/denoise/SCsub index bf3bd7d073..97feea2b44 100644 --- a/modules/denoise/SCsub +++ b/modules/denoise/SCsub @@ -8,6 +8,9 @@ Import("env_modules") env_oidn = env_modules.Clone() # Thirdparty source files + +thirdparty_obj = [] + thirdparty_dir = "#thirdparty/oidn/" thirdparty_sources = [ "core/api.cpp", @@ -106,7 +109,8 @@ env_oidn.Append( env_thirdparty = env_oidn.Clone() env_thirdparty.disable_warnings() -env_thirdparty.add_source_files(env.modules_sources, thirdparty_sources) +env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources) +env.modules_sources += thirdparty_obj weights_in_path = thirdparty_dir + "weights/rtlightmap_hdr.tza" weights_out_path = thirdparty_dir + "weights/rtlightmap_hdr.gen.cpp" @@ -114,5 +118,12 @@ weights_out_path = thirdparty_dir + "weights/rtlightmap_hdr.gen.cpp" env_thirdparty.Depends(weights_out_path, weights_in_path) env_thirdparty.CommandNoCache(weights_out_path, weights_in_path, resource_to_cpp.tza_to_cpp) -env_oidn.add_source_files(env.modules_sources, "denoise_wrapper.cpp") -env_modules.add_source_files(env.modules_sources, ["register_types.cpp", "lightmap_denoiser.cpp"]) +# Godot source files + +module_obj = [] + +env_oidn.add_source_files(module_obj, "*.cpp") +env.modules_sources += module_obj + +# Needed to force rebuilding the module files when the thirdparty library is updated. +env.Depends(module_obj, thirdparty_obj) diff --git a/modules/enet/SCsub b/modules/enet/SCsub index c8f4b3885e..580e5a3eb0 100644 --- a/modules/enet/SCsub +++ b/modules/enet/SCsub @@ -7,6 +7,8 @@ env_enet = env_modules.Clone() # Thirdparty source files +thirdparty_obj = [] + if env["builtin_enet"]: thirdparty_dir = "#thirdparty/enet/" thirdparty_sources = [ @@ -26,6 +28,16 @@ if env["builtin_enet"]: env_thirdparty = env_enet.Clone() env_thirdparty.disable_warnings() - env_thirdparty.add_source_files(env.modules_sources, thirdparty_sources) + env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources) + env.modules_sources += thirdparty_obj + + +# Godot source files + +module_obj = [] + +env_enet.add_source_files(module_obj, "*.cpp") +env.modules_sources += module_obj -env_enet.add_source_files(env.modules_sources, "*.cpp") +# Needed to force rebuilding the module files when the thirdparty library is updated. +env.Depends(module_obj, thirdparty_obj) diff --git a/modules/etc/SCsub b/modules/etc/SCsub index 383bbf83c3..9b46f17916 100644 --- a/modules/etc/SCsub +++ b/modules/etc/SCsub @@ -6,6 +6,9 @@ Import("env_modules") env_etc = env_modules.Clone() # Thirdparty source files + +thirdparty_obj = [] + # Not unbundled so far since not widespread as shared library thirdparty_dir = "#thirdparty/etc2comp/" thirdparty_sources = [ @@ -31,7 +34,15 @@ env_etc.Prepend(CPPPATH=[thirdparty_dir]) env_thirdparty = env_etc.Clone() env_thirdparty.disable_warnings() -env_thirdparty.add_source_files(env.modules_sources, thirdparty_sources) +env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources) +env.modules_sources += thirdparty_obj # Godot source files -env_etc.add_source_files(env.modules_sources, "*.cpp") + +module_obj = [] + +env_etc.add_source_files(module_obj, "*.cpp") +env.modules_sources += module_obj + +# Needed to force rebuilding the module files when the thirdparty library is updated. +env.Depends(module_obj, thirdparty_obj) diff --git a/modules/freetype/SCsub b/modules/freetype/SCsub index bfc1658bb4..fc2535a6ca 100644 --- a/modules/freetype/SCsub +++ b/modules/freetype/SCsub @@ -6,6 +6,9 @@ Import("env_modules") env_freetype = env_modules.Clone() # Thirdparty source files + +thirdparty_obj = [] + if env["builtin_freetype"]: thirdparty_dir = "#thirdparty/freetype/" thirdparty_sources = [ @@ -84,6 +87,7 @@ if env["builtin_freetype"]: env_thirdparty = env_freetype.Clone() env_thirdparty.disable_warnings() lib = env_thirdparty.add_library("freetype_builtin", thirdparty_sources) + thirdparty_obj += lib # Needs to be appended to arrive after libscene in the linker call, # but we don't want it to arrive *after* system libs, so manual hack @@ -98,5 +102,13 @@ if env["builtin_freetype"]: if not inserted: env.Append(LIBS=[lib]) + # Godot source files -env_freetype.add_source_files(env.modules_sources, "*.cpp") + +module_obj = [] + +env_freetype.add_source_files(module_obj, "*.cpp") +env.modules_sources += module_obj + +# Needed to force rebuilding the module files when the thirdparty library is updated. +env.Depends(module_obj, thirdparty_obj) diff --git a/modules/gdnative/gdnative/rect2.cpp b/modules/gdnative/gdnative/rect2.cpp index bacefced5d..0576fb569f 100644 --- a/modules/gdnative/gdnative/rect2.cpp +++ b/modules/gdnative/gdnative/rect2.cpp @@ -90,11 +90,11 @@ godot_bool GDAPI godot_rect2_has_no_area(const godot_rect2 *p_self) { return self->has_no_area(); } -godot_rect2 GDAPI godot_rect2_clip(const godot_rect2 *p_self, const godot_rect2 *p_b) { +godot_rect2 GDAPI godot_rect2_intersection(const godot_rect2 *p_self, const godot_rect2 *p_b) { godot_rect2 dest; const Rect2 *self = (const Rect2 *)p_self; const Rect2 *b = (const Rect2 *)p_b; - *((Rect2 *)&dest) = self->clip(*b); + *((Rect2 *)&dest) = self->intersection(*b); return dest; } @@ -233,11 +233,11 @@ godot_bool GDAPI godot_rect2i_has_no_area(const godot_rect2i *p_self) { return self->has_no_area(); } -godot_rect2i GDAPI godot_rect2i_clip(const godot_rect2i *p_self, const godot_rect2i *p_b) { +godot_rect2i GDAPI godot_rect2i_intersection(const godot_rect2i *p_self, const godot_rect2i *p_b) { godot_rect2i dest; const Rect2i *self = (const Rect2i *)p_self; const Rect2i *b = (const Rect2i *)p_b; - *((Rect2i *)&dest) = self->clip(*b); + *((Rect2i *)&dest) = self->intersection(*b); return dest; } diff --git a/modules/gdnative/gdnative_api.json b/modules/gdnative/gdnative_api.json index 84b36b3745..b3fd033e6c 100644 --- a/modules/gdnative/gdnative_api.json +++ b/modules/gdnative/gdnative_api.json @@ -3573,7 +3573,7 @@ ] }, { - "name": "godot_rect2_clip", + "name": "godot_rect2_intersection", "return_type": "godot_rect2", "arguments": [ ["const godot_rect2 *", "p_self"], @@ -3715,7 +3715,7 @@ ] }, { - "name": "godot_rect2i_clip", + "name": "godot_rect2i_intersection", "return_type": "godot_rect2i", "arguments": [ ["const godot_rect2i *", "p_self"], diff --git a/modules/gdnative/include/gdnative/rect2.h b/modules/gdnative/include/gdnative/rect2.h index f317afc9da..2c8f836d16 100644 --- a/modules/gdnative/include/gdnative/rect2.h +++ b/modules/gdnative/include/gdnative/rect2.h @@ -80,7 +80,7 @@ godot_bool GDAPI godot_rect2_encloses(const godot_rect2 *p_self, const godot_rec godot_bool GDAPI godot_rect2_has_no_area(const godot_rect2 *p_self); -godot_rect2 GDAPI godot_rect2_clip(const godot_rect2 *p_self, const godot_rect2 *p_b); +godot_rect2 GDAPI godot_rect2_intersection(const godot_rect2 *p_self, const godot_rect2 *p_b); godot_rect2 GDAPI godot_rect2_merge(const godot_rect2 *p_self, const godot_rect2 *p_b); @@ -123,7 +123,7 @@ godot_bool GDAPI godot_rect2i_encloses(const godot_rect2i *p_self, const godot_r godot_bool GDAPI godot_rect2i_has_no_area(const godot_rect2i *p_self); -godot_rect2i GDAPI godot_rect2i_clip(const godot_rect2i *p_self, const godot_rect2i *p_b); +godot_rect2i GDAPI godot_rect2i_intersection(const godot_rect2i *p_self, const godot_rect2i *p_b); godot_rect2i GDAPI godot_rect2i_merge(const godot_rect2i *p_self, const godot_rect2i *p_b); diff --git a/modules/gdnative/xr/xr_interface_gdnative.cpp b/modules/gdnative/xr/xr_interface_gdnative.cpp index d03fc33935..d1d575db62 100644 --- a/modules/gdnative/xr/xr_interface_gdnative.cpp +++ b/modules/gdnative/xr/xr_interface_gdnative.cpp @@ -302,12 +302,12 @@ godot_int GDAPI godot_xr_add_controller(char *p_device_name, godot_int p_hand, g ERR_FAIL_NULL_V(input, 0); XRPositionalTracker *new_tracker = memnew(XRPositionalTracker); - new_tracker->set_name(p_device_name); - new_tracker->set_type(XRServer::TRACKER_CONTROLLER); + new_tracker->set_tracker_name(p_device_name); + new_tracker->set_tracker_type(XRServer::TRACKER_CONTROLLER); if (p_hand == 1) { - new_tracker->set_hand(XRPositionalTracker::TRACKER_LEFT_HAND); + new_tracker->set_tracker_hand(XRPositionalTracker::TRACKER_HAND_LEFT); } else if (p_hand == 2) { - new_tracker->set_hand(XRPositionalTracker::TRACKER_RIGHT_HAND); + new_tracker->set_tracker_hand(XRPositionalTracker::TRACKER_HAND_RIGHT); } // also register as joystick... diff --git a/modules/gdnavigation/SCsub b/modules/gdnavigation/SCsub index 877d601c6a..22b5509b32 100644 --- a/modules/gdnavigation/SCsub +++ b/modules/gdnavigation/SCsub @@ -5,6 +5,10 @@ Import("env_modules") env_navigation = env_modules.Clone() +# Thirdparty source files + +thirdparty_obj = [] + # Recast Thirdparty source files if env["builtin_recast"]: thirdparty_dir = "#thirdparty/recastnavigation/Recast/" @@ -23,28 +27,37 @@ if env["builtin_recast"]: ] thirdparty_sources = [thirdparty_dir + file for file in thirdparty_sources] - env_navigation.Prepend(CPPPATH=[thirdparty_dir + "/Include"]) + env_navigation.Prepend(CPPPATH=[thirdparty_dir + "Include"]) env_thirdparty = env_navigation.Clone() env_thirdparty.disable_warnings() - env_thirdparty.add_source_files(env.modules_sources, thirdparty_sources) - + env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources) # RVO Thirdparty source files if env["builtin_rvo2"]: - thirdparty_dir = "#thirdparty/rvo2" + thirdparty_dir = "#thirdparty/rvo2/" thirdparty_sources = [ - "/src/Agent.cpp", - "/src/KdTree.cpp", + "Agent.cpp", + "KdTree.cpp", ] thirdparty_sources = [thirdparty_dir + file for file in thirdparty_sources] - env_navigation.Prepend(CPPPATH=[thirdparty_dir + "/src"]) + env_navigation.Prepend(CPPPATH=[thirdparty_dir]) env_thirdparty = env_navigation.Clone() env_thirdparty.disable_warnings() - env_thirdparty.add_source_files(env.modules_sources, thirdparty_sources) + env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources) + + +env.modules_sources += thirdparty_obj # Godot source files -env_navigation.add_source_files(env.modules_sources, "*.cpp") + +module_obj = [] + +env_navigation.add_source_files(module_obj, "*.cpp") +env.modules_sources += module_obj + +# Needed to force rebuilding the module files when the thirdparty library is updated. +env.Depends(module_obj, thirdparty_obj) diff --git a/modules/glslang/SCsub b/modules/glslang/SCsub index 58c033c75d..182272ffc7 100644 --- a/modules/glslang/SCsub +++ b/modules/glslang/SCsub @@ -6,6 +6,9 @@ Import("env_modules") env_glslang = env_modules.Clone() # Thirdparty source files + +thirdparty_obj = [] + if env["builtin_glslang"]: thirdparty_dir = "#thirdparty/glslang/" thirdparty_sources = [ @@ -70,7 +73,16 @@ if env["builtin_glslang"]: env_thirdparty = env_glslang.Clone() env_thirdparty.disable_warnings() - env_thirdparty.add_source_files(env.modules_sources, thirdparty_sources) + env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources) + env.modules_sources += thirdparty_obj + + +# Godot source files + +module_obj = [] + +env_glslang.add_source_files(module_obj, "*.cpp") +env.modules_sources += module_obj -# Godot's own source files -env_glslang.add_source_files(env.modules_sources, "*.cpp") +# Needed to force rebuilding the module files when the thirdparty library is updated. +env.Depends(module_obj, thirdparty_obj) diff --git a/modules/gltf/SCsub b/modules/gltf/SCsub new file mode 100644 index 0000000000..5d03ee8361 --- /dev/null +++ b/modules/gltf/SCsub @@ -0,0 +1,10 @@ +#!/usr/bin/env python + +Import("env") +Import("env_modules") + +env_gltf = env_modules.Clone() +env_gltf.Prepend(CPPPATH=["."]) + +# Godot's own source files +env_gltf.add_source_files(env.modules_sources, "*.cpp") diff --git a/modules/assimp/config.py b/modules/gltf/config.py index 53b8f2f2e3..1505a456d7 100644 --- a/modules/assimp/config.py +++ b/modules/gltf/config.py @@ -1,5 +1,5 @@ def can_build(env, platform): - return env["tools"] + return env["tools"] and not env["disable_3d"] def configure(env): diff --git a/modules/gltf/editor_scene_exporter_gltf_plugin.cpp b/modules/gltf/editor_scene_exporter_gltf_plugin.cpp new file mode 100644 index 0000000000..0680b124b4 --- /dev/null +++ b/modules/gltf/editor_scene_exporter_gltf_plugin.cpp @@ -0,0 +1,90 @@ +/*************************************************************************/ +/* editor_scene_exporter_gltf_plugin.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#include "editor_scene_exporter_gltf_plugin.h" +#include "core/config/project_settings.h" +#include "core/object/object.h" +#include "core/templates/vector.h" +#include "editor/editor_file_system.h" +#include "scene/3d/mesh_instance_3d.h" +#include "scene/gui/check_box.h" +#include "scene/main/node.h" + +#include "editor/editor_node.h" + +String SceneExporterGLTFPlugin::get_name() const { + return "ConvertGLTF2"; +} + +bool SceneExporterGLTFPlugin::has_main_screen() const { + return false; +} + +SceneExporterGLTFPlugin::SceneExporterGLTFPlugin(EditorNode *p_node) { + editor = p_node; + convert_gltf2.instance(); + file_export_lib = memnew(EditorFileDialog); + editor->get_gui_base()->add_child(file_export_lib); + file_export_lib->connect("file_selected", callable_mp(this, &SceneExporterGLTFPlugin::_gltf2_dialog_action)); + file_export_lib->set_title(TTR("Export Library")); + file_export_lib->set_file_mode(EditorFileDialog::FILE_MODE_SAVE_FILE); + file_export_lib->set_access(EditorFileDialog::ACCESS_FILESYSTEM); + file_export_lib->clear_filters(); + file_export_lib->add_filter("*.glb"); + file_export_lib->add_filter("*.gltf"); + file_export_lib->set_title(TTR("Export Mesh GLTF2")); + String gltf_scene_name = TTR("Export GLTF..."); + add_tool_menu_item(gltf_scene_name, callable_mp(this, &SceneExporterGLTFPlugin::convert_scene_to_gltf2)); +} + +void SceneExporterGLTFPlugin::_gltf2_dialog_action(String p_file) { + Node *root = editor->get_tree()->get_edited_scene_root(); + if (!root) { + editor->show_accept(TTR("This operation can't be done without a scene."), TTR("OK")); + return; + } + List<String> deps; + convert_gltf2->save_scene(root, p_file, p_file, 0, 1000.0f, &deps); + EditorFileSystem::get_singleton()->scan_changes(); +} + +void SceneExporterGLTFPlugin::convert_scene_to_gltf2() { + Node *root = editor->get_tree()->get_edited_scene_root(); + if (!root) { + editor->show_accept(TTR("This operation can't be done without a scene."), TTR("OK")); + return; + } + String filename = String(root->get_filename().get_file().get_basename()); + if (filename.empty()) { + filename = root->get_name(); + } + file_export_lib->set_current_file(filename + String(".gltf")); + file_export_lib->popup_centered_ratio(); +} diff --git a/modules/gltf/editor_scene_exporter_gltf_plugin.h b/modules/gltf/editor_scene_exporter_gltf_plugin.h new file mode 100644 index 0000000000..1a8910d866 --- /dev/null +++ b/modules/gltf/editor_scene_exporter_gltf_plugin.h @@ -0,0 +1,52 @@ +/*************************************************************************/ +/* editor_scene_exporter_gltf_plugin.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifndef EDITOR_SCENE_EXPORTER_GLTF_PLUGIN_H +#define EDITOR_SCENE_EXPORTER_GLTF_PLUGIN_H + +#include "editor/editor_plugin.h" +#include "editor_scene_importer_gltf.h" + +class SceneExporterGLTFPlugin : public EditorPlugin { + GDCLASS(SceneExporterGLTFPlugin, EditorPlugin); + + Ref<PackedSceneGLTF> convert_gltf2; + EditorNode *editor = nullptr; + EditorFileDialog *file_export_lib = nullptr; + void _gltf2_dialog_action(String p_file); + void convert_scene_to_gltf2(); + +public: + virtual String get_name() const override; + bool has_main_screen() const override; + SceneExporterGLTFPlugin(class EditorNode *p_node); +}; + +#endif // EDITOR_SCENE_EXPORTER_GLTF_PLUGIN_H diff --git a/modules/gltf/editor_scene_importer_gltf.cpp b/modules/gltf/editor_scene_importer_gltf.cpp new file mode 100644 index 0000000000..51cb3a6d2e --- /dev/null +++ b/modules/gltf/editor_scene_importer_gltf.cpp @@ -0,0 +1,180 @@ +/*************************************************************************/ +/* editor_scene_importer_gltf.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#include "core/crypto/crypto_core.h" +#include "core/io/json.h" +#include "core/math/disjoint_set.h" +#include "core/math/math_defs.h" +#include "core/os/file_access.h" +#include "core/os/os.h" +#include "editor/import/resource_importer_scene.h" +#include "modules/gltf/gltf_state.h" +#include "modules/regex/regex.h" +#include "scene/3d/bone_attachment_3d.h" +#include "scene/3d/camera_3d.h" +#include "scene/3d/mesh_instance_3d.h" +#include "scene/animation/animation_player.h" +#include "scene/resources/packed_scene.h" +#include "scene/resources/surface_tool.h" + +#include "modules/gltf/editor_scene_importer_gltf.h" + +uint32_t EditorSceneImporterGLTF::get_import_flags() const { + return ImportFlags::IMPORT_SCENE | ImportFlags::IMPORT_ANIMATION; +} + +void EditorSceneImporterGLTF::get_extensions(List<String> *r_extensions) const { + r_extensions->push_back("gltf"); + r_extensions->push_back("glb"); +} + +Node *EditorSceneImporterGLTF::import_scene(const String &p_path, + uint32_t p_flags, int p_bake_fps, + List<String> *r_missing_deps, + Error *r_err) { + Ref<PackedSceneGLTF> importer; + importer.instance(); + return importer->import_scene(p_path, p_flags, p_bake_fps, r_missing_deps, r_err, Ref<GLTFState>()); +} + +Ref<Animation> EditorSceneImporterGLTF::import_animation(const String &p_path, + uint32_t p_flags, + int p_bake_fps) { + return Ref<Animation>(); +} + +void PackedSceneGLTF::_bind_methods() { + ClassDB::bind_method( + D_METHOD("export_gltf", "node", "path", "flags", "bake_fps"), + &PackedSceneGLTF::export_gltf, DEFVAL(0), DEFVAL(1000.0f)); + ClassDB::bind_method(D_METHOD("pack_gltf", "path", "flags", "bake_fps", "state"), + &PackedSceneGLTF::pack_gltf, DEFVAL(0), DEFVAL(1000.0f), DEFVAL(Ref<GLTFState>())); + ClassDB::bind_method(D_METHOD("import_gltf_scene", "path", "flags", "bake_fps", "state"), + &PackedSceneGLTF::import_gltf_scene, DEFVAL(0), DEFVAL(1000.0f), DEFVAL(Ref<GLTFState>())); +} +Node *PackedSceneGLTF::import_gltf_scene(const String &p_path, uint32_t p_flags, float p_bake_fps, Ref<GLTFState> r_state) { + Error err = FAILED; + List<String> deps; + return import_scene(p_path, p_flags, p_bake_fps, &deps, &err, r_state); +} + +Node *PackedSceneGLTF::import_scene(const String &p_path, uint32_t p_flags, + int p_bake_fps, + List<String> *r_missing_deps, + Error *r_err, + Ref<GLTFState> r_state) { + if (r_state == Ref<GLTFState>()) { + r_state.instance(); + } + r_state->use_named_skin_binds = + p_flags & EditorSceneImporter::IMPORT_USE_NAMED_SKIN_BINDS; + + Ref<GLTFDocument> gltf_document; + gltf_document.instance(); + Error err = gltf_document->parse(r_state, p_path); + *r_err = err; + ERR_FAIL_COND_V(err != Error::OK, nullptr); + + Node3D *root = memnew(Node3D); + for (int32_t root_i = 0; root_i < r_state->root_nodes.size(); root_i++) { + gltf_document->_generate_scene_node(r_state, root, root, r_state->root_nodes[root_i]); + } + gltf_document->_process_mesh_instances(r_state, root); + if (r_state->animations.size()) { + AnimationPlayer *ap = memnew(AnimationPlayer); + root->add_child(ap); + ap->set_owner(root); + for (int i = 0; i < r_state->animations.size(); i++) { + gltf_document->_import_animation(r_state, ap, i, p_bake_fps); + } + } + + return cast_to<Node3D>(root); +} + +void PackedSceneGLTF::pack_gltf(String p_path, int32_t p_flags, + real_t p_bake_fps, Ref<GLTFState> r_state) { + Error err = FAILED; + List<String> deps; + Node *root = import_scene(p_path, p_flags, p_bake_fps, &deps, &err, r_state); + ERR_FAIL_COND(err != OK); + pack(root); +} + +void PackedSceneGLTF::save_scene(Node *p_node, const String &p_path, + const String &p_src_path, uint32_t p_flags, + int p_bake_fps, List<String> *r_missing_deps, + Error *r_err) { + Error err = FAILED; + if (r_err) { + *r_err = err; + } + Ref<GLTFDocument> gltf_document; + gltf_document.instance(); + Ref<GLTFState> state; + state.instance(); + err = gltf_document->serialize(state, p_node, p_path); + if (r_err) { + *r_err = err; + } +} + +void PackedSceneGLTF::_build_parent_hierachy(Ref<GLTFState> 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) { + continue; + } + state->nodes.write[child_i]->parent = node_i; + } + } +} + +Error PackedSceneGLTF::export_gltf(Node *p_root, String p_path, + int32_t p_flags, + real_t p_bake_fps) { + ERR_FAIL_COND_V(!p_root, FAILED); + List<String> deps; + Error err; + String path = p_path; + int32_t flags = p_flags; + real_t baked_fps = p_bake_fps; + Ref<PackedSceneGLTF> exporter; + exporter.instance(); + exporter->save_scene(p_root, path, "", flags, baked_fps, &deps, &err); + int32_t error_code = err; + if (error_code != 0) { + return Error(error_code); + } + return OK; +} diff --git a/modules/gltf/editor_scene_importer_gltf.h b/modules/gltf/editor_scene_importer_gltf.h new file mode 100644 index 0000000000..3da987493c --- /dev/null +++ b/modules/gltf/editor_scene_importer_gltf.h @@ -0,0 +1,96 @@ +/*************************************************************************/ +/* editor_scene_importer_gltf.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifndef EDITOR_SCENE_IMPORTER_GLTF_H +#define EDITOR_SCENE_IMPORTER_GLTF_H + +#include "core/config/project_settings.h" +#include "core/io/json.h" +#include "core/object/object.h" +#include "core/templates/vector.h" +#include "editor/import/resource_importer_scene.h" +#include "modules/csg/csg_shape.h" +#include "modules/gridmap/grid_map.h" +#include "scene/3d/mesh_instance_3d.h" +#include "scene/3d/multimesh_instance_3d.h" +#include "scene/3d/node_3d.h" +#include "scene/3d/skeleton_3d.h" +#include "scene/animation/animation_player.h" +#include "scene/gui/check_box.h" +#include "scene/main/node.h" +#include "scene/resources/packed_scene.h" +#include "scene/resources/surface_tool.h" + +#include "gltf_document.h" +#include "gltf_state.h" + +class AnimationPlayer; +class BoneAttachment; +class EditorSceneImporterMeshNode3D; + +#ifdef TOOLS_ENABLED +class EditorSceneImporterGLTF : public EditorSceneImporter { + GDCLASS(EditorSceneImporterGLTF, EditorSceneImporter); + +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, + int p_bake_fps, + List<String> *r_missing_deps = NULL, + Error *r_err = NULL) override; + virtual Ref<Animation> import_animation(const String &p_path, + uint32_t p_flags, int p_bake_fps) override; +}; +#endif + +class PackedSceneGLTF : public PackedScene { + GDCLASS(PackedSceneGLTF, PackedScene); + +protected: + static void _bind_methods(); + +public: + virtual void save_scene(Node *p_node, const String &p_path, const String &p_src_path, + uint32_t p_flags, int p_bake_fps, + List<String> *r_missing_deps, Error *r_err = NULL); + virtual void _build_parent_hierachy(Ref<GLTFState> state); + virtual Error export_gltf(Node *p_root, String p_path, int32_t p_flags = 0, + real_t p_bake_fps = 1000.0f); + virtual Node *import_scene(const String &p_path, uint32_t p_flags, + int p_bake_fps, + List<String> *r_missing_deps, + Error *r_err, + Ref<GLTFState> r_state); + virtual Node *import_gltf_scene(const String &p_path, uint32_t p_flags, float p_bake_fps, Ref<GLTFState> r_state = Ref<GLTFState>()); + virtual void pack_gltf(String p_path, int32_t p_flags = 0, + real_t p_bake_fps = 1000.0f, Ref<GLTFState> r_state = Ref<GLTFState>()); +}; +#endif // EDITOR_SCENE_IMPORTER_GLTF_H diff --git a/modules/gltf/gltf_accessor.cpp b/modules/gltf/gltf_accessor.cpp new file mode 100644 index 0000000000..9267c58598 --- /dev/null +++ b/modules/gltf/gltf_accessor.cpp @@ -0,0 +1,189 @@ +/*************************************************************************/ +/* gltf_accessor.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#include "gltf_accessor.h" + +void GLTFAccessor::_bind_methods() { + ClassDB::bind_method(D_METHOD("get_buffer_view"), &GLTFAccessor::get_buffer_view); + ClassDB::bind_method(D_METHOD("set_buffer_view", "buffer_view"), &GLTFAccessor::set_buffer_view); + ClassDB::bind_method(D_METHOD("get_byte_offset"), &GLTFAccessor::get_byte_offset); + ClassDB::bind_method(D_METHOD("set_byte_offset", "byte_offset"), &GLTFAccessor::set_byte_offset); + ClassDB::bind_method(D_METHOD("get_component_type"), &GLTFAccessor::get_component_type); + ClassDB::bind_method(D_METHOD("set_component_type", "component_type"), &GLTFAccessor::set_component_type); + ClassDB::bind_method(D_METHOD("get_normalized"), &GLTFAccessor::get_normalized); + ClassDB::bind_method(D_METHOD("set_normalized", "normalized"), &GLTFAccessor::set_normalized); + ClassDB::bind_method(D_METHOD("get_count"), &GLTFAccessor::get_count); + ClassDB::bind_method(D_METHOD("set_count", "count"), &GLTFAccessor::set_count); + ClassDB::bind_method(D_METHOD("get_type"), &GLTFAccessor::get_type); + ClassDB::bind_method(D_METHOD("set_type", "type"), &GLTFAccessor::set_type); + ClassDB::bind_method(D_METHOD("get_min"), &GLTFAccessor::get_min); + ClassDB::bind_method(D_METHOD("set_min", "min"), &GLTFAccessor::set_min); + ClassDB::bind_method(D_METHOD("get_max"), &GLTFAccessor::get_max); + ClassDB::bind_method(D_METHOD("set_max", "max"), &GLTFAccessor::set_max); + ClassDB::bind_method(D_METHOD("get_sparse_count"), &GLTFAccessor::get_sparse_count); + ClassDB::bind_method(D_METHOD("set_sparse_count", "sparse_count"), &GLTFAccessor::set_sparse_count); + ClassDB::bind_method(D_METHOD("get_sparse_indices_buffer_view"), &GLTFAccessor::get_sparse_indices_buffer_view); + ClassDB::bind_method(D_METHOD("set_sparse_indices_buffer_view", "sparse_indices_buffer_view"), &GLTFAccessor::set_sparse_indices_buffer_view); + ClassDB::bind_method(D_METHOD("get_sparse_indices_byte_offset"), &GLTFAccessor::get_sparse_indices_byte_offset); + ClassDB::bind_method(D_METHOD("set_sparse_indices_byte_offset", "sparse_indices_byte_offset"), &GLTFAccessor::set_sparse_indices_byte_offset); + ClassDB::bind_method(D_METHOD("get_sparse_indices_component_type"), &GLTFAccessor::get_sparse_indices_component_type); + ClassDB::bind_method(D_METHOD("set_sparse_indices_component_type", "sparse_indices_component_type"), &GLTFAccessor::set_sparse_indices_component_type); + ClassDB::bind_method(D_METHOD("get_sparse_values_buffer_view"), &GLTFAccessor::get_sparse_values_buffer_view); + ClassDB::bind_method(D_METHOD("set_sparse_values_buffer_view", "sparse_values_buffer_view"), &GLTFAccessor::set_sparse_values_buffer_view); + ClassDB::bind_method(D_METHOD("get_sparse_values_byte_offset"), &GLTFAccessor::get_sparse_values_byte_offset); + ClassDB::bind_method(D_METHOD("set_sparse_values_byte_offset", "sparse_values_byte_offset"), &GLTFAccessor::set_sparse_values_byte_offset); + + ADD_PROPERTY(PropertyInfo(Variant::INT, "buffer_view"), "set_buffer_view", "get_buffer_view"); // GLTFBufferViewIndex + ADD_PROPERTY(PropertyInfo(Variant::INT, "byte_offset"), "set_byte_offset", "get_byte_offset"); // int + ADD_PROPERTY(PropertyInfo(Variant::INT, "component_type"), "set_component_type", "get_component_type"); // int + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "normalized"), "set_normalized", "get_normalized"); // bool + ADD_PROPERTY(PropertyInfo(Variant::INT, "count"), "set_count", "get_count"); // int + ADD_PROPERTY(PropertyInfo(Variant::INT, "type"), "set_type", "get_type"); // GLTFDocument::GLTFType + ADD_PROPERTY(PropertyInfo(Variant::PACKED_FLOAT64_ARRAY, "min"), "set_min", "get_min"); // Vector<real_t> + ADD_PROPERTY(PropertyInfo(Variant::PACKED_FLOAT64_ARRAY, "max"), "set_max", "get_max"); // Vector<real_t> + ADD_PROPERTY(PropertyInfo(Variant::INT, "sparse_count"), "set_sparse_count", "get_sparse_count"); // int + ADD_PROPERTY(PropertyInfo(Variant::INT, "sparse_indices_buffer_view"), "set_sparse_indices_buffer_view", "get_sparse_indices_buffer_view"); // int + ADD_PROPERTY(PropertyInfo(Variant::INT, "sparse_indices_byte_offset"), "set_sparse_indices_byte_offset", "get_sparse_indices_byte_offset"); // int + ADD_PROPERTY(PropertyInfo(Variant::INT, "sparse_indices_component_type"), "set_sparse_indices_component_type", "get_sparse_indices_component_type"); // int + ADD_PROPERTY(PropertyInfo(Variant::INT, "sparse_values_buffer_view"), "set_sparse_values_buffer_view", "get_sparse_values_buffer_view"); // int + ADD_PROPERTY(PropertyInfo(Variant::INT, "sparse_values_byte_offset"), "set_sparse_values_byte_offset", "get_sparse_values_byte_offset"); // int +} + +GLTFBufferViewIndex GLTFAccessor::get_buffer_view() { + return buffer_view; +} + +void GLTFAccessor::set_buffer_view(GLTFBufferViewIndex p_buffer_view) { + buffer_view = p_buffer_view; +} + +int GLTFAccessor::get_byte_offset() { + return byte_offset; +} + +void GLTFAccessor::set_byte_offset(int p_byte_offset) { + byte_offset = p_byte_offset; +} + +int GLTFAccessor::get_component_type() { + return component_type; +} + +void GLTFAccessor::set_component_type(int p_component_type) { + component_type = p_component_type; +} + +bool GLTFAccessor::get_normalized() { + return normalized; +} + +void GLTFAccessor::set_normalized(bool p_normalized) { + normalized = p_normalized; +} + +int GLTFAccessor::get_count() { + return count; +} + +void GLTFAccessor::set_count(int p_count) { + count = p_count; +} + +int GLTFAccessor::get_type() { + return (int)type; +} + +void GLTFAccessor::set_type(int p_type) { + type = (GLTFDocument::GLTFType)p_type; // TODO: Register enum +} + +Vector<double> GLTFAccessor::get_min() { + return min; +} + +void GLTFAccessor::set_min(Vector<double> p_min) { + min = p_min; +} + +Vector<double> GLTFAccessor::get_max() { + return max; +} + +void GLTFAccessor::set_max(Vector<double> p_max) { + max = p_max; +} + +int GLTFAccessor::get_sparse_count() { + return sparse_count; +} + +void GLTFAccessor::set_sparse_count(int p_sparse_count) { + sparse_count = p_sparse_count; +} + +int GLTFAccessor::get_sparse_indices_buffer_view() { + return sparse_indices_buffer_view; +} + +void GLTFAccessor::set_sparse_indices_buffer_view(int p_sparse_indices_buffer_view) { + sparse_indices_buffer_view = p_sparse_indices_buffer_view; +} + +int GLTFAccessor::get_sparse_indices_byte_offset() { + return sparse_indices_byte_offset; +} + +void GLTFAccessor::set_sparse_indices_byte_offset(int p_sparse_indices_byte_offset) { + sparse_indices_byte_offset = p_sparse_indices_byte_offset; +} + +int GLTFAccessor::get_sparse_indices_component_type() { + return sparse_indices_component_type; +} + +void GLTFAccessor::set_sparse_indices_component_type(int p_sparse_indices_component_type) { + sparse_indices_component_type = p_sparse_indices_component_type; +} + +int GLTFAccessor::get_sparse_values_buffer_view() { + return sparse_values_buffer_view; +} + +void GLTFAccessor::set_sparse_values_buffer_view(int p_sparse_values_buffer_view) { + sparse_values_buffer_view = p_sparse_values_buffer_view; +} + +int GLTFAccessor::get_sparse_values_byte_offset() { + return sparse_values_byte_offset; +} + +void GLTFAccessor::set_sparse_values_byte_offset(int p_sparse_values_byte_offset) { + sparse_values_byte_offset = p_sparse_values_byte_offset; +} diff --git a/modules/gltf/gltf_accessor.h b/modules/gltf/gltf_accessor.h new file mode 100644 index 0000000000..7317928848 --- /dev/null +++ b/modules/gltf/gltf_accessor.h @@ -0,0 +1,104 @@ +/*************************************************************************/ +/* gltf_accessor.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifndef GLTF_ACCESSOR_H +#define GLTF_ACCESSOR_H + +#include "core/io/resource.h" +#include "gltf_document.h" + +struct GLTFAccessor : public Resource { + GDCLASS(GLTFAccessor, Resource); + friend class GLTFDocument; + +private: + GLTFBufferViewIndex buffer_view = 0; + int byte_offset = 0; + int component_type = 0; + bool normalized = false; + int count = 0; + GLTFDocument::GLTFType + type = GLTFDocument::TYPE_SCALAR; + Vector<double> min; + Vector<double> max; + int sparse_count = 0; + int sparse_indices_buffer_view = 0; + int sparse_indices_byte_offset = 0; + int sparse_indices_component_type = 0; + int sparse_values_buffer_view = 0; + int sparse_values_byte_offset = 0; + +protected: + static void _bind_methods(); + +public: + GLTFBufferViewIndex get_buffer_view(); + void set_buffer_view(GLTFBufferViewIndex p_buffer_view); + + int get_byte_offset(); + void set_byte_offset(int p_byte_offset); + + int get_component_type(); + void set_component_type(int p_component_type); + + bool get_normalized(); + void set_normalized(bool p_normalized); + + int get_count(); + void set_count(int p_count); + + int get_type(); + void set_type(int p_type); + + Vector<double> get_min(); + void set_min(Vector<double> p_min); + + Vector<double> get_max(); + void set_max(Vector<double> p_max); + + int get_sparse_count(); + void set_sparse_count(int p_sparse_count); + + int get_sparse_indices_buffer_view(); + void set_sparse_indices_buffer_view(int p_sparse_indices_buffer_view); + + int get_sparse_indices_byte_offset(); + void set_sparse_indices_byte_offset(int p_sparse_indices_byte_offset); + + int get_sparse_indices_component_type(); + void set_sparse_indices_component_type(int p_sparse_indices_component_type); + + int get_sparse_values_buffer_view(); + void set_sparse_values_buffer_view(int p_sparse_values_buffer_view); + + int get_sparse_values_byte_offset(); + void set_sparse_values_byte_offset(int p_sparse_values_byte_offset); +}; +#endif // GLTF_ACCESSOR_H diff --git a/modules/assimp/register_types.cpp b/modules/gltf/gltf_animation.cpp index 6cb0fc982f..85ba117627 100644 --- a/modules/assimp/register_types.cpp +++ b/modules/gltf/gltf_animation.cpp @@ -1,5 +1,5 @@ /*************************************************************************/ -/* register_types.cpp */ +/* gltf_animation.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ @@ -28,31 +28,26 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#include "register_types.h" +#include "gltf_animation.h" -#include "editor/editor_node.h" -#include "editor_scene_importer_assimp.h" +void GLTFAnimation::_bind_methods() { + ClassDB::bind_method(D_METHOD("get_loop"), &GLTFAnimation::get_loop); + ClassDB::bind_method(D_METHOD("set_loop", "loop"), &GLTFAnimation::set_loop); -#ifdef TOOLS_ENABLED -static void _editor_init() { - Ref<EditorSceneImporterAssimp> import_assimp; - import_assimp.instance(); - ResourceImporterScene::get_singleton()->add_importer(import_assimp); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "loop"), "set_loop", "get_loop"); // bool } -#endif -void register_assimp_types() { -#ifdef TOOLS_ENABLED - ClassDB::APIType prev_api = ClassDB::get_current_api(); - ClassDB::set_current_api(ClassDB::API_EDITOR); - - ClassDB::register_class<EditorSceneImporterAssimp>(); +bool GLTFAnimation::get_loop() const { + return loop; +} - ClassDB::set_current_api(prev_api); +void GLTFAnimation::set_loop(bool p_val) { + loop = p_val; +} - EditorNode::add_init_callback(_editor_init); -#endif +Map<int, GLTFAnimation::Track> &GLTFAnimation::get_tracks() { + return tracks; } -void unregister_assimp_types() { +GLTFAnimation::GLTFAnimation() { } diff --git a/modules/gltf/gltf_animation.h b/modules/gltf/gltf_animation.h new file mode 100644 index 0000000000..37fd1a2007 --- /dev/null +++ b/modules/gltf/gltf_animation.h @@ -0,0 +1,74 @@ +/*************************************************************************/ +/* gltf_animation.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifndef GLTF_ANIMATION_H +#define GLTF_ANIMATION_H + +#include "core/io/resource.h" + +class GLTFAnimation : public Resource { + GDCLASS(GLTFAnimation, Resource); + +protected: + static void _bind_methods(); + +public: + enum Interpolation { + INTERP_LINEAR, + INTERP_STEP, + INTERP_CATMULLROMSPLINE, + INTERP_CUBIC_SPLINE, + }; + + template <class T> + struct Channel { + Interpolation interpolation; + Vector<float> times; + Vector<T> values; + }; + + struct Track { + Channel<Vector3> translation_track; + Channel<Quat> rotation_track; + Channel<Vector3> scale_track; + Vector<Channel<float>> weight_tracks; + }; + +public: + bool get_loop() const; + void set_loop(bool p_val); + Map<int, GLTFAnimation::Track> &get_tracks(); + GLTFAnimation(); + +private: + bool loop = false; + Map<int, Track> tracks; +}; +#endif // GLTF_ANIMATION_H diff --git a/modules/gltf/gltf_buffer_view.cpp b/modules/gltf/gltf_buffer_view.cpp new file mode 100644 index 0000000000..edfdad40bb --- /dev/null +++ b/modules/gltf/gltf_buffer_view.cpp @@ -0,0 +1,90 @@ +/*************************************************************************/ +/* gltf_buffer_view.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#include "gltf_buffer_view.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); + ClassDB::bind_method(D_METHOD("get_byte_offset"), &GLTFBufferView::get_byte_offset); + ClassDB::bind_method(D_METHOD("set_byte_offset", "byte_offset"), &GLTFBufferView::set_byte_offset); + ClassDB::bind_method(D_METHOD("get_byte_length"), &GLTFBufferView::get_byte_length); + ClassDB::bind_method(D_METHOD("set_byte_length", "byte_length"), &GLTFBufferView::set_byte_length); + ClassDB::bind_method(D_METHOD("get_byte_stride"), &GLTFBufferView::get_byte_stride); + ClassDB::bind_method(D_METHOD("set_byte_stride", "byte_stride"), &GLTFBufferView::set_byte_stride); + ClassDB::bind_method(D_METHOD("get_indices"), &GLTFBufferView::get_indices); + ClassDB::bind_method(D_METHOD("set_indices", "indices"), &GLTFBufferView::set_indices); + + ADD_PROPERTY(PropertyInfo(Variant::INT, "buffer"), "set_buffer", "get_buffer"); // GLTFBufferIndex + ADD_PROPERTY(PropertyInfo(Variant::INT, "byte_offset"), "set_byte_offset", "get_byte_offset"); // int + ADD_PROPERTY(PropertyInfo(Variant::INT, "byte_length"), "set_byte_length", "get_byte_length"); // int + ADD_PROPERTY(PropertyInfo(Variant::INT, "byte_stride"), "set_byte_stride", "get_byte_stride"); // int + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "indices"), "set_indices", "get_indices"); // bool +} + +GLTFBufferIndex GLTFBufferView::get_buffer() { + return buffer; +} + +void GLTFBufferView::set_buffer(GLTFBufferIndex p_buffer) { + buffer = p_buffer; +} + +int GLTFBufferView::get_byte_offset() { + return byte_offset; +} + +void GLTFBufferView::set_byte_offset(int p_byte_offset) { + byte_offset = p_byte_offset; +} + +int GLTFBufferView::get_byte_length() { + return byte_length; +} + +void GLTFBufferView::set_byte_length(int p_byte_length) { + byte_length = p_byte_length; +} + +int GLTFBufferView::get_byte_stride() { + return byte_stride; +} + +void GLTFBufferView::set_byte_stride(int p_byte_stride) { + byte_stride = p_byte_stride; +} + +bool GLTFBufferView::get_indices() { + return indices; +} + +void GLTFBufferView::set_indices(bool p_indices) { + indices = p_indices; +} diff --git a/modules/gltf/gltf_buffer_view.h b/modules/gltf/gltf_buffer_view.h new file mode 100644 index 0000000000..0b0c8af173 --- /dev/null +++ b/modules/gltf/gltf_buffer_view.h @@ -0,0 +1,68 @@ +/*************************************************************************/ +/* gltf_buffer_view.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifndef GLTF_BUFFER_VIEW_H +#define GLTF_BUFFER_VIEW_H + +#include "core/io/resource.h" +#include "gltf_document.h" + +class GLTFBufferView : public Resource { + GDCLASS(GLTFBufferView, Resource); + friend class GLTFDocument; + +private: + GLTFBufferIndex buffer = -1; + int byte_offset = 0; + int byte_length = 0; + int byte_stride = -1; + bool indices = false; + +protected: + static void _bind_methods(); + +public: + GLTFBufferIndex get_buffer(); + void set_buffer(GLTFBufferIndex p_buffer); + + int get_byte_offset(); + void set_byte_offset(int p_byte_offset); + + int get_byte_length(); + void set_byte_length(int p_byte_length); + + int get_byte_stride(); + void set_byte_stride(int p_byte_stride); + + bool get_indices(); + void set_indices(bool p_indices); + // matrices need to be transformed to this +}; +#endif // GLTF_BUFFER_VIEW_H diff --git a/modules/gltf/gltf_camera.cpp b/modules/gltf/gltf_camera.cpp new file mode 100644 index 0000000000..e5cfc1cbb1 --- /dev/null +++ b/modules/gltf/gltf_camera.cpp @@ -0,0 +1,47 @@ +/*************************************************************************/ +/* gltf_camera.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#include "gltf_camera.h" + +void GLTFCamera::_bind_methods() { + ClassDB::bind_method(D_METHOD("get_perspective"), &GLTFCamera::get_perspective); + ClassDB::bind_method(D_METHOD("set_perspective", "perspective"), &GLTFCamera::set_perspective); + ClassDB::bind_method(D_METHOD("get_fov_size"), &GLTFCamera::get_fov_size); + ClassDB::bind_method(D_METHOD("set_fov_size", "fov_size"), &GLTFCamera::set_fov_size); + ClassDB::bind_method(D_METHOD("get_zfar"), &GLTFCamera::get_zfar); + ClassDB::bind_method(D_METHOD("set_zfar", "zfar"), &GLTFCamera::set_zfar); + ClassDB::bind_method(D_METHOD("get_znear"), &GLTFCamera::get_znear); + ClassDB::bind_method(D_METHOD("set_znear", "znear"), &GLTFCamera::set_znear); + + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "perspective"), "set_perspective", "get_perspective"); // bool + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fov_size"), "set_fov_size", "get_fov_size"); // float + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "zfar"), "set_zfar", "get_zfar"); // float + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "znear"), "set_znear", "get_znear"); // float +} diff --git a/modules/gltf/gltf_camera.h b/modules/gltf/gltf_camera.h new file mode 100644 index 0000000000..7e167af7be --- /dev/null +++ b/modules/gltf/gltf_camera.h @@ -0,0 +1,58 @@ +/*************************************************************************/ +/* gltf_camera.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifndef GLTF_CAMERA_H +#define GLTF_CAMERA_H + +#include "core/io/resource.h" + +class GLTFCamera : public Resource { + GDCLASS(GLTFCamera, Resource); + +private: + bool perspective = true; + float fov_size = 75; + float zfar = 4000; + float znear = 0.05; + +protected: + static void _bind_methods(); + +public: + bool get_perspective() const { return perspective; } + void set_perspective(bool p_val) { perspective = p_val; } + float get_fov_size() const { return fov_size; } + void set_fov_size(float p_val) { fov_size = p_val; } + float get_zfar() const { return zfar; } + void set_zfar(float p_val) { zfar = p_val; } + float get_znear() const { return znear; } + void set_znear(float p_val) { znear = p_val; } +}; +#endif // GLTF_CAMERA_H diff --git a/modules/gltf/gltf_document.cpp b/modules/gltf/gltf_document.cpp new file mode 100644 index 0000000000..675f5002f7 --- /dev/null +++ b/modules/gltf/gltf_document.cpp @@ -0,0 +1,6398 @@ +/*************************************************************************/ +/* gltf_document.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#include "gltf_document.h" +#include "gltf_accessor.h" +#include "gltf_animation.h" +#include "gltf_camera.h" +#include "gltf_light.h" +#include "gltf_mesh.h" +#include "gltf_node.h" +#include "gltf_skeleton.h" +#include "gltf_skin.h" +#include "gltf_spec_gloss.h" +#include "gltf_state.h" +#include "gltf_texture.h" + +#include <stdio.h> +#include <stdlib.h> + +#include "core/core_bind.h" +#include "core/crypto/crypto_core.h" +#include "core/io/json.h" +#include "core/math/disjoint_set.h" +#include "core/os/file_access.h" +#include "core/variant/typed_array.h" +#include "core/version.h" +#include "core/version_hash.gen.h" +#include "drivers/png/png_driver_common.h" +#include "editor/import/resource_importer_scene.h" +#include "modules/csg/csg_shape.h" +#include "modules/gridmap/grid_map.h" +#include "modules/regex/regex.h" +#include "scene/2d/node_2d.h" +#include "scene/3d/bone_attachment_3d.h" +#include "scene/3d/camera_3d.h" +#include "scene/3d/mesh_instance_3d.h" +#include "scene/3d/multimesh_instance_3d.h" +#include "scene/3d/node_3d.h" +#include "scene/3d/skeleton_3d.h" +#include "scene/animation/animation_player.h" +#include "scene/resources/surface_tool.h" +#include <limits> + +Error GLTFDocument::serialize(Ref<GLTFState> state, Node *p_root, const String &p_path) { + uint64_t begin_time = OS::get_singleton()->get_ticks_usec(); + + _convert_scene_node(state, p_root, p_root, -1, -1); + if (!state->buffers.size()) { + state->buffers.push_back(Vector<uint8_t>()); + } + + /* STEP 1 CONVERT MESH INSTANCES */ + _convert_mesh_instances(state); + + /* STEP 2 SERIALIZE CAMERAS */ + Error err = _serialize_cameras(state); + if (err != OK) { + return Error::FAILED; + } + + /* STEP 3 CREATE SKINS */ + err = _serialize_skins(state); + if (err != OK) { + return Error::FAILED; + } + /* STEP 4 CREATE BONE ATTACHMENTS */ + err = _serialize_bone_attachment(state); + if (err != OK) { + return Error::FAILED; + } + /* STEP 5 SERIALIZE MESHES (we have enough info now) */ + err = _serialize_meshes(state); + if (err != OK) { + return Error::FAILED; + } + + /* STEP 6 SERIALIZE TEXTURES */ + err = _serialize_materials(state); + if (err != OK) { + return Error::FAILED; + } + + /* STEP 7 SERIALIZE IMAGES */ + err = _serialize_images(state, p_path); + if (err != OK) { + return Error::FAILED; + } + + /* STEP 8 SERIALIZE TEXTURES */ + err = _serialize_textures(state); + if (err != OK) { + return Error::FAILED; + } + + // /* STEP 9 SERIALIZE ANIMATIONS */ + err = _serialize_animations(state); + if (err != OK) { + return Error::FAILED; + } + + /* STEP 10 SERIALIZE ACCESSORS */ + err = _encode_accessors(state); + if (err != OK) { + return Error::FAILED; + } + + for (GLTFBufferViewIndex i = 0; i < state->buffer_views.size(); i++) { + state->buffer_views.write[i]->buffer = 0; + } + + /* STEP 11 SERIALIZE BUFFER VIEWS */ + err = _encode_buffer_views(state); + if (err != OK) { + return Error::FAILED; + } + + /* STEP 12 SERIALIZE NODES */ + err = _serialize_nodes(state); + if (err != OK) { + return Error::FAILED; + } + + /* STEP 13 SERIALIZE SCENE */ + err = _serialize_scenes(state); + if (err != OK) { + return Error::FAILED; + } + + /* STEP 14 SERIALIZE SCENE */ + err = _serialize_lights(state); + if (err != OK) { + return Error::FAILED; + } + + /* STEP 15 SERIALIZE EXTENSIONS */ + err = _serialize_extensions(state); + if (err != OK) { + return Error::FAILED; + } + + /* STEP 16 SERIALIZE VERSION */ + err = _serialize_version(state); + if (err != OK) { + return Error::FAILED; + } + + /* STEP 17 SERIALIZE FILE */ + err = _serialize_file(state, p_path); + if (err != OK) { + return Error::FAILED; + } + uint64_t elapsed = OS::get_singleton()->get_ticks_usec() - begin_time; + float elapsed_sec = double(elapsed) / 1000000.0; + elapsed_sec = Math::stepify(elapsed_sec, 0.01f); + print_line("glTF: Export time elapsed seconds " + rtos(elapsed_sec).pad_decimals(2)); + + return OK; +} + +Error GLTFDocument::_serialize_extensions(Ref<GLTFState> state) const { + const String texture_transform = "KHR_texture_transform"; + const String punctual_lights = "KHR_lights_punctual"; + Array extensions_used; + extensions_used.push_back(punctual_lights); + extensions_used.push_back(texture_transform); + state->json["extensionsUsed"] = extensions_used; + Array extensions_required; + extensions_required.push_back(texture_transform); + state->json["extensionsRequired"] = extensions_required; + return OK; +} + +Error GLTFDocument::_serialize_scenes(Ref<GLTFState> state) { + Array scenes; + const int loaded_scene = 0; + state->json["scene"] = loaded_scene; + + if (state->nodes.size()) { + Dictionary s; + if (!state->scene_name.empty()) { + s["name"] = state->scene_name; + } + + Array nodes; + nodes.push_back(0); + s["nodes"] = nodes; + scenes.push_back(s); + } + state->json["scenes"] = scenes; + + return OK; +} + +Error GLTFDocument::_parse_json(const String &p_path, Ref<GLTFState> state) { + Error err; + FileAccessRef f = FileAccess::open(p_path, FileAccess::READ, &err); + if (!f) { + return err; + } + + Vector<uint8_t> array; + array.resize(f->get_len()); + f->get_buffer(array.ptrw(), array.size()); + String text; + text.parse_utf8((const char *)array.ptr(), array.size()); + + String err_txt; + int err_line; + Variant v; + err = JSON::parse(text, v, err_txt, err_line); + if (err != OK) { + _err_print_error("", p_path.utf8().get_data(), err_line, err_txt.utf8().get_data(), ERR_HANDLER_SCRIPT); + return err; + } + state->json = v; + + return OK; +} + +Error GLTFDocument::_serialize_bone_attachment(Ref<GLTFState> state) { + for (int skeleton_i = 0; skeleton_i < state->skeletons.size(); skeleton_i++) { + for (int attachment_i = 0; attachment_i < state->skeletons[skeleton_i]->bone_attachments.size(); attachment_i++) { + BoneAttachment3D *bone_attachment = state->skeletons[skeleton_i]->bone_attachments[attachment_i]; + String bone_name = bone_attachment->get_bone_name(); + bone_name = _sanitize_bone_name(bone_name); + int32_t bone = state->skeletons[skeleton_i]->godot_skeleton->find_bone(bone_name); + ERR_CONTINUE(bone == -1); + for (int skin_i = 0; skin_i < state->skins.size(); skin_i++) { + if (state->skins[skin_i]->skeleton != skeleton_i) { + continue; + } + + for (int node_i = 0; node_i < bone_attachment->get_child_count(); node_i++) { + ERR_CONTINUE(bone >= state->skins[skin_i]->joints.size()); + _convert_scene_node(state, bone_attachment->get_child(node_i), bone_attachment->get_owner(), state->skins[skin_i]->joints[bone], 0); + } + break; + } + } + } + return OK; +} + +Error GLTFDocument::_parse_glb(const String &p_path, Ref<GLTFState> state) { + Error err; + FileAccessRef f = FileAccess::open(p_path, FileAccess::READ, &err); + if (!f) { + return err; + } + + uint32_t magic = f->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(); + + 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); + ERR_FAIL_COND_V(len != chunk_length, ERR_FILE_CORRUPT); + + String text; + text.parse_utf8((const char *)json_data.ptr(), json_data.size()); + + String err_txt; + int err_line; + Variant v; + err = JSON::parse(text, v, err_txt, err_line); + if (err != OK) { + _err_print_error("", p_path.utf8().get_data(), err_line, err_txt.utf8().get_data(), ERR_HANDLER_SCRIPT); + return err; + } + + state->json = v; + + //data? + + chunk_length = f->get_32(); + chunk_type = f->get_32(); + + if (f->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); + ERR_FAIL_COND_V(len != chunk_length, ERR_FILE_CORRUPT); + + return OK; +} + +static Array _vec3_to_arr(const Vector3 &p_vec3) { + Array array; + array.resize(3); + array[0] = p_vec3.x; + array[1] = p_vec3.y; + array[2] = p_vec3.z; + return array; +} + +static Vector3 _arr_to_vec3(const Array &p_array) { + ERR_FAIL_COND_V(p_array.size() != 3, Vector3()); + return Vector3(p_array[0], p_array[1], p_array[2]); +} + +static Array _quat_to_array(const Quat &p_quat) { + Array array; + array.resize(4); + array[0] = p_quat.x; + array[1] = p_quat.y; + array[2] = p_quat.z; + array[3] = p_quat.w; + return array; +} + +static Quat _arr_to_quat(const Array &p_array) { + ERR_FAIL_COND_V(p_array.size() != 4, Quat()); + return Quat(p_array[0], p_array[1], p_array[2], p_array[3]); +} + +static Transform _arr_to_xform(const Array &p_array) { + ERR_FAIL_COND_V(p_array.size() != 16, Transform()); + + Transform xform; + xform.basis.set_axis(Vector3::AXIS_X, Vector3(p_array[0], p_array[1], p_array[2])); + xform.basis.set_axis(Vector3::AXIS_Y, Vector3(p_array[4], p_array[5], p_array[6])); + xform.basis.set_axis(Vector3::AXIS_Z, Vector3(p_array[8], p_array[9], p_array[10])); + xform.set_origin(Vector3(p_array[12], p_array[13], p_array[14])); + + return xform; +} + +static Vector<real_t> _xform_to_array(const Transform p_transform) { + Vector<real_t> array; + array.resize(16); + Vector3 axis_x = p_transform.get_basis().get_axis(Vector3::AXIS_X); + array.write[0] = axis_x.x; + array.write[1] = axis_x.y; + array.write[2] = axis_x.z; + array.write[3] = 0.0f; + Vector3 axis_y = p_transform.get_basis().get_axis(Vector3::AXIS_Y); + array.write[4] = axis_y.x; + array.write[5] = axis_y.y; + array.write[6] = axis_y.z; + array.write[7] = 0.0f; + Vector3 axis_z = p_transform.get_basis().get_axis(Vector3::AXIS_Z); + array.write[8] = axis_z.x; + array.write[9] = axis_z.y; + array.write[10] = axis_z.z; + array.write[11] = 0.0f; + Vector3 origin = p_transform.get_origin(); + array.write[12] = origin.x; + array.write[13] = origin.y; + array.write[14] = origin.z; + array.write[15] = 1.0f; + return array; +} + +Error GLTFDocument::_serialize_nodes(Ref<GLTFState> state) { + Array nodes; + for (int i = 0; i < state->nodes.size(); i++) { + Dictionary node; + Ref<GLTFNode> n = state->nodes[i]; + Dictionary extensions; + node["extensions"] = extensions; + if (!n->get_name().empty()) { + node["name"] = n->get_name(); + } + if (n->camera != -1) { + node["camera"] = n->camera; + } + if (n->light != -1) { + Dictionary lights_punctual; + extensions["KHR_lights_punctual"] = lights_punctual; + lights_punctual["light"] = n->light; + } + if (n->mesh != -1) { + node["mesh"] = n->mesh; + } + if (n->skin != -1) { + node["skin"] = n->skin; + } + if (n->skeleton != -1 && n->skin < 0) { + } + if (n->xform != Transform()) { + node["matrix"] = _xform_to_array(n->xform); + } + + if (!n->rotation.is_equal_approx(Quat())) { + node["rotation"] = _quat_to_array(n->rotation); + } + + if (!n->scale.is_equal_approx(Vector3(1.0f, 1.0f, 1.0f))) { + node["scale"] = _vec3_to_arr(n->scale); + } + + if (!n->translation.is_equal_approx(Vector3())) { + node["translation"] = _vec3_to_arr(n->translation); + } + if (n->children.size()) { + Array children; + for (int j = 0; j < n->children.size(); j++) { + children.push_back(n->children[j]); + } + node["children"] = children; + } + nodes.push_back(node); + } + state->json["nodes"] = nodes; + return OK; +} + +String GLTFDocument::_sanitize_scene_name(const String &name) { + RegEx regex("([^a-zA-Z0-9_ -]+)"); + String p_name = regex.sub(name, "", true); + return p_name; +} + +String GLTFDocument::_gen_unique_name(Ref<GLTFState> state, const String &p_name) { + const String s_name = _sanitize_scene_name(p_name); + + String name; + int index = 1; + while (true) { + name = s_name; + + if (index > 1) { + name += " " + itos(index); + } + if (!state->unique_names.has(name)) { + break; + } + index++; + } + + state->unique_names.insert(name); + + return name; +} + +String GLTFDocument::_sanitize_bone_name(const String &name) { + String p_name = name.camelcase_to_underscore(true); + + RegEx pattern_nocolon(":"); + p_name = pattern_nocolon.sub(p_name, "_", true); + + RegEx pattern_noslash("/"); + p_name = pattern_noslash.sub(p_name, "_", true); + + RegEx pattern_nospace(" +"); + p_name = pattern_nospace.sub(p_name, "_", true); + + RegEx pattern_multiple("_+"); + p_name = pattern_multiple.sub(p_name, "_", true); + + RegEx pattern_padded("0+(\\d+)"); + p_name = pattern_padded.sub(p_name, "$1", true); + + return p_name; +} + +String GLTFDocument::_gen_unique_bone_name(Ref<GLTFState> state, const GLTFSkeletonIndex skel_i, const String &p_name) { + String s_name = _sanitize_bone_name(p_name); + if (s_name.empty()) { + s_name = "bone"; + } + String name; + int index = 1; + while (true) { + name = s_name; + + if (index > 1) { + name += "_" + itos(index); + } + if (!state->skeletons[skel_i]->unique_names.has(name)) { + break; + } + index++; + } + + state->skeletons.write[skel_i]->unique_names.insert(name); + + return 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"]; + int loaded_scene = 0; + if (state->json.has("scene")) { + loaded_scene = state->json["scene"]; + } else { + WARN_PRINT("The load-time scene is not defined in the glTF2 file. Picking the first scene."); + } + + if (scenes.size()) { + ERR_FAIL_COND_V(loaded_scene >= scenes.size(), ERR_FILE_CORRUPT); + const Dictionary &s = scenes[loaded_scene]; + 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]); + } + + if (s.has("name") && s["name"] != "") { + state->scene_name = _gen_unique_name(state, s["name"]); + } else { + state->scene_name = _gen_unique_name(state, "Scene"); + } + } + + 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"]; + for (int i = 0; i < nodes.size(); i++) { + Ref<GLTFNode> node; + node.instance(); + const Dictionary &n = nodes[i]; + + if (n.has("name")) { + node->set_name(n["name"]); + } + if (n.has("camera")) { + node->camera = n["camera"]; + } + if (n.has("mesh")) { + node->mesh = n["mesh"]; + } + if (n.has("skin")) { + node->skin = n["skin"]; + } + if (n.has("matrix")) { + node->xform = _arr_to_xform(n["matrix"]); + } else { + if (n.has("translation")) { + node->translation = _arr_to_vec3(n["translation"]); + } + if (n.has("rotation")) { + node->rotation = _arr_to_quat(n["rotation"]); + } + if (n.has("scale")) { + node->scale = _arr_to_vec3(n["scale"]); + } + + node->xform.basis.set_quat_scale(node->rotation, node->scale); + node->xform.origin = node->translation; + } + + if (n.has("extensions")) { + Dictionary extensions = n["extensions"]; + if (extensions.has("KHR_lights_punctual")) { + Dictionary lights_punctual = extensions["KHR_lights_punctual"]; + if (lights_punctual.has("light")) { + GLTFLightIndex light = lights_punctual["light"]; + node->light = light; + } + } + } + + if (n.has("children")) { + const Array &children = n["children"]; + for (int j = 0; j < children.size(); j++) { + node->children.push_back(children[j]); + } + } + + 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]; + + 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. + + state->nodes.write[child_i]->parent = node_i; + } + } + + _compute_node_heights(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]; + node->height = 0; + + GLTFNodeIndex current_i = node_i; + while (current_i >= 0) { + const GLTFNodeIndex parent_i = state->nodes[current_i]->parent; + if (parent_i >= 0) { + ++node->height; + } + current_i = parent_i; + } + + if (node->height == 0) { + state->root_nodes.push_back(node_i); + } + } +} + +static Vector<uint8_t> _parse_base64_uri(const String &uri) { + int start = uri.find(","); + ERR_FAIL_COND_V(start == -1, Vector<uint8_t>()); + + CharString substr = uri.right(start + 1).ascii(); + + int strlen = substr.length(); + + Vector<uint8_t> buf; + buf.resize(strlen / 4 * 3 + 1 + 1); + + size_t len = 0; + ERR_FAIL_COND_V(CryptoCore::b64_decode(buf.ptrw(), buf.size(), &len, (unsigned char *)substr.get_data(), strlen) != OK, Vector<uint8_t>()); + + buf.resize(len); + + return buf; +} +Error GLTFDocument::_encode_buffer_glb(Ref<GLTFState> state, const String &p_path) { + print_verbose("glTF: Total buffers: " + itos(state->buffers.size())); + + if (!state->buffers.size()) { + return OK; + } + Array buffers; + if (state->buffers.size()) { + Vector<uint8_t> buffer_data = 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]; + Dictionary gltf_buffer; + String filename = p_path.get_basename().get_file() + itos(i) + ".bin"; + String path = p_path.get_base_dir() + "/" + filename; + Error err; + FileAccessRef f = FileAccess::open(path, FileAccess::WRITE, &err); + if (!f) { + return err; + } + if (buffer_data.size() == 0) { + return OK; + } + f->create(FileAccess::ACCESS_RESOURCES); + f->store_buffer(buffer_data.ptr(), buffer_data.size()); + f->close(); + gltf_buffer["uri"] = filename; + gltf_buffer["byteLength"] = buffer_data.size(); + buffers.push_back(gltf_buffer); + } + 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())); + + if (!state->buffers.size()) { + return OK; + } + Array buffers; + + for (GLTFBufferIndex i = 0; i < state->buffers.size(); i++) { + Vector<uint8_t> buffer_data = 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; + FileAccessRef f = FileAccess::open(path, FileAccess::WRITE, &err); + if (!f) { + return err; + } + if (buffer_data.size() == 0) { + return OK; + } + f->create(FileAccess::ACCESS_RESOURCES); + f->store_buffer(buffer_data.ptr(), buffer_data.size()); + f->close(); + gltf_buffer["uri"] = filename; + gltf_buffer["byteLength"] = buffer_data.size(); + buffers.push_back(gltf_buffer); + } + state->json["buffers"] = buffers; + + return OK; +} + +Error GLTFDocument::_parse_buffers(Ref<GLTFState> state, const String &p_base_path) { + if (!state->json.has("buffers")) { + return OK; + } + + const Array &buffers = 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); + + } else { + const Dictionary &buffer = buffers[i]; + if (buffer.has("uri")) { + Vector<uint8_t> buffer_data; + String uri = buffer["uri"]; + + if (uri.begins_with("data:")) { // Embedded data using base64. + // Validate data MIME types and throw an error if it's one we don't know/support. + if (!uri.begins_with("data:application/octet-stream;base64") && + !uri.begins_with("data:application/gltf-buffer;base64")) { + ERR_PRINT("glTF: Got buffer with an unknown URI data type: " + uri); + } + buffer_data = _parse_base64_uri(uri); + } else { // Relative path to an external image file. + uri = p_base_path.plus_file(uri).replace("\\", "/"); // Fix for Windows. + buffer_data = FileAccess::get_file_as_array(uri); + ERR_FAIL_COND_V_MSG(buffer.size() == 0, ERR_PARSE_ERROR, "glTF: Couldn't load binary file as an array: " + uri); + } + + 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); + } + } + } + + print_verbose("glTF: Total buffers: " + itos(state->buffers.size())); + + return OK; +} + +Error GLTFDocument::_encode_buffer_views(Ref<GLTFState> state) { + Array buffers; + for (GLTFBufferViewIndex i = 0; i < state->buffer_views.size(); i++) { + Dictionary d; + + Ref<GLTFBufferView> buffer_view = state->buffer_views[i]; + + d["buffer"] = buffer_view->buffer; + d["byteLength"] = buffer_view->byte_length; + + d["byteOffset"] = buffer_view->byte_offset; + + if (buffer_view->byte_stride != -1) { + d["byteStride"] = buffer_view->byte_stride; + } + + // TODO Sparse + // d["target"] = buffer_view->indices; + + ERR_FAIL_COND_V(!d.has("buffer"), ERR_INVALID_DATA); + 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())); + state->json["bufferViews"] = buffers; + return OK; +} + +Error GLTFDocument::_parse_buffer_views(Ref<GLTFState> state) { + ERR_FAIL_COND_V(!state->json.has("bufferViews"), ERR_FILE_CORRUPT); + const Array &buffers = state->json["bufferViews"]; + for (GLTFBufferViewIndex i = 0; i < buffers.size(); i++) { + const Dictionary &d = buffers[i]; + + Ref<GLTFBufferView> buffer_view; + buffer_view.instance(); + + ERR_FAIL_COND_V(!d.has("buffer"), ERR_PARSE_ERROR); + buffer_view->buffer = d["buffer"]; + ERR_FAIL_COND_V(!d.has("byteLength"), ERR_PARSE_ERROR); + buffer_view->byte_length = d["byteLength"]; + + if (d.has("byteOffset")) { + buffer_view->byte_offset = d["byteOffset"]; + } + + if (d.has("byteStride")) { + buffer_view->byte_stride = d["byteStride"]; + } + + if (d.has("target")) { + const int target = d["target"]; + buffer_view->indices = target == GLTFDocument::ELEMENT_ARRAY_BUFFER; + } + + state->buffer_views.push_back(buffer_view); + } + + print_verbose("glTF: Total buffer views: " + itos(state->buffer_views.size())); + + return OK; +} + +Error GLTFDocument::_encode_accessors(Ref<GLTFState> state) { + Array accessors; + for (GLTFAccessorIndex i = 0; i < state->accessors.size(); i++) { + Dictionary d; + + Ref<GLTFAccessor> accessor = state->accessors[i]; + d["componentType"] = accessor->component_type; + d["count"] = accessor->count; + d["type"] = _get_accessor_type_name(accessor->type); + d["byteOffset"] = accessor->byte_offset; + d["max"] = accessor->max; + d["min"] = accessor->min; + d["bufferView"] = accessor->buffer_view; //optional because it may be sparse... + + // Dictionary s; + // s["count"] = accessor->sparse_count; + // ERR_FAIL_COND_V(!s.has("count"), ERR_PARSE_ERROR); + + // s["indices"] = accessor->sparse_accessors; + // ERR_FAIL_COND_V(!s.has("indices"), ERR_PARSE_ERROR); + + // Dictionary si; + + // si["bufferView"] = accessor->sparse_indices_buffer_view; + + // ERR_FAIL_COND_V(!si.has("bufferView"), ERR_PARSE_ERROR); + // si["componentType"] = accessor->sparse_indices_component_type; + + // if (si.has("byteOffset")) { + // si["byteOffset"] = accessor->sparse_indices_byte_offset; + // } + + // ERR_FAIL_COND_V(!si.has("componentType"), ERR_PARSE_ERROR); + // s["indices"] = si; + // Dictionary sv; + + // sv["bufferView"] = accessor->sparse_values_buffer_view; + // if (sv.has("byteOffset")) { + // sv["byteOffset"] = accessor->sparse_values_byte_offset; + // } + // ERR_FAIL_COND_V(!sv.has("bufferView"), ERR_PARSE_ERROR); + // s["values"] = sv; + // ERR_FAIL_COND_V(!s.has("values"), ERR_PARSE_ERROR); + // d["sparse"] = s; + accessors.push_back(d); + } + + state->json["accessors"] = accessors; + ERR_FAIL_COND_V(!state->json.has("accessors"), ERR_FILE_CORRUPT); + print_verbose("glTF: Total accessors: " + itos(state->accessors.size())); + + return OK; +} + +String GLTFDocument::_get_accessor_type_name(const GLTFDocument::GLTFType p_type) { + if (p_type == GLTFDocument::TYPE_SCALAR) { + return "SCALAR"; + } + if (p_type == GLTFDocument::TYPE_VEC2) { + return "VEC2"; + } + if (p_type == GLTFDocument::TYPE_VEC3) { + return "VEC3"; + } + if (p_type == GLTFDocument::TYPE_VEC4) { + return "VEC4"; + } + + if (p_type == GLTFDocument::TYPE_MAT2) { + return "MAT2"; + } + if (p_type == GLTFDocument::TYPE_MAT3) { + return "MAT3"; + } + if (p_type == GLTFDocument::TYPE_MAT4) { + return "MAT4"; + } + ERR_FAIL_V("SCALAR"); +} + +GLTFDocument::GLTFType GLTFDocument::_get_type_from_str(const String &p_string) { + if (p_string == "SCALAR") + return GLTFDocument::TYPE_SCALAR; + + if (p_string == "VEC2") + return GLTFDocument::TYPE_VEC2; + if (p_string == "VEC3") + return GLTFDocument::TYPE_VEC3; + if (p_string == "VEC4") + return GLTFDocument::TYPE_VEC4; + + if (p_string == "MAT2") + return GLTFDocument::TYPE_MAT2; + if (p_string == "MAT3") + return GLTFDocument::TYPE_MAT3; + if (p_string == "MAT4") + return GLTFDocument::TYPE_MAT4; + + ERR_FAIL_V(GLTFDocument::TYPE_SCALAR); +} + +Error GLTFDocument::_parse_accessors(Ref<GLTFState> state) { + ERR_FAIL_COND_V(!state->json.has("accessors"), ERR_FILE_CORRUPT); + const Array &accessors = state->json["accessors"]; + for (GLTFAccessorIndex i = 0; i < accessors.size(); i++) { + const Dictionary &d = accessors[i]; + + Ref<GLTFAccessor> accessor; + accessor.instance(); + + ERR_FAIL_COND_V(!d.has("componentType"), ERR_PARSE_ERROR); + accessor->component_type = d["componentType"]; + ERR_FAIL_COND_V(!d.has("count"), ERR_PARSE_ERROR); + accessor->count = d["count"]; + ERR_FAIL_COND_V(!d.has("type"), ERR_PARSE_ERROR); + accessor->type = _get_type_from_str(d["type"]); + + if (d.has("bufferView")) { + accessor->buffer_view = d["bufferView"]; //optional because it may be sparse... + } + + if (d.has("byteOffset")) { + accessor->byte_offset = d["byteOffset"]; + } + + if (d.has("max")) { + accessor->max = d["max"]; + } + + if (d.has("min")) { + accessor->min = d["min"]; + } + + if (d.has("sparse")) { + //eeh.. + + const Dictionary &s = d["sparse"]; + + ERR_FAIL_COND_V(!s.has("count"), ERR_PARSE_ERROR); + accessor->sparse_count = s["count"]; + ERR_FAIL_COND_V(!s.has("indices"), ERR_PARSE_ERROR); + const Dictionary &si = s["indices"]; + + ERR_FAIL_COND_V(!si.has("bufferView"), ERR_PARSE_ERROR); + accessor->sparse_indices_buffer_view = si["bufferView"]; + ERR_FAIL_COND_V(!si.has("componentType"), ERR_PARSE_ERROR); + accessor->sparse_indices_component_type = si["componentType"]; + + if (si.has("byteOffset")) { + accessor->sparse_indices_byte_offset = si["byteOffset"]; + } + + ERR_FAIL_COND_V(!s.has("values"), ERR_PARSE_ERROR); + const Dictionary &sv = s["values"]; + + ERR_FAIL_COND_V(!sv.has("bufferView"), ERR_PARSE_ERROR); + accessor->sparse_values_buffer_view = sv["bufferView"]; + if (sv.has("byteOffset")) { + accessor->sparse_values_byte_offset = sv["byteOffset"]; + } + } + + state->accessors.push_back(accessor); + } + + print_verbose("glTF: Total accessors: " + itos(state->accessors.size())); + + return OK; +} + +double GLTFDocument::_filter_number(double p_float) { + if (Math::is_nan(p_float)) { + return 0.0f; + } + return p_float; +} + +String GLTFDocument::_get_component_type_name(const uint32_t p_component) { + switch (p_component) { + case GLTFDocument::COMPONENT_TYPE_BYTE: + return "Byte"; + case GLTFDocument::COMPONENT_TYPE_UNSIGNED_BYTE: + return "UByte"; + case GLTFDocument::COMPONENT_TYPE_SHORT: + return "Short"; + case GLTFDocument::COMPONENT_TYPE_UNSIGNED_SHORT: + return "UShort"; + case GLTFDocument::COMPONENT_TYPE_INT: + return "Int"; + case GLTFDocument::COMPONENT_TYPE_FLOAT: + return "Float"; + } + + return "<Error>"; +} + +String GLTFDocument::_get_type_name(const GLTFType p_component) { + static const char *names[] = { + "float", + "vec2", + "vec3", + "vec4", + "mat2", + "mat3", + "mat4" + }; + + 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) { + 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); + 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) { + case COMPONENT_TYPE_BYTE: + case COMPONENT_TYPE_UNSIGNED_BYTE: { + if (type == TYPE_MAT2) { + skip_every = 2; + skip_bytes = 2; + } + if (type == TYPE_MAT3) { + skip_every = 3; + skip_bytes = 1; + } + } break; + case COMPONENT_TYPE_SHORT: + case COMPONENT_TYPE_UNSIGNED_SHORT: { + if (type == TYPE_MAT3) { + skip_every = 6; + skip_bytes = 4; + } + } break; + default: { + } + } + + Ref<GLTFBufferView> bv; + bv.instance(); + const uint32_t offset = bv->byte_offset = byte_offset; + Vector<uint8_t> &gltf_buffer = state->buffers.write[0]; + + int stride = _get_component_type_size(component_type); + if (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 accessor offset " + itos(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); + // TODO define bv->byte_stride + bv->byte_offset = gltf_buffer.size(); + + switch (component_type) { + case COMPONENT_TYPE_BYTE: { + Vector<int8_t> buffer; + buffer.resize(count * component_count); + int32_t dst_i = 0; + for (int i = 0; i < 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) { + buffer.write[dst_i] = d * 128.0; + } else { + buffer.write[dst_i] = d; + } + src++; + dst_i++; + } + } + int64_t old_size = gltf_buffer.size(); + gltf_buffer.resize(old_size + (buffer.size() * sizeof(int8_t))); + copymem(gltf_buffer.ptrw() + old_size, buffer.ptrw(), buffer.size() * sizeof(int8_t)); + bv->byte_length = buffer.size() * sizeof(int8_t); + } break; + case COMPONENT_TYPE_UNSIGNED_BYTE: { + Vector<uint8_t> buffer; + buffer.resize(count * component_count); + int32_t dst_i = 0; + for (int i = 0; i < 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) { + buffer.write[dst_i] = d * 255.0; + } else { + buffer.write[dst_i] = d; + } + src++; + dst_i++; + } + } + gltf_buffer.append_array(buffer); + bv->byte_length = buffer.size() * sizeof(uint8_t); + } break; + case COMPONENT_TYPE_SHORT: { + Vector<int16_t> buffer; + buffer.resize(count * component_count); + int32_t dst_i = 0; + for (int i = 0; i < 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) { + buffer.write[dst_i] = d * 32768.0; + } else { + buffer.write[dst_i] = d; + } + src++; + dst_i++; + } + } + int64_t old_size = gltf_buffer.size(); + gltf_buffer.resize(old_size + (buffer.size() * sizeof(int16_t))); + copymem(gltf_buffer.ptrw() + old_size, buffer.ptrw(), buffer.size() * sizeof(int16_t)); + bv->byte_length = buffer.size() * sizeof(int16_t); + } break; + case COMPONENT_TYPE_UNSIGNED_SHORT: { + Vector<uint16_t> buffer; + buffer.resize(count * component_count); + int32_t dst_i = 0; + for (int i = 0; i < 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) { + buffer.write[dst_i] = d * 65535.0; + } else { + buffer.write[dst_i] = d; + } + src++; + dst_i++; + } + } + int64_t old_size = gltf_buffer.size(); + gltf_buffer.resize(old_size + (buffer.size() * sizeof(uint16_t))); + copymem(gltf_buffer.ptrw() + old_size, buffer.ptrw(), buffer.size() * sizeof(uint16_t)); + bv->byte_length = buffer.size() * sizeof(uint16_t); + } break; + case COMPONENT_TYPE_INT: { + Vector<int> buffer; + buffer.resize(count * component_count); + int32_t dst_i = 0; + for (int i = 0; i < 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; + buffer.write[dst_i] = d; + src++; + dst_i++; + } + } + int64_t old_size = gltf_buffer.size(); + gltf_buffer.resize(old_size + (buffer.size() * sizeof(int32_t))); + copymem(gltf_buffer.ptrw() + old_size, buffer.ptrw(), buffer.size() * sizeof(int32_t)); + bv->byte_length = buffer.size() * sizeof(int32_t); + } break; + case COMPONENT_TYPE_FLOAT: { + Vector<float> buffer; + buffer.resize(count * component_count); + int32_t dst_i = 0; + for (int i = 0; i < 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; + buffer.write[dst_i] = d; + src++; + dst_i++; + } + } + int64_t old_size = gltf_buffer.size(); + gltf_buffer.resize(old_size + (buffer.size() * sizeof(float))); + copymem(gltf_buffer.ptrw() + old_size, buffer.ptrw(), buffer.size() * sizeof(float)); + bv->byte_length = buffer.size() * sizeof(float); + } break; + } + 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); + 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]; + + int stride = element_size; + if (bv->byte_stride != -1) { + stride = bv->byte_stride; + } + if (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); + + 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 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)); + + const int buffer_end = (stride * (count - 1)) + 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++) { + 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; + } + + double d = 0; + + switch (component_type) { + case COMPONENT_TYPE_BYTE: { + int8_t b = int8_t(*src); + if (normalized) { + d = (double(b) / 128.0); + } else { + d = double(b); + } + } break; + case COMPONENT_TYPE_UNSIGNED_BYTE: { + uint8_t b = *src; + if (normalized) { + d = (double(b) / 255.0); + } else { + d = double(b); + } + } break; + case COMPONENT_TYPE_SHORT: { + int16_t s = *(int16_t *)src; + if (normalized) { + d = (double(s) / 32768.0); + } else { + d = double(s); + } + } break; + case COMPONENT_TYPE_UNSIGNED_SHORT: { + uint16_t s = *(uint16_t *)src; + if (normalized) { + d = (double(s) / 65535.0); + } else { + d = double(s); + } + } break; + case COMPONENT_TYPE_INT: { + d = *(int *)src; + } break; + case COMPONENT_TYPE_FLOAT: { + d = *(float *)src; + } break; + } + + *dst++ = d; + src += component_size; + } + } + + return OK; +} + +int GLTFDocument::_get_component_type_size(const int component_type) { + switch (component_type) { + case COMPONENT_TYPE_BYTE: + case COMPONENT_TYPE_UNSIGNED_BYTE: + return 1; + break; + case COMPONENT_TYPE_SHORT: + case COMPONENT_TYPE_UNSIGNED_SHORT: + return 2; + break; + case COMPONENT_TYPE_INT: + case COMPONENT_TYPE_FLOAT: + return 4; + break; + default: { + ERR_FAIL_V(0); + } + } + return 0; +} + +Vector<double> GLTFDocument::_decode_accessor(Ref<GLTFState> 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>()); + + const Ref<GLTFAccessor> a = state->accessors[p_accessor]; + + const int component_count_for_type[7] = { + 1, 2, 3, 4, 4, 9, 16 + }; + + const int component_count = component_count_for_type[a->type]; + const int component_size = _get_component_type_size(a->component_type); + ERR_FAIL_COND_V(component_size == 0, Vector<double>()); + int element_size = component_count * component_size; + + int skip_every = 0; + int skip_bytes = 0; + //special case of alignments, as described in spec + switch (a->component_type) { + case COMPONENT_TYPE_BYTE: + case COMPONENT_TYPE_UNSIGNED_BYTE: { + if (a->type == TYPE_MAT2) { + skip_every = 2; + skip_bytes = 2; + element_size = 8; //override for this case + } + if (a->type == TYPE_MAT3) { + skip_every = 3; + skip_bytes = 1; + element_size = 12; //override for this case + } + } break; + case COMPONENT_TYPE_SHORT: + case COMPONENT_TYPE_UNSIGNED_SHORT: { + if (a->type == TYPE_MAT3) { + skip_every = 6; + skip_bytes = 4; + element_size = 16; //override for this case + } + } break; + default: { + } + } + + Vector<double> dst_buffer; + dst_buffer.resize(component_count * a->count); + double *dst = dst_buffer.ptrw(); + + if (a->buffer_view >= 0) { + ERR_FAIL_INDEX_V(a->buffer_view, state->buffer_views.size(), Vector<double>()); + + const Error err = _decode_buffer_view(state, dst, a->buffer_view, skip_every, skip_bytes, element_size, a->count, a->type, component_count, a->component_type, component_size, a->normalized, a->byte_offset, p_for_vertex); + if (err != OK) + return Vector<double>(); + } else { + //fill with zeros, as bufferview is not defined. + for (int i = 0; i < (a->count * component_count); i++) { + dst_buffer.write[i] = 0; + } + } + + if (a->sparse_count > 0) { + // I could not find any file using this, so this code is so far untested + Vector<double> indices; + 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); + if (err != OK) + return Vector<double>(); + + Vector<double> data; + data.resize(component_count * a->sparse_count); + err = _decode_buffer_view(state, data.ptrw(), a->sparse_values_buffer_view, skip_every, skip_bytes, element_size, a->sparse_count, a->type, component_count, a->component_type, component_size, a->normalized, a->sparse_values_byte_offset, p_for_vertex); + if (err != OK) + return Vector<double>(); + + for (int i = 0; i < indices.size(); i++) { + const int write_offset = int(indices[i]) * component_count; + + for (int j = 0; j < component_count; j++) { + dst[write_offset + j] = data[i * component_count + j]; + } + } + } + + return dst_buffer; +} + +GLTFAccessorIndex GLTFDocument::_encode_accessor_as_ints(Ref<GLTFState> state, const Vector<int32_t> p_attribs, const bool p_for_vertex) { + if (p_attribs.size() == 0) { + return -1; + } + const int element_count = 1; + const int ret_size = p_attribs.size(); + Vector<double> attribs; + attribs.resize(ret_size); + Vector<double> type_max; + type_max.resize(element_count); + Vector<double> type_min; + type_min.resize(element_count); + for (int i = 0; i < p_attribs.size(); i++) { + attribs.write[i] = Math::stepify(p_attribs[i], 1.0); + if (i == 0) { + for (int32_t type_i = 0; type_i < element_count; type_i++) { + type_max.write[type_i] = attribs[(i * element_count) + type_i]; + type_min.write[type_i] = attribs[(i * element_count) + type_i]; + } + } + for (int32_t type_i = 0; type_i < element_count; type_i++) { + type_max.write[type_i] = MAX(attribs[(i * element_count) + type_i], type_max[type_i]); + type_min.write[type_i] = MIN(attribs[(i * element_count) + type_i], type_min[type_i]); + type_max.write[type_i] = _filter_number(type_max.write[type_i]); + type_min.write[type_i] = _filter_number(type_min.write[type_i]); + } + } + + ERR_FAIL_COND_V(attribs.size() == 0, -1); + + Ref<GLTFAccessor> accessor; + accessor.instance(); + GLTFBufferIndex buffer_view_i; + int64_t size = state->buffers[0].size(); + const GLTFDocument::GLTFType type = GLTFDocument::TYPE_SCALAR; + const int component_type = GLTFDocument::COMPONENT_TYPE_INT; + + accessor->max = type_max; + accessor->min = type_min; + accessor->normalized = false; + accessor->count = ret_size; + 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); + if (err != OK) { + return -1; + } + accessor->buffer_view = buffer_view_i; + state->accessors.push_back(accessor); + return 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> ret; + + if (attribs.size() == 0) + return ret; + + const double *attribs_ptr = attribs.ptr(); + const int ret_size = attribs.size(); + ret.resize(ret_size); + { + for (int i = 0; i < ret_size; i++) { + ret.write[i] = int(attribs_ptr[i]); + } + } + 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> ret; + + if (attribs.size() == 0) + return ret; + + const double *attribs_ptr = attribs.ptr(); + const int ret_size = attribs.size(); + ret.resize(ret_size); + { + for (int i = 0; i < ret_size; i++) { + ret.write[i] = float(attribs_ptr[i]); + } + } + return ret; +} + +GLTFAccessorIndex GLTFDocument::_encode_accessor_as_vec2(Ref<GLTFState> state, const Vector<Vector2> p_attribs, const bool p_for_vertex) { + if (p_attribs.size() == 0) { + return -1; + } + const int element_count = 2; + + const int ret_size = p_attribs.size() * element_count; + Vector<double> attribs; + attribs.resize(ret_size); + Vector<double> type_max; + type_max.resize(element_count); + Vector<double> type_min; + type_min.resize(element_count); + + for (int i = 0; i < p_attribs.size(); i++) { + Vector2 attrib = p_attribs[i]; + attribs.write[(i * element_count) + 0] = Math::stepify(attrib.x, CMP_NORMALIZE_TOLERANCE); + attribs.write[(i * element_count) + 1] = Math::stepify(attrib.y, CMP_NORMALIZE_TOLERANCE); + _calc_accessor_min_max(i, element_count, type_max, attribs, type_min); + } + + ERR_FAIL_COND_V(attribs.size() % element_count != 0, -1); + + Ref<GLTFAccessor> accessor; + accessor.instance(); + GLTFBufferIndex buffer_view_i; + int64_t size = state->buffers[0].size(); + const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC2; + const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT; + + accessor->max = type_max; + accessor->min = type_min; + accessor->normalized = false; + accessor->count = p_attribs.size(); + 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); + if (err != OK) { + return -1; + } + accessor->buffer_view = buffer_view_i; + state->accessors.push_back(accessor); + return state->accessors.size() - 1; +} + +GLTFAccessorIndex GLTFDocument::_encode_accessor_as_color(Ref<GLTFState> state, const Vector<Color> p_attribs, const bool p_for_vertex) { + if (p_attribs.size() == 0) { + return -1; + } + + const int ret_size = p_attribs.size() * 4; + Vector<double> attribs; + attribs.resize(ret_size); + + const int element_count = 4; + Vector<double> type_max; + type_max.resize(element_count); + Vector<double> type_min; + type_min.resize(element_count); + for (int i = 0; i < p_attribs.size(); i++) { + Color attrib = p_attribs[i]; + attribs.write[(i * element_count) + 0] = Math::stepify(attrib.r, CMP_NORMALIZE_TOLERANCE); + attribs.write[(i * element_count) + 1] = Math::stepify(attrib.g, CMP_NORMALIZE_TOLERANCE); + attribs.write[(i * element_count) + 2] = Math::stepify(attrib.b, CMP_NORMALIZE_TOLERANCE); + attribs.write[(i * element_count) + 3] = Math::stepify(attrib.a, CMP_NORMALIZE_TOLERANCE); + + _calc_accessor_min_max(i, element_count, type_max, attribs, type_min); + } + + ERR_FAIL_COND_V(attribs.size() % element_count != 0, -1); + + Ref<GLTFAccessor> accessor; + accessor.instance(); + GLTFBufferIndex buffer_view_i; + int64_t size = state->buffers[0].size(); + const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC4; + const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT; + + accessor->max = type_max; + accessor->min = type_min; + accessor->normalized = false; + accessor->count = p_attribs.size(); + 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); + if (err != OK) { + return -1; + } + accessor->buffer_view = buffer_view_i; + state->accessors.push_back(accessor); + return 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]; + } + } + for (int32_t type_i = 0; type_i < element_count; type_i++) { + type_max.write[type_i] = MAX(attribs[(i * element_count) + type_i], type_max[type_i]); + type_min.write[type_i] = MIN(attribs[(i * element_count) + type_i], type_min[type_i]); + type_max.write[type_i] = _filter_number(type_max.write[type_i]); + type_min.write[type_i] = _filter_number(type_min.write[type_i]); + } +} + +GLTFAccessorIndex GLTFDocument::_encode_accessor_as_weights(Ref<GLTFState> state, const Vector<Color> p_attribs, const bool p_for_vertex) { + if (p_attribs.size() == 0) { + return -1; + } + + const int ret_size = p_attribs.size() * 4; + Vector<double> attribs; + attribs.resize(ret_size); + + const int element_count = 4; + + Vector<double> type_max; + type_max.resize(element_count); + Vector<double> type_min; + type_min.resize(element_count); + for (int i = 0; i < p_attribs.size(); i++) { + Color attrib = p_attribs[i]; + attribs.write[(i * element_count) + 0] = Math::stepify(attrib.r, CMP_NORMALIZE_TOLERANCE); + attribs.write[(i * element_count) + 1] = Math::stepify(attrib.g, CMP_NORMALIZE_TOLERANCE); + attribs.write[(i * element_count) + 2] = Math::stepify(attrib.b, CMP_NORMALIZE_TOLERANCE); + attribs.write[(i * element_count) + 3] = Math::stepify(attrib.a, CMP_NORMALIZE_TOLERANCE); + + _calc_accessor_min_max(i, element_count, type_max, attribs, type_min); + } + + ERR_FAIL_COND_V(attribs.size() % element_count != 0, -1); + + Ref<GLTFAccessor> accessor; + accessor.instance(); + GLTFBufferIndex buffer_view_i; + int64_t size = state->buffers[0].size(); + const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC4; + const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT; + + accessor->max = type_max; + accessor->min = type_min; + accessor->normalized = false; + accessor->count = p_attribs.size(); + 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); + if (err != OK) { + return -1; + } + accessor->buffer_view = buffer_view_i; + state->accessors.push_back(accessor); + return state->accessors.size() - 1; +} + +GLTFAccessorIndex GLTFDocument::_encode_accessor_as_joints(Ref<GLTFState> state, const Vector<Color> p_attribs, const bool p_for_vertex) { + if (p_attribs.size() == 0) { + return -1; + } + + const int element_count = 4; + const int ret_size = p_attribs.size() * element_count; + Vector<double> attribs; + attribs.resize(ret_size); + + Vector<double> type_max; + type_max.resize(element_count); + Vector<double> type_min; + type_min.resize(element_count); + for (int i = 0; i < p_attribs.size(); i++) { + Color attrib = p_attribs[i]; + attribs.write[(i * element_count) + 0] = Math::stepify(attrib.r, CMP_NORMALIZE_TOLERANCE); + attribs.write[(i * element_count) + 1] = Math::stepify(attrib.g, CMP_NORMALIZE_TOLERANCE); + attribs.write[(i * element_count) + 2] = Math::stepify(attrib.b, CMP_NORMALIZE_TOLERANCE); + attribs.write[(i * element_count) + 3] = Math::stepify(attrib.a, CMP_NORMALIZE_TOLERANCE); + _calc_accessor_min_max(i, element_count, type_max, attribs, type_min); + } + ERR_FAIL_COND_V(attribs.size() % element_count != 0, -1); + + Ref<GLTFAccessor> accessor; + accessor.instance(); + GLTFBufferIndex buffer_view_i; + int64_t size = state->buffers[0].size(); + const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC4; + const int component_type = GLTFDocument::COMPONENT_TYPE_UNSIGNED_SHORT; + + accessor->max = type_max; + accessor->min = type_min; + accessor->normalized = false; + accessor->count = p_attribs.size(); + 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); + if (err != OK) { + return -1; + } + accessor->buffer_view = buffer_view_i; + state->accessors.push_back(accessor); + return state->accessors.size() - 1; +} + +GLTFAccessorIndex GLTFDocument::_encode_accessor_as_quats(Ref<GLTFState> state, const Vector<Quat> p_attribs, const bool p_for_vertex) { + if (p_attribs.size() == 0) { + return -1; + } + const int element_count = 4; + + const int ret_size = p_attribs.size() * element_count; + Vector<double> attribs; + attribs.resize(ret_size); + + Vector<double> type_max; + type_max.resize(element_count); + Vector<double> type_min; + type_min.resize(element_count); + for (int i = 0; i < p_attribs.size(); i++) { + Quat quat = p_attribs[i]; + attribs.write[(i * element_count) + 0] = Math::stepify(quat.x, CMP_NORMALIZE_TOLERANCE); + attribs.write[(i * element_count) + 1] = Math::stepify(quat.y, CMP_NORMALIZE_TOLERANCE); + attribs.write[(i * element_count) + 2] = Math::stepify(quat.z, CMP_NORMALIZE_TOLERANCE); + attribs.write[(i * element_count) + 3] = Math::stepify(quat.w, CMP_NORMALIZE_TOLERANCE); + + _calc_accessor_min_max(i, element_count, type_max, attribs, type_min); + } + + ERR_FAIL_COND_V(attribs.size() % element_count != 0, -1); + + Ref<GLTFAccessor> accessor; + accessor.instance(); + GLTFBufferIndex buffer_view_i; + int64_t size = state->buffers[0].size(); + const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC4; + const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT; + + accessor->max = type_max; + accessor->min = type_min; + accessor->normalized = false; + accessor->count = p_attribs.size(); + 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); + if (err != OK) { + return -1; + } + accessor->buffer_view = buffer_view_i; + state->accessors.push_back(accessor); + return 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> ret; + + if (attribs.size() == 0) + return ret; + + ERR_FAIL_COND_V(attribs.size() % 2 != 0, ret); + const double *attribs_ptr = attribs.ptr(); + const int ret_size = attribs.size() / 2; + ret.resize(ret_size); + { + for (int i = 0; i < ret_size; i++) { + ret.write[i] = Vector2(attribs_ptr[i * 2 + 0], attribs_ptr[i * 2 + 1]); + } + } + return ret; +} + +GLTFAccessorIndex GLTFDocument::_encode_accessor_as_floats(Ref<GLTFState> state, const Vector<real_t> p_attribs, const bool p_for_vertex) { + if (p_attribs.size() == 0) { + return -1; + } + const int element_count = 1; + const int ret_size = p_attribs.size(); + Vector<double> attribs; + attribs.resize(ret_size); + + Vector<double> type_max; + type_max.resize(element_count); + Vector<double> type_min; + type_min.resize(element_count); + + for (int i = 0; i < p_attribs.size(); i++) { + attribs.write[i] = Math::stepify(p_attribs[i], CMP_NORMALIZE_TOLERANCE); + + _calc_accessor_min_max(i, element_count, type_max, attribs, type_min); + } + + ERR_FAIL_COND_V(!attribs.size(), -1); + + Ref<GLTFAccessor> accessor; + accessor.instance(); + GLTFBufferIndex buffer_view_i; + int64_t size = state->buffers[0].size(); + const GLTFDocument::GLTFType type = GLTFDocument::TYPE_SCALAR; + const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT; + + accessor->max = type_max; + accessor->min = type_min; + accessor->normalized = false; + accessor->count = ret_size; + 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); + if (err != OK) { + return -1; + } + accessor->buffer_view = buffer_view_i; + state->accessors.push_back(accessor); + return state->accessors.size() - 1; +} + +GLTFAccessorIndex GLTFDocument::_encode_accessor_as_vec3(Ref<GLTFState> state, const Vector<Vector3> p_attribs, const bool p_for_vertex) { + if (p_attribs.size() == 0) { + return -1; + } + const int element_count = 3; + const int ret_size = p_attribs.size() * element_count; + Vector<double> attribs; + attribs.resize(ret_size); + + Vector<double> type_max; + type_max.resize(element_count); + Vector<double> type_min; + type_min.resize(element_count); + for (int i = 0; i < p_attribs.size(); i++) { + Vector3 attrib = p_attribs[i]; + attribs.write[(i * element_count) + 0] = Math::stepify(attrib.x, CMP_NORMALIZE_TOLERANCE); + attribs.write[(i * element_count) + 1] = Math::stepify(attrib.y, CMP_NORMALIZE_TOLERANCE); + attribs.write[(i * element_count) + 2] = Math::stepify(attrib.z, CMP_NORMALIZE_TOLERANCE); + + _calc_accessor_min_max(i, element_count, type_max, attribs, type_min); + } + ERR_FAIL_COND_V(attribs.size() % element_count != 0, -1); + + Ref<GLTFAccessor> accessor; + accessor.instance(); + GLTFBufferIndex buffer_view_i; + int64_t size = state->buffers[0].size(); + const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC3; + const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT; + + accessor->max = type_max; + accessor->min = type_min; + accessor->normalized = false; + accessor->count = p_attribs.size(); + 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); + if (err != OK) { + return -1; + } + accessor->buffer_view = buffer_view_i; + state->accessors.push_back(accessor); + return state->accessors.size() - 1; +} + +GLTFAccessorIndex GLTFDocument::_encode_accessor_as_xform(Ref<GLTFState> state, const Vector<Transform> p_attribs, const bool p_for_vertex) { + if (p_attribs.size() == 0) { + return -1; + } + const int element_count = 16; + const int ret_size = p_attribs.size() * element_count; + Vector<double> attribs; + attribs.resize(ret_size); + + Vector<double> type_max; + type_max.resize(element_count); + Vector<double> type_min; + type_min.resize(element_count); + for (int i = 0; i < p_attribs.size(); i++) { + Transform attrib = p_attribs[i]; + Basis basis = attrib.get_basis(); + Vector3 axis_0 = basis.get_axis(Vector3::AXIS_X); + + attribs.write[i * element_count + 0] = Math::stepify(axis_0.x, CMP_NORMALIZE_TOLERANCE); + attribs.write[i * element_count + 1] = Math::stepify(axis_0.y, CMP_NORMALIZE_TOLERANCE); + attribs.write[i * element_count + 2] = Math::stepify(axis_0.z, CMP_NORMALIZE_TOLERANCE); + attribs.write[i * element_count + 3] = 0.0; + + Vector3 axis_1 = basis.get_axis(Vector3::AXIS_Y); + attribs.write[i * element_count + 4] = Math::stepify(axis_1.x, CMP_NORMALIZE_TOLERANCE); + attribs.write[i * element_count + 5] = Math::stepify(axis_1.y, CMP_NORMALIZE_TOLERANCE); + attribs.write[i * element_count + 6] = Math::stepify(axis_1.z, CMP_NORMALIZE_TOLERANCE); + attribs.write[i * element_count + 7] = 0.0; + + Vector3 axis_2 = basis.get_axis(Vector3::AXIS_Z); + attribs.write[i * element_count + 8] = Math::stepify(axis_2.x, CMP_NORMALIZE_TOLERANCE); + attribs.write[i * element_count + 9] = Math::stepify(axis_2.y, CMP_NORMALIZE_TOLERANCE); + attribs.write[i * element_count + 10] = Math::stepify(axis_2.z, CMP_NORMALIZE_TOLERANCE); + attribs.write[i * element_count + 11] = 0.0; + + Vector3 origin = attrib.get_origin(); + attribs.write[i * element_count + 12] = Math::stepify(origin.x, CMP_NORMALIZE_TOLERANCE); + attribs.write[i * element_count + 13] = Math::stepify(origin.y, CMP_NORMALIZE_TOLERANCE); + attribs.write[i * element_count + 14] = Math::stepify(origin.z, CMP_NORMALIZE_TOLERANCE); + attribs.write[i * element_count + 15] = 1.0; + + _calc_accessor_min_max(i, element_count, type_max, attribs, type_min); + } + ERR_FAIL_COND_V(attribs.size() % element_count != 0, -1); + + Ref<GLTFAccessor> accessor; + accessor.instance(); + GLTFBufferIndex buffer_view_i; + int64_t size = state->buffers[0].size(); + const GLTFDocument::GLTFType type = GLTFDocument::TYPE_MAT4; + const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT; + + accessor->max = type_max; + accessor->min = type_min; + accessor->normalized = false; + accessor->count = p_attribs.size(); + 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); + if (err != OK) { + return -1; + } + accessor->buffer_view = buffer_view_i; + state->accessors.push_back(accessor); + return 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> ret; + + if (attribs.size() == 0) + return ret; + + ERR_FAIL_COND_V(attribs.size() % 3 != 0, ret); + const double *attribs_ptr = attribs.ptr(); + const int ret_size = attribs.size() / 3; + ret.resize(ret_size); + { + for (int i = 0; i < ret_size; i++) { + ret.write[i] = Vector3(attribs_ptr[i * 3 + 0], attribs_ptr[i * 3 + 1], attribs_ptr[i * 3 + 2]); + } + } + 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> ret; + + if (attribs.size() == 0) + return ret; + + const int type = state->accessors[p_accessor]->type; + ERR_FAIL_COND_V(!(type == TYPE_VEC3 || type == TYPE_VEC4), ret); + int vec_len = 3; + if (type == TYPE_VEC4) { + vec_len = 4; + } + + ERR_FAIL_COND_V(attribs.size() % vec_len != 0, ret); + const double *attribs_ptr = attribs.ptr(); + const int ret_size = attribs.size() / vec_len; + ret.resize(ret_size); + { + for (int i = 0; i < ret_size; i++) { + ret.write[i] = Color(attribs_ptr[i * vec_len + 0], attribs_ptr[i * vec_len + 1], attribs_ptr[i * vec_len + 2], vec_len == 4 ? attribs_ptr[i * 4 + 3] : 1.0); + } + } + return ret; +} +Vector<Quat> GLTFDocument::_decode_accessor_as_quat(Ref<GLTFState> state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) { + const Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex); + Vector<Quat> ret; + + if (attribs.size() == 0) + return ret; + + ERR_FAIL_COND_V(attribs.size() % 4 != 0, ret); + const double *attribs_ptr = attribs.ptr(); + const int ret_size = attribs.size() / 4; + ret.resize(ret_size); + { + for (int i = 0; i < ret_size; i++) { + ret.write[i] = Quat(attribs_ptr[i * 4 + 0], attribs_ptr[i * 4 + 1], attribs_ptr[i * 4 + 2], attribs_ptr[i * 4 + 3]).normalized(); + } + } + 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> ret; + + if (attribs.size() == 0) + return ret; + + ERR_FAIL_COND_V(attribs.size() % 4 != 0, ret); + ret.resize(attribs.size() / 4); + for (int i = 0; i < ret.size(); i++) { + ret.write[i][0] = Vector2(attribs[i * 4 + 0], attribs[i * 4 + 1]); + ret.write[i][1] = Vector2(attribs[i * 4 + 2], attribs[i * 4 + 3]); + } + 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> ret; + + if (attribs.size() == 0) + return ret; + + ERR_FAIL_COND_V(attribs.size() % 9 != 0, ret); + ret.resize(attribs.size() / 9); + for (int i = 0; i < ret.size(); i++) { + ret.write[i].set_axis(0, Vector3(attribs[i * 9 + 0], attribs[i * 9 + 1], attribs[i * 9 + 2])); + ret.write[i].set_axis(1, Vector3(attribs[i * 9 + 3], attribs[i * 9 + 4], attribs[i * 9 + 5])); + ret.write[i].set_axis(2, Vector3(attribs[i * 9 + 6], attribs[i * 9 + 7], attribs[i * 9 + 8])); + } + return ret; +} + +Vector<Transform> GLTFDocument::_decode_accessor_as_xform(Ref<GLTFState> state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) { + const Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex); + Vector<Transform> ret; + + if (attribs.size() == 0) + return ret; + + ERR_FAIL_COND_V(attribs.size() % 16 != 0, ret); + ret.resize(attribs.size() / 16); + for (int i = 0; i < ret.size(); i++) { + ret.write[i].basis.set_axis(0, Vector3(attribs[i * 16 + 0], attribs[i * 16 + 1], attribs[i * 16 + 2])); + ret.write[i].basis.set_axis(1, Vector3(attribs[i * 16 + 4], attribs[i * 16 + 5], attribs[i * 16 + 6])); + ret.write[i].basis.set_axis(2, Vector3(attribs[i * 16 + 8], attribs[i * 16 + 9], attribs[i * 16 + 10])); + ret.write[i].set_origin(Vector3(attribs[i * 16 + 12], attribs[i * 16 + 13], attribs[i * 16 + 14])); + } + return ret; +} + +Error GLTFDocument::_serialize_meshes(Ref<GLTFState> state) { + Array meshes; + for (GLTFMeshIndex gltf_mesh_i = 0; gltf_mesh_i < state->meshes.size(); gltf_mesh_i++) { + print_verbose("glTF: Serializing mesh: " + itos(gltf_mesh_i)); + Ref<EditorSceneImporterMesh> import_mesh = state->meshes.write[gltf_mesh_i]->get_mesh(); + if (import_mesh.is_null()) { + continue; + } + Array primitives; + Array targets; + Dictionary gltf_mesh; + Array target_names; + Array weights; + for (int surface_i = 0; surface_i < import_mesh->get_surface_count(); surface_i++) { + Dictionary primitive; + Mesh::PrimitiveType primitive_type = import_mesh->get_surface_primitive_type(surface_i); + switch (primitive_type) { + case Mesh::PRIMITIVE_POINTS: { + primitive["mode"] = 0; + break; + } + case Mesh::PRIMITIVE_LINES: { + primitive["mode"] = 1; + break; + } + // case Mesh::PRIMITIVE_LINE_LOOP: { + // primitive["mode"] = 2; + // break; + // } + case Mesh::PRIMITIVE_LINE_STRIP: { + primitive["mode"] = 3; + break; + } + case Mesh::PRIMITIVE_TRIANGLES: { + primitive["mode"] = 4; + break; + } + case Mesh::PRIMITIVE_TRIANGLE_STRIP: { + primitive["mode"] = 5; + break; + } + // case Mesh::PRIMITIVE_TRIANGLE_FAN: { + // primitive["mode"] = 6; + // break; + // } + default: { + ERR_FAIL_V(FAILED); + } + } + + Array array = import_mesh->get_surface_arrays(surface_i); + Dictionary attributes; + { + 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); + } + { + Vector<real_t> a = array[Mesh::ARRAY_TANGENT]; + if (a.size()) { + const int ret_size = a.size() / 4; + Vector<Color> attribs; + attribs.resize(ret_size); + for (int i = 0; i < ret_size; i++) { + Color out; + out.r = a[(i * 4) + 0]; + out.g = a[(i * 4) + 1]; + out.b = a[(i * 4) + 2]; + out.a = a[(i * 4) + 3]; + attribs.write[i] = out; + } + attributes["TANGENT"] = _encode_accessor_as_color(state, attribs, true); + } + } + { + Vector<Vector3> a = array[Mesh::ARRAY_NORMAL]; + if (a.size()) { + const int ret_size = a.size(); + Vector<Vector3> attribs; + attribs.resize(ret_size); + for (int i = 0; i < ret_size; i++) { + attribs.write[i] = Vector3(a[i]).normalized(); + } + attributes["NORMAL"] = _encode_accessor_as_vec3(state, attribs, true); + } + } + { + Vector<Vector2> a = array[Mesh::ARRAY_TEX_UV]; + if (a.size()) { + attributes["TEXCOORD_0"] = _encode_accessor_as_vec2(state, a, true); + } + } + { + Vector<Vector2> a = array[Mesh::ARRAY_TEX_UV2]; + if (a.size()) { + attributes["TEXCOORD_1"] = _encode_accessor_as_vec2(state, a, true); + } + } + { + Vector<Color> a = array[Mesh::ARRAY_COLOR]; + if (a.size()) { + attributes["COLOR_0"] = _encode_accessor_as_color(state, a, true); + } + } + Map<int, int> joint_i_to_bone_i; + for (GLTFNodeIndex node_i = 0; node_i < 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 (skin_i != -1) { + joint_i_to_bone_i = state->skins[skin_i]->joint_i_to_bone_i; + break; + } + } + { + Array a = array[Mesh::ARRAY_BONES]; + if (a.size()) { + const int ret_size = a.size() / 4; + Vector<Color> attribs; + attribs.resize(ret_size); + { + for (int array_i = 0; array_i < attribs.size(); array_i++) { + int32_t joint_0 = a[(array_i * 4) + 0]; + int32_t joint_1 = a[(array_i * 4) + 1]; + int32_t joint_2 = a[(array_i * 4) + 2]; + int32_t joint_3 = a[(array_i * 4) + 3]; + attribs.write[array_i] = Color(joint_0, joint_1, joint_2, joint_3); + } + } + attributes["JOINTS_0"] = _encode_accessor_as_joints(state, attribs, true); + } + } + { + Array a = array[Mesh::ARRAY_WEIGHTS]; + if (a.size()) { + const int ret_size = a.size() / 4; + Vector<Color> attribs; + attribs.resize(ret_size); + for (int i = 0; i < ret_size; i++) { + attribs.write[i] = Color(a[(i * 4) + 0], a[(i * 4) + 1], a[(i * 4) + 2], a[(i * 4) + 3]); + } + attributes["WEIGHTS_0"] = _encode_accessor_as_weights(state, attribs, true); + } + } + { + Vector<int32_t> mesh_indices = array[Mesh::ARRAY_INDEX]; + if (mesh_indices.size()) { + if (primitive_type == Mesh::PRIMITIVE_TRIANGLES) { + //swap around indices, convert ccw to cw for front face + const int is = mesh_indices.size(); + for (int k = 0; k < is; k += 3) { + SWAP(mesh_indices.write[k + 0], mesh_indices.write[k + 2]); + } + } + primitive["indices"] = _encode_accessor_as_ints(state, mesh_indices, true); + } else { + if (primitive_type == Mesh::PRIMITIVE_TRIANGLES) { + //generate indices because they need to be swapped for CW/CCW + const Vector<Vector3> &vertices = array[Mesh::ARRAY_VERTEX]; + Ref<SurfaceTool> st; + st.instance(); + st->create_from_triangle_arrays(array); + st->index(); + Vector<int32_t> generated_indices = st->commit_to_arrays()[Mesh::ARRAY_INDEX]; + const int vs = vertices.size(); + generated_indices.resize(vs); + { + for (int k = 0; k < vs; k += 3) { + generated_indices.write[k] = k; + generated_indices.write[k + 1] = k + 2; + generated_indices.write[k + 2] = k + 1; + } + } + primitive["indices"] = _encode_accessor_as_ints(state, generated_indices, true); + } + } + } + + primitive["attributes"] = attributes; + + //blend shapes + print_verbose("glTF: Mesh has targets"); + if (import_mesh->get_blend_shape_count()) { + ArrayMesh::BlendShapeMode shape_mode = import_mesh->get_blend_shape_mode(); + for (int morph_i = 0; morph_i < import_mesh->get_blend_shape_count(); morph_i++) { + Array array_morph = import_mesh->get_surface_blend_shape_arrays(surface_i, morph_i); + target_names.push_back(import_mesh->get_blend_shape_name(morph_i)); + Dictionary t; + Vector<Vector3> varr = array_morph[Mesh::ARRAY_VERTEX]; + Array mesh_arrays = import_mesh->get_surface_arrays(surface_i); + if (varr.size()) { + Vector<Vector3> src_varr = array[Mesh::ARRAY_VERTEX]; + if (shape_mode == ArrayMesh::BlendShapeMode::BLEND_SHAPE_MODE_NORMALIZED) { + const int max_idx = src_varr.size(); + for (int blend_i = 0; blend_i < max_idx; blend_i++) { + varr.write[blend_i] = Vector3(varr[blend_i]) - src_varr[blend_i]; + } + } + + t["POSITION"] = _encode_accessor_as_vec3(state, varr, true); + } + + Vector<Vector3> narr = array_morph[Mesh::ARRAY_NORMAL]; + if (varr.size()) { + t["NORMAL"] = _encode_accessor_as_vec3(state, narr, true); + } + Vector<real_t> tarr = array_morph[Mesh::ARRAY_TANGENT]; + if (tarr.size()) { + const int ret_size = tarr.size() / 4; + Vector<Color> attribs; + attribs.resize(ret_size); + for (int i = 0; i < ret_size; i++) { + Color tangent; + tangent.r = tarr[(i * 4) + 0]; + tangent.r = tarr[(i * 4) + 1]; + tangent.r = tarr[(i * 4) + 2]; + tangent.r = tarr[(i * 4) + 3]; + } + t["TANGENT"] = _encode_accessor_as_color(state, attribs, true); + } + targets.push_back(t); + } + } + + Ref<BaseMaterial3D> mat = import_mesh->get_surface_material(surface_i); + if (mat.is_valid()) { + Map<Ref<BaseMaterial3D>, GLTFMaterialIndex>::Element *material_cache_i = state->material_cache.find(mat); + if (material_cache_i && material_cache_i->get() != -1) { + primitive["material"] = material_cache_i->get(); + } else { + GLTFMaterialIndex mat_i = state->materials.size(); + state->materials.push_back(mat); + primitive["material"] = mat_i; + state->material_cache.insert(mat, mat_i); + } + } + + if (targets.size()) { + primitive["targets"] = targets; + } + + primitives.push_back(primitive); + } + + Dictionary e; + e["targetNames"] = target_names; + + for (int j = 0; j < target_names.size(); j++) { + real_t weight = 0; + if (j < state->meshes.write[gltf_mesh_i]->get_blend_weights().size()) { + weight = state->meshes.write[gltf_mesh_i]->get_blend_weights()[j]; + } + weights.push_back(weight); + } + if (weights.size()) { + gltf_mesh["weights"] = weights; + } + + ERR_FAIL_COND_V(target_names.size() != weights.size(), FAILED); + + gltf_mesh["extras"] = e; + + gltf_mesh["primitives"] = primitives; + + meshes.push_back(gltf_mesh); + } + + 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")) { + return OK; + } + + Array meshes = state->json["meshes"]; + for (GLTFMeshIndex i = 0; i < meshes.size(); i++) { + print_verbose("glTF: Parsing mesh: " + itos(i)); + Dictionary d = meshes[i]; + + Ref<GLTFMesh> mesh; + mesh.instance(); + bool has_vertex_color = false; + + ERR_FAIL_COND_V(!d.has("primitives"), ERR_PARSE_ERROR); + + Array primitives = d["primitives"]; + const Dictionary &extras = d.has("extras") ? (Dictionary)d["extras"] : Dictionary(); + Ref<EditorSceneImporterMesh> import_mesh; + import_mesh.instance(); + for (int j = 0; j < primitives.size(); j++) { + Dictionary p = primitives[j]; + + Array array; + array.resize(Mesh::ARRAY_MAX); + + ERR_FAIL_COND_V(!p.has("attributes"), ERR_PARSE_ERROR); + + Dictionary a = p["attributes"]; + + Mesh::PrimitiveType primitive = Mesh::PRIMITIVE_TRIANGLES; + if (p.has("mode")) { + const int mode = p["mode"]; + ERR_FAIL_INDEX_V(mode, 7, ERR_FILE_CORRUPT); + static const Mesh::PrimitiveType primitives2[7] = { + Mesh::PRIMITIVE_POINTS, + Mesh::PRIMITIVE_LINES, + Mesh::PRIMITIVE_LINES, //loop not supported, should ce converted + Mesh::PRIMITIVE_LINES, + Mesh::PRIMITIVE_TRIANGLES, + Mesh::PRIMITIVE_TRIANGLE_STRIP, + Mesh::PRIMITIVE_TRIANGLES, //fan not supported, should be converted +#ifndef _MSC_VER +#warning line loop and triangle fan are not supported and need to be converted to lines and triangles +#endif + + }; + + primitive = primitives2[mode]; + } + + ERR_FAIL_COND_V(!a.has("POSITION"), ERR_PARSE_ERROR); + if (a.has("POSITION")) { + array[Mesh::ARRAY_VERTEX] = _decode_accessor_as_vec3(state, a["POSITION"], true); + } + if (a.has("NORMAL")) { + array[Mesh::ARRAY_NORMAL] = _decode_accessor_as_vec3(state, a["NORMAL"], true); + } + if (a.has("TANGENT")) { + array[Mesh::ARRAY_TANGENT] = _decode_accessor_as_floats(state, a["TANGENT"], true); + } + if (a.has("TEXCOORD_0")) { + array[Mesh::ARRAY_TEX_UV] = _decode_accessor_as_vec2(state, a["TEXCOORD_0"], true); + } + if (a.has("TEXCOORD_1")) { + array[Mesh::ARRAY_TEX_UV2] = _decode_accessor_as_vec2(state, a["TEXCOORD_1"], true); + } + if (a.has("COLOR_0")) { + array[Mesh::ARRAY_COLOR] = _decode_accessor_as_color(state, a["COLOR_0"], true); + has_vertex_color = true; + } + if (a.has("JOINTS_0")) { + array[Mesh::ARRAY_BONES] = _decode_accessor_as_ints(state, a["JOINTS_0"], true); + } + if (a.has("WEIGHTS_0")) { + Vector<float> weights = _decode_accessor_as_floats(state, a["WEIGHTS_0"], true); + { //gltf does not seem to normalize the weights for some reason.. + int wc = weights.size(); + float *w = weights.ptrw(); + + for (int k = 0; k < wc; k += 4) { + float total = 0.0; + total += w[k + 0]; + total += w[k + 1]; + total += w[k + 2]; + total += w[k + 3]; + if (total > 0.0) { + w[k + 0] /= total; + w[k + 1] /= total; + w[k + 2] /= total; + w[k + 3] /= total; + } + } + } + array[Mesh::ARRAY_WEIGHTS] = weights; + } + + if (p.has("indices")) { + Vector<int> indices = _decode_accessor_as_ints(state, p["indices"], false); + + if (primitive == Mesh::PRIMITIVE_TRIANGLES) { + //swap around indices, convert ccw to cw for front face + + const int is = indices.size(); + int *w = indices.ptrw(); + for (int k = 0; k < is; k += 3) { + SWAP(w[k + 1], w[k + 2]); + } + } + array[Mesh::ARRAY_INDEX] = indices; + + } else if (primitive == Mesh::PRIMITIVE_TRIANGLES) { + //generate indices because they need to be swapped for CW/CCW + const Vector<Vector3> &vertices = array[Mesh::ARRAY_VERTEX]; + ERR_FAIL_COND_V(vertices.size() == 0, ERR_PARSE_ERROR); + Vector<int> indices; + const int vs = vertices.size(); + indices.resize(vs); + { + int *w = indices.ptrw(); + for (int k = 0; k < vs; k += 3) { + w[k] = k; + w[k + 1] = k + 2; + w[k + 2] = k + 1; + } + } + array[Mesh::ARRAY_INDEX] = indices; + } + + bool generate_tangents = (primitive == Mesh::PRIMITIVE_TRIANGLES && !a.has("TANGENT") && a.has("TEXCOORD_0") && a.has("NORMAL")); + + if (generate_tangents) { + //must generate mikktspace tangents.. ergh.. + Ref<SurfaceTool> st; + st.instance(); + st->create_from_triangle_arrays(array); + st->generate_tangents(); + array = st->commit_to_arrays(); + } + + Array morphs; + //blend shapes + if (p.has("targets")) { + print_verbose("glTF: Mesh has targets"); + const Array &targets = p["targets"]; + + //ideally BLEND_SHAPE_MODE_RELATIVE since gltf2 stores in displacement + //but it could require a larger refactor? + import_mesh->set_blend_shape_mode(Mesh::BLEND_SHAPE_MODE_NORMALIZED); + + if (j == 0) { + const Array &target_names = extras.has("targetNames") ? (Array)extras["targetNames"] : Array(); + for (int k = 0; k < targets.size(); k++) { + const String name = k < target_names.size() ? (String)target_names[k] : String("morph_") + itos(k); + import_mesh->add_blend_shape(name); + } + } + + for (int k = 0; k < targets.size(); k++) { + const Dictionary &t = targets[k]; + + Array array_copy; + array_copy.resize(Mesh::ARRAY_MAX); + + for (int l = 0; l < Mesh::ARRAY_MAX; l++) { + array_copy[l] = array[l]; + } + + array_copy[Mesh::ARRAY_INDEX] = Variant(); + + if (t.has("POSITION")) { + Vector<Vector3> varr = _decode_accessor_as_vec3(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); + { + const int max_idx = varr.size(); + varr.resize(size); + + Vector3 *w_varr = varr.ptrw(); + const Vector3 *r_varr = varr.ptr(); + const Vector3 *r_src_varr = src_varr.ptr(); + for (int l = 0; l < size; l++) { + if (l < max_idx) { + w_varr[l] = r_varr[l] + r_src_varr[l]; + } else { + w_varr[l] = r_src_varr[l]; + } + } + } + array_copy[Mesh::ARRAY_VERTEX] = varr; + } + if (t.has("NORMAL")) { + Vector<Vector3> narr = _decode_accessor_as_vec3(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); + { + int max_idx = narr.size(); + narr.resize(size); + + Vector3 *w_narr = narr.ptrw(); + const Vector3 *r_narr = narr.ptr(); + const Vector3 *r_src_narr = src_narr.ptr(); + for (int l = 0; l < size; l++) { + if (l < max_idx) { + w_narr[l] = r_narr[l] + r_src_narr[l]; + } else { + w_narr[l] = r_src_narr[l]; + } + } + } + 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<float> src_tangents = array[Mesh::ARRAY_TANGENT]; + ERR_FAIL_COND_V(src_tangents.size() == 0, ERR_PARSE_ERROR); + + Vector<float> tangents_v4; + + { + int max_idx = tangents_v3.size(); + + int size4 = src_tangents.size(); + tangents_v4.resize(size4); + float *w4 = tangents_v4.ptrw(); + + const Vector3 *r3 = tangents_v3.ptr(); + const float *r4 = src_tangents.ptr(); + + for (int l = 0; l < size4 / 4; l++) { + if (l < max_idx) { + w4[l * 4 + 0] = r3[l].x + r4[l * 4 + 0]; + w4[l * 4 + 1] = r3[l].y + r4[l * 4 + 1]; + w4[l * 4 + 2] = r3[l].z + r4[l * 4 + 2]; + } else { + w4[l * 4 + 0] = r4[l * 4 + 0]; + w4[l * 4 + 1] = r4[l * 4 + 1]; + w4[l * 4 + 2] = r4[l * 4 + 2]; + } + w4[l * 4 + 3] = r4[l * 4 + 3]; //copy flip value + } + } + + array_copy[Mesh::ARRAY_TANGENT] = tangents_v4; + } + + if (generate_tangents) { + Ref<SurfaceTool> st; + st.instance(); + st->create_from_triangle_arrays(array_copy); + st->deindex(); + st->generate_tangents(); + array_copy = st->commit_to_arrays(); + } + + morphs.push_back(array_copy); + } + } + + //just add it + + Ref<BaseMaterial3D> mat; + 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]; + if (has_vertex_color) { + mat3d->set_flag(BaseMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true); + } + mat = mat3d; + + } else if (has_vertex_color) { + Ref<StandardMaterial3D> mat3d; + mat3d.instance(); + mat3d->set_flag(BaseMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true); + mat = mat3d; + } + + import_mesh->add_surface(primitive, array, morphs, Dictionary(), mat); + } + + Vector<float> blend_weights; + blend_weights.resize(import_mesh->get_blend_shape_count()); + for (int32_t weight_i = 0; weight_i < blend_weights.size(); weight_i++) { + blend_weights.write[weight_i] = 0.0f; + } + + if (d.has("weights")) { + const Array &weights = d["weights"]; + for (int j = 0; j < weights.size(); j++) { + blend_weights.write[j] = weights[j]; + } + mesh->set_blend_weights(blend_weights); + } + mesh->set_mesh(import_mesh); + + state->meshes.push_back(mesh); + } + + print_verbose("glTF: Total meshes: " + itos(state->meshes.size())); + + return OK; +} + +Error GLTFDocument::_serialize_images(Ref<GLTFState> state, const String &p_path) { + Array images; + for (int i = 0; i < state->images.size(); i++) { + Dictionary d; + + ERR_CONTINUE(state->images[i].is_null()); + + Ref<Image> image = state->images[i]->get_data(); + ERR_CONTINUE(image.is_null()); + + if (p_path.to_lower().ends_with("glb")) { + GLTFBufferViewIndex bvi; + + Ref<GLTFBufferView> bv; + bv.instance(); + + 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); + + Vector<uint8_t> buffer; + Ref<ImageTexture> img_tex = image; + if (img_tex.is_valid()) { + image = img_tex->get_data(); + } + Error err = PNGDriverCommon::image_to_png(image, buffer); + ERR_FAIL_COND_V_MSG(err, err, "Can't convert image to PNG."); + + bv->byte_length = buffer.size(); + state->buffers.write[bi].resize(state->buffers[bi].size() + bv->byte_length); + copymem(&state->buffers.write[bi].write[bv->byte_offset], buffer.ptr(), buffer.size()); + ERR_FAIL_COND_V(bv->byte_offset + bv->byte_length > state->buffers[bi].size(), ERR_FILE_CORRUPT); + + state->buffer_views.push_back(bv); + bvi = state->buffer_views.size() - 1; + d["bufferView"] = bvi; + d["mimeType"] = "image/png"; + } else { + String name = state->images[i]->get_name(); + if (name.empty()) { + name = itos(i); + } + name = _gen_unique_name(state, name); + name = name.pad_zeros(3); + Ref<_Directory> dir; + dir.instance(); + String texture_dir = "textures"; + String new_texture_dir = p_path.get_base_dir() + "/" + texture_dir; + dir->open(p_path.get_base_dir()); + if (!dir->dir_exists(new_texture_dir)) { + dir->make_dir(new_texture_dir); + } + name = name + ".png"; + image->save_png(new_texture_dir.plus_file(name)); + d["uri"] = texture_dir.plus_file(name); + } + images.push_back(d); + } + + print_verbose("Total images: " + itos(state->images.size())); + + if (!images.size()) { + return OK; + } + state->json["images"] = images; + + return OK; +} + +Error GLTFDocument::_parse_images(Ref<GLTFState> state, const String &p_base_path) { + if (!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"]; + for (int i = 0; i < images.size(); i++) { + const Dictionary &d = images[i]; + + // glTF 2.0 supports PNG and JPEG types, which can be specified as (from spec): + // "- a URI to an external file in one of the supported images formats, or + // - a URI with embedded base64-encoded data, or + // - a reference to a bufferView; in that case mimeType must be defined." + // Since mimeType is optional for external files and base64 data, we'll have to + // fall back on letting Godot parse the data to figure out if it's PNG or JPEG. + + // We'll assume that we use either URI or bufferView, so let's warn the user + // if their image somehow uses both. And fail if it has neither. + ERR_CONTINUE_MSG(!d.has("uri") && !d.has("bufferView"), "Invalid image definition in glTF file, it should specific an 'uri' or 'bufferView'."); + if (d.has("uri") && d.has("bufferView")) { + WARN_PRINT("Invalid image definition in glTF file using both 'uri' and 'bufferView'. 'bufferView' will take precedence."); + } + + String mimetype; + if (d.has("mimeType")) { // Should be "image/png" or "image/jpeg". + mimetype = d["mimeType"]; + } + + Vector<uint8_t> data; + const uint8_t *data_ptr = nullptr; + int data_size = 0; + + if (d.has("uri")) { + // Handles the first two bullet points from the spec (embedded data, or external file). + String uri = d["uri"]; + + if (uri.begins_with("data:")) { // Embedded data using base64. + // Validate data MIME types and throw a warning if it's one we don't know/support. + if (!uri.begins_with("data:application/octet-stream;base64") && + !uri.begins_with("data:application/gltf-buffer;base64") && + !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. + continue; + } + data = _parse_base64_uri(uri); + data_ptr = data.ptr(); + data_size = data.size(); + // mimeType is optional, but if we have it defined in the URI, let's use it. + if (mimetype.empty()) { + if (uri.begins_with("data:image/png;base64")) { + mimetype = "image/png"; + } else if (uri.begins_with("data:image/jpeg;base64")) { + mimetype = "image/jpeg"; + } + } + } else { // Relative path to an external image file. + uri = p_base_path.plus_file(uri).replace("\\", "/"); // Fix for Windows. + // The spec says that if mimeType is defined, we should enforce it. + // So we should only rely on ResourceLoader::load if mimeType is not defined, + // otherwise we should use the same logic as for buffers. + if (mimetype == "image/png" || mimetype == "image/jpeg") { + // Load data buffer and rely on PNG and JPEG-specific logic below to load the image. + // This makes it possible to load a file with a wrong extension but correct MIME type, + // e.g. "foo.jpg" containing PNG data and with MIME type "image/png". ResourceLoader would fail. + data = FileAccess::get_file_as_array(uri); + ERR_FAIL_COND_V_MSG(data.size() == 0, ERR_PARSE_ERROR, "glTF: Couldn't load image file as an array: " + uri); + data_ptr = data.ptr(); + data_size = data.size(); + } else { + // Good old ResourceLoader will rely on file extension. + Ref<Texture2D> texture = ResourceLoader::load(uri); + state->images.push_back(texture); + continue; + } + } + } else if (d.has("bufferView")) { + // Handles the third bullet point from the spec (bufferView). + ERR_FAIL_COND_V_MSG(mimetype.empty(), ERR_FILE_CORRUPT, + vformat("glTF: Image index '%d' specifies 'bufferView' but no 'mimeType', which is invalid.", i)); + + const GLTFBufferViewIndex bvi = d["bufferView"]; + + ERR_FAIL_INDEX_V(bvi, state->buffer_views.size(), ERR_PARAMETER_RANGE_ERROR); + + Ref<GLTFBufferView> bv = state->buffer_views[bvi]; + + const GLTFBufferIndex bi = bv->buffer; + ERR_FAIL_INDEX_V(bi, state->buffers.size(), ERR_PARAMETER_RANGE_ERROR); + + ERR_FAIL_COND_V(bv->byte_offset + bv->byte_length > state->buffers[bi].size(), ERR_FILE_CORRUPT); + + data_ptr = &state->buffers[bi][bv->byte_offset]; + data_size = bv->byte_length; + } + + Ref<Image> img; + + if (mimetype == "image/png") { // Load buffer as PNG. + ERR_FAIL_COND_V(Image::_png_mem_loader_func == nullptr, ERR_UNAVAILABLE); + img = Image::_png_mem_loader_func(data_ptr, data_size); + } else if (mimetype == "image/jpeg") { // Loader buffer as JPEG. + ERR_FAIL_COND_V(Image::_jpg_mem_loader_func == nullptr, ERR_UNAVAILABLE); + img = Image::_jpg_mem_loader_func(data_ptr, data_size); + } else { + // We can land here if we got an URI with base64-encoded data with application/* MIME type, + // and the optional mimeType property was not defined to tell us how to handle this data (or was invalid). + // So let's try PNG first, then JPEG. + ERR_FAIL_COND_V(Image::_png_mem_loader_func == nullptr, ERR_UNAVAILABLE); + img = Image::_png_mem_loader_func(data_ptr, data_size); + if (img.is_null()) { + ERR_FAIL_COND_V(Image::_jpg_mem_loader_func == nullptr, ERR_UNAVAILABLE); + img = Image::_jpg_mem_loader_func(data_ptr, data_size); + } + } + + ERR_FAIL_COND_V_MSG(img.is_null(), ERR_FILE_CORRUPT, + vformat("glTF: Couldn't load image index '%d' with its given mimetype: %s.", i, mimetype)); + + Ref<ImageTexture> t; + t.instance(); + t->create_from_image(img); + + state->images.push_back(t); + } + + print_verbose("glTF: Total images: " + itos(state->images.size())); + + return OK; +} + +Error GLTFDocument::_serialize_textures(Ref<GLTFState> state) { + if (!state->textures.size()) { + return OK; + } + + Array textures; + for (int32_t i = 0; i < state->textures.size(); i++) { + Dictionary d; + Ref<GLTFTexture> t = state->textures[i]; + ERR_CONTINUE(t->get_src_image() == -1); + d["source"] = t->get_src_image(); + textures.push_back(d); + } + state->json["textures"] = textures; + + return OK; +} + +Error GLTFDocument::_parse_textures(Ref<GLTFState> state) { + if (!state->json.has("textures")) + return OK; + + const Array &textures = state->json["textures"]; + for (GLTFTextureIndex i = 0; i < textures.size(); i++) { + const Dictionary &d = textures[i]; + + ERR_FAIL_COND_V(!d.has("source"), ERR_PARSE_ERROR); + + Ref<GLTFTexture> t; + t.instance(); + t->set_src_image(d["source"]); + state->textures.push_back(t); + } + + return OK; +} + +GLTFTextureIndex GLTFDocument::_set_texture(Ref<GLTFState> state, Ref<Texture2D> p_texture) { + ERR_FAIL_COND_V(p_texture.is_null(), -1); + Ref<GLTFTexture> gltf_texture; + gltf_texture.instance(); + ERR_FAIL_COND_V(p_texture->get_data().is_null(), -1); + GLTFImageIndex gltf_src_image_i = state->images.size(); + state->images.push_back(p_texture); + gltf_texture->set_src_image(gltf_src_image_i); + GLTFTextureIndex gltf_texture_i = state->textures.size(); + 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(); + + ERR_FAIL_INDEX_V(image, state->images.size(), Ref<Texture2D>()); + + return state->images[image]; +} + +Error GLTFDocument::_serialize_materials(Ref<GLTFState> state) { + Array materials; + for (int32_t i = 0; i < state->materials.size(); i++) { + Dictionary d; + + Ref<BaseMaterial3D> material = state->materials[i]; + if (material.is_null()) { + materials.push_back(d); + continue; + } + if (!material->get_name().empty()) { + d["name"] = _gen_unique_name(state, material->get_name()); + } + { + Dictionary mr; + { + Array arr; + const Color c = material->get_albedo().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; + + if (albedo_texture.is_valid() && albedo_texture->get_data().is_valid()) { + albedo_texture->set_name(material->get_name() + "_albedo"); + gltf_texture_index = _set_texture(state, albedo_texture); + } + if (gltf_texture_index != -1) { + bct["index"] = gltf_texture_index; + bct["extensions"] = _serialize_texture_transform_uv1(material); + mr["baseColorTexture"] = bct; + } + } + + mr["metallicFactor"] = material->get_metallic(); + mr["roughnessFactor"] = material->get_roughness(); + bool has_roughness = material->get_texture(BaseMaterial3D::TEXTURE_ROUGHNESS).is_valid() && material->get_texture(BaseMaterial3D::TEXTURE_ROUGHNESS)->get_data().is_valid(); + bool has_ao = material->get_feature(BaseMaterial3D::FEATURE_AMBIENT_OCCLUSION) && material->get_texture(BaseMaterial3D::TEXTURE_AMBIENT_OCCLUSION).is_valid(); + bool has_metalness = material->get_texture(BaseMaterial3D::TEXTURE_METALLIC).is_valid() && material->get_texture(BaseMaterial3D::TEXTURE_METALLIC)->get_data().is_valid(); + 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.instance(); + Ref<Image> orm_image; + orm_image.instance(); + 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_data(); + Ref<ImageTexture> img_tex = ao_image; + if (img_tex.is_valid()) { + ao_image = img_tex->get_data(); + } + if (ao_image->is_compressed()) { + ao_image->decompress(); + } + } + Ref<Image> roughness_image; + if (has_roughness) { + height = roughness_texture->get_height(); + width = roughness_texture->get_width(); + roughness_image = roughness_texture->get_data(); + Ref<ImageTexture> img_tex = roughness_image; + if (img_tex.is_valid()) { + roughness_image = img_tex->get_data(); + } + if (roughness_image->is_compressed()) { + roughness_image->decompress(); + } + } + Ref<Image> metallness_image; + if (has_metalness) { + height = metallic_texture->get_height(); + width = metallic_texture->get_width(); + metallness_image = metallic_texture->get_data(); + Ref<ImageTexture> img_tex = metallness_image; + if (img_tex.is_valid()) { + metallness_image = img_tex->get_data(); + } + if (metallness_image->is_compressed()) { + metallness_image->decompress(); + } + } + Ref<Texture2D> albedo_texture = material->get_texture(BaseMaterial3D::TEXTURE_ALBEDO); + if (albedo_texture.is_valid() && albedo_texture->get_data().is_valid()) { + height = albedo_texture->get_height(); + width = albedo_texture->get_width(); + } + orm_image->create(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_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->generate_mipmaps(); + orm_texture->create_from_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); + } + if (has_ao) { + Dictionary ot; + ot["index"] = orm_texture_index; + d["occlusionTexture"] = ot; + } + if (has_roughness || has_metalness) { + mrt["index"] = orm_texture_index; + mrt["extensions"] = _serialize_texture_transform_uv1(material); + mr["metallicRoughnessTexture"] = mrt; + } + } + d["pbrMetallicRoughness"] = mr; + } + + if (material->get_feature(BaseMaterial3D::FEATURE_NORMAL_MAPPING)) { + Dictionary nt; + Ref<ImageTexture> tex; + tex.instance(); + { + Ref<Texture2D> normal_texture = material->get_texture(BaseMaterial3D::TEXTURE_NORMAL); + // Code for uncompressing RG normal maps + Ref<Image> img = normal_texture->get_data(); + Ref<ImageTexture> img_tex = img; + if (img_tex.is_valid()) { + img = img_tex->get_data(); + } + img->decompress(); + img->convert(Image::FORMAT_RGBA8); + for (int32_t y = 0; y < img->get_height(); y++) { + for (int32_t x = 0; x < img->get_width(); x++) { + Color c = img->get_pixel(x, y); + Vector2 red_green = Vector2(c.r, c.g); + red_green = red_green * Vector2(2.0f, 2.0f) - Vector2(1.0f, 1.0f); + float blue = 1.0f - red_green.dot(red_green); + blue = MAX(0.0f, blue); + c.b = Math::sqrt(blue); + img->set_pixel(x, y, c); + } + } + tex->create_from_image(img); + } + Ref<Texture2D> normal_texture = material->get_texture(BaseMaterial3D::TEXTURE_NORMAL); + GLTFTextureIndex gltf_texture_index = -1; + if (tex.is_valid() && tex->get_data().is_valid()) { + tex->set_name(material->get_name() + "_normal"); + gltf_texture_index = _set_texture(state, tex); + } + nt["scale"] = 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().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)) { + Dictionary et; + Ref<Texture2D> emission_texture = material->get_texture(BaseMaterial3D::TEXTURE_EMISSION); + GLTFTextureIndex gltf_texture_index = -1; + if (emission_texture.is_valid() && emission_texture->get_data().is_valid()) { + emission_texture->set_name(material->get_name() + "_emission"); + gltf_texture_index = _set_texture(state, emission_texture); + } + + if (gltf_texture_index != -1) { + et["index"] = gltf_texture_index; + d["emissiveTexture"] = et; + } + } + const bool ds = material->get_cull_mode() == BaseMaterial3D::CULL_DISABLED; + if (ds) { + d["doubleSided"] = ds; + } + if (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["alphaMode"] = "BLEND"; + } + materials.push_back(d); + } + state->json["materials"] = materials; + print_verbose("Total materials: " + itos(state->materials.size())); + + return OK; +} + +Error GLTFDocument::_parse_materials(Ref<GLTFState> state) { + if (!state->json.has("materials")) + return OK; + + const Array &materials = state->json["materials"]; + for (GLTFMaterialIndex i = 0; i < materials.size(); i++) { + const Dictionary &d = materials[i]; + + Ref<StandardMaterial3D> material; + material.instance(); + if (d.has("name")) { + material->set_name(d["name"]); + } + material->set_flag(BaseMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true); + Dictionary pbr_spec_gloss_extensions; + if (d.has("extensions")) { + pbr_spec_gloss_extensions = d["extensions"]; + } + if (pbr_spec_gloss_extensions.has("KHR_materials_pbrSpecularGlossiness")) { + WARN_PRINT("Material uses a specular and glossiness workflow. Textures will be converted to roughness and metallic workflow, which may not be 100% accurate."); + Dictionary sgm = pbr_spec_gloss_extensions["KHR_materials_pbrSpecularGlossiness"]; + + Ref<GLTFSpecGloss> spec_gloss; + spec_gloss.instance(); + if (sgm.has("diffuseTexture")) { + const Dictionary &diffuse_texture_dict = sgm["diffuseTexture"]; + if (diffuse_texture_dict.has("index")) { + Ref<Texture2D> diffuse_texture = _get_texture(state, diffuse_texture_dict["index"]); + if (diffuse_texture.is_valid()) { + spec_gloss->diffuse_img = diffuse_texture->get_data(); + material->set_texture(BaseMaterial3D::TEXTURE_ALBEDO, diffuse_texture); + } + } + } + if (sgm.has("diffuseFactor")) { + const Array &arr = sgm["diffuseFactor"]; + ERR_FAIL_COND_V(arr.size() != 4, ERR_PARSE_ERROR); + const Color c = Color(arr[0], arr[1], arr[2], arr[3]).to_srgb(); + spec_gloss->diffuse_factor = c; + material->set_albedo(spec_gloss->diffuse_factor); + } + + if (sgm.has("specularFactor")) { + const Array &arr = sgm["specularFactor"]; + ERR_FAIL_COND_V(arr.size() != 3, ERR_PARSE_ERROR); + spec_gloss->specular_factor = Color(arr[0], arr[1], arr[2]); + } + + if (sgm.has("glossinessFactor")) { + spec_gloss->gloss_factor = sgm["glossinessFactor"]; + material->set_roughness(1.0f - CLAMP(spec_gloss->gloss_factor, 0.0f, 1.0f)); + } + 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"]); + if (orig_texture.is_valid()) { + spec_gloss->spec_gloss_img = orig_texture->get_data(); + } + } + } + spec_gloss_to_rough_metal(spec_gloss, material); + + } else if (d.has("pbrMetallicRoughness")) { + const Dictionary &mr = d["pbrMetallicRoughness"]; + if (mr.has("baseColorFactor")) { + const Array &arr = mr["baseColorFactor"]; + ERR_FAIL_COND_V(arr.size() != 4, ERR_PARSE_ERROR); + const Color c = Color(arr[0], arr[1], arr[2], arr[3]).to_srgb(); + material->set_albedo(c); + } + + if (mr.has("baseColorTexture")) { + const Dictionary &bct = mr["baseColorTexture"]; + if (bct.has("index")) { + material->set_texture(BaseMaterial3D::TEXTURE_ALBEDO, _get_texture(state, bct["index"])); + } + if (!mr.has("baseColorFactor")) { + material->set_albedo(Color(1, 1, 1)); + } + _set_texture_transform_uv1(bct, material); + } + + if (mr.has("metallicFactor")) { + material->set_metallic(mr["metallicFactor"]); + } else { + material->set_metallic(1.0); + } + + if (mr.has("roughnessFactor")) { + material->set_roughness(mr["roughnessFactor"]); + } else { + material->set_roughness(1.0); + } + + if (mr.has("metallicRoughnessTexture")) { + const Dictionary &bct = mr["metallicRoughnessTexture"]; + if (bct.has("index")) { + const Ref<Texture2D> t = _get_texture(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); + material->set_roughness_texture_channel(BaseMaterial3D::TEXTURE_CHANNEL_GREEN); + if (!mr.has("metallicFactor")) { + material->set_metallic(1); + } + if (!mr.has("roughnessFactor")) { + material->set_roughness(1); + } + } + } + } + + 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_feature(BaseMaterial3D::FEATURE_NORMAL_MAPPING, true); + } + if (bct.has("scale")) { + material->set_normal_scale(bct["scale"]); + } + } + 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_ao_texture_channel(BaseMaterial3D::TEXTURE_CHANNEL_RED); + material->set_feature(BaseMaterial3D::FEATURE_AMBIENT_OCCLUSION, true); + } + } + + if (d.has("emissiveFactor")) { + const Array &arr = d["emissiveFactor"]; + ERR_FAIL_COND_V(arr.size() != 3, ERR_PARSE_ERROR); + const Color c = Color(arr[0], arr[1], arr[2]).to_srgb(); + material->set_feature(BaseMaterial3D::FEATURE_EMISSION, true); + + material->set_emission(c); + } + + 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_feature(BaseMaterial3D::FEATURE_EMISSION, true); + material->set_emission(Color(0, 0, 0)); + } + } + + if (d.has("doubleSided")) { + const bool ds = d["doubleSided"]; + if (ds) { + material->set_cull_mode(BaseMaterial3D::CULL_DISABLED); + } + } + + if (d.has("alphaMode")) { + const String &am = d["alphaMode"]; + if (am == "BLEND") { + material->set_transparency(BaseMaterial3D::TRANSPARENCY_ALPHA_DEPTH_PRE_PASS); + } else if (am == "MASK") { + material->set_transparency(BaseMaterial3D::TRANSPARENCY_ALPHA_SCISSOR); + if (d.has("alphaCutoff")) { + material->set_alpha_scissor_threshold(d["alphaCutoff"]); + } else { + material->set_alpha_scissor_threshold(0.5f); + } + } + } + state->materials.push_back(material); + } + + print_verbose("Total materials: " + itos(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"]; + 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); + } + + 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); + } + } + } +} + +void GLTFDocument::spec_gloss_to_rough_metal(Ref<GLTFSpecGloss> r_spec_gloss, Ref<BaseMaterial3D> p_material) { + if (r_spec_gloss->spec_gloss_img.is_null()) { + return; + } + if (r_spec_gloss->diffuse_img.is_null()) { + return; + } + Ref<Image> rm_img; + rm_img.instance(); + bool has_roughness = false; + bool has_metal = false; + p_material->set_roughness(1.0f); + p_material->set_metallic(1.0f); + rm_img->create(r_spec_gloss->spec_gloss_img->get_width(), r_spec_gloss->spec_gloss_img->get_height(), false, Image::FORMAT_RGBA8); + r_spec_gloss->spec_gloss_img->decompress(); + if (r_spec_gloss->diffuse_img.is_valid()) { + r_spec_gloss->diffuse_img->decompress(); + r_spec_gloss->diffuse_img->resize(r_spec_gloss->spec_gloss_img->get_width(), r_spec_gloss->spec_gloss_img->get_height(), Image::INTERPOLATE_LANCZOS); + r_spec_gloss->spec_gloss_img->resize(r_spec_gloss->diffuse_img->get_width(), r_spec_gloss->diffuse_img->get_height(), Image::INTERPOLATE_LANCZOS); + } + for (int32_t y = 0; y < r_spec_gloss->spec_gloss_img->get_height(); y++) { + for (int32_t x = 0; x < r_spec_gloss->spec_gloss_img->get_width(); x++) { + const Color specular_pixel = r_spec_gloss->spec_gloss_img->get_pixel(x, y).to_linear(); + Color specular = Color(specular_pixel.r, specular_pixel.g, specular_pixel.b); + specular *= r_spec_gloss->specular_factor; + Color diffuse = Color(1.0f, 1.0f, 1.0f); + diffuse *= r_spec_gloss->diffuse_img->get_pixel(x, y).to_linear(); + float metallic = 0.0f; + Color base_color; + spec_gloss_to_metal_base_color(specular, diffuse, base_color, metallic); + Color mr = Color(1.0f, 1.0f, 1.0f); + mr.g = specular_pixel.a; + mr.b = metallic; + if (!Math::is_equal_approx(mr.g, 1.0f)) { + has_roughness = true; + } + if (!Math::is_equal_approx(mr.b, 0.0f)) { + has_metal = true; + } + mr.g *= r_spec_gloss->gloss_factor; + mr.g = 1.0f - mr.g; + rm_img->set_pixel(x, y, mr); + if (r_spec_gloss->diffuse_img.is_valid()) { + r_spec_gloss->diffuse_img->set_pixel(x, y, base_color.to_srgb()); + } + } + } + rm_img->generate_mipmaps(); + r_spec_gloss->diffuse_img->generate_mipmaps(); + Ref<ImageTexture> diffuse_image_texture; + diffuse_image_texture.instance(); + diffuse_image_texture->create_from_image(r_spec_gloss->diffuse_img); + p_material->set_texture(BaseMaterial3D::TEXTURE_ALBEDO, diffuse_image_texture); + Ref<ImageTexture> rm_image_texture; + rm_image_texture.instance(); + rm_image_texture->create_from_image(rm_img); + if (has_roughness) { + p_material->set_texture(BaseMaterial3D::TEXTURE_ROUGHNESS, rm_image_texture); + p_material->set_roughness_texture_channel(BaseMaterial3D::TEXTURE_CHANNEL_GREEN); + } + + if (has_metal) { + p_material->set_texture(BaseMaterial3D::TEXTURE_METALLIC, rm_image_texture); + p_material->set_metallic_texture_channel(BaseMaterial3D::TEXTURE_CHANNEL_BLUE); + } +} + +void GLTFDocument::spec_gloss_to_metal_base_color(const Color &p_specular_factor, const Color &p_diffuse, Color &r_base_color, float &r_metallic) { + const Color DIELECTRIC_SPECULAR = Color(0.04f, 0.04f, 0.04f); + Color specular = Color(p_specular_factor.r, p_specular_factor.g, p_specular_factor.b); + const float one_minus_specular_strength = 1.0f - get_max_component(specular); + const float dielectric_specular_red = DIELECTRIC_SPECULAR.r; + float brightness_diffuse = get_perceived_brightness(p_diffuse); + const float brightness_specular = get_perceived_brightness(specular); + r_metallic = solve_metallic(dielectric_specular_red, brightness_diffuse, brightness_specular, one_minus_specular_strength); + const float one_minus_metallic = 1.0f - r_metallic; + const Color base_color_from_diffuse = p_diffuse * (one_minus_specular_strength / (1.0f - dielectric_specular_red) / MAX(one_minus_metallic, CMP_EPSILON)); + const Color base_color_from_specular = (specular - (DIELECTRIC_SPECULAR * (one_minus_metallic))) * (1.0f / MAX(r_metallic, CMP_EPSILON)); + r_base_color.r = Math::lerp(base_color_from_diffuse.r, base_color_from_specular.r, r_metallic * r_metallic); + r_base_color.g = Math::lerp(base_color_from_diffuse.g, base_color_from_specular.g, r_metallic * r_metallic); + r_base_color.b = Math::lerp(base_color_from_diffuse.b, base_color_from_specular.b, r_metallic * r_metallic); + r_base_color.a = p_diffuse.a; + r_base_color.r = CLAMP(r_base_color.r, 0.0f, 1.0f); + r_base_color.g = CLAMP(r_base_color.g, 0.0f, 1.0f); + r_base_color.b = CLAMP(r_base_color.b, 0.0f, 1.0f); + r_base_color.a = CLAMP(r_base_color.a, 0.0f, 1.0f); +} + +GLTFNodeIndex GLTFDocument::_find_highest_node(Ref<GLTFState> state, const Vector<GLTFNodeIndex> &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]; + + if (highest == -1 || node->height < highest) { + highest = node->height; + best_node = node_i; + } + } + + return best_node; +} + +bool GLTFDocument::_capture_nodes_in_skin(Ref<GLTFState> state, Ref<GLTFSkin> skin, const GLTFNodeIndex 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]); + } + + 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 (skin->joints.find(node_index) > 0) { + return true; + } + + return false; +} + +void GLTFDocument::_capture_nodes_for_multirooted_skin(Ref<GLTFState> state, Ref<GLTFSkin> 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; + disjoint_set.insert(node_index); + + if (skin->joints.find(parent) >= 0) { + disjoint_set.create_union(parent, node_index); + } + } + + Vector<GLTFNodeIndex> roots; + disjoint_set.get_representatives(roots); + + if (roots.size() <= 1) { + return; + } + + int maxHeight = -1; + + // Determine the max height rooted tree + 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; + } + } + + // Go up the tree till all of the multiple roots of the skin are at the same hierarchy level. + // 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; + + 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); + } + + current_node = parent; + } + + // replace the roots + roots.write[i] = current_node; + } + + // Climb up the tree until they all have the same parent + bool all_same; + + do { + all_same = true; + const GLTFNodeIndex first_parent = state->nodes[roots[0]]->parent; + + for (int i = 1; i < roots.size(); ++i) { + all_same &= (first_parent == 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; + + 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); + } + + roots.write[i] = parent; + } + } + + } while (!all_same); +} + +Error GLTFDocument::_expand_skin(Ref<GLTFState> state, Ref<GLTFSkin> skin) { + _capture_nodes_for_multirooted_skin(state, 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); + + 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; + disjoint_set.insert(node_index); + + if (all_skin_nodes.find(parent) >= 0) { + disjoint_set.create_union(parent, node_index); + } + } + + Vector<GLTFNodeIndex> out_owners; + disjoint_set.get_representatives(out_owners); + + Vector<GLTFNodeIndex> out_roots; + + for (int i = 0; i < out_owners.size(); ++i) { + Vector<GLTFNodeIndex> set; + disjoint_set.get_members(set, out_owners[i]); + + const GLTFNodeIndex root = _find_highest_node(state, set); + ERR_FAIL_COND_V(root < 0, FAILED); + out_roots.push_back(root); + } + + out_roots.sort(); + + for (int i = 0; i < out_roots.size(); ++i) { + _capture_nodes_in_skin(state, skin, out_roots[i]); + } + + skin->roots = out_roots; + + return OK; +} + +Error GLTFDocument::_verify_skin(Ref<GLTFState> state, Ref<GLTFSkin> 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 + + // We are going to re-calculate the root nodes and compare them to the ones saved in the skin, + // then ensure the multiple trees (if they exist) are on the same sublevel + + // 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); + + 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; + disjoint_set.insert(node_index); + + if (all_skin_nodes.find(parent) >= 0) { + disjoint_set.create_union(parent, node_index); + } + } + + Vector<GLTFNodeIndex> out_owners; + disjoint_set.get_representatives(out_owners); + + Vector<GLTFNodeIndex> out_roots; + + for (int i = 0; i < out_owners.size(); ++i) { + Vector<GLTFNodeIndex> set; + disjoint_set.get_members(set, out_owners[i]); + + const GLTFNodeIndex root = _find_highest_node(state, set); + ERR_FAIL_COND_V(root < 0, FAILED); + out_roots.push_back(root); + } + + out_roots.sort(); + + 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); + for (int i = 0; i < out_roots.size(); ++i) { + ERR_FAIL_COND_V(out_roots[i] != skin->roots[i], FAILED); + } + + // Single rooted skin? Perfectly ok! + if (out_roots.size() == 1) { + return OK; + } + + // Make sure all parents of a multi-rooted skin are the SAME + const GLTFNodeIndex parent = state->nodes[out_roots[0]]->parent; + for (int i = 1; i < out_roots.size(); ++i) { + if (state->nodes[out_roots[i]]->parent != parent) { + return FAILED; + } + } + + return OK; +} + +Error GLTFDocument::_parse_skins(Ref<GLTFState> state) { + if (!state->json.has("skins")) + return OK; + + const Array &skins = state->json["skins"]; + + // Create the base skins, and mark nodes that are joints + for (int i = 0; i < skins.size(); i++) { + const Dictionary &d = skins[i]; + + Ref<GLTFSkin> skin; + skin.instance(); + + ERR_FAIL_COND_V(!d.has("joints"), ERR_PARSE_ERROR); + + const Array &joints = d["joints"]; + + if (d.has("inverseBindMatrices")) { + skin->inverse_binds = _decode_accessor_as_xform(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); + + skin->joints.push_back(node); + skin->joints_original.push_back(node); + + state->nodes.write[node]->joint = true; + } + + if (d.has("name")) { + skin->set_name(d["name"]); + } + + if (d.has("skeleton")) { + skin->skin_root = d["skeleton"]; + } + + state->skins.push_back(skin); + } + + for (GLTFSkinIndex i = 0; i < state->skins.size(); ++i) { + Ref<GLTFSkin> skin = 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); + } + + print_verbose("glTF: Total skins: " + itos(state->skins.size())); + + return OK; +} + +Error GLTFDocument::_determine_skeletons(Ref<GLTFState> 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]; + + Vector<GLTFNodeIndex> all_skin_nodes; + all_skin_nodes.append_array(skin->joints); + all_skin_nodes.append_array(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; + skeleton_sets.insert(node_index); + + if (all_skin_nodes.find(parent) >= 0) { + skeleton_sets.create_union(parent, node_index); + } + } + + // We are going to connect the separate skin subtrees in each skin together + // so that the final roots are entire sets of valid skin trees + for (int i = 1; i < skin->roots.size(); ++i) { + skeleton_sets.create_union(skin->roots[0], skin->roots[i]); + } + } + + { // attempt to joint all touching subsets (siblings/parent are part of another skin) + Vector<GLTFNodeIndex> groups_representatives; + skeleton_sets.get_representatives(groups_representatives); + + Vector<GLTFNodeIndex> highest_group_members; + Vector<Vector<GLTFNodeIndex>> groups; + 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)); + groups.push_back(group); + } + + for (int i = 0; i < highest_group_members.size(); ++i) { + const GLTFNodeIndex node_i = highest_group_members[i]; + + // Attach any siblings together (this needs to be done n^2/2 times) + for (int j = i + 1; j < highest_group_members.size(); ++j) { + 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) { + 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; + if (node_i_parent >= 0) { + for (int j = 0; j < groups.size() && i != j; ++j) { + const Vector<GLTFNodeIndex> &group = groups[j]; + + if (group.find(node_i_parent) >= 0) { + const GLTFNodeIndex node_j = highest_group_members[j]; + skeleton_sets.create_union(node_i, node_j); + } + } + } + } + } + + // At this point, the skeleton groups should be finalized + Vector<GLTFNodeIndex> skeleton_owners; + skeleton_sets.get_representatives(skeleton_owners); + + // Mark all the skins actual skeletons, after we have merged them + for (GLTFSkeletonIndex skel_i = 0; skel_i < skeleton_owners.size(); ++skel_i) { + const GLTFNodeIndex skeleton_owner = skeleton_owners[skel_i]; + Ref<GLTFSkeleton> skeleton; + skeleton.instance(); + + 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]; + + // 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) { + GLTFNodeIndex skel_node_i = skeleton_nodes[i]; + if (skin->joints.find(skel_node_i) >= 0 || skin->non_joints.find(skel_node_i) >= 0) { + skin->skeleton = skel_i; + continue; + } + } + } + + Vector<GLTFNodeIndex> non_joints; + for (int i = 0; i < skeleton_nodes.size(); ++i) { + const GLTFNodeIndex node_i = skeleton_nodes[i]; + + if (state->nodes[node_i]->joint) { + skeleton->joints.push_back(node_i); + } else { + non_joints.push_back(node_i); + } + } + + state->skeletons.push_back(skeleton); + + _reparent_non_joint_skeleton_subtrees(state, 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 (int i = 0; i < skeleton->joints.size(); ++i) { + const GLTFNodeIndex node_i = skeleton->joints[i]; + Ref<GLTFNode> node = 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); + } + + return OK; +} + +Error GLTFDocument::_reparent_non_joint_skeleton_subtrees(Ref<GLTFState> state, Ref<GLTFSkeleton> skeleton, const Vector<GLTFNodeIndex> &non_joints) { + DisjointSet<GLTFNodeIndex> subtree_set; + + // Populate the disjoint set with ONLY non joints that are in the skeleton hierarchy (non_joints vector) + // This way we can find any joints that lie in between joints, as the current glTF specification + // mentions nothing about non-joints being in between joints of the same skin. Hopefully one day we + // can remove this code. + + // 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]; + + 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) { + subtree_set.create_union(parent_i, node_i); + } + } + + // Find all the non joint subtrees and re-parent them to a new "fake" joint + + Vector<GLTFNodeIndex> non_joint_subtree_roots; + subtree_set.get_representatives(non_joint_subtree_roots); + + for (int root_i = 0; root_i < non_joint_subtree_roots.size(); ++root_i) { + const GLTFNodeIndex subtree_root = non_joint_subtree_roots[root_i]; + + Vector<GLTFNodeIndex> subtree_nodes; + subtree_set.get_members(subtree_nodes, subtree_root); + + for (int subtree_i = 0; subtree_i < subtree_nodes.size(); ++subtree_i) { + ERR_FAIL_COND_V(_reparent_to_fake_joint(state, skeleton, subtree_nodes[subtree_i]), FAILED); + + // We modified the tree, recompute all the heights + _compute_node_heights(state); + } + } + + return OK; +} + +Error GLTFDocument::_reparent_to_fake_joint(Ref<GLTFState> state, Ref<GLTFSkeleton> skeleton, const GLTFNodeIndex node_index) { + Ref<GLTFNode> node = state->nodes[node_index]; + + // Can we just "steal" this joint if it is just a spatial node? + if (node->skin < 0 && node->mesh < 0 && node->camera < 0) { + node->joint = true; + // Add the joint to the skeletons joints + skeleton->joints.push_back(node_index); + return OK; + } + + GLTFNode *fake_joint = memnew(GLTFNode); + const GLTFNodeIndex fake_joint_index = state->nodes.size(); + state->nodes.push_back(fake_joint); + + // We better not be a joint, or we messed up in our logic + if (node->joint) + return FAILED; + + fake_joint->translation = node->translation; + fake_joint->rotation = node->rotation; + fake_joint->scale = node->scale; + fake_joint->xform = node->xform; + fake_joint->joint = true; + + // We can use the exact same name here, because the joint will be inside a skeleton and not the scene + fake_joint->set_name(node->get_name()); + + // Clear the nodes transforms, since it will be parented to the fake joint + node->translation = Vector3(0, 0, 0); + node->rotation = Quat(); + node->scale = Vector3(1, 1, 1); + node->xform = Transform(); + + // Transfer the node children to the fake joint + for (int child_i = 0; child_i < node->children.size(); ++child_i) { + Ref<GLTFNode> child = state->nodes[node->children[child_i]]; + child->parent = fake_joint_index; + } + + fake_joint->children = node->children; + node->children.clear(); + + // add the fake joint to the parent and remove the original joint + if (node->parent >= 0) { + Ref<GLTFNode> parent = state->nodes[node->parent]; + parent->children.erase(node_index); + parent->children.push_back(fake_joint_index); + fake_joint->parent = node->parent; + } + + // Add the node to the fake joint + fake_joint->children.push_back(node_index); + node->parent = fake_joint_index; + node->fake_joint_parent = fake_joint_index; + + // Add the fake joint to the skeletons joints + skeleton->joints.push_back(fake_joint_index); + + // Replace skin_skeletons with fake joints if we must. + for (GLTFSkinIndex skin_i = 0; skin_i < state->skins.size(); ++skin_i) { + Ref<GLTFSkin> skin = state->skins.write[skin_i]; + if (skin->skin_root == node_index) { + skin->skin_root = fake_joint_index; + } + } + + return OK; +} + +Error GLTFDocument::_determine_skeleton_roots(Ref<GLTFState> state, const GLTFSkeletonIndex skel_i) { + DisjointSet<GLTFNodeIndex> disjoint_set; + + for (GLTFNodeIndex i = 0; i < state->nodes.size(); ++i) { + const Ref<GLTFNode> node = state->nodes[i]; + + if (node->skeleton != skel_i) { + continue; + } + + disjoint_set.insert(i); + + if (node->parent >= 0 && state->nodes[node->parent]->skeleton == skel_i) { + disjoint_set.create_union(node->parent, i); + } + } + + Ref<GLTFSkeleton> skeleton = state->skeletons.write[skel_i]; + + Vector<GLTFNodeIndex> owners; + disjoint_set.get_representatives(owners); + + Vector<GLTFNodeIndex> roots; + + for (int i = 0; i < owners.size(); ++i) { + Vector<GLTFNodeIndex> set; + disjoint_set.get_members(set, owners[i]); + const GLTFNodeIndex root = _find_highest_node(state, set); + ERR_FAIL_COND_V(root < 0, FAILED); + roots.push_back(root); + } + + roots.sort(); + + skeleton->roots = roots; + + if (roots.size() == 0) { + return FAILED; + } else if (roots.size() == 1) { + return OK; + } + + // Check that the subtrees have the same parent root + const GLTFNodeIndex parent = state->nodes[roots[0]]->parent; + for (int i = 1; i < roots.size(); ++i) { + if (state->nodes[roots[i]]->parent != parent) { + return FAILED; + } + } + + 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]; + + Skeleton3D *skeleton = memnew(Skeleton3D); + gltf_skeleton->godot_skeleton = skeleton; + + // Make a unique name, no gltf node represents this skeleton + skeleton->set_name(_gen_unique_name(state, "Skeleton3D")); + + List<GLTFNodeIndex> bones; + + for (int i = 0; i < gltf_skeleton->roots.size(); ++i) { + bones.push_back(gltf_skeleton->roots[i]); + } + + // Make the skeleton creation deterministic by going through the roots in + // a sorted order, and DEPTH FIRST + bones.sort(); + + while (!bones.empty()) { + const GLTFNodeIndex node_i = bones.front()->get(); + bones.pop_front(); + + Ref<GLTFNode> node = 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) { + child_nodes.push_back(child_i); + } + } + + // Depth first insertion + child_nodes.sort(); + for (int i = child_nodes.size() - 1; i >= 0; --i) { + bones.push_front(child_nodes[i]); + } + } + + const int bone_index = skeleton->get_bone_count(); + + if (node->get_name().empty()) { + node->set_name("bone"); + } + + node->set_name(_gen_unique_bone_name(state, skel_i, node->get_name())); + + skeleton->add_bone(node->get_name()); + skeleton->set_bone_rest(bone_index, node->xform); + + if (node->parent >= 0 && state->nodes[node->parent]->skeleton == skel_i) { + const int bone_parent = skeleton->find_bone(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())); + } + + state->scene_nodes.insert(node_i, skeleton); + } + } + + ERR_FAIL_COND_V(_map_skin_joints_indices_to_skeleton_bone_indices(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]; + + Ref<GLTFSkeleton> skeleton = 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 int bone_index = skeleton->godot_skeleton->find_bone(node->get_name()); + ERR_FAIL_COND_V(bone_index < 0, FAILED); + + skin->joint_i_to_bone_i.insert(joint_index, bone_index); + } + } + + return OK; +} + +Error GLTFDocument::_serialize_skins(Ref<GLTFState> state) { + _remove_duplicate_skins(state); + 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]; + + Ref<Skin> skin; + skin.instance(); + + // Some skins don't have IBM's! What absolute monsters! + const bool has_ibms = !gltf_skin->inverse_binds.empty(); + + 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(); + + Transform xform; + if (has_ibms) { + xform = gltf_skin->inverse_binds[joint_i]; + } + + if (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]; + skin->add_bind(bone_i, xform); + } + } + + gltf_skin->godot_skin = skin; + } + + // Purge the duplicates! + _remove_duplicate_skins(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; + if (skin->get_name().empty()) { + // Make a unique name, no gltf node represents this skin + skin->set_name(_gen_unique_name(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()) { + 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)) { + return false; + } + + Transform a_xform = skin_a->get_bind_pose(i); + Transform b_xform = skin_b->get_bind_pose(i); + + if (a_xform != b_xform) { + return false; + } + } + + 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; + + if (_skins_are_same(skin_i, skin_j)) { + // replace it and delete the old + state->skins.write[j]->godot_skin = skin_i; + } + } + } +} + +Error GLTFDocument::_serialize_lights(Ref<GLTFState> state) { + Array lights; + for (GLTFLightIndex i = 0; i < state->lights.size(); i++) { + Dictionary d; + Ref<GLTFLight> light = state->lights[i]; + Array color; + color.resize(3); + color[0] = light->color.r; + color[1] = light->color.g; + color[2] = light->color.b; + d["color"] = color; + d["type"] = light->type; + if (light->type == "spot") { + Dictionary s; + float inner_cone_angle = light->inner_cone_angle; + s["innerConeAngle"] = inner_cone_angle; + float outer_cone_angle = light->outer_cone_angle; + s["outerConeAngle"] = outer_cone_angle; + d["spot"] = s; + } + float intensity = light->intensity; + d["intensity"] = intensity; + float range = light->range; + d["range"] = range; + lights.push_back(d); + } + + if (!state->lights.size()) { + return OK; + } + + Dictionary extensions; + if (state->json.has("extensions")) { + extensions = state->json["extensions"]; + } else { + 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())); + + return OK; +} + +Error GLTFDocument::_serialize_cameras(Ref<GLTFState> state) { + Array cameras; + cameras.resize(state->cameras.size()); + for (GLTFCameraIndex i = 0; i < state->cameras.size(); i++) { + Dictionary d; + + Ref<GLTFCamera> camera = state->cameras[i]; + + if (camera->get_perspective() == false) { + Dictionary og; + og["ymag"] = Math::deg2rad(camera->get_fov_size()); + og["xmag"] = Math::deg2rad(camera->get_fov_size()); + og["zfar"] = camera->get_zfar(); + og["znear"] = camera->get_znear(); + d["orthographic"] = og; + d["type"] = "orthographic"; + } else if (camera->get_perspective()) { + Dictionary ppt; + // GLTF spec is in radians, Godot's camera is in degrees. + ppt["yfov"] = Math::deg2rad(camera->get_fov_size()); + ppt["zfar"] = camera->get_zfar(); + ppt["znear"] = camera->get_znear(); + d["perspective"] = ppt; + d["type"] = "perspective"; + } + cameras[i] = d; + } + + if (!state->cameras.size()) { + return OK; + } + + state->json["cameras"] = cameras; + + print_verbose("glTF: Total cameras: " + itos(state->cameras.size())); + + return OK; +} + +Error GLTFDocument::_parse_lights(Ref<GLTFState> state) { + if (!state->json.has("extensions")) { + return OK; + } + Dictionary extensions = state->json["extensions"]; + if (!extensions.has("KHR_lights_punctual")) { + return OK; + } + Dictionary lights_punctual = extensions["KHR_lights_punctual"]; + if (!lights_punctual.has("lights")) { + return OK; + } + + const Array &lights = lights_punctual["lights"]; + + for (GLTFLightIndex light_i = 0; light_i < lights.size(); light_i++) { + const Dictionary &d = lights[light_i]; + + Ref<GLTFLight> light; + light.instance(); + ERR_FAIL_COND_V(!d.has("type"), ERR_PARSE_ERROR); + const String &type = d["type"]; + light->type = type; + + if (d.has("color")) { + const Array &arr = d["color"]; + ERR_FAIL_COND_V(arr.size() != 3, ERR_PARSE_ERROR); + const Color c = Color(arr[0], arr[1], arr[2]).to_srgb(); + light->color = c; + } + if (d.has("intensity")) { + light->intensity = d["intensity"]; + } + if (d.has("range")) { + light->range = d["range"]; + } + if (type == "spot") { + const Dictionary &spot = d["spot"]; + light->inner_cone_angle = spot["innerConeAngle"]; + light->outer_cone_angle = spot["outerConeAngle"]; + ERR_FAIL_COND_V_MSG(light->inner_cone_angle >= light->outer_cone_angle, ERR_PARSE_ERROR, "The inner angle must be smaller than the outer angle."); + } else if (type != "point" && type != "directional") { + ERR_FAIL_V_MSG(ERR_PARSE_ERROR, "Light type is unknown."); + } + + state->lights.push_back(light); + } + + print_verbose("glTF: Total lights: " + itos(state->lights.size())); + + return OK; +} + +Error GLTFDocument::_parse_cameras(Ref<GLTFState> state) { + if (!state->json.has("cameras")) + return OK; + + const Array cameras = state->json["cameras"]; + + for (GLTFCameraIndex i = 0; i < cameras.size(); i++) { + const Dictionary &d = cameras[i]; + + Ref<GLTFCamera> camera; + camera.instance(); + ERR_FAIL_COND_V(!d.has("type"), ERR_PARSE_ERROR); + const String &type = d["type"]; + if (type == "orthographic") { + camera->set_perspective(false); + if (d.has("orthographic")) { + const Dictionary &og = d["orthographic"]; + // GLTF spec is in radians, Godot's camera is in degrees. + camera->set_fov_size(Math::rad2deg(real_t(og["ymag"]))); + camera->set_zfar(og["zfar"]); + camera->set_znear(og["znear"]); + } else { + camera->set_fov_size(10); + } + } else if (type == "perspective") { + camera->set_perspective(true); + if (d.has("perspective")) { + const Dictionary &ppt = d["perspective"]; + // GLTF spec is in radians, Godot's camera is in degrees. + camera->set_fov_size(Math::rad2deg(real_t(ppt["yfov"]))); + camera->set_zfar(ppt["zfar"]); + camera->set_znear(ppt["znear"]); + } else { + camera->set_fov_size(10); + } + } else { + ERR_FAIL_V_MSG(ERR_PARSE_ERROR, "Camera3D should be in 'orthographic' or 'perspective'"); + } + + state->cameras.push_back(camera); + } + + print_verbose("glTF: Total cameras: " + itos(state->cameras.size())); + + return OK; +} + +String GLTFDocument::interpolation_to_string(const GLTFAnimation::Interpolation p_interp) { + String interp = "LINEAR"; + if (p_interp == GLTFAnimation::INTERP_STEP) { + interp = "STEP"; + } else if (p_interp == GLTFAnimation::INTERP_LINEAR) { + interp = "LINEAR"; + } else if (p_interp == GLTFAnimation::INTERP_CATMULLROMSPLINE) { + interp = "CATMULLROMSPLINE"; + } else if (p_interp == GLTFAnimation::INTERP_CUBIC_SPLINE) { + interp = "CUBICSPLINE"; + } + + return interp; +} + +Error GLTFDocument::_serialize_animations(Ref<GLTFState> state) { + if (!state->animation_players.size()) { + return OK; + } + for (int32_t player_i = 0; player_i < state->animation_players.size(); player_i++) { + List<StringName> animation_names; + AnimationPlayer *animation_player = 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]); + } + } + } + Array animations; + for (GLTFAnimationIndex animation_i = 0; animation_i < state->animations.size(); animation_i++) { + Dictionary d; + Ref<GLTFAnimation> gltf_animation = state->animations[animation_i]; + if (!gltf_animation->get_tracks().size()) { + continue; + } + + if (!gltf_animation->get_name().empty()) { + d["name"] = gltf_animation->get_name(); + } + Array channels; + Array samplers; + + for (Map<int, GLTFAnimation::Track>::Element *track_i = gltf_animation->get_tracks().front(); track_i; track_i = track_i->next()) { + GLTFAnimation::Track track = track_i->get(); + if (track.translation_track.times.size()) { + Dictionary t; + t["sampler"] = samplers.size(); + Dictionary s; + + s["interpolation"] = interpolation_to_string(track.translation_track.interpolation); + Vector<real_t> times = Variant(track.translation_track.times); + s["input"] = _encode_accessor_as_floats(state, times, false); + Vector<Vector3> values = Variant(track.translation_track.values); + s["output"] = _encode_accessor_as_vec3(state, values, false); + + samplers.push_back(s); + + Dictionary target; + target["path"] = "translation"; + target["node"] = track_i->key(); + + t["target"] = target; + channels.push_back(t); + } + if (track.rotation_track.times.size()) { + Dictionary t; + t["sampler"] = samplers.size(); + Dictionary s; + + s["interpolation"] = interpolation_to_string(track.rotation_track.interpolation); + Vector<real_t> times = Variant(track.rotation_track.times); + s["input"] = _encode_accessor_as_floats(state, times, false); + Vector<Quat> values = track.rotation_track.values; + s["output"] = _encode_accessor_as_quats(state, values, false); + + samplers.push_back(s); + + Dictionary target; + target["path"] = "rotation"; + target["node"] = track_i->key(); + + t["target"] = target; + channels.push_back(t); + } + if (track.scale_track.times.size()) { + Dictionary t; + t["sampler"] = samplers.size(); + Dictionary s; + + 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); + Vector<Vector3> values = Variant(track.scale_track.values); + s["output"] = _encode_accessor_as_vec3(state, values, false); + + samplers.push_back(s); + + Dictionary target; + target["path"] = "scale"; + target["node"] = track_i->key(); + + t["target"] = target; + channels.push_back(t); + } + if (track.weight_tracks.size()) { + Dictionary t; + t["sampler"] = samplers.size(); + Dictionary s; + + Vector<real_t> times; + Vector<real_t> values; + + for (int32_t times_i = 0; times_i < track.weight_tracks[0].times.size(); times_i++) { + real_t time = track.weight_tracks[0].times[times_i]; + times.push_back(time); + } + + values.resize(times.size() * track.weight_tracks.size()); + // TODO Sort by order in blend shapes + for (int k = 0; k < track.weight_tracks.size(); k++) { + Vector<float> wdata = track.weight_tracks[k].values; + for (int l = 0; l < wdata.size(); l++) { + values.write[l * track.weight_tracks.size() + k] = wdata.write[l]; + } + } + + s["interpolation"] = interpolation_to_string(track.weight_tracks[track.weight_tracks.size() - 1].interpolation); + s["input"] = _encode_accessor_as_floats(state, times, false); + s["output"] = _encode_accessor_as_floats(state, values, false); + + samplers.push_back(s); + + Dictionary target; + target["path"] = "weights"; + target["node"] = track_i->key(); + + t["target"] = target; + channels.push_back(t); + } + } + if (channels.size() && samplers.size()) { + d["channels"] = channels; + d["samplers"] = samplers; + animations.push_back(d); + } + } + + state->json["animations"] = animations; + + print_verbose("glTF: Total animations '" + itos(state->animations.size()) + "'."); + + return OK; +} + +Error GLTFDocument::_parse_animations(Ref<GLTFState> state) { + if (!state->json.has("animations")) + return OK; + + const Array &animations = state->json["animations"]; + + for (GLTFAnimationIndex i = 0; i < animations.size(); i++) { + const Dictionary &d = animations[i]; + + Ref<GLTFAnimation> animation; + animation.instance(); + + if (!d.has("channels") || !d.has("samplers")) + continue; + + Array channels = d["channels"]; + Array samplers = d["samplers"]; + + if (d.has("name")) { + const String name = d["name"]; + if (name.begins_with("loop") || name.ends_with("loop") || name.begins_with("cycle") || name.ends_with("cycle")) { + animation->set_loop(true); + } + animation->set_name(_sanitize_scene_name(name)); + } + + for (int j = 0; j < channels.size(); j++) { + const Dictionary &c = channels[j]; + if (!c.has("target")) + continue; + + const Dictionary &t = c["target"]; + if (!t.has("node") || !t.has("path")) { + continue; + } + + ERR_FAIL_COND_V(!c.has("sampler"), ERR_PARSE_ERROR); + const int sampler = c["sampler"]; + ERR_FAIL_INDEX_V(sampler, samplers.size(), ERR_PARSE_ERROR); + + GLTFNodeIndex node = t["node"]; + String path = t["path"]; + + ERR_FAIL_INDEX_V(node, state->nodes.size(), ERR_PARSE_ERROR); + + GLTFAnimation::Track *track = nullptr; + + if (!animation->get_tracks().has(node)) { + animation->get_tracks()[node] = GLTFAnimation::Track(); + } + + track = &animation->get_tracks()[node]; + + const Dictionary &s = samplers[sampler]; + + ERR_FAIL_COND_V(!s.has("input"), ERR_PARSE_ERROR); + ERR_FAIL_COND_V(!s.has("output"), ERR_PARSE_ERROR); + + const int input = s["input"]; + const int output = s["output"]; + + GLTFAnimation::Interpolation interp = GLTFAnimation::INTERP_LINEAR; + int output_count = 1; + if (s.has("interpolation")) { + const String &in = s["interpolation"]; + if (in == "STEP") { + interp = GLTFAnimation::INTERP_STEP; + } else if (in == "LINEAR") { + interp = GLTFAnimation::INTERP_LINEAR; + } else if (in == "CATMULLROMSPLINE") { + interp = GLTFAnimation::INTERP_CATMULLROMSPLINE; + output_count = 3; + } else if (in == "CUBICSPLINE") { + interp = GLTFAnimation::INTERP_CUBIC_SPLINE; + output_count = 3; + } + } + + const Vector<float> times = _decode_accessor_as_floats(state, input, false); + if (path == "translation") { + const Vector<Vector3> translations = _decode_accessor_as_vec3(state, output, false); + track->translation_track.interpolation = interp; + track->translation_track.times = Variant(times); //convert via variant + track->translation_track.values = Variant(translations); //convert via variant + } else if (path == "rotation") { + const Vector<Quat> rotations = _decode_accessor_as_quat(state, output, false); + 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); + 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); + + ERR_FAIL_INDEX_V(state->nodes[node]->mesh, state->meshes.size(), ERR_PARSE_ERROR); + Ref<GLTFMesh> mesh = state->meshes[state->nodes[node]->mesh]; + ERR_CONTINUE(!mesh->get_blend_weights().size()); + const int wc = mesh->get_blend_weights().size(); + + track->weight_tracks.resize(wc); + + const int expected_value_count = times.size() * output_count * wc; + ERR_FAIL_COND_V_MSG(weights.size() != expected_value_count, ERR_PARSE_ERROR, "Invalid weight data, expected " + itos(expected_value_count) + " weight values, got " + itos(weights.size()) + " instead."); + + const int wlen = weights.size() / wc; + for (int k = 0; k < wc; k++) { //separate tracks, having them together is not such a good idea + GLTFAnimation::Channel<float> cf; + cf.interpolation = interp; + cf.times = Variant(times); + Vector<float> wdata; + wdata.resize(wlen); + for (int l = 0; l < wlen; l++) { + wdata.write[l] = weights[l * wc + k]; + } + + cf.values = wdata; + track->weight_tracks.write[k] = cf; + } + } else { + WARN_PRINT("Invalid path '" + path + "'."); + } + } + + state->animations.push_back(animation); + } + + print_verbose("glTF: Total animations '" + itos(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]; + + // Any joints get unique names generated when the skeleton is made, unique to the skeleton + if (n->skeleton >= 0) + continue; + + if (n->get_name().empty()) { + if (n->mesh >= 0) { + n->set_name(_gen_unique_name(state, "Mesh")); + } else if (n->camera >= 0) { + n->set_name(_gen_unique_name(state, "Camera3D")); + } else { + n->set_name(_gen_unique_name(state, "Node")); + } + } + + n->set_name(_gen_unique_name(state, n->get_name())); + } +} + +BoneAttachment3D *GLTFDocument::_generate_bone_attachment(Ref<GLTFState> state, Skeleton3D *skeleton, const GLTFNodeIndex node_index) { + Ref<GLTFNode> gltf_node = state->nodes[node_index]; + Ref<GLTFNode> bone_node = state->nodes[gltf_node->parent]; + + BoneAttachment3D *bone_attachment = memnew(BoneAttachment3D); + print_verbose("glTF: Creating bone attachment for: " + gltf_node->get_name()); + + ERR_FAIL_COND_V(!bone_node->joint, nullptr); + + bone_attachment->set_bone_name(bone_node->get_name()); + + return bone_attachment; +} + +GLTFMeshIndex GLTFDocument::_convert_mesh_instance(Ref<GLTFState> state, MeshInstance3D *p_mesh_instance) { + ERR_FAIL_NULL_V(p_mesh_instance, -1); + if (p_mesh_instance->get_mesh().is_null()) { + return -1; + } + Ref<EditorSceneImporterMesh> import_mesh; + import_mesh.instance(); + Ref<Mesh> godot_mesh = p_mesh_instance->get_mesh(); + if (godot_mesh.is_null()) { + return -1; + } + Vector<float> blend_weights; + Vector<String> blend_names; + int32_t blend_count = godot_mesh->get_blend_shape_count(); + blend_names.resize(blend_count); + blend_weights.resize(blend_count); + for (int32_t blend_i = 0; blend_i < godot_mesh->get_blend_shape_count(); blend_i++) { + String blend_name = godot_mesh->get_blend_shape_name(blend_i); + blend_names.write[blend_i] = blend_name; + import_mesh->add_blend_shape(blend_name); + } + for (int32_t surface_i = 0; surface_i < godot_mesh->get_surface_count(); surface_i++) { + Mesh::PrimitiveType primitive_type = godot_mesh->surface_get_primitive_type(surface_i); + Array arrays = godot_mesh->surface_get_arrays(surface_i); + Array blend_shape_arrays = godot_mesh->surface_get_blend_shape_arrays(surface_i); + Ref<Material> mat = godot_mesh->surface_get_material(surface_i); + Ref<ArrayMesh> godot_array_mesh = godot_mesh; + String surface_name; + if (godot_array_mesh.is_valid()) { + surface_name = godot_array_mesh->surface_get_name(surface_i); + } + if (p_mesh_instance->get_surface_material(surface_i).is_valid()) { + mat = p_mesh_instance->get_surface_material(surface_i); + } + if (p_mesh_instance->get_material_override().is_valid()) { + mat = p_mesh_instance->get_material_override(); + } + import_mesh->add_surface(primitive_type, arrays, blend_shape_arrays, Dictionary(), mat, surface_name); + } + for (int32_t blend_i = 0; blend_i < blend_count; blend_i++) { + blend_weights.write[blend_i] = 0.0f; + } + Ref<GLTFMesh> gltf_mesh; + gltf_mesh.instance(); + gltf_mesh->set_mesh(import_mesh); + gltf_mesh->set_blend_weights(blend_weights); + GLTFMeshIndex mesh_i = state->meshes.size(); + state->meshes.push_back(gltf_mesh); + return mesh_i; +} + +EditorSceneImporterMeshNode3D *GLTFDocument::_generate_mesh_instance(Ref<GLTFState> state, Node *scene_parent, const GLTFNodeIndex node_index) { + Ref<GLTFNode> gltf_node = state->nodes[node_index]; + + ERR_FAIL_INDEX_V(gltf_node->mesh, state->meshes.size(), nullptr); + + EditorSceneImporterMeshNode3D *mi = memnew(EditorSceneImporterMeshNode3D); + print_verbose("glTF: Creating mesh for: " + gltf_node->get_name()); + + Ref<GLTFMesh> mesh = state->meshes.write[gltf_node->mesh]; + if (mesh.is_null()) { + return mi; + } + Ref<EditorSceneImporterMesh> import_mesh = mesh->get_mesh(); + if (import_mesh.is_null()) { + return mi; + } + mi->set_mesh(import_mesh); + for (int i = 0; i < mesh->get_blend_weights().size(); i++) { + mi->set("blend_shapes/" + mesh->get_mesh()->get_blend_shape_name(i), mesh->get_blend_weights()[i]); + } + return mi; +} + +Light3D *GLTFDocument::_generate_light(Ref<GLTFState> state, Node *scene_parent, const GLTFNodeIndex node_index) { + Ref<GLTFNode> gltf_node = state->nodes[node_index]; + + ERR_FAIL_INDEX_V(gltf_node->light, state->lights.size(), nullptr); + + print_verbose("glTF: Creating light for: " + gltf_node->get_name()); + + Ref<GLTFLight> l = state->lights[gltf_node->light]; + + float intensity = l->intensity; + if (intensity > 10) { + // GLTF spec has the default around 1, but Blender defaults lights to 100. + // The only sane way to handle this is to check where it came from and + // handle it accordingly. If it's over 10, it probably came from Blender. + intensity /= 100; + } + + if (l->type == "directional") { + DirectionalLight3D *light = memnew(DirectionalLight3D); + light->set_param(Light3D::PARAM_ENERGY, intensity); + light->set_color(l->color); + return light; + } + + const float range = CLAMP(l->range, 0, 4096); + // Doubling the range will double the effective brightness, so we need double attenuation (half brightness). + // We want to have double intensity give double brightness, so we need half the attenuation. + const float attenuation = range / intensity; + if (l->type == "point") { + OmniLight3D *light = memnew(OmniLight3D); + light->set_param(OmniLight3D::PARAM_ATTENUATION, attenuation); + light->set_param(OmniLight3D::PARAM_RANGE, range); + light->set_color(l->color); + return light; + } + if (l->type == "spot") { + SpotLight3D *light = memnew(SpotLight3D); + light->set_param(SpotLight3D::PARAM_ATTENUATION, attenuation); + light->set_param(SpotLight3D::PARAM_RANGE, range); + light->set_param(SpotLight3D::PARAM_SPOT_ANGLE, Math::rad2deg(l->outer_cone_angle)); + light->set_color(l->color); + + // Line of best fit derived from guessing, see https://www.desmos.com/calculator/biiflubp8b + // The points in desmos are not exact, except for (1, infinity). + float angle_ratio = l->inner_cone_angle / l->outer_cone_angle; + float angle_attenuation = 0.2 / (1 - angle_ratio) - 0.1; + light->set_param(SpotLight3D::PARAM_SPOT_ATTENUATION, angle_attenuation); + return light; + } + return nullptr; +} + +Camera3D *GLTFDocument::_generate_camera(Ref<GLTFState> state, Node *scene_parent, const GLTFNodeIndex node_index) { + Ref<GLTFNode> gltf_node = state->nodes[node_index]; + + ERR_FAIL_INDEX_V(gltf_node->camera, state->cameras.size(), nullptr); + + Camera3D *camera = memnew(Camera3D); + print_verbose("glTF: Creating camera for: " + gltf_node->get_name()); + + Ref<GLTFCamera> c = state->cameras[gltf_node->camera]; + if (c->get_perspective()) { + camera->set_perspective(c->get_fov_size(), c->get_znear(), c->get_zfar()); + } else { + camera->set_orthogonal(c->get_fov_size(), c->get_znear(), c->get_zfar()); + } + + return camera; +} + +GLTFCameraIndex GLTFDocument::_convert_camera(Ref<GLTFState> state, Camera3D *p_camera) { + print_verbose("glTF: Converting camera: " + p_camera->get_name()); + + Ref<GLTFCamera> c; + c.instance(); + + if (p_camera->get_projection() == Camera3D::Projection::PROJECTION_PERSPECTIVE) { + c->set_perspective(true); + c->set_fov_size(p_camera->get_fov()); + c->set_zfar(p_camera->get_zfar()); + c->set_znear(p_camera->get_znear()); + } else { + c->set_fov_size(p_camera->get_fov()); + c->set_zfar(p_camera->get_zfar()); + c->set_znear(p_camera->get_znear()); + } + GLTFCameraIndex camera_index = state->cameras.size(); + state->cameras.push_back(c); + return camera_index; +} + +GLTFLightIndex GLTFDocument::_convert_light(Ref<GLTFState> state, Light3D *p_light) { + print_verbose("glTF: Converting light: " + p_light->get_name()); + + Ref<GLTFLight> l; + l.instance(); + l->color = p_light->get_color(); + if (cast_to<DirectionalLight3D>(p_light)) { + l->type = "directional"; + DirectionalLight3D *light = cast_to<DirectionalLight3D>(p_light); + l->intensity = light->get_param(DirectionalLight3D::PARAM_ENERGY); + l->range = FLT_MAX; // Range for directional lights is infinite in Godot. + } else if (cast_to<OmniLight3D>(p_light)) { + l->type = "point"; + OmniLight3D *light = cast_to<OmniLight3D>(p_light); + l->range = light->get_param(OmniLight3D::PARAM_RANGE); + float attenuation = p_light->get_param(OmniLight3D::PARAM_ATTENUATION); + l->intensity = l->range / attenuation; + } else if (cast_to<SpotLight3D>(p_light)) { + l->type = "spot"; + SpotLight3D *light = cast_to<SpotLight3D>(p_light); + l->range = light->get_param(SpotLight3D::PARAM_RANGE); + float attenuation = light->get_param(SpotLight3D::PARAM_ATTENUATION); + l->intensity = l->range / attenuation; + l->outer_cone_angle = Math::deg2rad(light->get_param(SpotLight3D::PARAM_SPOT_ANGLE)); + + // This equation is the inverse of the import equation (which has a desmos link). + float angle_ratio = 1 - (0.2 / (0.1 + light->get_param(SpotLight3D::PARAM_SPOT_ATTENUATION))); + angle_ratio = MAX(0, angle_ratio); + l->inner_cone_angle = l->outer_cone_angle * angle_ratio; + } + + GLTFLightIndex light_index = state->lights.size(); + state->lights.push_back(l); + return light_index; +} + +GLTFSkeletonIndex GLTFDocument::_convert_skeleton(Ref<GLTFState> state, Skeleton3D *p_skeleton) { + print_verbose("glTF: Converting skeleton: " + p_skeleton->get_name()); + Ref<GLTFSkeleton> gltf_skeleton; + gltf_skeleton.instance(); + gltf_skeleton->set_name(_gen_unique_name(state, p_skeleton->get_name())); + gltf_skeleton->godot_skeleton = p_skeleton; + GLTFSkeletonIndex skeleton_i = state->skeletons.size(); + state->skeletons.push_back(gltf_skeleton); + return skeleton_i; +} + +void GLTFDocument::_convert_spatial(Ref<GLTFState> state, Node3D *p_spatial, Ref<GLTFNode> p_node) { + Transform xform = p_spatial->get_transform(); + p_node->scale = xform.basis.get_scale(); + p_node->rotation = xform.basis.get_rotation_quat(); + p_node->translation = xform.origin; +} + +Node3D *GLTFDocument::_generate_spatial(Ref<GLTFState> state, Node *scene_parent, const GLTFNodeIndex node_index) { + Ref<GLTFNode> gltf_node = state->nodes[node_index]; + + Node3D *spatial = memnew(Node3D); + print_verbose("glTF: Converting spatial: " + gltf_node->get_name()); + + return spatial; +} +void GLTFDocument::_convert_scene_node(Ref<GLTFState> state, Node *p_current, Node *p_root, const GLTFNodeIndex p_gltf_parent, const GLTFNodeIndex p_gltf_root) { + bool retflag = true; + Node3D *spatial = cast_to<Node3D>(p_current); + _check_visibility(p_current, retflag); + if (retflag) { + return; + } + Ref<GLTFNode> gltf_node; + gltf_node.instance(); + gltf_node->set_name(_gen_unique_name(state, p_current->get_name())); + if (cast_to<Node3D>(p_current)) { + _convert_spatial(state, spatial, gltf_node); + } + if (cast_to<MeshInstance3D>(p_current)) { + _convert_mesh_to_gltf(p_current, state, spatial, gltf_node); + } else if (cast_to<BoneAttachment3D>(p_current)) { + _convert_bone_attachment_to_gltf(p_current, state, gltf_node, retflag); + // TODO 2020-12-21 iFire Handle the case of objects under the bone attachment. + return; + } else if (cast_to<Skeleton3D>(p_current)) { + _convert_skeleton_to_gltf(p_current, state, p_gltf_parent, p_gltf_root, gltf_node, p_root); + // We ignore the Godot Engine node that is the skeleton. + return; + } else if (cast_to<MultiMeshInstance3D>(p_current)) { + _convert_mult_mesh_instance_to_gltf(p_current, p_gltf_parent, p_gltf_root, gltf_node, state, p_root); + } else if (cast_to<CSGShape3D>(p_current)) { + if (p_current->get_parent() && cast_to<CSGShape3D>(p_current)->is_root_shape()) { + _convert_csg_shape_to_gltf(p_current, p_gltf_parent, gltf_node, state); + } + } else if (cast_to<GridMap>(p_current)) { + _convert_grid_map_to_gltf(p_current, p_gltf_parent, p_gltf_root, gltf_node, state, p_root); + } else if (cast_to<Camera3D>(p_current)) { + Camera3D *camera = Object::cast_to<Camera3D>(p_current); + _convert_camera_to_gltf(camera, state, spatial, gltf_node); + } else if (cast_to<Light3D>(p_current)) { + Light3D *light = Object::cast_to<Light3D>(p_current); + _convert_light_to_gltf(light, state, spatial, 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, p_root); + } + GLTFNodeIndex current_node_i = 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; + } + _create_gltf_node(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), p_root, current_node_i, gltf_root); + } +} + +void GLTFDocument::_convert_csg_shape_to_gltf(Node *p_current, GLTFNodeIndex p_gltf_parent, Ref<GLTFNode> gltf_node, Ref<GLTFState> state) { + CSGShape3D *csg = Object::cast_to<CSGShape3D>(p_current); + csg->call("_update_shape"); + Array meshes = csg->get_meshes(); + if (meshes.size() != 2) { + return; + } + Ref<Material> mat; + if (csg->get_material_override().is_valid()) { + mat = csg->get_material_override(); + } + Ref<GLTFMesh> gltf_mesh; + gltf_mesh.instance(); + Ref<EditorSceneImporterMesh> import_mesh; + import_mesh.instance(); + Ref<ArrayMesh> array_mesh = csg->get_meshes()[1]; + for (int32_t surface_i = 0; surface_i < array_mesh->get_surface_count(); surface_i++) { + import_mesh->add_surface(Mesh::PrimitiveType::PRIMITIVE_TRIANGLES, array_mesh->surface_get_arrays(surface_i), Array(), Dictionary(), mat, array_mesh->surface_get_name(surface_i)); + } + gltf_mesh->set_mesh(import_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())); +} + +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); + if (current_node_i == p_parent_node_index) { + return; + } + if (p_parent_node_index == -1) { + return; + } + state->nodes.write[p_parent_node_index]->children.push_back(current_node_i); +} + +void GLTFDocument::_convert_animation_player_to_gltf(AnimationPlayer *animation_player, Ref<GLTFState> state, const GLTFNodeIndex &p_gltf_current, const GLTFNodeIndex &p_gltf_root_index, Ref<GLTFNode> p_gltf_node, Node *p_scene_parent, Node *p_root) { + 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::_check_visibility(Node *p_node, bool &retflag) { + 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()) { + return; + } + if (spatial && !spatial->is_visible()) { + return; + } + retflag = false; +} + +void GLTFDocument::_convert_camera_to_gltf(Camera3D *camera, Ref<GLTFState> state, Node3D *spatial, Ref<GLTFNode> gltf_node) { + ERR_FAIL_COND(!camera); + GLTFCameraIndex camera_index = _convert_camera(state, camera); + if (camera_index != -1) { + gltf_node->camera = camera_index; + } +} + +void GLTFDocument::_convert_light_to_gltf(Light3D *light, Ref<GLTFState> state, Node3D *spatial, Ref<GLTFNode> gltf_node) { + ERR_FAIL_COND(!light); + GLTFLightIndex light_index = _convert_light(state, light); + if (light_index != -1) { + gltf_node->light = light_index; + } +} + +void GLTFDocument::_convert_grid_map_to_gltf(Node *p_scene_parent, const GLTFNodeIndex &p_parent_node_index, const GLTFNodeIndex &p_root_node_index, Ref<GLTFNode> gltf_node, Ref<GLTFState> state, Node *p_root_node) { + GridMap *grid_map = Object::cast_to<GridMap>(p_scene_parent); + ERR_FAIL_COND(!grid_map); + Array cells = 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); + Vector3 cell_location = cells[k]; + int32_t cell = grid_map->get_cell_item( + Vector3(cell_location.x, cell_location.y, cell_location.z)); + EditorSceneImporterMeshNode3D *import_mesh_node = memnew(EditorSceneImporterMeshNode3D); + import_mesh_node->set_mesh(grid_map->get_mesh_library()->get_item_mesh(cell)); + Transform cell_xform; + cell_xform.basis.set_orthogonal_index( + grid_map->get_cell_item_orientation( + Vector3(cell_location.x, cell_location.y, cell_location.z))); + cell_xform.basis.scale(Vector3(grid_map->get_cell_scale(), + grid_map->get_cell_scale(), + grid_map->get_cell_scale())); + cell_xform.set_origin(grid_map->map_to_world( + Vector3(cell_location.x, cell_location.y, cell_location.z))); + Ref<GLTFMesh> gltf_mesh; + gltf_mesh.instance(); + gltf_mesh = import_mesh_node; + new_gltf_node->mesh = state->meshes.size(); + state->meshes.push_back(gltf_mesh); + new_gltf_node->xform = cell_xform * grid_map->get_transform(); + new_gltf_node->set_name(_gen_unique_name(state, grid_map->get_mesh_library()->get_item_name(cell))); + } +} + +void GLTFDocument::_convert_mult_mesh_instance_to_gltf(Node *p_scene_parent, const GLTFNodeIndex &p_parent_node_index, const GLTFNodeIndex &p_root_node_index, Ref<GLTFNode> gltf_node, Ref<GLTFState> state, Node *p_root_node) { + MultiMeshInstance3D *multi_mesh_instance = Object::cast_to<MultiMeshInstance3D>(p_scene_parent); + ERR_FAIL_COND(!multi_mesh_instance); + Ref<MultiMesh> multi_mesh = multi_mesh_instance->get_multimesh(); + if (multi_mesh.is_valid()) { + for (int32_t instance_i = 0; instance_i < multi_mesh->get_instance_count(); + instance_i++) { + GLTFNode *new_gltf_node = memnew(GLTFNode); + Transform transform; + if (multi_mesh->get_transform_format() == MultiMesh::TRANSFORM_2D) { + Transform2D xform_2d = multi_mesh->get_instance_transform_2d(instance_i); + transform.origin = + Vector3(xform_2d.get_origin().x, 0, xform_2d.get_origin().y); + real_t rotation = xform_2d.get_rotation(); + Quat quat; + quat.set_axis_angle(Vector3(0, 1, 0), rotation); + Size2 scale = xform_2d.get_scale(); + transform.basis.set_quat_scale(quat, + Vector3(scale.x, 0, scale.y)); + transform = + multi_mesh_instance->get_transform() * transform; + } else if (multi_mesh->get_transform_format() == MultiMesh::TRANSFORM_3D) { + transform = multi_mesh_instance->get_transform() * + multi_mesh->get_instance_transform(instance_i); + } + Ref<ArrayMesh> mm = multi_mesh->get_mesh(); + if (mm.is_valid()) { + Ref<EditorSceneImporterMesh> mesh; + mesh.instance(); + for (int32_t surface_i = 0; surface_i < mm->get_surface_count(); surface_i++) { + Array surface = mm->surface_get_arrays(surface_i); + mesh->add_surface(mm->surface_get_primitive_type(surface_i), surface, Array(), Dictionary(), + mm->surface_get_material(surface_i), mm->get_name()); + } + Ref<GLTFMesh> gltf_mesh; + gltf_mesh.instance(); + gltf_mesh->set_name(multi_mesh->get_name()); + gltf_mesh->set_mesh(mesh); + new_gltf_node->mesh = state->meshes.size(); + state->meshes.push_back(gltf_mesh); + } + new_gltf_node->xform = transform; + new_gltf_node->set_name(_gen_unique_name(state, multi_mesh_instance->get_name())); + gltf_node->children.push_back(state->nodes.size()); + state->nodes.push_back(new_gltf_node); + } + } +} + +void GLTFDocument::_convert_skeleton_to_gltf(Node *p_scene_parent, Ref<GLTFState> state, const GLTFNodeIndex &p_parent_node_index, const GLTFNodeIndex &p_root_node_index, Ref<GLTFNode> gltf_node, Node *p_root_node) { + Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(p_scene_parent); + if (skeleton) { + // 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_root_node, p_parent_node_index, p_root_node_index); + } + } +} + +void GLTFDocument::_convert_bone_attachment_to_gltf(Node *p_scene_parent, Ref<GLTFState> state, Ref<GLTFNode> gltf_node, bool &retflag) { + retflag = true; + BoneAttachment3D *bone_attachment = Object::cast_to<BoneAttachment3D>(p_scene_parent); + if (bone_attachment) { + Node *node = bone_attachment->get_parent(); + while (node) { + Skeleton3D *bone_attachment_skeleton = Object::cast_to<Skeleton3D>(node); + if (bone_attachment_skeleton) { + for (GLTFSkeletonIndex skeleton_i = 0; skeleton_i < state->skeletons.size(); skeleton_i++) { + if (state->skeletons[skeleton_i]->godot_skeleton != bone_attachment_skeleton) { + continue; + } + state->skeletons.write[skeleton_i]->bone_attachments.push_back(bone_attachment); + break; + } + break; + } + node = node->get_parent(); + } + gltf_node.unref(); + return; + } + retflag = false; +} + +void GLTFDocument::_convert_mesh_to_gltf(Node *p_scene_parent, Ref<GLTFState> state, Node3D *spatial, Ref<GLTFNode> gltf_node) { + MeshInstance3D *mi = Object::cast_to<MeshInstance3D>(p_scene_parent); + if (mi) { + GLTFMeshIndex gltf_mesh_index = _convert_mesh_instance(state, mi); + if (gltf_mesh_index != -1) { + 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]; + + Node3D *current_node = nullptr; + + // Is our parent a skeleton + Skeleton3D *active_skeleton = Object::cast_to<Skeleton3D>(scene_parent); + + if (gltf_node->skeleton >= 0) { + Skeleton3D *skeleton = state->skeletons[gltf_node->skeleton]->godot_skeleton; + + if (active_skeleton != skeleton) { + ERR_FAIL_COND_MSG(active_skeleton != nullptr, "glTF: Generating scene detected direct parented Skeletons"); + + // Add it to the scene if it has not already been added + if (skeleton->get_parent() == nullptr) { + scene_parent->add_child(skeleton); + skeleton->set_owner(scene_root); + } + } + + active_skeleton = skeleton; + current_node = skeleton; + } + + // If we have an active skeleton, and the node is node skinned, we need to create a bone attachment + if (current_node == nullptr && active_skeleton != nullptr && gltf_node->skin < 0) { + BoneAttachment3D *bone_attachment = _generate_bone_attachment(state, active_skeleton, node_index); + + scene_parent->add_child(bone_attachment); + bone_attachment->set_owner(scene_root); + + // There is no gltf_node that represent this, so just directly create a unique name + bone_attachment->set_name(_gen_unique_name(state, "BoneAttachment3D")); + + // We change the scene_parent to our bone attachment now. We do not set current_node because we want to make the node + // and attach it to the bone_attachment + scene_parent = bone_attachment; + } + + // We still have not managed to make a node + if (current_node == nullptr) { + if (gltf_node->mesh >= 0) { + current_node = _generate_mesh_instance(state, scene_parent, node_index); + } else if (gltf_node->camera >= 0) { + current_node = _generate_camera(state, scene_parent, node_index); + } else if (gltf_node->light >= 0) { + current_node = _generate_light(state, scene_parent, node_index); + } + + if (!current_node) { + current_node = _generate_spatial(state, scene_parent, node_index); + } + + scene_parent->add_child(current_node); + if (current_node != scene_root) { + current_node->set_owner(scene_root); + } + current_node->set_transform(gltf_node->xform); + current_node->set_name(gltf_node->get_name()); + } + + state->scene_nodes.insert(node_index, current_node); + + for (int i = 0; i < gltf_node->children.size(); ++i) { + _generate_scene_node(state, current_node, scene_root, gltf_node->children[i]); + } +} + +template <class T> +struct EditorSceneImporterGLTFInterpolate { + T lerp(const T &a, const T &b, float c) const { + return a + (b - a) * c; + } + + T catmull_rom(const T &p0, const T &p1, const T &p2, const T &p3, float t) { + const float t2 = t * t; + const float t3 = t2 * t; + + return 0.5f * ((2.0f * p1) + (-p0 + p2) * t + (2.0f * p0 - 5.0f * p1 + 4.0f * p2 - p3) * t2 + (-p0 + 3.0f * p1 - 3.0f * p2 + p3) * t3); + } + + T bezier(T start, T control_1, T control_2, T end, float t) { + /* Formula from Wikipedia article on Bezier curves. */ + const real_t omt = (1.0 - t); + const real_t omt2 = omt * omt; + const real_t omt3 = omt2 * omt; + const real_t t2 = t * t; + const real_t t3 = t2 * t; + + return start * omt3 + control_1 * omt2 * t * 3.0 + control_2 * omt * t2 * 3.0 + end * t3; + } +}; + +// thank you for existing, partial specialization +template <> +struct EditorSceneImporterGLTFInterpolate<Quat> { + Quat lerp(const Quat &a, const Quat &b, const float c) const { + ERR_FAIL_COND_V_MSG(!a.is_normalized(), Quat(), "The quaternion \"a\" must be normalized."); + ERR_FAIL_COND_V_MSG(!b.is_normalized(), Quat(), "The quaternion \"b\" must be normalized."); + + return a.slerp(b, c).normalized(); + } + + Quat catmull_rom(const Quat &p0, const Quat &p1, const Quat &p2, const Quat &p3, const float c) { + ERR_FAIL_COND_V_MSG(!p1.is_normalized(), Quat(), "The quaternion \"p1\" must be normalized."); + ERR_FAIL_COND_V_MSG(!p2.is_normalized(), Quat(), "The quaternion \"p2\" must be normalized."); + + return p1.slerp(p2, c).normalized(); + } + + Quat bezier(const Quat start, const Quat control_1, const Quat control_2, const Quat end, const float t) { + ERR_FAIL_COND_V_MSG(!start.is_normalized(), Quat(), "The start quaternion must be normalized."); + ERR_FAIL_COND_V_MSG(!end.is_normalized(), Quat(), "The end quaternion must be normalized."); + + return start.slerp(end, t).normalized(); + } +}; + +template <class T> +T GLTFDocument::_interpolate_track(const Vector<float> &p_times, const Vector<T> &p_values, const float p_time, const GLTFAnimation::Interpolation p_interp) { + //could use binary search, worth it? + int idx = -1; + for (int i = 0; i < p_times.size(); i++) { + if (p_times[i] > p_time) + break; + idx++; + } + + EditorSceneImporterGLTFInterpolate<T> interp; + + switch (p_interp) { + case GLTFAnimation::INTERP_LINEAR: { + if (idx == -1) { + return p_values[0]; + } else if (idx >= p_times.size() - 1) { + return p_values[p_times.size() - 1]; + } + + const float c = (p_time - p_times[idx]) / (p_times[idx + 1] - p_times[idx]); + + return interp.lerp(p_values[idx], p_values[idx + 1], c); + } break; + case GLTFAnimation::INTERP_STEP: { + if (idx == -1) { + return p_values[0]; + } else if (idx >= p_times.size() - 1) { + return p_values[p_times.size() - 1]; + } + + return p_values[idx]; + } break; + case GLTFAnimation::INTERP_CATMULLROMSPLINE: { + if (idx == -1) { + return p_values[1]; + } else if (idx >= p_times.size() - 1) { + return p_values[1 + p_times.size() - 1]; + } + + const float c = (p_time - p_times[idx]) / (p_times[idx + 1] - p_times[idx]); + + return interp.catmull_rom(p_values[idx - 1], p_values[idx], p_values[idx + 1], p_values[idx + 3], c); + } break; + case GLTFAnimation::INTERP_CUBIC_SPLINE: { + if (idx == -1) { + return p_values[1]; + } else if (idx >= p_times.size() - 1) { + return p_values[(p_times.size() - 1) * 3 + 1]; + } + + const float c = (p_time - p_times[idx]) / (p_times[idx + 1] - p_times[idx]); + + const T from = p_values[idx * 3 + 1]; + const T c1 = from + p_values[idx * 3 + 2]; + const T to = p_values[idx * 3 + 4]; + const T c2 = to + p_values[idx * 3 + 3]; + + return interp.bezier(from, c1, c2, to, c); + } break; + } + + 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]; + + String name = anim->get_name(); + if (name.empty()) { + // No node represent these, and they are not in the hierarchy, so just make a unique name + name = _gen_unique_name(state, "Animation"); + } + + Ref<Animation> animation; + animation.instance(); + animation->set_name(name); + + if (anim->get_loop()) { + animation->set_loop(true); + } + + float length = 0; + + for (Map<int, GLTFAnimation::Track>::Element *track_i = anim->get_tracks().front(); track_i; track_i = track_i->next()) { + const GLTFAnimation::Track &track = track_i->get(); + //need to find the path + NodePath node_path; + + GLTFNodeIndex node_index = track_i->key(); + if (state->nodes[node_index]->fake_joint_parent >= 0) { + // Should be same as parent + node_index = state->nodes[node_index]->fake_joint_parent; + } + + const Ref<GLTFNode> gltf_node = state->nodes[track_i->key()]; + + if (gltf_node->skeleton >= 0) { + const Skeleton3D *sk = Object::cast_to<Skeleton3D>(state->scene_nodes.find(node_index)->get()); + ERR_FAIL_COND(sk == nullptr); + + const String path = ap->get_parent()->get_path_to(sk); + const String bone = gltf_node->get_name(); + node_path = path + ":" + bone; + } else { + Node *root = ap->get_parent(); + Node *godot_node = state->scene_nodes.find(node_index)->get(); + node_path = root->get_path_to(godot_node); + } + + 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.translation_track.times.size(); i++) { + length = MAX(length, track.translation_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 (track.rotation_track.values.size() || track.translation_track.values.size() || track.scale_track.values.size()) { + //make transform track + int track_idx = animation->get_track_count(); + animation->add_track(Animation::TYPE_TRANSFORM); + animation->track_set_path(track_idx, node_path); + //first determine animation length + + const float increment = 1.0 / float(bake_fps); + float time = 0.0; + + Vector3 base_pos; + Quat base_rot; + Vector3 base_scale = Vector3(1, 1, 1); + + if (!track.rotation_track.values.size()) { + base_rot = state->nodes[track_i->key()]->rotation.normalized(); + } + + if (!track.translation_track.values.size()) { + base_pos = state->nodes[track_i->key()]->translation; + } + + if (!track.scale_track.values.size()) { + base_scale = state->nodes[track_i->key()]->scale; + } + + bool last = false; + while (true) { + Vector3 pos = base_pos; + Quat rot = base_rot; + Vector3 scale = base_scale; + + if (track.translation_track.times.size()) { + pos = _interpolate_track<Vector3>(track.translation_track.times, track.translation_track.values, time, track.translation_track.interpolation); + } + + if (track.rotation_track.times.size()) { + rot = _interpolate_track<Quat>(track.rotation_track.times, track.rotation_track.values, time, track.rotation_track.interpolation); + } + + if (track.scale_track.times.size()) { + scale = _interpolate_track<Vector3>(track.scale_track.times, track.scale_track.values, time, track.scale_track.interpolation); + } + + if (gltf_node->skeleton >= 0) { + Transform xform; + xform.basis.set_quat_scale(rot, scale); + xform.origin = pos; + + const Skeleton3D *skeleton = state->skeletons[gltf_node->skeleton]->godot_skeleton; + const int bone_idx = skeleton->find_bone(gltf_node->get_name()); + xform = skeleton->get_bone_rest(bone_idx).affine_inverse() * xform; + + rot = xform.basis.get_rotation_quat(); + rot.normalize(); + scale = xform.basis.get_scale(); + pos = xform.origin; + } + + animation->transform_track_insert_key(track_idx, time, pos, rot, scale); + + if (last) { + break; + } + time += increment; + if (time >= length) { + last = true; + time = length; + } + } + } + + 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(mesh.is_null()); + ERR_CONTINUE(mesh->get_mesh().is_null()); + ERR_CONTINUE(mesh->get_mesh()->get_mesh().is_null()); + const String prop = "blend_shapes/" + mesh->get_mesh()->get_blend_shape_name(i); + + const String blend_path = String(node_path) + ":" + prop; + + const int track_idx = animation->get_track_count(); + animation->add_track(Animation::TYPE_VALUE); + animation->track_set_path(track_idx, blend_path); + + // Only LINEAR and STEP (NEAREST) can be supported out of the box by Godot's Animation, + // the other modes have to be baked. + GLTFAnimation::Interpolation gltf_interp = track.weight_tracks[i].interpolation; + if (gltf_interp == GLTFAnimation::INTERP_LINEAR || gltf_interp == GLTFAnimation::INTERP_STEP) { + animation->track_set_interpolation_type(track_idx, gltf_interp == GLTFAnimation::INTERP_STEP ? Animation::INTERPOLATION_NEAREST : Animation::INTERPOLATION_LINEAR); + for (int j = 0; j < track.weight_tracks[i].times.size(); j++) { + const float t = track.weight_tracks[i].times[j]; + const float attribs = track.weight_tracks[i].values[j]; + animation->track_insert_key(track_idx, t, attribs); + } + } else { + // CATMULLROMSPLINE or CUBIC_SPLINE have to be baked, apologies. + const float increment = 1.0 / float(bake_fps); + float time = 0.0; + bool last = false; + while (true) { + _interpolate_track<float>(track.weight_tracks[i].times, track.weight_tracks[i].values, time, gltf_interp); + if (last) { + break; + } + time += increment; + if (time >= length) { + last = true; + time = length; + } + } + } + } + } + + animation->set_length(length); + + ap->add_animation(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]; + + if (node->mesh < 0) { + continue; + } + Array json_skins; + if (state->json.has("skins")) { + json_skins = state->json["skins"]; + } + Map<GLTFNodeIndex, Node *>::Element *mi_element = state->scene_nodes.find(mi_node_i); + if (!mi_element) { + continue; + } + MeshInstance3D *mi = Object::cast_to<MeshInstance3D>(mi_element->get()); + ERR_CONTINUE(!mi); + Transform mi_xform = mi->get_transform(); + node->scale = mi_xform.basis.get_scale(); + node->rotation = mi_xform.basis.get_rotation_quat(); + node->translation = mi_xform.origin; + + Dictionary json_skin; + Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(mi->get_node(mi->get_skeleton_path())); + if (!skeleton) { + continue; + } + if (!skeleton->get_bone_count()) { + continue; + } + Ref<Skin> skin = mi->get_skin(); + if (skin.is_null()) { + skin = skeleton->register_skin(nullptr)->get_skin(); + } + Ref<GLTFSkin> gltf_skin; + gltf_skin.instance(); + Array json_joints; + GLTFSkeletonIndex skeleton_gltf_i = -1; + + NodePath skeleton_path = mi->get_skeleton_path(); + bool is_unique = true; + for (int32_t skin_i = 0; skin_i < state->skins.size(); skin_i++) { + Ref<GLTFSkin> prev_gltf_skin = state->skins.write[skin_i]; + if (gltf_skin.is_null()) { + continue; + } + GLTFSkeletonIndex prev_skeleton = prev_gltf_skin->get_skeleton(); + if (prev_skeleton == -1 || prev_skeleton >= state->skeletons.size()) { + continue; + } + if (prev_gltf_skin->get_godot_skin() == skin && state->skeletons[prev_skeleton]->godot_skeleton == skeleton) { + node->skin = skin_i; + node->skeleton = prev_skeleton; + is_unique = false; + break; + } + } + if (!is_unique) { + continue; + } + GLTFSkeletonIndex skeleton_i = _convert_skeleton(state, skeleton); + skeleton_gltf_i = skeleton_i; + ERR_CONTINUE(skeleton_gltf_i == -1); + gltf_skin->skeleton = skeleton_gltf_i; + Ref<GLTFSkeleton> gltf_skeleton = state->skeletons.write[skeleton_gltf_i]; + for (int32_t bind_i = 0; bind_i < skin->get_bind_count(); bind_i++) { + String godot_bone_name = skin->get_bind_name(bind_i); + if (godot_bone_name.empty()) { + int32_t bone = skin->get_bind_bone(bind_i); + godot_bone_name = skeleton->get_bone_name(bone); + } + if (skeleton->find_bone(godot_bone_name) == -1) { + godot_bone_name = skeleton->get_bone_name(0); + } + BoneId bone_index = skeleton->find_bone(godot_bone_name); + ERR_CONTINUE(bone_index == -1); + Ref<GLTFNode> joint_node; + joint_node.instance(); + String gltf_bone_name = _gen_unique_bone_name(state, skeleton_gltf_i, godot_bone_name); + joint_node->set_name(gltf_bone_name); + + Transform bone_rest_xform = skeleton->get_bone_rest(bone_index); + joint_node->scale = bone_rest_xform.basis.get_scale(); + joint_node->rotation = bone_rest_xform.basis.get_rotation_quat(); + joint_node->translation = bone_rest_xform.origin; + joint_node->joint = true; + + int32_t joint_node_i = state->nodes.size(); + state->nodes.push_back(joint_node); + gltf_skeleton->godot_bone_node.insert(bone_index, joint_node_i); + int32_t joint_index = gltf_skin->joints.size(); + gltf_skin->joint_i_to_bone_i.insert(joint_index, bone_index); + gltf_skin->joints.push_back(joint_node_i); + gltf_skin->joints_original.push_back(joint_node_i); + gltf_skin->inverse_binds.push_back(skin->get_bind_pose(bind_i)); + json_joints.push_back(joint_node_i); + for (Map<GLTFNodeIndex, Node *>::Element *skin_scene_node_i = state->scene_nodes.front(); skin_scene_node_i; skin_scene_node_i = skin_scene_node_i->next()) { + if (skin_scene_node_i->get() == skeleton) { + gltf_skin->skin_root = skin_scene_node_i->key(); + json_skin["skeleton"] = skin_scene_node_i->key(); + } + } + gltf_skin->godot_skin = skin; + gltf_skin->set_name(_gen_unique_name(state, skin->get_name())); + } + for (int32_t bind_i = 0; bind_i < skin->get_bind_count(); bind_i++) { + String bone_name = skeleton->get_bone_name(bind_i); + String godot_bone_name = skin->get_bind_name(bind_i); + int32_t bone = -1; + if (skin->get_bind_bone(bind_i) != -1) { + bone = skin->get_bind_bone(bind_i); + godot_bone_name = skeleton->get_bone_name(bone); + } + bone = skeleton->find_bone(godot_bone_name); + if (bone == -1) { + continue; + } + BoneId bone_parent = skeleton->get_bone_parent(bone); + GLTFNodeIndex joint_node_i = gltf_skeleton->godot_bone_node[bone]; + ERR_CONTINUE(joint_node_i >= state->nodes.size()); + if (bone_parent != -1) { + GLTFNodeIndex parent_joint_gltf_node = gltf_skin->joints[bone_parent]; + Ref<GLTFNode> parent_joint_node = state->nodes.write[parent_joint_gltf_node]; + parent_joint_node->children.push_back(joint_node_i); + } else { + Node *node_parent = skeleton->get_parent(); + ERR_CONTINUE(!node_parent); + for (Map<GLTFNodeIndex, Node *>::Element *E = state->scene_nodes.front(); E; E = E->next()) { + if (E->get() == node_parent) { + GLTFNodeIndex gltf_node_i = E->key(); + Ref<GLTFNode> gltf_node = state->nodes.write[gltf_node_i]; + gltf_node->children.push_back(joint_node_i); + break; + } + } + } + } + _expand_skin(state, gltf_skin); + node->skin = state->skins.size(); + state->skins.push_back(gltf_skin); + + json_skin["inverseBindMatrices"] = _encode_accessor_as_xform(state, gltf_skin->inverse_binds, false); + json_skin["joints"] = json_joints; + json_skin["name"] = gltf_skin->get_name(); + json_skins.push_back(json_skin); + state->json["skins"] = json_skins; + } +} + +float GLTFDocument::solve_metallic(float p_dielectric_specular, float diffuse, float specular, float p_one_minus_specular_strength) { + if (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 D = b * b - 4.0f * a * c; + return CLAMP((-b + Math::sqrt(D)) / (2.0f * a), 0.0f, 1.0f); +} + +float GLTFDocument::get_perceived_brightness(const Color p_color) { + const Color coeff = Color(R_BRIGHTNESS_COEFF, G_BRIGHTNESS_COEFF, B_BRIGHTNESS_COEFF); + const Color value = coeff * (p_color * p_color); + + const float r = value.r; + const float g = value.g; + const float b = value.b; + + return Math::sqrt(r + g + b); +} + +float GLTFDocument::get_max_component(const Color &p_color) { + const float r = p_color.r; + const float g = p_color.g; + const float b = p_color.b; + + 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]; + + if (node->skin >= 0 && node->mesh >= 0) { + const GLTFSkinIndex skin_i = node->skin; + + Map<GLTFNodeIndex, Node *>::Element *mi_element = state->scene_nodes.find(node_i); + EditorSceneImporterMeshNode3D *mi = Object::cast_to<EditorSceneImporterMeshNode3D>(mi_element->get()); + ERR_FAIL_COND(mi == nullptr); + + const GLTFSkeletonIndex skel_i = state->skins.write[node->skin]->skeleton; + Ref<GLTFSkeleton> gltf_skeleton = state->skeletons.write[skel_i]; + Skeleton3D *skeleton = gltf_skeleton->godot_skeleton; + ERR_FAIL_COND(skeleton == nullptr); + + mi->get_parent()->remove_child(mi); + skeleton->add_child(mi); + mi->set_owner(skeleton->get_owner()); + + mi->set_skin(state->skins.write[skin_i]->godot_skin); + mi->set_skeleton_path(mi->get_path_to(skeleton)); + mi->set_transform(Transform()); + } + } +} + +GLTFAnimation::Track GLTFDocument::_convert_animation_track(Ref<GLTFState> state, GLTFAnimation::Track p_track, Ref<Animation> p_animation, Transform p_bone_rest, int32_t p_track_i, GLTFNodeIndex p_node_i) { + Animation::InterpolationType interpolation = p_animation->track_get_interpolation_type(p_track_i); + + GLTFAnimation::Interpolation gltf_interpolation = GLTFAnimation::INTERP_LINEAR; + if (interpolation == Animation::InterpolationType::INTERPOLATION_LINEAR) { + gltf_interpolation = GLTFAnimation::INTERP_LINEAR; + } else if (interpolation == Animation::InterpolationType::INTERPOLATION_NEAREST) { + gltf_interpolation = GLTFAnimation::INTERP_STEP; + } else if (interpolation == Animation::InterpolationType::INTERPOLATION_CUBIC) { + gltf_interpolation = GLTFAnimation::INTERP_CUBIC_SPLINE; + } + Animation::TrackType track_type = p_animation->track_get_type(p_track_i); + int32_t key_count = p_animation->track_get_key_count(p_track_i); + Vector<float> times; + times.resize(key_count); + String path = p_animation->track_get_path(p_track_i); + for (int32_t key_i = 0; key_i < key_count; key_i++) { + times.write[key_i] = p_animation->track_get_key_time(p_track_i, key_i); + } + const float BAKE_FPS = 30.0f; + if (track_type == Animation::TYPE_TRANSFORM) { + p_track.translation_track.times = times; + p_track.translation_track.interpolation = gltf_interpolation; + p_track.rotation_track.times = times; + p_track.rotation_track.interpolation = gltf_interpolation; + p_track.scale_track.times = times; + p_track.scale_track.interpolation = gltf_interpolation; + + p_track.scale_track.values.resize(key_count); + p_track.scale_track.interpolation = gltf_interpolation; + p_track.translation_track.values.resize(key_count); + p_track.translation_track.interpolation = gltf_interpolation; + p_track.rotation_track.values.resize(key_count); + p_track.rotation_track.interpolation = gltf_interpolation; + for (int32_t key_i = 0; key_i < key_count; key_i++) { + Vector3 translation; + Quat rotation; + Vector3 scale; + Error err = p_animation->transform_track_get_key(p_track_i, key_i, &translation, &rotation, &scale); + ERR_CONTINUE(err != OK); + Transform xform; + xform.basis.set_quat_scale(rotation, scale); + xform.origin = translation; + xform = p_bone_rest * xform; + p_track.translation_track.values.write[key_i] = xform.get_origin(); + p_track.rotation_track.values.write[key_i] = xform.basis.get_rotation_quat(); + p_track.scale_track.values.write[key_i] = xform.basis.get_scale(); + } + } else if (path.find(":transform") != -1) { + p_track.translation_track.times = times; + p_track.translation_track.interpolation = gltf_interpolation; + p_track.rotation_track.times = times; + p_track.rotation_track.interpolation = gltf_interpolation; + p_track.scale_track.times = times; + p_track.scale_track.interpolation = gltf_interpolation; + + p_track.scale_track.values.resize(key_count); + p_track.scale_track.interpolation = gltf_interpolation; + p_track.translation_track.values.resize(key_count); + p_track.translation_track.interpolation = gltf_interpolation; + p_track.rotation_track.values.resize(key_count); + p_track.rotation_track.interpolation = gltf_interpolation; + for (int32_t key_i = 0; key_i < key_count; key_i++) { + Transform xform = p_animation->track_get_key_value(p_track_i, key_i); + p_track.translation_track.values.write[key_i] = xform.get_origin(); + p_track.rotation_track.values.write[key_i] = xform.basis.get_rotation_quat(); + p_track.scale_track.values.write[key_i] = xform.basis.get_scale(); + } + } else if (track_type == Animation::TYPE_VALUE) { + if (path.find("/rotation_quat") != -1) { + p_track.rotation_track.times = times; + p_track.rotation_track.interpolation = gltf_interpolation; + + p_track.rotation_track.values.resize(key_count); + p_track.rotation_track.interpolation = gltf_interpolation; + + for (int32_t key_i = 0; key_i < key_count; key_i++) { + Quat rotation_track = p_animation->track_get_key_value(p_track_i, key_i); + p_track.rotation_track.values.write[key_i] = rotation_track; + } + } else if (path.find(":translation") != -1) { + p_track.translation_track.times = times; + p_track.translation_track.interpolation = gltf_interpolation; + + p_track.translation_track.values.resize(key_count); + p_track.translation_track.interpolation = gltf_interpolation; + + for (int32_t key_i = 0; key_i < key_count; key_i++) { + Vector3 translation = p_animation->track_get_key_value(p_track_i, key_i); + p_track.translation_track.values.write[key_i] = translation; + } + } else if (path.find(":rotation_degrees") != -1) { + p_track.rotation_track.times = times; + p_track.rotation_track.interpolation = gltf_interpolation; + + p_track.rotation_track.values.resize(key_count); + p_track.rotation_track.interpolation = gltf_interpolation; + + for (int32_t key_i = 0; key_i < key_count; key_i++) { + Quat rotation; + Vector3 rotation_degrees = p_animation->track_get_key_value(p_track_i, key_i); + Vector3 rotation_radian; + rotation_radian.x = Math::deg2rad(rotation_degrees.x); + rotation_radian.y = Math::deg2rad(rotation_degrees.y); + rotation_radian.z = Math::deg2rad(rotation_degrees.z); + rotation.set_euler(rotation_radian); + p_track.rotation_track.values.write[key_i] = rotation; + } + } else if (path.find(":scale") != -1) { + p_track.scale_track.times = times; + p_track.scale_track.interpolation = gltf_interpolation; + + p_track.scale_track.values.resize(key_count); + p_track.scale_track.interpolation = gltf_interpolation; + + for (int32_t key_i = 0; key_i < key_count; key_i++) { + Vector3 scale_track = p_animation->track_get_key_value(p_track_i, key_i); + p_track.scale_track.values.write[key_i] = scale_track; + } + } + } else if (track_type == Animation::TYPE_BEZIER) { + if (path.find("/scale") != -1) { + const int32_t keys = p_animation->track_get_key_time(p_track_i, key_count - 1) * BAKE_FPS; + if (!p_track.scale_track.times.size()) { + Vector<float> new_times; + new_times.resize(keys); + for (int32_t key_i = 0; key_i < keys; key_i++) { + new_times.write[key_i] = key_i / BAKE_FPS; + } + p_track.scale_track.times = new_times; + p_track.scale_track.interpolation = gltf_interpolation; + + p_track.scale_track.values.resize(keys); + + for (int32_t key_i = 0; key_i < keys; key_i++) { + p_track.scale_track.values.write[key_i] = Vector3(1.0f, 1.0f, 1.0f); + } + p_track.scale_track.interpolation = gltf_interpolation; + } + + for (int32_t key_i = 0; key_i < keys; key_i++) { + Vector3 bezier_track = p_track.scale_track.values[key_i]; + if (path.find("/scale:x") != -1) { + bezier_track.x = p_animation->bezier_track_interpolate(p_track_i, key_i / BAKE_FPS); + bezier_track.x = p_bone_rest.affine_inverse().basis.get_scale().x * bezier_track.x; + } else if (path.find("/scale:y") != -1) { + bezier_track.y = p_animation->bezier_track_interpolate(p_track_i, key_i / BAKE_FPS); + bezier_track.y = p_bone_rest.affine_inverse().basis.get_scale().y * bezier_track.y; + } else if (path.find("/scale:z") != -1) { + bezier_track.z = p_animation->bezier_track_interpolate(p_track_i, key_i / BAKE_FPS); + bezier_track.z = p_bone_rest.affine_inverse().basis.get_scale().z * bezier_track.z; + } + p_track.scale_track.values.write[key_i] = bezier_track; + } + } else if (path.find("/translation") != -1) { + const int32_t keys = p_animation->track_get_key_time(p_track_i, key_count - 1) * BAKE_FPS; + if (!p_track.translation_track.times.size()) { + Vector<float> new_times; + new_times.resize(keys); + for (int32_t key_i = 0; key_i < keys; key_i++) { + new_times.write[key_i] = key_i / BAKE_FPS; + } + p_track.translation_track.times = new_times; + p_track.translation_track.interpolation = gltf_interpolation; + + p_track.translation_track.values.resize(keys); + p_track.translation_track.interpolation = gltf_interpolation; + } + + for (int32_t key_i = 0; key_i < keys; key_i++) { + Vector3 bezier_track = p_track.translation_track.values[key_i]; + if (path.find("/translation:x") != -1) { + bezier_track.x = p_animation->bezier_track_interpolate(p_track_i, key_i / BAKE_FPS); + bezier_track.x = p_bone_rest.affine_inverse().origin.x * bezier_track.x; + } else if (path.find("/translation:y") != -1) { + bezier_track.y = p_animation->bezier_track_interpolate(p_track_i, key_i / BAKE_FPS); + bezier_track.y = p_bone_rest.affine_inverse().origin.y * bezier_track.y; + } else if (path.find("/translation:z") != -1) { + bezier_track.z = p_animation->bezier_track_interpolate(p_track_i, key_i / BAKE_FPS); + bezier_track.z = p_bone_rest.affine_inverse().origin.z * bezier_track.z; + } + p_track.translation_track.values.write[key_i] = bezier_track; + } + } + } + + 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); + Ref<GLTFAnimation> gltf_animation; + gltf_animation.instance(); + gltf_animation->set_name(_gen_unique_name(state, p_animation_track_name)); + + for (int32_t track_i = 0; track_i < animation->get_track_count(); track_i++) { + if (!animation->track_is_enabled(track_i)) { + continue; + } + String orig_track_path = animation->track_get_path(track_i); + if (String(orig_track_path).find(":translation") != -1) { + const Vector<String> node_suffix = String(orig_track_path).split(":translation"); + const NodePath path = node_suffix[0]; + const Node *node = ap->get_parent()->get_node_or_null(path); + for (Map<GLTFNodeIndex, Node *>::Element *translation_scene_node_i = state->scene_nodes.front(); translation_scene_node_i; translation_scene_node_i = translation_scene_node_i->next()) { + if (translation_scene_node_i->get() == node) { + GLTFNodeIndex node_index = translation_scene_node_i->key(); + Map<int, GLTFAnimation::Track>::Element *translation_track_i = gltf_animation->get_tracks().find(node_index); + GLTFAnimation::Track track; + if (translation_track_i) { + track = translation_track_i->get(); + } + track = _convert_animation_track(state, track, animation, Transform(), track_i, node_index); + gltf_animation->get_tracks().insert(node_index, track); + } + } + } else if (String(orig_track_path).find(":rotation_degrees") != -1) { + 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 (Map<GLTFNodeIndex, Node *>::Element *rotation_degree_scene_node_i = state->scene_nodes.front(); rotation_degree_scene_node_i; rotation_degree_scene_node_i = rotation_degree_scene_node_i->next()) { + if (rotation_degree_scene_node_i->get() == node) { + GLTFNodeIndex node_index = rotation_degree_scene_node_i->key(); + Map<int, GLTFAnimation::Track>::Element *rotation_degree_track_i = gltf_animation->get_tracks().find(node_index); + GLTFAnimation::Track track; + if (rotation_degree_track_i) { + track = rotation_degree_track_i->get(); + } + track = _convert_animation_track(state, track, animation, Transform(), track_i, node_index); + gltf_animation->get_tracks().insert(node_index, track); + } + } + } else if (String(orig_track_path).find(":scale") != -1) { + 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 (Map<GLTFNodeIndex, Node *>::Element *scale_scene_node_i = state->scene_nodes.front(); scale_scene_node_i; scale_scene_node_i = scale_scene_node_i->next()) { + if (scale_scene_node_i->get() == node) { + GLTFNodeIndex node_index = scale_scene_node_i->key(); + Map<int, GLTFAnimation::Track>::Element *scale_track_i = gltf_animation->get_tracks().find(node_index); + GLTFAnimation::Track track; + if (scale_track_i) { + track = scale_track_i->get(); + } + track = _convert_animation_track(state, track, animation, Transform(), track_i, node_index); + gltf_animation->get_tracks().insert(node_index, track); + } + } + } else if (String(orig_track_path).find(":transform") != -1) { + 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 (Map<GLTFNodeIndex, Node *>::Element *transform_track_i = state->scene_nodes.front(); transform_track_i; transform_track_i = transform_track_i->next()) { + if (transform_track_i->get() == node) { + GLTFAnimation::Track track; + track = _convert_animation_track(state, track, animation, Transform(), track_i, transform_track_i->key()); + gltf_animation->get_tracks().insert(transform_track_i->key(), track); + } + } + } else if (String(orig_track_path).find(":blend_shapes/") != -1) { + const Vector<String> node_suffix = String(orig_track_path).split(":blend_shapes/"); + const NodePath path = node_suffix[0]; + const String suffix = node_suffix[1]; + const Node *node = ap->get_parent()->get_node_or_null(path); + for (Map<GLTFNodeIndex, Node *>::Element *transform_track_i = state->scene_nodes.front(); transform_track_i; transform_track_i = transform_track_i->next()) { + if (transform_track_i->get() == node) { + const MeshInstance3D *mi = Object::cast_to<MeshInstance3D>(node); + if (!mi) { + continue; + } + Ref<ArrayMesh> array_mesh = mi->get_mesh(); + if (array_mesh.is_null()) { + continue; + } + if (node_suffix.size() != 2) { + continue; + } + GLTFNodeIndex mesh_index = -1; + for (GLTFNodeIndex node_i = 0; node_i < state->scene_nodes.size(); node_i++) { + if (state->scene_nodes[node_i] == node) { + mesh_index = node_i; + break; + } + } + ERR_CONTINUE(mesh_index == -1); + Ref<Mesh> mesh = mi->get_mesh(); + ERR_CONTINUE(mesh.is_null()); + for (int32_t shape_i = 0; shape_i < mesh->get_blend_shape_count(); shape_i++) { + if (mesh->get_blend_shape_name(shape_i) != suffix) { + continue; + } + GLTFAnimation::Track track; + Map<int, GLTFAnimation::Track>::Element *blend_shape_track_i = gltf_animation->get_tracks().find(mesh_index); + if (blend_shape_track_i) { + track = blend_shape_track_i->get(); + } + Animation::InterpolationType interpolation = animation->track_get_interpolation_type(track_i); + + GLTFAnimation::Interpolation gltf_interpolation = GLTFAnimation::INTERP_LINEAR; + if (interpolation == Animation::InterpolationType::INTERPOLATION_LINEAR) { + gltf_interpolation = GLTFAnimation::INTERP_LINEAR; + } else if (interpolation == Animation::InterpolationType::INTERPOLATION_NEAREST) { + gltf_interpolation = GLTFAnimation::INTERP_STEP; + } else if (interpolation == Animation::InterpolationType::INTERPOLATION_CUBIC) { + gltf_interpolation = GLTFAnimation::INTERP_CUBIC_SPLINE; + } + Animation::TrackType track_type = animation->track_get_type(track_i); + if (track_type == Animation::TYPE_VALUE) { + int32_t key_count = animation->track_get_key_count(track_i); + GLTFAnimation::Channel<float> weight; + weight.interpolation = gltf_interpolation; + weight.times.resize(key_count); + for (int32_t time_i = 0; time_i < key_count; time_i++) { + weight.times.write[time_i] = animation->track_get_key_time(track_i, time_i); + } + weight.values.resize(key_count); + for (int32_t value_i = 0; value_i < key_count; value_i++) { + weight.values.write[value_i] = animation->track_get_key_value(track_i, value_i); + } + track.weight_tracks.push_back(weight); + } + gltf_animation->get_tracks()[mesh_index] = track; + } + } + } + + } else if (String(orig_track_path).find(":") != -1) { + //Process skeleton + const Vector<String> node_suffix = String(orig_track_path).split(":"); + 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); + 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; + skeleton_gltf_i = skeleton_i; + ERR_CONTINUE(!skeleton); + Ref<GLTFSkeleton> skeleton_gltf = state->skeletons[skeleton_gltf_i]; + int32_t bone = skeleton->find_bone(suffix); + ERR_CONTINUE(bone == -1); + Transform xform = skeleton->get_bone_rest(bone); + if (!skeleton_gltf->godot_bone_node.has(bone)) { + continue; + } + GLTFNodeIndex node_i = skeleton_gltf->godot_bone_node[bone]; + Map<int, GLTFAnimation::Track>::Element *property_track_i = gltf_animation->get_tracks().find(node_i); + GLTFAnimation::Track track; + if (property_track_i) { + track = property_track_i->get(); + } + track = _convert_animation_track(state, track, animation, xform, track_i, node_i); + gltf_animation->get_tracks()[node_i] = track; + } + } + } else if (String(orig_track_path).find(":") == -1) { + const Node *node = ap->get_parent()->get_node_or_null(orig_track_path); + for (Map<GLTFNodeIndex, Node *>::Element *scene_node_i = state->scene_nodes.front(); scene_node_i; scene_node_i = scene_node_i->next()) { + if (scene_node_i->get() == node) { + GLTFNodeIndex node_index = scene_node_i->key(); + Map<int, GLTFAnimation::Track>::Element *node_track_i = gltf_animation->get_tracks().find(node_index); + GLTFAnimation::Track track; + if (node_track_i) { + track = node_track_i->get(); + } + track = _convert_animation_track(state, track, animation, Transform(), track_i, node_index); + gltf_animation->get_tracks().insert(node_index, track); + break; + } + } + } + } + if (gltf_animation->get_tracks().size()) { + state->animations.push_back(gltf_animation); + } +} + +Error GLTFDocument::parse(Ref<GLTFState> state, String p_path, bool p_read_binary) { + Error err; + FileAccessRef f = FileAccess::open(p_path, FileAccess::READ, &err); + if (!f) { + return err; + } + uint32_t magic = f->get_32(); + if (magic == 0x46546C67) { + //binary file + //text file + err = _parse_glb(p_path, state); + if (err) + return FAILED; + } else { + //text file + err = _parse_json(p_path, state); + if (err) + return FAILED; + } + f->close(); + + ERR_FAIL_COND_V(!state->json.has("asset"), Error::FAILED); + + Dictionary asset = state->json["asset"]; + + ERR_FAIL_COND_V(!asset.has("version"), Error::FAILED); + + String version = asset["version"]; + + state->major_version = version.get_slice(".", 0).to_int(); + state->minor_version = version.get_slice(".", 1).to_int(); + + /* STEP 0 PARSE SCENE */ + err = _parse_scenes(state); + if (err != OK) + return Error::FAILED; + + /* STEP 1 PARSE NODES */ + err = _parse_nodes(state); + if (err != OK) + return Error::FAILED; + + /* STEP 2 PARSE BUFFERS */ + err = _parse_buffers(state, p_path.get_base_dir()); + if (err != OK) + return Error::FAILED; + + /* STEP 3 PARSE BUFFER VIEWS */ + err = _parse_buffer_views(state); + if (err != OK) + return Error::FAILED; + + /* STEP 4 PARSE ACCESSORS */ + err = _parse_accessors(state); + if (err != OK) + return Error::FAILED; + + /* STEP 5 PARSE IMAGES */ + err = _parse_images(state, p_path.get_base_dir()); + if (err != OK) + return Error::FAILED; + + /* STEP 6 PARSE TEXTURES */ + err = _parse_textures(state); + if (err != OK) + return Error::FAILED; + + /* STEP 7 PARSE TEXTURES */ + err = _parse_materials(state); + if (err != OK) + return Error::FAILED; + + /* STEP 9 PARSE SKINS */ + err = _parse_skins(state); + if (err != OK) + return Error::FAILED; + + /* STEP 10 DETERMINE SKELETONS */ + err = _determine_skeletons(state); + if (err != OK) + return Error::FAILED; + + /* STEP 11 CREATE SKELETONS */ + err = _create_skeletons(state); + if (err != OK) + return Error::FAILED; + + /* STEP 12 CREATE SKINS */ + err = _create_skins(state); + if (err != OK) + return Error::FAILED; + + /* STEP 13 PARSE MESHES (we have enough info now) */ + err = _parse_meshes(state); + if (err != OK) + return Error::FAILED; + + /* STEP 14 PARSE LIGHTS */ + err = _parse_lights(state); + if (err != OK) { + return Error::FAILED; + } + + /* STEP 15 PARSE CAMERAS */ + err = _parse_cameras(state); + if (err != OK) + return Error::FAILED; + + /* STEP 16 PARSE ANIMATIONS */ + err = _parse_animations(state); + if (err != OK) + return Error::FAILED; + + /* STEP 17 ASSIGN SCENE NAMES */ + _assign_scene_names(state); + + return OK; +} + +Dictionary GLTFDocument::_serialize_texture_transform_uv2(Ref<BaseMaterial3D> p_material) { + Dictionary extension; + Ref<BaseMaterial3D> mat = p_material; + if (mat.is_valid()) { + Dictionary texture_transform; + Array offset; + offset.resize(2); + offset[0] = mat->get_uv2_offset().x; + offset[1] = mat->get_uv2_offset().y; + texture_transform["offset"] = offset; + Array scale; + scale.resize(2); + scale[0] = mat->get_uv2_scale().x; + scale[1] = mat->get_uv2_scale().y; + texture_transform["scale"] = scale; + // Godot doesn't support texture rotation + extension["KHR_texture_transform"] = texture_transform; + } + return extension; +} + +Dictionary GLTFDocument::_serialize_texture_transform_uv1(Ref<BaseMaterial3D> p_material) { + Dictionary extension; + if (p_material.is_valid()) { + Dictionary texture_transform; + Array offset; + offset.resize(2); + offset[0] = p_material->get_uv1_offset().x; + offset[1] = p_material->get_uv1_offset().y; + texture_transform["offset"] = offset; + Array scale; + scale.resize(2); + scale[0] = p_material->get_uv1_scale().x; + scale[1] = p_material->get_uv1_scale().y; + texture_transform["scale"] = scale; + // Godot doesn't support texture rotation + extension["KHR_texture_transform"] = texture_transform; + } + return extension; +} + +Error GLTFDocument::_serialize_version(Ref<GLTFState> state) { + const String version = "2.0"; + state->major_version = version.get_slice(".", 0).to_int(); + state->minor_version = version.get_slice(".", 1).to_int(); + Dictionary asset; + asset["version"] = version; + + String hash = VERSION_HASH; + asset["generator"] = String(VERSION_FULL_NAME) + String("@") + (hash.length() == 0 ? String("unknown") : hash); + state->json["asset"] = asset; + ERR_FAIL_COND_V(!asset.has("version"), Error::FAILED); + ERR_FAIL_COND_V(!state->json.has("asset"), Error::FAILED); + return OK; +} + +Error GLTFDocument::_serialize_file(Ref<GLTFState> state, const String p_path) { + Error err = FAILED; + if (p_path.to_lower().ends_with("glb")) { + err = _encode_buffer_glb(state, p_path); + ERR_FAIL_COND_V(err != OK, err); + FileAccessRef f = FileAccess::open(p_path, FileAccess::WRITE, &err); + ERR_FAIL_COND_V(!f, FAILED); + + String json = JSON::print(state->json); + + const uint32_t magic = 0x46546C67; // GLTF + const int32_t header_size = 12; + const int32_t chunk_header_size = 8; + + for (int32_t pad_i = 0; pad_i < (chunk_header_size + json.utf8().length()) % 4; pad_i++) { + json += " "; + } + CharString cs = json.utf8(); + const uint32_t text_chunk_length = cs.length(); + + 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(); + } + const int32_t binary_chunk_length = binary_data_length; + const int32_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_data_length); // length + f->store_32(text_chunk_length); + f->store_32(text_chunk_type); + f->store_buffer((uint8_t *)&cs[0], cs.length()); + 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); + } + + f->close(); + } else { + err = _encode_buffer_bins(state, p_path); + ERR_FAIL_COND_V(err != OK, err); + FileAccessRef f = FileAccess::open(p_path, FileAccess::WRITE, &err); + ERR_FAIL_COND_V(!f, FAILED); + + f->create(FileAccess::ACCESS_RESOURCES); + String json = JSON::print(state->json); + f->store_string(json); + f->close(); + } + return err; +} diff --git a/modules/gltf/gltf_document.h b/modules/gltf/gltf_document.h new file mode 100644 index 0000000000..0f4772cd26 --- /dev/null +++ b/modules/gltf/gltf_document.h @@ -0,0 +1,427 @@ +/*************************************************************************/ +/* gltf_document.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifndef GLTF_DOCUMENT_H +#define GLTF_DOCUMENT_H + +#include "editor/import/resource_importer_scene.h" +#include "editor/import/scene_importer_mesh_node_3d.h" +#include "gltf_animation.h" +#include "scene/2d/node_2d.h" +#include "scene/3d/bone_attachment_3d.h" +#include "scene/3d/light_3d.h" +#include "scene/3d/mesh_instance_3d.h" +#include "scene/3d/node_3d.h" +#include "scene/3d/skeleton_3d.h" +#include "scene/animation/animation_player.h" +#include "scene/resources/material.h" +#include "scene/resources/texture.h" + +class GLTFState; +class GLTFSkin; +class GLTFNode; +class GLTFSpecGloss; +class GLTFSkeleton; + +using GLTFAccessorIndex = int; +using GLTFAnimationIndex = int; +using GLTFBufferIndex = int; +using GLTFBufferViewIndex = int; +using GLTFCameraIndex = int; +using GLTFImageIndex = int; +using GLTFMaterialIndex = int; +using GLTFMeshIndex = int; +using GLTFLightIndex = int; +using GLTFNodeIndex = int; +using GLTFSkeletonIndex = int; +using GLTFSkinIndex = int; +using GLTFTextureIndex = int; + +class GLTFDocument : public Resource { + GDCLASS(GLTFDocument, Resource); + friend class GLTFState; + friend class GLTFSkin; + friend class GLTFSkeleton; + +public: + enum GLTFType { + TYPE_SCALAR, + TYPE_VEC2, + TYPE_VEC3, + TYPE_VEC4, + TYPE_MAT2, + TYPE_MAT3, + TYPE_MAT4, + }; + + enum { + ARRAY_BUFFER = 34962, + ELEMENT_ARRAY_BUFFER = 34963, + + TYPE_BYTE = 5120, + TYPE_UNSIGNED_BYTE = 5121, + TYPE_SHORT = 5122, + TYPE_UNSIGNED_SHORT = 5123, + TYPE_UNSIGNED_INT = 5125, + TYPE_FLOAT = 5126, + + COMPONENT_TYPE_BYTE = 5120, + COMPONENT_TYPE_UNSIGNED_BYTE = 5121, + COMPONENT_TYPE_SHORT = 5122, + COMPONENT_TYPE_UNSIGNED_SHORT = 5123, + COMPONENT_TYPE_INT = 5125, + COMPONENT_TYPE_FLOAT = 5126, + }; + +private: + template <class T> + static Array to_array(const Vector<T> &p_inp) { + Array ret; + for (int i = 0; i < p_inp.size(); i++) { + ret.push_back(p_inp[i]); + } + return ret; + } + + template <class T> + static Array to_array(const Set<T> &p_inp) { + Array ret; + typename Set<T>::Element *elem = p_inp.front(); + while (elem) { + ret.push_back(elem->get()); + elem = elem->next(); + } + return ret; + } + + template <class T> + static void set_from_array(Vector<T> &r_out, const Array &p_inp) { + r_out.clear(); + for (int i = 0; i < p_inp.size(); i++) { + r_out.push_back(p_inp[i]); + } + } + + template <class T> + static void set_from_array(Set<T> &r_out, const Array &p_inp) { + r_out.clear(); + for (int i = 0; i < p_inp.size(); i++) { + r_out.insert(p_inp[i]); + } + } + template <class K, class V> + static Dictionary to_dict(const Map<K, V> &p_inp) { + Dictionary ret; + for (typename Map<K, V>::Element *E = p_inp.front(); E; E = E->next()) { + ret[E->key()] = E->value(); + } + return ret; + } + + template <class K, class V> + static void set_from_dict(Map<K, V> &r_out, const Dictionary &p_inp) { + r_out.clear(); + Array keys = p_inp.keys(); + for (int i = 0; i < keys.size(); i++) { + r_out[keys[i]] = p_inp[keys[i]]; + } + } + double _filter_number(double p_float); + String _get_component_type_name(const uint32_t p_component); + int _get_component_type_size(const int component_type); + Error _parse_scenes(Ref<GLTFState> state); + Error _parse_nodes(Ref<GLTFState> state); + String _get_type_name(const GLTFType p_component); + String _get_accessor_type_name(const GLTFDocument::GLTFType p_type); + String _sanitize_scene_name(const String &name); + String _gen_unique_name(Ref<GLTFState> state, const String &p_name); + String _sanitize_bone_name(const String &name); + String _gen_unique_bone_name(Ref<GLTFState> state, + const GLTFSkeletonIndex skel_i, + const String &p_name); + GLTFTextureIndex _set_texture(Ref<GLTFState> state, Ref<Texture2D> p_texture); + Ref<Texture2D> _get_texture(Ref<GLTFState> state, + const GLTFTextureIndex p_texture); + Error _parse_json(const String &p_path, Ref<GLTFState> state); + Error _parse_glb(const String &p_path, Ref<GLTFState> state); + void _compute_node_heights(Ref<GLTFState> state); + Error _parse_buffers(Ref<GLTFState> state, const String &p_base_path); + Error _parse_buffer_views(Ref<GLTFState> state); + GLTFType _get_type_from_str(const String &p_string); + Error _parse_accessors(Ref<GLTFState> state); + Error _decode_buffer_view(Ref<GLTFState> state, double *dst, + const GLTFBufferViewIndex p_buffer_view, + const int skip_every, const int skip_bytes, + const int element_size, const int count, + const GLTFType type, const int component_count, + const int component_type, const int component_size, + const bool normalized, const int byte_offset, + const bool for_vertex); + Vector<double> _decode_accessor(Ref<GLTFState> state, + const GLTFAccessorIndex p_accessor, + const bool p_for_vertex); + Vector<float> _decode_accessor_as_floats(Ref<GLTFState> state, + const GLTFAccessorIndex p_accessor, + const bool p_for_vertex); + Vector<int> _decode_accessor_as_ints(Ref<GLTFState> state, + const GLTFAccessorIndex p_accessor, + const bool p_for_vertex); + Vector<Vector2> _decode_accessor_as_vec2(Ref<GLTFState> state, + const GLTFAccessorIndex p_accessor, + const bool p_for_vertex); + Vector<Vector3> _decode_accessor_as_vec3(Ref<GLTFState> state, + const GLTFAccessorIndex p_accessor, + const bool p_for_vertex); + Vector<Color> _decode_accessor_as_color(Ref<GLTFState> state, + const GLTFAccessorIndex p_accessor, + const bool p_for_vertex); + Vector<Quat> _decode_accessor_as_quat(Ref<GLTFState> state, + const GLTFAccessorIndex p_accessor, + const bool p_for_vertex); + Vector<Transform2D> _decode_accessor_as_xform2d(Ref<GLTFState> state, + const GLTFAccessorIndex p_accessor, + const bool p_for_vertex); + Vector<Basis> _decode_accessor_as_basis(Ref<GLTFState> state, + const GLTFAccessorIndex p_accessor, + const bool p_for_vertex); + Vector<Transform> _decode_accessor_as_xform(Ref<GLTFState> state, + const GLTFAccessorIndex p_accessor, + const bool p_for_vertex); + Error _parse_meshes(Ref<GLTFState> state); + Error _serialize_textures(Ref<GLTFState> state); + Error _serialize_images(Ref<GLTFState> state, const String &p_path); + Error _serialize_lights(Ref<GLTFState> state); + Error _parse_images(Ref<GLTFState> state, const String &p_base_path); + Error _parse_textures(Ref<GLTFState> state); + Error _parse_materials(Ref<GLTFState> state); + void _set_texture_transform_uv1(const Dictionary &d, Ref<BaseMaterial3D> material); + void spec_gloss_to_rough_metal(Ref<GLTFSpecGloss> r_spec_gloss, + Ref<BaseMaterial3D> p_material); + static void spec_gloss_to_metal_base_color(const Color &p_specular_factor, + const Color &p_diffuse, + Color &r_base_color, + float &r_metallic); + GLTFNodeIndex _find_highest_node(Ref<GLTFState> state, + const Vector<GLTFNodeIndex> &subset); + bool _capture_nodes_in_skin(Ref<GLTFState> state, Ref<GLTFSkin> skin, + const GLTFNodeIndex node_index); + void _capture_nodes_for_multirooted_skin(Ref<GLTFState> state, Ref<GLTFSkin> skin); + Error _expand_skin(Ref<GLTFState> state, Ref<GLTFSkin> skin); + Error _verify_skin(Ref<GLTFState> state, Ref<GLTFSkin> skin); + Error _parse_skins(Ref<GLTFState> state); + Error _determine_skeletons(Ref<GLTFState> state); + Error _reparent_non_joint_skeleton_subtrees( + Ref<GLTFState> state, Ref<GLTFSkeleton> skeleton, + const Vector<GLTFNodeIndex> &non_joints); + Error _reparent_to_fake_joint(Ref<GLTFState> state, Ref<GLTFSkeleton> skeleton, + const GLTFNodeIndex node_index); + Error _determine_skeleton_roots(Ref<GLTFState> state, + const GLTFSkeletonIndex skel_i); + Error _create_skeletons(Ref<GLTFState> state); + Error _map_skin_joints_indices_to_skeleton_bone_indices(Ref<GLTFState> state); + Error _serialize_skins(Ref<GLTFState> state); + Error _create_skins(Ref<GLTFState> state); + bool _skins_are_same(const Ref<Skin> skin_a, const Ref<Skin> skin_b); + void _remove_duplicate_skins(Ref<GLTFState> state); + Error _serialize_cameras(Ref<GLTFState> state); + Error _parse_cameras(Ref<GLTFState> state); + Error _parse_lights(Ref<GLTFState> state); + Error _parse_animations(Ref<GLTFState> state); + Error _serialize_animations(Ref<GLTFState> state); + BoneAttachment3D *_generate_bone_attachment(Ref<GLTFState> state, + Skeleton3D *skeleton, + const GLTFNodeIndex node_index); + EditorSceneImporterMeshNode3D *_generate_mesh_instance(Ref<GLTFState> state, Node *scene_parent, const GLTFNodeIndex node_index); + Camera3D *_generate_camera(Ref<GLTFState> state, Node *scene_parent, + const GLTFNodeIndex node_index); + Light3D *_generate_light(Ref<GLTFState> state, Node *scene_parent, const GLTFNodeIndex node_index); + Node3D *_generate_spatial(Ref<GLTFState> state, Node *scene_parent, + const GLTFNodeIndex node_index); + void _assign_scene_names(Ref<GLTFState> state); + template <class T> + T _interpolate_track(const Vector<float> &p_times, const Vector<T> &p_values, + const float p_time, + const GLTFAnimation::Interpolation p_interp); + GLTFAccessorIndex _encode_accessor_as_quats(Ref<GLTFState> state, + const Vector<Quat> p_attribs, + const bool p_for_vertex); + GLTFAccessorIndex _encode_accessor_as_weights(Ref<GLTFState> state, + const Vector<Color> p_attribs, + const bool p_for_vertex); + GLTFAccessorIndex _encode_accessor_as_joints(Ref<GLTFState> state, + const Vector<Color> p_attribs, + const bool p_for_vertex); + GLTFAccessorIndex _encode_accessor_as_floats(Ref<GLTFState> state, + const Vector<real_t> p_attribs, + const bool p_for_vertex); + GLTFAccessorIndex _encode_accessor_as_vec2(Ref<GLTFState> state, + const Vector<Vector2> p_attribs, + const bool p_for_vertex); + + void _calc_accessor_vec2_min_max(int i, const int element_count, Vector<double> &type_max, Vector2 attribs, Vector<double> &type_min) { + if (i == 0) { + for (int32_t type_i = 0; type_i < element_count; type_i++) { + type_max.write[type_i] = attribs[(i * element_count) + type_i]; + type_min.write[type_i] = attribs[(i * element_count) + type_i]; + } + } + for (int32_t type_i = 0; type_i < element_count; type_i++) { + type_max.write[type_i] = MAX(attribs[(i * element_count) + type_i], type_max[type_i]); + type_min.write[type_i] = MIN(attribs[(i * element_count) + type_i], type_min[type_i]); + type_max.write[type_i] = _filter_number(type_max.write[type_i]); + type_min.write[type_i] = _filter_number(type_min.write[type_i]); + } + } + + GLTFAccessorIndex _encode_accessor_as_vec3(Ref<GLTFState> state, + const Vector<Vector3> p_attribs, + const bool p_for_vertex); + GLTFAccessorIndex _encode_accessor_as_color(Ref<GLTFState> state, + const Vector<Color> p_attribs, + const bool p_for_vertex); + + void _calc_accessor_min_max(int p_i, const int p_element_count, Vector<double> &p_type_max, Vector<double> p_attribs, Vector<double> &p_type_min); + + GLTFAccessorIndex _encode_accessor_as_ints(Ref<GLTFState> state, + const Vector<int32_t> p_attribs, + const bool p_for_vertex); + GLTFAccessorIndex _encode_accessor_as_xform(Ref<GLTFState> state, + const Vector<Transform> p_attribs, + const bool p_for_vertex); + Error _encode_buffer_view(Ref<GLTFState> state, const double *src, + const int count, const GLTFType type, + const int component_type, const bool normalized, + const int byte_offset, const bool for_vertex, + GLTFBufferViewIndex &r_accessor); + Error _encode_accessors(Ref<GLTFState> state); + Error _encode_buffer_views(Ref<GLTFState> state); + Error _serialize_materials(Ref<GLTFState> state); + Error _serialize_meshes(Ref<GLTFState> state); + Error _serialize_nodes(Ref<GLTFState> state); + Error _serialize_scenes(Ref<GLTFState> state); + String interpolation_to_string(const GLTFAnimation::Interpolation p_interp); + GLTFAnimation::Track _convert_animation_track(Ref<GLTFState> state, + GLTFAnimation::Track p_track, + Ref<Animation> p_animation, Transform p_bone_rest, + int32_t p_track_i, + GLTFNodeIndex p_node_i); + Error _encode_buffer_bins(Ref<GLTFState> state, const String &p_path); + Error _encode_buffer_glb(Ref<GLTFState> state, const String &p_path); + Error _serialize_bone_attachment(Ref<GLTFState> state); + Dictionary _serialize_texture_transform_uv1(Ref<BaseMaterial3D> p_material); + Dictionary _serialize_texture_transform_uv2(Ref<BaseMaterial3D> p_material); + Error _serialize_version(Ref<GLTFState> state); + Error _serialize_file(Ref<GLTFState> state, const String p_path); + Error _serialize_extensions(Ref<GLTFState> state) const; + +public: + // http://www.itu.int/rec/R-REC-BT.601 + // http://www.itu.int/dms_pubrec/itu-r/rec/bt/R-REC-BT.601-7-201103-I!!PDF-E.pdf + static constexpr float R_BRIGHTNESS_COEFF = 0.299f; + static constexpr float G_BRIGHTNESS_COEFF = 0.587f; + static constexpr float B_BRIGHTNESS_COEFF = 0.114f; + +private: + // https://github.com/microsoft/glTF-SDK/blob/master/GLTFSDK/Source/PBRUtils.cpp#L9 + // https://bghgary.github.io/glTF/convert-between-workflows-bjs/js/babylon.pbrUtilities.js + static float solve_metallic(float p_dielectric_specular, float diffuse, + float specular, + float p_one_minus_specular_strength); + static float get_perceived_brightness(const Color p_color); + static float get_max_component(const Color &p_color); + +public: + void _process_mesh_instances(Ref<GLTFState> state, Node *scene_root); + void _generate_scene_node(Ref<GLTFState> state, Node *scene_parent, + Node3D *scene_root, + const GLTFNodeIndex node_index); + void _import_animation(Ref<GLTFState> state, AnimationPlayer *ap, + const GLTFAnimationIndex index, const int bake_fps); + GLTFMeshIndex _convert_mesh_instance(Ref<GLTFState> state, + MeshInstance3D *p_mesh_instance); + void _convert_mesh_instances(Ref<GLTFState> state); + GLTFCameraIndex _convert_camera(Ref<GLTFState> state, Camera3D *p_camera); + void _convert_light_to_gltf(Light3D *light, Ref<GLTFState> state, Node3D *spatial, Ref<GLTFNode> gltf_node); + GLTFLightIndex _convert_light(Ref<GLTFState> state, Light3D *p_light); + GLTFSkeletonIndex _convert_skeleton(Ref<GLTFState> state, Skeleton3D *p_skeleton); + void _convert_spatial(Ref<GLTFState> state, Node3D *p_spatial, Ref<GLTFNode> p_node); + void _convert_scene_node(Ref<GLTFState> state, Node *p_current, Node *p_root, + const GLTFNodeIndex p_gltf_current, + const GLTFNodeIndex p_gltf_root); + + void _convert_csg_shape_to_gltf(Node *p_current, GLTFNodeIndex p_gltf_parent, Ref<GLTFNode> gltf_node, Ref<GLTFState> state); + + void _create_gltf_node(Ref<GLTFState> state, + Node *p_scene_parent, + GLTFNodeIndex current_node_i, + GLTFNodeIndex p_parent_node_index, + GLTFNodeIndex p_root_gltf_node, + Ref<GLTFNode> gltf_node); + void _convert_animation_player_to_gltf( + AnimationPlayer *animation_player, Ref<GLTFState> state, + const GLTFNodeIndex &p_gltf_current, + const GLTFNodeIndex &p_gltf_root_index, + Ref<GLTFNode> p_gltf_node, Node *p_scene_parent, + Node *p_root); + void _check_visibility(Node *p_node, bool &retflag); + void _convert_camera_to_gltf(Camera3D *camera, Ref<GLTFState> state, + Node3D *spatial, + Ref<GLTFNode> gltf_node); + void _convert_grid_map_to_gltf( + Node *p_scene_parent, + const GLTFNodeIndex &p_parent_node_index, + const GLTFNodeIndex &p_root_node_index, + Ref<GLTFNode> gltf_node, Ref<GLTFState> state, + Node *p_root_node); + void _convert_mult_mesh_instance_to_gltf( + Node *p_scene_parent, + const GLTFNodeIndex &p_parent_node_index, + const GLTFNodeIndex &p_root_node_index, + Ref<GLTFNode> gltf_node, Ref<GLTFState> state, + Node *p_root_node); + void _convert_skeleton_to_gltf( + Node *p_scene_parent, Ref<GLTFState> state, + const GLTFNodeIndex &p_parent_node_index, + const GLTFNodeIndex &p_root_node_index, + Ref<GLTFNode> gltf_node, Node *p_root_node); + void _convert_bone_attachment_to_gltf(Node *p_scene_parent, + Ref<GLTFState> state, + Ref<GLTFNode> gltf_node, + bool &retflag); + void _convert_mesh_to_gltf(Node *p_scene_parent, + Ref<GLTFState> state, Node3D *spatial, + Ref<GLTFNode> gltf_node); + void _convert_animation(Ref<GLTFState> state, AnimationPlayer *ap, + String p_animation_track_name); + Error serialize(Ref<GLTFState> state, Node *p_root, const String &p_path); + Error parse(Ref<GLTFState> state, String p_paths, bool p_read_binary = false); +}; + +#endif // GLTF_DOCUMENT_H diff --git a/modules/gltf/gltf_light.cpp b/modules/gltf/gltf_light.cpp new file mode 100644 index 0000000000..da0e504474 --- /dev/null +++ b/modules/gltf/gltf_light.cpp @@ -0,0 +1,101 @@ +/*************************************************************************/ +/* gltf_light.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#include "gltf_light.h" + +void GLTFLight::_bind_methods() { + ClassDB::bind_method(D_METHOD("get_color"), &GLTFLight::get_color); + ClassDB::bind_method(D_METHOD("set_color", "color"), &GLTFLight::set_color); + ClassDB::bind_method(D_METHOD("get_intensity"), &GLTFLight::get_intensity); + ClassDB::bind_method(D_METHOD("set_intensity", "intensity"), &GLTFLight::set_intensity); + ClassDB::bind_method(D_METHOD("get_type"), &GLTFLight::get_type); + ClassDB::bind_method(D_METHOD("set_type", "type"), &GLTFLight::set_type); + ClassDB::bind_method(D_METHOD("get_range"), &GLTFLight::get_range); + ClassDB::bind_method(D_METHOD("set_range", "range"), &GLTFLight::set_range); + ClassDB::bind_method(D_METHOD("get_inner_cone_angle"), &GLTFLight::get_inner_cone_angle); + ClassDB::bind_method(D_METHOD("set_inner_cone_angle", "inner_cone_angle"), &GLTFLight::set_inner_cone_angle); + ClassDB::bind_method(D_METHOD("get_outer_cone_angle"), &GLTFLight::get_outer_cone_angle); + ClassDB::bind_method(D_METHOD("set_outer_cone_angle", "outer_cone_angle"), &GLTFLight::set_outer_cone_angle); + + ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color"); // Color + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "intensity"), "set_intensity", "get_intensity"); // float + ADD_PROPERTY(PropertyInfo(Variant::STRING, "type"), "set_type", "get_type"); // String + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "range"), "set_range", "get_range"); // float + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "inner_cone_angle"), "set_inner_cone_angle", "get_inner_cone_angle"); // float + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "outer_cone_angle"), "set_outer_cone_angle", "get_outer_cone_angle"); // float +} + +Color GLTFLight::get_color() { + return color; +} + +void GLTFLight::set_color(Color p_color) { + color = p_color; +} + +float GLTFLight::get_intensity() { + return intensity; +} + +void GLTFLight::set_intensity(float p_intensity) { + intensity = p_intensity; +} + +String GLTFLight::get_type() { + return type; +} + +void GLTFLight::set_type(String p_type) { + type = p_type; +} + +float GLTFLight::get_range() { + return range; +} + +void GLTFLight::set_range(float p_range) { + range = p_range; +} + +float GLTFLight::get_inner_cone_angle() { + return inner_cone_angle; +} + +void GLTFLight::set_inner_cone_angle(float p_inner_cone_angle) { + inner_cone_angle = p_inner_cone_angle; +} + +float GLTFLight::get_outer_cone_angle() { + return outer_cone_angle; +} + +void GLTFLight::set_outer_cone_angle(float p_outer_cone_angle) { + outer_cone_angle = p_outer_cone_angle; +} diff --git a/modules/gltf/gltf_light.h b/modules/gltf/gltf_light.h new file mode 100644 index 0000000000..966ef5dd44 --- /dev/null +++ b/modules/gltf/gltf_light.h @@ -0,0 +1,72 @@ +/*************************************************************************/ +/* gltf_light.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifndef GLTF_LIGHT_H +#define GLTF_LIGHT_H + +#include "core/config/engine.h" +#include "core/io/resource.h" + +class GLTFLight : public Resource { + GDCLASS(GLTFLight, Resource) + friend class GLTFDocument; + +protected: + static void _bind_methods(); + +private: + Color color; + float intensity = 0.0f; + String type; + float range = 0.0f; + float inner_cone_angle = 0.0f; + float outer_cone_angle = 0.0f; + +public: + Color get_color(); + void set_color(Color p_color); + + float get_intensity(); + void set_intensity(float p_intensity); + + String get_type(); + void set_type(String p_type); + + float get_range(); + void set_range(float p_range); + + float get_inner_cone_angle(); + void set_inner_cone_angle(float p_inner_cone_angle); + + float get_outer_cone_angle(); + void set_outer_cone_angle(float p_outer_cone_angle); +}; + +#endif // GLTF_LIGHT_H diff --git a/modules/gltf/gltf_mesh.cpp b/modules/gltf/gltf_mesh.cpp new file mode 100644 index 0000000000..09995faab3 --- /dev/null +++ b/modules/gltf/gltf_mesh.cpp @@ -0,0 +1,58 @@ +/*************************************************************************/ +/* gltf_mesh.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#include "gltf_mesh.h" +#include "editor/import/scene_importer_mesh.h" + +void GLTFMesh::_bind_methods() { + ClassDB::bind_method(D_METHOD("get_mesh"), &GLTFMesh::get_mesh); + ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &GLTFMesh::set_mesh); + ClassDB::bind_method(D_METHOD("get_blend_weights"), &GLTFMesh::get_blend_weights); + ClassDB::bind_method(D_METHOD("set_blend_weights", "blend_weights"), &GLTFMesh::set_blend_weights); + + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh"), "set_mesh", "get_mesh"); + ADD_PROPERTY(PropertyInfo(Variant::PACKED_FLOAT32_ARRAY, "blend_weights"), "set_blend_weights", "get_blend_weights"); // Vector<float> +} + +Ref<EditorSceneImporterMesh> GLTFMesh::get_mesh() { + return mesh; +} + +void GLTFMesh::set_mesh(Ref<EditorSceneImporterMesh> p_mesh) { + mesh = p_mesh; +} + +Vector<float> GLTFMesh::get_blend_weights() { + return blend_weights; +} + +void GLTFMesh::set_blend_weights(Vector<float> p_blend_weights) { + blend_weights = p_blend_weights; +} diff --git a/modules/gltf/gltf_mesh.h b/modules/gltf/gltf_mesh.h new file mode 100644 index 0000000000..5fb3069ad2 --- /dev/null +++ b/modules/gltf/gltf_mesh.h @@ -0,0 +1,55 @@ +/*************************************************************************/ +/* gltf_mesh.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifndef GLTF_MESH_H +#define GLTF_MESH_H + +#include "core/io/resource.h" +#include "editor/import/resource_importer_scene.h" +#include "editor/import/scene_importer_mesh.h" +#include "scene/resources/mesh.h" + +class GLTFMesh : public Resource { + GDCLASS(GLTFMesh, Resource); + +private: + Ref<EditorSceneImporterMesh> mesh; + Vector<float> blend_weights; + +protected: + static void _bind_methods(); + +public: + Ref<EditorSceneImporterMesh> get_mesh(); + void set_mesh(Ref<EditorSceneImporterMesh> p_mesh); + Vector<float> get_blend_weights(); + void set_blend_weights(Vector<float> p_blend_weights); +}; +#endif // GLTF_MESH_H diff --git a/modules/gltf/gltf_node.cpp b/modules/gltf/gltf_node.cpp new file mode 100644 index 0000000000..2fbd3f85d4 --- /dev/null +++ b/modules/gltf/gltf_node.cpp @@ -0,0 +1,189 @@ +/*************************************************************************/ +/* gltf_node.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#include "gltf_node.h" + +void GLTFNode::_bind_methods() { + ClassDB::bind_method(D_METHOD("get_parent"), &GLTFNode::get_parent); + ClassDB::bind_method(D_METHOD("set_parent", "parent"), &GLTFNode::set_parent); + ClassDB::bind_method(D_METHOD("get_height"), &GLTFNode::get_height); + ClassDB::bind_method(D_METHOD("set_height", "height"), &GLTFNode::set_height); + ClassDB::bind_method(D_METHOD("get_xform"), &GLTFNode::get_xform); + ClassDB::bind_method(D_METHOD("set_xform", "xform"), &GLTFNode::set_xform); + ClassDB::bind_method(D_METHOD("get_mesh"), &GLTFNode::get_mesh); + ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &GLTFNode::set_mesh); + ClassDB::bind_method(D_METHOD("get_camera"), &GLTFNode::get_camera); + ClassDB::bind_method(D_METHOD("set_camera", "camera"), &GLTFNode::set_camera); + ClassDB::bind_method(D_METHOD("get_skin"), &GLTFNode::get_skin); + ClassDB::bind_method(D_METHOD("set_skin", "skin"), &GLTFNode::set_skin); + ClassDB::bind_method(D_METHOD("get_skeleton"), &GLTFNode::get_skeleton); + ClassDB::bind_method(D_METHOD("set_skeleton", "skeleton"), &GLTFNode::set_skeleton); + ClassDB::bind_method(D_METHOD("get_joint"), &GLTFNode::get_joint); + ClassDB::bind_method(D_METHOD("set_joint", "joint"), &GLTFNode::set_joint); + ClassDB::bind_method(D_METHOD("get_translation"), &GLTFNode::get_translation); + ClassDB::bind_method(D_METHOD("set_translation", "translation"), &GLTFNode::set_translation); + ClassDB::bind_method(D_METHOD("get_rotation"), &GLTFNode::get_rotation); + ClassDB::bind_method(D_METHOD("set_rotation", "rotation"), &GLTFNode::set_rotation); + ClassDB::bind_method(D_METHOD("get_scale"), &GLTFNode::get_scale); + ClassDB::bind_method(D_METHOD("set_scale", "scale"), &GLTFNode::set_scale); + ClassDB::bind_method(D_METHOD("get_children"), &GLTFNode::get_children); + ClassDB::bind_method(D_METHOD("set_children", "children"), &GLTFNode::set_children); + ClassDB::bind_method(D_METHOD("get_fake_joint_parent"), &GLTFNode::get_fake_joint_parent); + ClassDB::bind_method(D_METHOD("set_fake_joint_parent", "fake_joint_parent"), &GLTFNode::set_fake_joint_parent); + ClassDB::bind_method(D_METHOD("get_light"), &GLTFNode::get_light); + ClassDB::bind_method(D_METHOD("set_light", "light"), &GLTFNode::set_light); + + ADD_PROPERTY(PropertyInfo(Variant::INT, "parent"), "set_parent", "get_parent"); // GLTFNodeIndex + ADD_PROPERTY(PropertyInfo(Variant::INT, "height"), "set_height", "get_height"); // int + ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "xform"), "set_xform", "get_xform"); // Transform + ADD_PROPERTY(PropertyInfo(Variant::INT, "mesh"), "set_mesh", "get_mesh"); // GLTFMeshIndex + ADD_PROPERTY(PropertyInfo(Variant::INT, "camera"), "set_camera", "get_camera"); // GLTFCameraIndex + ADD_PROPERTY(PropertyInfo(Variant::INT, "skin"), "set_skin", "get_skin"); // GLTFSkinIndex + ADD_PROPERTY(PropertyInfo(Variant::INT, "skeleton"), "set_skeleton", "get_skeleton"); // GLTFSkeletonIndex + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "joint"), "set_joint", "get_joint"); // bool + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "translation"), "set_translation", "get_translation"); // Vector3 + ADD_PROPERTY(PropertyInfo(Variant::QUAT, "rotation"), "set_rotation", "get_rotation"); // Quat + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "scale"), "set_scale", "get_scale"); // Vector3 + ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "children"), "set_children", "get_children"); // Vector<int> + ADD_PROPERTY(PropertyInfo(Variant::INT, "fake_joint_parent"), "set_fake_joint_parent", "get_fake_joint_parent"); // GLTFNodeIndex + ADD_PROPERTY(PropertyInfo(Variant::INT, "light"), "set_light", "get_light"); // GLTFLightIndex +} + +GLTFNodeIndex GLTFNode::get_parent() { + return parent; +} + +void GLTFNode::set_parent(GLTFNodeIndex p_parent) { + parent = p_parent; +} + +int GLTFNode::get_height() { + return height; +} + +void GLTFNode::set_height(int p_height) { + height = p_height; +} + +Transform GLTFNode::get_xform() { + return xform; +} + +void GLTFNode::set_xform(Transform p_xform) { + xform = p_xform; +} + +GLTFMeshIndex GLTFNode::get_mesh() { + return mesh; +} + +void GLTFNode::set_mesh(GLTFMeshIndex p_mesh) { + mesh = p_mesh; +} + +GLTFCameraIndex GLTFNode::get_camera() { + return camera; +} + +void GLTFNode::set_camera(GLTFCameraIndex p_camera) { + camera = p_camera; +} + +GLTFSkinIndex GLTFNode::get_skin() { + return skin; +} + +void GLTFNode::set_skin(GLTFSkinIndex p_skin) { + skin = p_skin; +} + +GLTFSkeletonIndex GLTFNode::get_skeleton() { + return skeleton; +} + +void GLTFNode::set_skeleton(GLTFSkeletonIndex p_skeleton) { + skeleton = p_skeleton; +} + +bool GLTFNode::get_joint() { + return joint; +} + +void GLTFNode::set_joint(bool p_joint) { + joint = p_joint; +} + +Vector3 GLTFNode::get_translation() { + return translation; +} + +void GLTFNode::set_translation(Vector3 p_translation) { + translation = p_translation; +} + +Quat GLTFNode::get_rotation() { + return rotation; +} + +void GLTFNode::set_rotation(Quat p_rotation) { + rotation = p_rotation; +} + +Vector3 GLTFNode::get_scale() { + return scale; +} + +void GLTFNode::set_scale(Vector3 p_scale) { + scale = p_scale; +} + +Vector<int> GLTFNode::get_children() { + return children; +} + +void GLTFNode::set_children(Vector<int> p_children) { + children = p_children; +} + +GLTFNodeIndex GLTFNode::get_fake_joint_parent() { + return fake_joint_parent; +} + +void GLTFNode::set_fake_joint_parent(GLTFNodeIndex p_fake_joint_parent) { + fake_joint_parent = p_fake_joint_parent; +} + +GLTFLightIndex GLTFNode::get_light() { + return light; +} + +void GLTFNode::set_light(GLTFLightIndex p_light) { + light = p_light; +} diff --git a/modules/gltf/gltf_node.h b/modules/gltf/gltf_node.h new file mode 100644 index 0000000000..b96e700ec2 --- /dev/null +++ b/modules/gltf/gltf_node.h @@ -0,0 +1,105 @@ +/*************************************************************************/ +/* gltf_node.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifndef GLTF_NODE_H +#define GLTF_NODE_H + +#include "core/io/resource.h" +#include "gltf_document.h" + +class GLTFNode : public Resource { + GDCLASS(GLTFNode, Resource); + friend class GLTFDocument; + friend class PackedSceneGLTF; + +private: + // matrices need to be transformed to this + GLTFNodeIndex parent = -1; + int height = -1; + Transform xform; + GLTFMeshIndex mesh = -1; + GLTFCameraIndex camera = -1; + GLTFSkinIndex skin = -1; + GLTFSkeletonIndex skeleton = -1; + bool joint = false; + Vector3 translation; + Quat rotation; + Vector3 scale = Vector3(1, 1, 1); + Vector<int> children; + GLTFNodeIndex fake_joint_parent = -1; + GLTFLightIndex light = -1; + +protected: + static void _bind_methods(); + +public: + GLTFNodeIndex get_parent(); + void set_parent(GLTFNodeIndex p_parent); + + int get_height(); + void set_height(int p_height); + + Transform get_xform(); + void set_xform(Transform p_xform); + + GLTFMeshIndex get_mesh(); + void set_mesh(GLTFMeshIndex p_mesh); + + GLTFCameraIndex get_camera(); + void set_camera(GLTFCameraIndex p_camera); + + GLTFSkinIndex get_skin(); + void set_skin(GLTFSkinIndex p_skin); + + GLTFSkeletonIndex get_skeleton(); + void set_skeleton(GLTFSkeletonIndex p_skeleton); + + bool get_joint(); + void set_joint(bool p_joint); + + Vector3 get_translation(); + void set_translation(Vector3 p_translation); + + Quat get_rotation(); + void set_rotation(Quat p_rotation); + + Vector3 get_scale(); + void set_scale(Vector3 p_scale); + + Vector<int> get_children(); + void set_children(Vector<int> p_children); + + GLTFNodeIndex get_fake_joint_parent(); + void set_fake_joint_parent(GLTFNodeIndex p_fake_joint_parent); + + GLTFLightIndex get_light(); + void set_light(GLTFLightIndex p_light); +}; +#endif // GLTF_NODE_H diff --git a/modules/gltf/gltf_skeleton.cpp b/modules/gltf/gltf_skeleton.cpp new file mode 100644 index 0000000000..35671335d3 --- /dev/null +++ b/modules/gltf/gltf_skeleton.cpp @@ -0,0 +1,95 @@ +/*************************************************************************/ +/* gltf_skeleton.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#include "gltf_skeleton.h" + +void GLTFSkeleton::_bind_methods() { + ClassDB::bind_method(D_METHOD("get_joints"), &GLTFSkeleton::get_joints); + ClassDB::bind_method(D_METHOD("set_joints", "joints"), &GLTFSkeleton::set_joints); + ClassDB::bind_method(D_METHOD("get_roots"), &GLTFSkeleton::get_roots); + ClassDB::bind_method(D_METHOD("set_roots", "roots"), &GLTFSkeleton::set_roots); + ClassDB::bind_method(D_METHOD("get_godot_skeleton"), &GLTFSkeleton::get_godot_skeleton); + ClassDB::bind_method(D_METHOD("get_unique_names"), &GLTFSkeleton::get_unique_names); + ClassDB::bind_method(D_METHOD("set_unique_names", "unique_names"), &GLTFSkeleton::set_unique_names); + ClassDB::bind_method(D_METHOD("get_godot_bone_node"), &GLTFSkeleton::get_godot_bone_node); + ClassDB::bind_method(D_METHOD("set_godot_bone_node", "godot_bone_node"), &GLTFSkeleton::set_godot_bone_node); + ClassDB::bind_method(D_METHOD("get_bone_attachment_count"), &GLTFSkeleton::get_bone_attachment_count); + ClassDB::bind_method(D_METHOD("get_bone_attachment"), &GLTFSkeleton::get_bone_attachment); + + ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "joints"), "set_joints", "get_joints"); // Vector<GLTFNodeIndex> + ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "roots"), "set_roots", "get_roots"); // Vector<GLTFNodeIndex> + ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "unique_names", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_unique_names", "get_unique_names"); // Set<String> + ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "godot_bone_node", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_godot_bone_node", "get_godot_bone_node"); // Map<int32_t, +} + +Vector<GLTFNodeIndex> GLTFSkeleton::get_joints() { + return joints; +} + +void GLTFSkeleton::set_joints(Vector<GLTFNodeIndex> p_joints) { + joints = p_joints; +} + +Vector<GLTFNodeIndex> GLTFSkeleton::get_roots() { + return roots; +} + +void GLTFSkeleton::set_roots(Vector<GLTFNodeIndex> p_roots) { + roots = p_roots; +} + +Skeleton3D *GLTFSkeleton::get_godot_skeleton() { + return godot_skeleton; +} + +Array GLTFSkeleton::get_unique_names() { + return GLTFDocument::to_array(unique_names); +} + +void GLTFSkeleton::set_unique_names(Array p_unique_names) { + GLTFDocument::set_from_array(unique_names, p_unique_names); +} + +Dictionary GLTFSkeleton::get_godot_bone_node() { + return GLTFDocument::to_dict(godot_bone_node); +} + +void GLTFSkeleton::set_godot_bone_node(Dictionary p_indict) { + GLTFDocument::set_from_dict(godot_bone_node, p_indict); +} + +BoneAttachment3D *GLTFSkeleton::get_bone_attachment(int idx) { + ERR_FAIL_INDEX_V(idx, bone_attachments.size(), nullptr); + return bone_attachments[idx]; +} + +int32_t GLTFSkeleton::get_bone_attachment_count() { + return bone_attachments.size(); +} diff --git a/modules/gltf/gltf_skeleton.h b/modules/gltf/gltf_skeleton.h new file mode 100644 index 0000000000..6263fa3c5d --- /dev/null +++ b/modules/gltf/gltf_skeleton.h @@ -0,0 +1,101 @@ +/*************************************************************************/ +/* gltf_skeleton.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifndef GLTF_SKELETON_H +#define GLTF_SKELETON_H + +#include "core/io/resource.h" +#include "gltf_document.h" + +class GLTFSkeleton : public Resource { + GDCLASS(GLTFSkeleton, Resource); + friend class GLTFDocument; + +private: + // The *synthesized* skeletons joints + Vector<GLTFNodeIndex> joints; + + // The roots of the skeleton. If there are multiple, each root must have the + // same parent (ie roots are siblings) + Vector<GLTFNodeIndex> roots; + + // The created Skeleton3D for the scene + Skeleton3D *godot_skeleton = nullptr; + + // Set of unique bone names for the skeleton + Set<String> unique_names; + + Map<int32_t, GLTFNodeIndex> godot_bone_node; + + Vector<BoneAttachment3D *> bone_attachments; + +protected: + static void _bind_methods(); + +public: + Vector<GLTFNodeIndex> get_joints(); + void set_joints(Vector<GLTFNodeIndex> p_joints); + + Vector<GLTFNodeIndex> get_roots(); + void set_roots(Vector<GLTFNodeIndex> p_roots); + + Skeleton3D *get_godot_skeleton(); + + // Skeleton *get_godot_skeleton() { + // return this->godot_skeleton; + // } + // void set_godot_skeleton(Skeleton p_*godot_skeleton) { + // this->godot_skeleton = p_godot_skeleton; + // } + + Array get_unique_names(); + void set_unique_names(Array p_unique_names); + + //Map<int32_t, GLTFNodeIndex> get_godot_bone_node() { + // return this->godot_bone_node; + //} + //void set_godot_bone_node(Map<int32_t, GLTFNodeIndex> p_godot_bone_node) { + // this->godot_bone_node = p_godot_bone_node; + //} + Dictionary get_godot_bone_node(); + void set_godot_bone_node(Dictionary p_indict); + + //Dictionary get_godot_bone_node() { + // return VariantConversion::to_dict(this->godot_bone_node); + //} + //void set_godot_bone_node(Dictionary p_indict) { + // VariantConversion::set_from_dict(this->godot_bone_node, p_indict); + //} + + BoneAttachment3D *get_bone_attachment(int idx); + + int32_t get_bone_attachment_count(); +}; +#endif // GLTF_SKELETON_H diff --git a/modules/gltf/gltf_skin.cpp b/modules/gltf/gltf_skin.cpp new file mode 100644 index 0000000000..1b94b9d106 --- /dev/null +++ b/modules/gltf/gltf_skin.cpp @@ -0,0 +1,155 @@ +/*************************************************************************/ +/* gltf_skin.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#include "gltf_skin.h" + +void GLTFSkin::_bind_methods() { + ClassDB::bind_method(D_METHOD("get_skin_root"), &GLTFSkin::get_skin_root); + ClassDB::bind_method(D_METHOD("set_skin_root", "skin_root"), &GLTFSkin::set_skin_root); + ClassDB::bind_method(D_METHOD("get_joints_original"), &GLTFSkin::get_joints_original); + ClassDB::bind_method(D_METHOD("set_joints_original", "joints_original"), &GLTFSkin::set_joints_original); + ClassDB::bind_method(D_METHOD("get_inverse_binds"), &GLTFSkin::get_inverse_binds); + ClassDB::bind_method(D_METHOD("set_inverse_binds", "inverse_binds"), &GLTFSkin::set_inverse_binds); + ClassDB::bind_method(D_METHOD("get_joints"), &GLTFSkin::get_joints); + ClassDB::bind_method(D_METHOD("set_joints", "joints"), &GLTFSkin::set_joints); + ClassDB::bind_method(D_METHOD("get_non_joints"), &GLTFSkin::get_non_joints); + ClassDB::bind_method(D_METHOD("set_non_joints", "non_joints"), &GLTFSkin::set_non_joints); + ClassDB::bind_method(D_METHOD("get_roots"), &GLTFSkin::get_roots); + ClassDB::bind_method(D_METHOD("set_roots", "roots"), &GLTFSkin::set_roots); + ClassDB::bind_method(D_METHOD("get_skeleton"), &GLTFSkin::get_skeleton); + ClassDB::bind_method(D_METHOD("set_skeleton", "skeleton"), &GLTFSkin::set_skeleton); + ClassDB::bind_method(D_METHOD("get_joint_i_to_bone_i"), &GLTFSkin::get_joint_i_to_bone_i); + ClassDB::bind_method(D_METHOD("set_joint_i_to_bone_i", "joint_i_to_bone_i"), &GLTFSkin::set_joint_i_to_bone_i); + ClassDB::bind_method(D_METHOD("get_joint_i_to_name"), &GLTFSkin::get_joint_i_to_name); + ClassDB::bind_method(D_METHOD("set_joint_i_to_name", "joint_i_to_name"), &GLTFSkin::set_joint_i_to_name); + ClassDB::bind_method(D_METHOD("get_godot_skin"), &GLTFSkin::get_godot_skin); + ClassDB::bind_method(D_METHOD("set_godot_skin", "godot_skin"), &GLTFSkin::set_godot_skin); + + ADD_PROPERTY(PropertyInfo(Variant::INT, "skin_root"), "set_skin_root", "get_skin_root"); // GLTFNodeIndex + ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "joints_original"), "set_joints_original", "get_joints_original"); // Vector<GLTFNodeIndex> + ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "inverse_binds", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL), "set_inverse_binds", "get_inverse_binds"); // Vector<Transform> + ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "joints"), "set_joints", "get_joints"); // Vector<GLTFNodeIndex> + ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "non_joints"), "set_non_joints", "get_non_joints"); // Vector<GLTFNodeIndex> + ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "roots"), "set_roots", "get_roots"); // Vector<GLTFNodeIndex> + ADD_PROPERTY(PropertyInfo(Variant::INT, "skeleton"), "set_skeleton", "get_skeleton"); // int + ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "joint_i_to_bone_i", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL), "set_joint_i_to_bone_i", "get_joint_i_to_bone_i"); // Map<int, + ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "joint_i_to_name", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL), "set_joint_i_to_name", "get_joint_i_to_name"); // Map<int, + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "godot_skin"), "set_godot_skin", "get_godot_skin"); // Ref<Skin> +} + +GLTFNodeIndex GLTFSkin::get_skin_root() { + return skin_root; +} + +void GLTFSkin::set_skin_root(GLTFNodeIndex p_skin_root) { + skin_root = p_skin_root; +} + +Vector<GLTFNodeIndex> GLTFSkin::get_joints_original() { + return joints_original; +} + +void GLTFSkin::set_joints_original(Vector<GLTFNodeIndex> p_joints_original) { + joints_original = p_joints_original; +} + +Array GLTFSkin::get_inverse_binds() { + return GLTFDocument::to_array(inverse_binds); +} + +void GLTFSkin::set_inverse_binds(Array p_inverse_binds) { + GLTFDocument::set_from_array(inverse_binds, p_inverse_binds); +} + +Vector<GLTFNodeIndex> GLTFSkin::get_joints() { + return joints; +} + +void GLTFSkin::set_joints(Vector<GLTFNodeIndex> p_joints) { + joints = p_joints; +} + +Vector<GLTFNodeIndex> GLTFSkin::get_non_joints() { + return non_joints; +} + +void GLTFSkin::set_non_joints(Vector<GLTFNodeIndex> p_non_joints) { + non_joints = p_non_joints; +} + +Vector<GLTFNodeIndex> GLTFSkin::get_roots() { + return roots; +} + +void GLTFSkin::set_roots(Vector<GLTFNodeIndex> p_roots) { + roots = p_roots; +} + +int GLTFSkin::get_skeleton() { + return skeleton; +} + +void GLTFSkin::set_skeleton(int p_skeleton) { + skeleton = p_skeleton; +} + +Dictionary GLTFSkin::get_joint_i_to_bone_i() { + return GLTFDocument::to_dict(joint_i_to_bone_i); +} + +void GLTFSkin::set_joint_i_to_bone_i(Dictionary p_joint_i_to_bone_i) { + GLTFDocument::set_from_dict(joint_i_to_bone_i, p_joint_i_to_bone_i); +} + +Dictionary GLTFSkin::get_joint_i_to_name() { + Dictionary ret; + Map<int, StringName>::Element *elem = joint_i_to_name.front(); + while (elem) { + ret[elem->key()] = String(elem->value()); + elem = elem->next(); + } + return ret; +} + +void GLTFSkin::set_joint_i_to_name(Dictionary p_joint_i_to_name) { + joint_i_to_name = Map<int, StringName>(); + Array keys = p_joint_i_to_name.keys(); + for (int i = 0; i < keys.size(); i++) { + joint_i_to_name[keys[i]] = joint_i_to_name[keys[i]]; + } +} + +Ref<Skin> GLTFSkin::get_godot_skin() { + return godot_skin; +} + +void GLTFSkin::set_godot_skin(Ref<Skin> p_godot_skin) { + godot_skin = p_godot_skin; +} diff --git a/modules/gltf/gltf_skin.h b/modules/gltf/gltf_skin.h new file mode 100644 index 0000000000..09e1a37a55 --- /dev/null +++ b/modules/gltf/gltf_skin.h @@ -0,0 +1,109 @@ +/*************************************************************************/ +/* gltf_skin.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifndef GLTF_SKIN_H +#define GLTF_SKIN_H + +#include "core/io/resource.h" +#include "gltf_document.h" + +class GLTFSkin : public Resource { + GDCLASS(GLTFSkin, Resource); + friend class GLTFDocument; + +private: + // The "skeleton" property defined in the gltf spec. -1 = Scene Root + GLTFNodeIndex skin_root = -1; + + Vector<GLTFNodeIndex> joints_original; + Vector<Transform> inverse_binds; + + // Note: joints + non_joints should form a complete subtree, or subtrees + // with a common parent + + // All nodes that are skins that are caught in-between the original joints + // (inclusive of joints_original) + Vector<GLTFNodeIndex> joints; + + // All Nodes that are caught in-between skin joint nodes, and are not + // defined as joints by any skin + Vector<GLTFNodeIndex> non_joints; + + // The roots of the skin. In the case of multiple roots, their parent *must* + // be the same (the roots must be siblings) + Vector<GLTFNodeIndex> roots; + + // The GLTF Skeleton this Skin points to (after we determine skeletons) + GLTFSkeletonIndex skeleton = -1; + + // A mapping from the joint indices (in the order of joints_original) to the + // Godot Skeleton's bone_indices + Map<int, int> joint_i_to_bone_i; + Map<int, StringName> joint_i_to_name; + + // The Actual Skin that will be created as a mapping between the IBM's of + // this skin to the generated skeleton for the mesh instances. + Ref<Skin> godot_skin; + +protected: + static void _bind_methods(); + +public: + GLTFNodeIndex get_skin_root(); + void set_skin_root(GLTFNodeIndex p_skin_root); + + Vector<GLTFNodeIndex> get_joints_original(); + void set_joints_original(Vector<GLTFNodeIndex> p_joints_original); + + Array get_inverse_binds(); + void set_inverse_binds(Array p_inverse_binds); + + Vector<GLTFNodeIndex> get_joints(); + void set_joints(Vector<GLTFNodeIndex> p_joints); + + Vector<GLTFNodeIndex> get_non_joints(); + void set_non_joints(Vector<GLTFNodeIndex> p_non_joints); + + Vector<GLTFNodeIndex> get_roots(); + void set_roots(Vector<GLTFNodeIndex> p_roots); + + int get_skeleton(); + void set_skeleton(int p_skeleton); + + Dictionary get_joint_i_to_bone_i(); + void set_joint_i_to_bone_i(Dictionary p_joint_i_to_bone_i); + + Dictionary get_joint_i_to_name(); + void set_joint_i_to_name(Dictionary p_joint_i_to_name); + + Ref<Skin> get_godot_skin(); + void set_godot_skin(Ref<Skin> p_godot_skin); +}; +#endif // GLTF_SKIN_H diff --git a/modules/gltf/gltf_spec_gloss.cpp b/modules/gltf/gltf_spec_gloss.cpp new file mode 100644 index 0000000000..7f27805d62 --- /dev/null +++ b/modules/gltf/gltf_spec_gloss.cpp @@ -0,0 +1,90 @@ +/*************************************************************************/ +/* gltf_spec_gloss.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#include "gltf_spec_gloss.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); + ClassDB::bind_method(D_METHOD("get_diffuse_factor"), &GLTFSpecGloss::get_diffuse_factor); + ClassDB::bind_method(D_METHOD("set_diffuse_factor", "diffuse_factor"), &GLTFSpecGloss::set_diffuse_factor); + ClassDB::bind_method(D_METHOD("get_gloss_factor"), &GLTFSpecGloss::get_gloss_factor); + ClassDB::bind_method(D_METHOD("set_gloss_factor", "gloss_factor"), &GLTFSpecGloss::set_gloss_factor); + ClassDB::bind_method(D_METHOD("get_specular_factor"), &GLTFSpecGloss::get_specular_factor); + ClassDB::bind_method(D_METHOD("set_specular_factor", "specular_factor"), &GLTFSpecGloss::set_specular_factor); + ClassDB::bind_method(D_METHOD("get_spec_gloss_img"), &GLTFSpecGloss::get_spec_gloss_img); + ClassDB::bind_method(D_METHOD("set_spec_gloss_img", "spec_gloss_img"), &GLTFSpecGloss::set_spec_gloss_img); + + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "diffuse_img"), "set_diffuse_img", "get_diffuse_img"); // Ref<Image> + ADD_PROPERTY(PropertyInfo(Variant::COLOR, "diffuse_factor"), "set_diffuse_factor", "get_diffuse_factor"); // Color + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "gloss_factor"), "set_gloss_factor", "get_gloss_factor"); // float + ADD_PROPERTY(PropertyInfo(Variant::COLOR, "specular_factor"), "set_specular_factor", "get_specular_factor"); // Color + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "spec_gloss_img"), "set_spec_gloss_img", "get_spec_gloss_img"); // Ref<Image> +} + +Ref<Image> GLTFSpecGloss::get_diffuse_img() { + return diffuse_img; +} + +void GLTFSpecGloss::set_diffuse_img(Ref<Image> p_diffuse_img) { + diffuse_img = p_diffuse_img; +} + +Color GLTFSpecGloss::get_diffuse_factor() { + return diffuse_factor; +} + +void GLTFSpecGloss::set_diffuse_factor(Color p_diffuse_factor) { + diffuse_factor = p_diffuse_factor; +} + +float GLTFSpecGloss::get_gloss_factor() { + return gloss_factor; +} + +void GLTFSpecGloss::set_gloss_factor(float p_gloss_factor) { + gloss_factor = p_gloss_factor; +} + +Color GLTFSpecGloss::get_specular_factor() { + return specular_factor; +} + +void GLTFSpecGloss::set_specular_factor(Color p_specular_factor) { + specular_factor = p_specular_factor; +} + +Ref<Image> GLTFSpecGloss::get_spec_gloss_img() { + return spec_gloss_img; +} + +void GLTFSpecGloss::set_spec_gloss_img(Ref<Image> p_spec_gloss_img) { + spec_gloss_img = p_spec_gloss_img; +} diff --git a/modules/gltf/gltf_spec_gloss.h b/modules/gltf/gltf_spec_gloss.h new file mode 100644 index 0000000000..e06c6c14f3 --- /dev/null +++ b/modules/gltf/gltf_spec_gloss.h @@ -0,0 +1,67 @@ +/*************************************************************************/ +/* gltf_spec_gloss.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifndef GLTF_SPEC_GLOSS_H +#define GLTF_SPEC_GLOSS_H + +#include "core/io/image.h" +#include "core/io/resource.h" + +class GLTFSpecGloss : public Resource { + GDCLASS(GLTFSpecGloss, Resource); + friend class GLTFDocument; + +private: + Ref<Image> diffuse_img = nullptr; + Color diffuse_factor = Color(1.0f, 1.0f, 1.0f); + float gloss_factor = 1.0f; + Color specular_factor = Color(1.0f, 1.0f, 1.0f); + Ref<Image> spec_gloss_img = nullptr; + +protected: + static void _bind_methods(); + +public: + Ref<Image> get_diffuse_img(); + void set_diffuse_img(Ref<Image> p_diffuse_img); + + Color get_diffuse_factor(); + void set_diffuse_factor(Color p_diffuse_factor); + + float get_gloss_factor(); + void set_gloss_factor(float p_gloss_factor); + + Color get_specular_factor(); + void set_specular_factor(Color p_specular_factor); + + Ref<Image> get_spec_gloss_img(); + void set_spec_gloss_img(Ref<Image> p_spec_gloss_img); +}; +#endif // GLTF_SPEC_GLOSS_H diff --git a/modules/gltf/gltf_state.cpp b/modules/gltf/gltf_state.cpp new file mode 100644 index 0000000000..403ae26bd3 --- /dev/null +++ b/modules/gltf/gltf_state.cpp @@ -0,0 +1,296 @@ +/*************************************************************************/ +/* gltf_state.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#include "gltf_state.h" + +void GLTFState::_bind_methods() { + ClassDB::bind_method(D_METHOD("get_json"), &GLTFState::get_json); + ClassDB::bind_method(D_METHOD("set_json", "json"), &GLTFState::set_json); + ClassDB::bind_method(D_METHOD("get_major_version"), &GLTFState::get_major_version); + ClassDB::bind_method(D_METHOD("set_major_version", "major_version"), &GLTFState::set_major_version); + ClassDB::bind_method(D_METHOD("get_minor_version"), &GLTFState::get_minor_version); + ClassDB::bind_method(D_METHOD("set_minor_version", "minor_version"), &GLTFState::set_minor_version); + ClassDB::bind_method(D_METHOD("get_glb_data"), &GLTFState::get_glb_data); + ClassDB::bind_method(D_METHOD("set_glb_data", "glb_data"), &GLTFState::set_glb_data); + ClassDB::bind_method(D_METHOD("get_use_named_skin_binds"), &GLTFState::get_use_named_skin_binds); + ClassDB::bind_method(D_METHOD("set_use_named_skin_binds", "use_named_skin_binds"), &GLTFState::set_use_named_skin_binds); + ClassDB::bind_method(D_METHOD("get_nodes"), &GLTFState::get_nodes); + ClassDB::bind_method(D_METHOD("set_nodes", "nodes"), &GLTFState::set_nodes); + ClassDB::bind_method(D_METHOD("get_buffers"), &GLTFState::get_buffers); + ClassDB::bind_method(D_METHOD("set_buffers", "buffers"), &GLTFState::set_buffers); + ClassDB::bind_method(D_METHOD("get_buffer_views"), &GLTFState::get_buffer_views); + ClassDB::bind_method(D_METHOD("set_buffer_views", "buffer_views"), &GLTFState::set_buffer_views); + ClassDB::bind_method(D_METHOD("get_accessors"), &GLTFState::get_accessors); + ClassDB::bind_method(D_METHOD("set_accessors", "accessors"), &GLTFState::set_accessors); + ClassDB::bind_method(D_METHOD("get_meshes"), &GLTFState::get_meshes); + ClassDB::bind_method(D_METHOD("set_meshes", "meshes"), &GLTFState::set_meshes); + ClassDB::bind_method(D_METHOD("get_animation_players_count"), &GLTFState::get_animation_players_count); + ClassDB::bind_method(D_METHOD("get_animation_player"), &GLTFState::get_animation_player); + ClassDB::bind_method(D_METHOD("get_materials"), &GLTFState::get_materials); + ClassDB::bind_method(D_METHOD("set_materials", "materials"), &GLTFState::set_materials); + ClassDB::bind_method(D_METHOD("get_scene_name"), &GLTFState::get_scene_name); + ClassDB::bind_method(D_METHOD("set_scene_name", "scene_name"), &GLTFState::set_scene_name); + ClassDB::bind_method(D_METHOD("get_root_nodes"), &GLTFState::get_root_nodes); + ClassDB::bind_method(D_METHOD("set_root_nodes", "root_nodes"), &GLTFState::set_root_nodes); + ClassDB::bind_method(D_METHOD("get_textures"), &GLTFState::get_textures); + ClassDB::bind_method(D_METHOD("set_textures", "textures"), &GLTFState::set_textures); + ClassDB::bind_method(D_METHOD("get_images"), &GLTFState::get_images); + ClassDB::bind_method(D_METHOD("set_images", "images"), &GLTFState::set_images); + ClassDB::bind_method(D_METHOD("get_skins"), &GLTFState::get_skins); + ClassDB::bind_method(D_METHOD("set_skins", "skins"), &GLTFState::set_skins); + ClassDB::bind_method(D_METHOD("get_cameras"), &GLTFState::get_cameras); + ClassDB::bind_method(D_METHOD("set_cameras", "cameras"), &GLTFState::set_cameras); + ClassDB::bind_method(D_METHOD("get_lights"), &GLTFState::get_lights); + ClassDB::bind_method(D_METHOD("set_lights", "lights"), &GLTFState::set_lights); + ClassDB::bind_method(D_METHOD("get_unique_names"), &GLTFState::get_unique_names); + ClassDB::bind_method(D_METHOD("set_unique_names", "unique_names"), &GLTFState::set_unique_names); + ClassDB::bind_method(D_METHOD("get_skeletons"), &GLTFState::get_skeletons); + ClassDB::bind_method(D_METHOD("set_skeletons", "skeletons"), &GLTFState::set_skeletons); + ClassDB::bind_method(D_METHOD("get_skeleton_to_node"), &GLTFState::get_skeleton_to_node); + ClassDB::bind_method(D_METHOD("set_skeleton_to_node", "skeleton_to_node"), &GLTFState::set_skeleton_to_node); + ClassDB::bind_method(D_METHOD("get_animations"), &GLTFState::get_animations); + ClassDB::bind_method(D_METHOD("set_animations", "animations"), &GLTFState::set_animations); + ClassDB::bind_method(D_METHOD("get_scene_node"), &GLTFState::get_scene_node); + + ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "json"), "set_json", "get_json"); // Dictionary + ADD_PROPERTY(PropertyInfo(Variant::INT, "major_version"), "set_major_version", "get_major_version"); // int + ADD_PROPERTY(PropertyInfo(Variant::INT, "minor_version"), "set_minor_version", "get_minor_version"); // int + ADD_PROPERTY(PropertyInfo(Variant::PACKED_BYTE_ARRAY, "glb_data"), "set_glb_data", "get_glb_data"); // Vector<uint8_t> + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_named_skin_binds"), "set_use_named_skin_binds", "get_use_named_skin_binds"); // bool + ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "nodes", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_nodes", "get_nodes"); // Vector<Ref<GLTFNode>> + ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "buffers"), "set_buffers", "get_buffers"); // Vector<Vector<uint8_t> + ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "buffer_views", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_buffer_views", "get_buffer_views"); // Vector<Ref<GLTFBufferView>> + ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "accessors", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_accessors", "get_accessors"); // Vector<Ref<GLTFAccessor>> + ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "meshes", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_meshes", "get_meshes"); // Vector<Ref<GLTFMesh>> + ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "materials", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_materials", "get_materials"); // Vector<Ref<Material> + ADD_PROPERTY(PropertyInfo(Variant::STRING, "scene_name"), "set_scene_name", "get_scene_name"); // String + ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "root_nodes"), "set_root_nodes", "get_root_nodes"); // Vector<int> + ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "textures", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_textures", "get_textures"); // Vector<Ref<GLTFTexture>> + ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "images", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_images", "get_images"); // Vector<Ref<Texture> + ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "skins", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_skins", "get_skins"); // Vector<Ref<GLTFSkin>> + ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "cameras", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_cameras", "get_cameras"); // Vector<Ref<GLTFCamera>> + ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "lights", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_lights", "get_lights"); // Vector<Ref<GLTFLight>> + ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "unique_names", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_unique_names", "get_unique_names"); // Set<String> + ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "skeletons", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_skeletons", "get_skeletons"); // Vector<Ref<GLTFSkeleton>> + ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "skeleton_to_node", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_skeleton_to_node", "get_skeleton_to_node"); // Map<GLTFSkeletonIndex, + ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "animations", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_animations", "get_animations"); // Vector<Ref<GLTFAnimation>> +} + +Dictionary GLTFState::get_json() { + return json; +} + +void GLTFState::set_json(Dictionary p_json) { + json = p_json; +} + +int GLTFState::get_major_version() { + return major_version; +} + +void GLTFState::set_major_version(int p_major_version) { + major_version = p_major_version; +} + +int GLTFState::get_minor_version() { + return minor_version; +} + +void GLTFState::set_minor_version(int p_minor_version) { + minor_version = p_minor_version; +} + +Vector<uint8_t> GLTFState::get_glb_data() { + return glb_data; +} + +void GLTFState::set_glb_data(Vector<uint8_t> p_glb_data) { + glb_data = p_glb_data; +} + +bool GLTFState::get_use_named_skin_binds() { + return use_named_skin_binds; +} + +void GLTFState::set_use_named_skin_binds(bool p_use_named_skin_binds) { + use_named_skin_binds = p_use_named_skin_binds; +} + +Array GLTFState::get_nodes() { + return GLTFDocument::to_array(nodes); +} + +void GLTFState::set_nodes(Array p_nodes) { + GLTFDocument::set_from_array(nodes, p_nodes); +} + +Array GLTFState::get_buffers() { + return GLTFDocument::to_array(buffers); +} + +void GLTFState::set_buffers(Array p_buffers) { + GLTFDocument::set_from_array(buffers, p_buffers); +} + +Array GLTFState::get_buffer_views() { + return GLTFDocument::to_array(buffer_views); +} + +void GLTFState::set_buffer_views(Array p_buffer_views) { + GLTFDocument::set_from_array(buffer_views, p_buffer_views); +} + +Array GLTFState::get_accessors() { + return GLTFDocument::to_array(accessors); +} + +void GLTFState::set_accessors(Array p_accessors) { + GLTFDocument::set_from_array(accessors, p_accessors); +} + +Array GLTFState::get_meshes() { + return GLTFDocument::to_array(meshes); +} + +void GLTFState::set_meshes(Array p_meshes) { + GLTFDocument::set_from_array(meshes, p_meshes); +} + +Array GLTFState::get_materials() { + return GLTFDocument::to_array(materials); +} + +void GLTFState::set_materials(Array p_materials) { + GLTFDocument::set_from_array(materials, p_materials); +} + +String GLTFState::get_scene_name() { + return scene_name; +} + +void GLTFState::set_scene_name(String p_scene_name) { + scene_name = p_scene_name; +} + +Array GLTFState::get_root_nodes() { + return GLTFDocument::to_array(root_nodes); +} + +void GLTFState::set_root_nodes(Array p_root_nodes) { + GLTFDocument::set_from_array(root_nodes, p_root_nodes); +} + +Array GLTFState::get_textures() { + return GLTFDocument::to_array(textures); +} + +void GLTFState::set_textures(Array p_textures) { + GLTFDocument::set_from_array(textures, p_textures); +} + +Array GLTFState::get_images() { + return GLTFDocument::to_array(images); +} + +void GLTFState::set_images(Array p_images) { + GLTFDocument::set_from_array(images, p_images); +} + +Array GLTFState::get_skins() { + return GLTFDocument::to_array(skins); +} + +void GLTFState::set_skins(Array p_skins) { + GLTFDocument::set_from_array(skins, p_skins); +} + +Array GLTFState::get_cameras() { + return GLTFDocument::to_array(cameras); +} + +void GLTFState::set_cameras(Array p_cameras) { + GLTFDocument::set_from_array(cameras, p_cameras); +} + +Array GLTFState::get_lights() { + return GLTFDocument::to_array(lights); +} + +void GLTFState::set_lights(Array p_lights) { + GLTFDocument::set_from_array(lights, p_lights); +} + +Array GLTFState::get_unique_names() { + return GLTFDocument::to_array(unique_names); +} + +void GLTFState::set_unique_names(Array p_unique_names) { + GLTFDocument::set_from_array(unique_names, p_unique_names); +} + +Array GLTFState::get_skeletons() { + return GLTFDocument::to_array(skeletons); +} + +void GLTFState::set_skeletons(Array p_skeletons) { + GLTFDocument::set_from_array(skeletons, p_skeletons); +} + +Dictionary GLTFState::get_skeleton_to_node() { + return GLTFDocument::to_dict(skeleton_to_node); +} + +void GLTFState::set_skeleton_to_node(Dictionary p_skeleton_to_node) { + GLTFDocument::set_from_dict(skeleton_to_node, p_skeleton_to_node); +} + +Array GLTFState::get_animations() { + return GLTFDocument::to_array(animations); +} + +void GLTFState::set_animations(Array p_animations) { + GLTFDocument::set_from_array(animations, p_animations); +} + +Node *GLTFState::get_scene_node(GLTFNodeIndex idx) { + if (!scene_nodes.has(idx)) { + return nullptr; + } + return scene_nodes[idx]; +} + +int GLTFState::get_animation_players_count(int idx) { + return animation_players.size(); +} + +AnimationPlayer *GLTFState::get_animation_player(int idx) { + ERR_FAIL_INDEX_V(idx, animation_players.size(), nullptr); + return animation_players[idx]; +} diff --git a/modules/gltf/gltf_state.h b/modules/gltf/gltf_state.h new file mode 100644 index 0000000000..f21472ad1b --- /dev/null +++ b/modules/gltf/gltf_state.h @@ -0,0 +1,180 @@ +/*************************************************************************/ +/* gltf_state.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifndef GLTF_STATE_H +#define GLTF_STATE_H + +#include "core/io/resource.h" +#include "core/templates/vector.h" +#include "editor_scene_importer_gltf.h" +#include "gltf_accessor.h" +#include "gltf_animation.h" +#include "gltf_buffer_view.h" +#include "gltf_camera.h" +#include "gltf_document.h" +#include "gltf_light.h" +#include "gltf_mesh.h" +#include "gltf_node.h" +#include "gltf_skeleton.h" +#include "gltf_skin.h" +#include "gltf_texture.h" +#include "scene/animation/animation_player.h" +#include "scene/resources/texture.h" + +class GLTFState : public Resource { + GDCLASS(GLTFState, Resource); + friend class GLTFDocument; + friend class PackedSceneGLTF; + + Dictionary json; + int major_version = 0; + int minor_version = 0; + Vector<uint8_t> glb_data; + + bool use_named_skin_binds = false; + + Vector<Ref<GLTFNode>> nodes; + Vector<Vector<uint8_t>> buffers; + Vector<Ref<GLTFBufferView>> buffer_views; + Vector<Ref<GLTFAccessor>> accessors; + + Vector<Ref<GLTFMesh>> meshes; // meshes are loaded directly, no reason not to. + + Vector<AnimationPlayer *> animation_players; + Map<Ref<BaseMaterial3D>, GLTFMaterialIndex> material_cache; + Vector<Ref<BaseMaterial3D>> materials; + + String scene_name; + Vector<int> root_nodes; + Vector<Ref<GLTFTexture>> textures; + Vector<Ref<Texture2D>> images; + + Vector<Ref<GLTFSkin>> skins; + Vector<Ref<GLTFCamera>> cameras; + Vector<Ref<GLTFLight>> lights; + Set<String> unique_names; + + Vector<Ref<GLTFSkeleton>> skeletons; + Map<GLTFSkeletonIndex, GLTFNodeIndex> skeleton_to_node; + Vector<Ref<GLTFAnimation>> animations; + Map<GLTFNodeIndex, Node *> scene_nodes; + +protected: + static void _bind_methods(); + +public: + Dictionary get_json(); + void set_json(Dictionary p_json); + + int get_major_version(); + void set_major_version(int p_major_version); + + int get_minor_version(); + void set_minor_version(int p_minor_version); + + Vector<uint8_t> get_glb_data(); + void set_glb_data(Vector<uint8_t> p_glb_data); + + bool get_use_named_skin_binds(); + void set_use_named_skin_binds(bool p_use_named_skin_binds); + + Array get_nodes(); + void set_nodes(Array p_nodes); + + Array get_buffers(); + void set_buffers(Array p_buffers); + + Array get_buffer_views(); + void set_buffer_views(Array p_buffer_views); + + Array get_accessors(); + void set_accessors(Array p_accessors); + + Array get_meshes(); + void set_meshes(Array p_meshes); + + Array get_materials(); + void set_materials(Array p_materials); + + String get_scene_name(); + void set_scene_name(String p_scene_name); + + Array get_root_nodes(); + void set_root_nodes(Array p_root_nodes); + + Array get_textures(); + void set_textures(Array p_textures); + + Array get_images(); + void set_images(Array p_images); + + Array get_skins(); + void set_skins(Array p_skins); + + Array get_cameras(); + void set_cameras(Array p_cameras); + + Array get_lights(); + void set_lights(Array p_lights); + + Array get_unique_names(); + void set_unique_names(Array p_unique_names); + + Array get_skeletons(); + void set_skeletons(Array p_skeletons); + + Dictionary get_skeleton_to_node(); + void set_skeleton_to_node(Dictionary p_skeleton_to_node); + + Array get_animations(); + void set_animations(Array p_animations); + + Node *get_scene_node(GLTFNodeIndex idx); + + int get_animation_players_count(int idx); + + AnimationPlayer *get_animation_player(int idx); + + //void set_scene_nodes(Map<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; + //} + + //Map<Ref<Material>, GLTFMaterialIndex> get_material_cache() { + // return this->material_cache; + //} + //void set_material_cache(Map<Ref<Material>, GLTFMaterialIndex> p_material_cache) { + // this->material_cache = p_material_cache; + //} +}; +#endif // GLTF_STATE_H diff --git a/modules/gltf/gltf_texture.cpp b/modules/gltf/gltf_texture.cpp new file mode 100644 index 0000000000..55434a5047 --- /dev/null +++ b/modules/gltf/gltf_texture.cpp @@ -0,0 +1,46 @@ +/*************************************************************************/ +/* gltf_texture.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#include "gltf_texture.h" + +void GLTFTexture::_bind_methods() { + ClassDB::bind_method(D_METHOD("get_src_image"), &GLTFTexture::get_src_image); + ClassDB::bind_method(D_METHOD("set_src_image", "src_image"), &GLTFTexture::set_src_image); + + ADD_PROPERTY(PropertyInfo(Variant::INT, "src_image"), "set_src_image", "get_src_image"); // int +} + +GLTFImageIndex GLTFTexture::get_src_image() const { + return src_image; +} + +void GLTFTexture::set_src_image(GLTFImageIndex val) { + src_image = val; +} diff --git a/modules/gltf/gltf_texture.h b/modules/gltf/gltf_texture.h new file mode 100644 index 0000000000..5e0c9c307b --- /dev/null +++ b/modules/gltf/gltf_texture.h @@ -0,0 +1,51 @@ +/*************************************************************************/ +/* gltf_texture.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifndef GLTF_TEXTURE_H +#define GLTF_TEXTURE_H + +#include "core/io/resource.h" +#include "gltf_document.h" + +class GLTFTexture : public Resource { + GDCLASS(GLTFTexture, Resource); + +private: + GLTFImageIndex src_image; + +protected: + static void _bind_methods(); + +public: + GLTFImageIndex get_src_image() const; + void set_src_image(GLTFImageIndex val); +}; + +#endif // GLTF_TEXTURE_H diff --git a/modules/gltf/register_types.cpp b/modules/gltf/register_types.cpp new file mode 100644 index 0000000000..bd5775af34 --- /dev/null +++ b/modules/gltf/register_types.cpp @@ -0,0 +1,88 @@ +/*************************************************************************/ +/* register_types.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#include "register_types.h" + +#include "editor/editor_node.h" +#include "editor_scene_exporter_gltf_plugin.h" +#include "editor_scene_importer_gltf.h" +#include "gltf_accessor.h" +#include "gltf_animation.h" +#include "gltf_buffer_view.h" +#include "gltf_camera.h" +#include "gltf_document.h" +#include "gltf_light.h" +#include "gltf_mesh.h" +#include "gltf_node.h" +#include "gltf_skeleton.h" +#include "gltf_skin.h" +#include "gltf_spec_gloss.h" +#include "gltf_state.h" +#include "gltf_texture.h" + +#ifndef _3D_DISABLED +#ifdef TOOLS_ENABLED +static void _editor_init() { + Ref<EditorSceneImporterGLTF> import_gltf; + import_gltf.instance(); + ResourceImporterScene::get_singleton()->add_importer(import_gltf); +} +#endif +#endif + +void register_gltf_types() { +#ifndef _3D_DISABLED +#ifdef TOOLS_ENABLED + ClassDB::register_class<EditorSceneImporterGLTF>(); + ClassDB::APIType prev_api = ClassDB::get_current_api(); + ClassDB::set_current_api(ClassDB::API_EDITOR); + EditorPlugins::add_by_type<SceneExporterGLTFPlugin>(); + ClassDB::set_current_api(prev_api); + EditorNode::add_init_callback(_editor_init); +#endif + ClassDB::register_class<GLTFSpecGloss>(); + ClassDB::register_class<GLTFNode>(); + ClassDB::register_class<GLTFAnimation>(); + ClassDB::register_class<GLTFBufferView>(); + ClassDB::register_class<GLTFAccessor>(); + ClassDB::register_class<GLTFTexture>(); + ClassDB::register_class<GLTFSkeleton>(); + ClassDB::register_class<GLTFSkin>(); + ClassDB::register_class<GLTFMesh>(); + ClassDB::register_class<GLTFCamera>(); + ClassDB::register_class<GLTFLight>(); + ClassDB::register_class<GLTFState>(); + ClassDB::register_class<GLTFDocument>(); + ClassDB::register_class<PackedSceneGLTF>(); +#endif +} + +void unregister_gltf_types() { +} diff --git a/modules/assimp/register_types.h b/modules/gltf/register_types.h index f399a7acc6..ffbc586ade 100644 --- a/modules/assimp/register_types.h +++ b/modules/gltf/register_types.h @@ -28,10 +28,5 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef ASSIMP_REGISTER_TYPES_H -#define ASSIMP_REGISTER_TYPES_H - -void register_assimp_types(); -void unregister_assimp_types(); - -#endif // ASSIMP_REGISTER_TYPES_H +void register_gltf_types(); +void unregister_gltf_types(); diff --git a/modules/jpg/SCsub b/modules/jpg/SCsub index 8ee8e6dd6e..7c6ceeea29 100644 --- a/modules/jpg/SCsub +++ b/modules/jpg/SCsub @@ -6,6 +6,9 @@ Import("env_modules") env_jpg = env_modules.Clone() # Thirdparty source files + +thirdparty_obj = [] + # Not unbundled for now as they are not commonly available as shared library thirdparty_dir = "#thirdparty/jpeg-compressor/" thirdparty_sources = [ @@ -17,7 +20,15 @@ env_jpg.Prepend(CPPPATH=[thirdparty_dir]) env_thirdparty = env_jpg.Clone() env_thirdparty.disable_warnings() -env_thirdparty.add_source_files(env.modules_sources, thirdparty_sources) +env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources) +env.modules_sources += thirdparty_obj + +# Godot source files + +module_obj = [] + +env_jpg.add_source_files(module_obj, "*.cpp") +env.modules_sources += module_obj -# Godot's own source files -env_jpg.add_source_files(env.modules_sources, "*.cpp") +# Needed to force rebuilding the module files when the thirdparty library is updated. +env.Depends(module_obj, thirdparty_obj) diff --git a/modules/mbedtls/SCsub b/modules/mbedtls/SCsub index 3b1739c6ee..4fcbe8fb43 100755 --- a/modules/mbedtls/SCsub +++ b/modules/mbedtls/SCsub @@ -5,8 +5,11 @@ Import("env_modules") env_mbed_tls = env_modules.Clone() +# Thirdparty source files + +thirdparty_obj = [] + if env["builtin_mbedtls"]: - # Thirdparty source files thirdparty_sources = [ "aes.c", "aesni.c", @@ -96,11 +99,21 @@ if env["builtin_mbedtls"]: env_thirdparty = env_mbed_tls.Clone() env_thirdparty.disable_warnings() - env_thirdparty.add_source_files(env.modules_sources, thirdparty_sources) + env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources) + env.modules_sources += thirdparty_obj + + +# Godot source files -# Module sources -env_mbed_tls.add_source_files(env.modules_sources, "*.cpp") +module_obj = [] + +env_mbed_tls.add_source_files(module_obj, "*.cpp") if env["tests"]: env_mbed_tls.Append(CPPDEFINES=["TESTS_ENABLED"]) - env_mbed_tls.add_source_files(env.modules_sources, "./tests/*.cpp") + env_mbed_tls.add_source_files(module_obj, "./tests/*.cpp") + +env.modules_sources += module_obj + +# Needed to force rebuilding the module files when the thirdparty library is updated. +env.Depends(module_obj, thirdparty_obj) diff --git a/modules/meshoptimizer/SCsub b/modules/meshoptimizer/SCsub index 3b1a5f917e..3f86bb4f00 100644 --- a/modules/meshoptimizer/SCsub +++ b/modules/meshoptimizer/SCsub @@ -6,6 +6,9 @@ Import("env_modules") env_meshoptimizer = env_modules.Clone() # Thirdparty source files + +thirdparty_obj = [] + thirdparty_dir = "#thirdparty/meshoptimizer/" thirdparty_sources = [ "allocator.cpp", @@ -26,9 +29,17 @@ thirdparty_sources = [ ] thirdparty_sources = [thirdparty_dir + file for file in thirdparty_sources] - env_thirdparty = env_meshoptimizer.Clone() env_thirdparty.disable_warnings() -env_thirdparty.add_source_files(env.modules_sources, thirdparty_sources) +env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources) +env.modules_sources += thirdparty_obj + +# Godot source files + +module_obj = [] + +env_meshoptimizer.add_source_files(module_obj, "*.cpp") +env.modules_sources += module_obj -env_modules.add_source_files(env.modules_sources, ["register_types.cpp"]) +# Needed to force rebuilding the module files when the thirdparty library is updated. +env.Depends(module_obj, thirdparty_obj) diff --git a/modules/ogg/SCsub b/modules/ogg/SCsub index e768fb4ae8..e415d92498 100644 --- a/modules/ogg/SCsub +++ b/modules/ogg/SCsub @@ -9,6 +9,9 @@ Import("env_modules") env_ogg = env_modules.Clone() # Thirdparty source files + +thirdparty_obj = [] + if env["builtin_libogg"]: thirdparty_dir = "#thirdparty/libogg/" thirdparty_sources = [ @@ -21,7 +24,16 @@ if env["builtin_libogg"]: env_thirdparty = env_ogg.Clone() env_thirdparty.disable_warnings() - env_thirdparty.add_source_files(env.modules_sources, thirdparty_sources) + env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources) + env.modules_sources += thirdparty_obj + # Godot source files -env_ogg.add_source_files(env.modules_sources, "*.cpp") + +module_obj = [] + +env_ogg.add_source_files(module_obj, "*.cpp") +env.modules_sources += module_obj + +# Needed to force rebuilding the module files when the thirdparty library is updated. +env.Depends(module_obj, thirdparty_obj) diff --git a/modules/opensimplex/SCsub b/modules/opensimplex/SCsub index 52d8b145ef..86d77c3dfb 100644 --- a/modules/opensimplex/SCsub +++ b/modules/opensimplex/SCsub @@ -6,6 +6,9 @@ Import("env_modules") env_opensimplex = env_modules.Clone() # Thirdparty source files + +thirdparty_obj = [] + thirdparty_dir = "#thirdparty/misc/" thirdparty_sources = [ "open-simplex-noise.c", @@ -16,7 +19,15 @@ env_opensimplex.Prepend(CPPPATH=[thirdparty_dir]) env_thirdparty = env_opensimplex.Clone() env_thirdparty.disable_warnings() -env_thirdparty.add_source_files(env.modules_sources, thirdparty_sources) +env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources) +env.modules_sources += thirdparty_obj + +# Godot source files + +module_obj = [] + +env_opensimplex.add_source_files(module_obj, "*.cpp") +env.modules_sources += module_obj -# Godot's own source files -env_opensimplex.add_source_files(env.modules_sources, "*.cpp") +# Needed to force rebuilding the module files when the thirdparty library is updated. +env.Depends(module_obj, thirdparty_obj) diff --git a/modules/opus/SCsub b/modules/opus/SCsub index 52c61fa708..1437cd86df 100644 --- a/modules/opus/SCsub +++ b/modules/opus/SCsub @@ -10,6 +10,10 @@ Import("env_modules") env_opus = env_modules.Clone() # Thirdparty source files + +thirdparty_obj = [] + +# Thirdparty source files if env["builtin_opus"]: thirdparty_dir = "#thirdparty/opus/" @@ -233,7 +237,16 @@ if env["builtin_opus"]: env_thirdparty = env_opus.Clone() env_thirdparty.disable_warnings() - env_thirdparty.add_source_files(env.modules_sources, thirdparty_sources) + env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources) + env.modules_sources += thirdparty_obj + + +# Godot source files + +module_obj = [] + +env_opus.add_source_files(module_obj, "*.cpp") +env.modules_sources += module_obj -# Module files -env_opus.add_source_files(env.modules_sources, "register_types.cpp") +# Needed to force rebuilding the module files when the thirdparty library is updated. +env.Depends(module_obj, thirdparty_obj) diff --git a/modules/pvr/SCsub b/modules/pvr/SCsub index e0baf851f1..36052cffed 100644 --- a/modules/pvr/SCsub +++ b/modules/pvr/SCsub @@ -6,6 +6,9 @@ Import("env_modules") env_pvr = env_modules.Clone() # Thirdparty source files + +thirdparty_obj = [] + # Not unbundled so far since not widespread as shared library thirdparty_dir = "#thirdparty/pvrtccompressor/" thirdparty_sources = [ @@ -21,7 +24,15 @@ env_pvr.Prepend(CPPPATH=[thirdparty_dir]) env_thirdparty = env_pvr.Clone() env_thirdparty.disable_warnings() -env_thirdparty.add_source_files(env.modules_sources, thirdparty_sources) +env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources) +env.modules_sources += thirdparty_obj # Godot source files -env_pvr.add_source_files(env.modules_sources, "*.cpp") + +module_obj = [] + +env_pvr.add_source_files(module_obj, "*.cpp") +env.modules_sources += module_obj + +# Needed to force rebuilding the module files when the thirdparty library is updated. +env.Depends(module_obj, thirdparty_obj) diff --git a/modules/regex/SCsub b/modules/regex/SCsub index 2afacc1d9c..deb9db7591 100644 --- a/modules/regex/SCsub +++ b/modules/regex/SCsub @@ -5,6 +5,10 @@ Import("env_modules") env_regex = env_modules.Clone() +# Thirdparty source files + +thirdparty_obj = [] + if env["builtin_pcre2"]: thirdparty_dir = "#thirdparty/pcre2/src/" thirdparty_flags = ["PCRE2_STATIC", "HAVE_CONFIG_H", "SUPPORT_UNICODE"] @@ -52,11 +56,21 @@ if env["builtin_pcre2"]: env_pcre2 = env_regex.Clone() env_pcre2.disable_warnings() env_pcre2["OBJSUFFIX"] = "_" + width + env_pcre2["OBJSUFFIX"] - env_pcre2.add_source_files(env.modules_sources, thirdparty_sources) env_pcre2.Append(CPPDEFINES=[("PCRE2_CODE_UNIT_WIDTH", width)]) + env_pcre2.add_source_files(thirdparty_obj, thirdparty_sources) + env.modules_sources += thirdparty_obj pcre2_builtin("16") pcre2_builtin("32") + +# Godot source files + +module_obj = [] + env_regex.Append(CPPDEFINES=[("PCRE2_CODE_UNIT_WIDTH", 0)]) -env_regex.add_source_files(env.modules_sources, "*.cpp") +env_regex.add_source_files(module_obj, "*.cpp") +env.modules_sources += module_obj + +# Needed to force rebuilding the module files when the thirdparty library is updated. +env.Depends(module_obj, thirdparty_obj) diff --git a/modules/squish/SCsub b/modules/squish/SCsub index b31032403f..c9e29911d8 100644 --- a/modules/squish/SCsub +++ b/modules/squish/SCsub @@ -6,6 +6,9 @@ Import("env_modules") env_squish = env_modules.Clone() # Thirdparty source files + +thirdparty_obj = [] + if env["builtin_squish"]: thirdparty_dir = "#thirdparty/squish/" thirdparty_sources = [ @@ -26,7 +29,16 @@ if env["builtin_squish"]: env_thirdparty = env_squish.Clone() env_thirdparty.disable_warnings() - env_thirdparty.add_source_files(env.modules_sources, thirdparty_sources) + env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources) + env.modules_sources += thirdparty_obj + # Godot source files -env_squish.add_source_files(env.modules_sources, "*.cpp") + +module_obj = [] + +env_squish.add_source_files(module_obj, "*.cpp") +env.modules_sources += module_obj + +# Needed to force rebuilding the module files when the thirdparty library is updated. +env.Depends(module_obj, thirdparty_obj) diff --git a/modules/stb_vorbis/SCsub b/modules/stb_vorbis/SCsub index 266c87c802..8fddb23dc8 100644 --- a/modules/stb_vorbis/SCsub +++ b/modules/stb_vorbis/SCsub @@ -6,11 +6,22 @@ Import("env_modules") env_stb_vorbis = env_modules.Clone() # Thirdparty source files + +thirdparty_obj = [] + thirdparty_sources = ["#thirdparty/misc/stb_vorbis.c"] env_thirdparty = env_stb_vorbis.Clone() env_thirdparty.disable_warnings() -env_thirdparty.add_source_files(env.modules_sources, thirdparty_sources) +env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources) +env.modules_sources += thirdparty_obj + +# Godot source files + +module_obj = [] + +env_stb_vorbis.add_source_files(module_obj, "*.cpp") +env.modules_sources += module_obj -# Godot's own source files -env_stb_vorbis.add_source_files(env.modules_sources, "*.cpp") +# Needed to force rebuilding the module files when the thirdparty library is updated. +env.Depends(module_obj, thirdparty_obj) diff --git a/modules/svg/SCsub b/modules/svg/SCsub index 0bfba34fe5..c7228a8d0b 100644 --- a/modules/svg/SCsub +++ b/modules/svg/SCsub @@ -6,6 +6,9 @@ Import("env_modules") env_svg = env_modules.Clone() # Thirdparty source files + +thirdparty_obj = [] + thirdparty_dir = "#thirdparty/nanosvg/" thirdparty_sources = [ "nanosvg.cc", @@ -16,7 +19,15 @@ env_svg.Prepend(CPPPATH=[thirdparty_dir]) env_thirdparty = env_svg.Clone() env_thirdparty.disable_warnings() -env_thirdparty.add_source_files(env.modules_sources, thirdparty_sources) +env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources) +env.modules_sources += thirdparty_obj + +# Godot source files + +module_obj = [] + +env_svg.add_source_files(module_obj, "*.cpp") +env.modules_sources += module_obj -# Godot's own source files -env_svg.add_source_files(env.modules_sources, "*.cpp") +# Needed to force rebuilding the module files when the thirdparty library is updated. +env.Depends(module_obj, thirdparty_obj) diff --git a/modules/text_server_adv/SCsub b/modules/text_server_adv/SCsub index 7403b01a4c..3589c8546d 100644 --- a/modules/text_server_adv/SCsub +++ b/modules/text_server_adv/SCsub @@ -35,10 +35,14 @@ def make_icu_data(target, source, env): g.write("#endif") +# Thirdparty source files + +thirdparty_obj = [] + if env["builtin_harfbuzz"]: env_harfbuzz = env_modules.Clone() + env_harfbuzz.disable_warnings() - # Thirdparty source files thirdparty_dir = "#thirdparty/harfbuzz/" thirdparty_sources = [ "src/hb-aat-layout.cc", @@ -107,6 +111,15 @@ if env["builtin_harfbuzz"]: ] thirdparty_sources = [thirdparty_dir + file for file in thirdparty_sources] + env_harfbuzz.Append( + CPPPATH=[ + "#thirdparty/harfbuzz/src", + "#thirdparty/freetype/include", + "#thirdparty/graphite/include", + "#thirdparty/icu4c/common/", + ] + ) + if env["platform"] == "android" or env["platform"] == "linuxbsd" or env["platform"] == "server": env_harfbuzz.Append(CCFLAGS=["-DHAVE_PTHREAD"]) @@ -117,14 +130,6 @@ if env["builtin_harfbuzz"]: env_harfbuzz.Append(CCFLAGS=["-DHB_NO_MT"]) env_harfbuzz.Append( - CPPPATH=[ - "#thirdparty/harfbuzz/src", - "#thirdparty/freetype/include", - "#thirdparty/graphite/include", - "#thirdparty/icu4c/common/", - ] - ) - env_harfbuzz.Append( CCFLAGS=[ "-DHAVE_ICU_BUILTIN", "-DHAVE_ICU", @@ -133,10 +138,9 @@ if env["builtin_harfbuzz"]: "-DGRAPHITE2_STATIC", ] ) - env_harfbuzz.disable_warnings() - env_thirdparty = env_harfbuzz.Clone() - env_thirdparty.disable_warnings() - lib = env_thirdparty.add_library("harfbuzz_builtin", thirdparty_sources) + + lib = env_harfbuzz.add_library("harfbuzz_builtin", thirdparty_sources) + thirdparty_obj += lib # Needs to be appended to arrive after libscene in the linker call, # but we don't want it to arrive *after* system libs, so manual hack @@ -151,10 +155,11 @@ if env["builtin_harfbuzz"]: if not inserted: env.Append(LIBS=[lib]) + if env["builtin_graphite"]: env_graphite = env_modules.Clone() + env_graphite.disable_warnings() - # Thirdparty source files thirdparty_dir = "#thirdparty/graphite/" thirdparty_sources = [ "src/gr_char_info.cpp", @@ -203,10 +208,9 @@ if env["builtin_graphite"]: "-DGRAPHITE2_NFILEFACE", ] ) - env_graphite.disable_warnings() - env_thirdparty = env_graphite.Clone() - env_thirdparty.disable_warnings() - lib = env_thirdparty.add_library("graphite_builtin", thirdparty_sources) + + lib = env_graphite.add_library("graphite_builtin", thirdparty_sources) + thirdparty_obj += lib # Needs to be appended to arrive after libscene in the linker call, # but we don't want it to arrive *after* system libs, so manual hack @@ -221,12 +225,12 @@ if env["builtin_graphite"]: if not inserted: env.Append(LIBS=[lib]) + if env["builtin_icu"]: env_icu = env_modules.Clone() + env_icu.disable_warnings() - # Thirdparty source files thirdparty_dir = "#thirdparty/icu4c/" - # Thirdparty source files thirdparty_sources = [ "common/appendable.cpp", "common/bmpset.cpp", @@ -457,10 +461,8 @@ if env["builtin_icu"]: ] ) - env_icu.disable_warnings() - env_thirdparty = env_icu.Clone() - env_thirdparty.disable_warnings() - lib = env_thirdparty.add_library("icu_builtin", thirdparty_sources) + lib = env_icu.add_library("icu_builtin", thirdparty_sources) + thirdparty_obj += lib # Needs to be appended to arrive after libscene in the linker call, # but we don't want it to arrive *after* system libs, so manual hack @@ -475,6 +477,11 @@ if env["builtin_icu"]: if not inserted: env.Append(LIBS=[lib]) + +# Godot source files + +module_obj = [] + if env_text_server_adv["tools"]: env_text_server_adv.Append(CXXFLAGS=["-DICU_STATIC_DATA"]) @@ -486,4 +493,9 @@ env_text_server_adv.Append( "#thirdparty/icu4c/common/", ] ) -env_text_server_adv.add_source_files(env.modules_sources, "*.cpp") + +env_text_server_adv.add_source_files(module_obj, "*.cpp") +env.modules_sources += module_obj + +# Needed to force rebuilding the module files when the thirdparty library is updated. +env.Depends(module_obj, thirdparty_obj) diff --git a/modules/text_server_adv/dynamic_font_adv.cpp b/modules/text_server_adv/dynamic_font_adv.cpp index 08c4ad2727..99d78a5299 100644 --- a/modules/text_server_adv/dynamic_font_adv.cpp +++ b/modules/text_server_adv/dynamic_font_adv.cpp @@ -432,8 +432,8 @@ DynamicFontDataAdvanced::Character DynamicFontDataAdvanced::bitmap_to_character( } Character chr; - chr.align = Vector2(xofs, -yofs) * p_data->scale_color_font / oversampling; - chr.advance = advance * p_data->scale_color_font / oversampling; + chr.align = (Vector2(xofs, -yofs) * p_data->scale_color_font / oversampling).round(); + chr.advance = (advance * p_data->scale_color_font / oversampling).round(); chr.texture_idx = tex_pos.index; chr.found = true; diff --git a/modules/text_server_fb/SCsub b/modules/text_server_fb/SCsub index 7650e27063..03eccbe7bd 100644 --- a/modules/text_server_fb/SCsub +++ b/modules/text_server_fb/SCsub @@ -9,4 +9,5 @@ env_text_server_fb.Append( "#thirdparty/freetype/include", ] ) + env_text_server_fb.add_source_files(env.modules_sources, "*.cpp") diff --git a/modules/text_server_fb/dynamic_font_fb.cpp b/modules/text_server_fb/dynamic_font_fb.cpp index 6731870e8f..ca9e5b580b 100644 --- a/modules/text_server_fb/dynamic_font_fb.cpp +++ b/modules/text_server_fb/dynamic_font_fb.cpp @@ -317,8 +317,8 @@ DynamicFontDataFallback::Character DynamicFontDataFallback::bitmap_to_character( } Character chr; - chr.align = Vector2(xofs, -yofs) * p_data->scale_color_font / oversampling; - chr.advance = advance * p_data->scale_color_font / oversampling; + chr.align = (Vector2(xofs, -yofs) * p_data->scale_color_font / oversampling).round(); + chr.advance = (advance * p_data->scale_color_font / oversampling).round(); chr.texture_idx = tex_pos.index; chr.found = true; diff --git a/modules/theora/SCsub b/modules/theora/SCsub index a01e65b4b0..6038ea086a 100644 --- a/modules/theora/SCsub +++ b/modules/theora/SCsub @@ -6,6 +6,9 @@ Import("env_modules") env_theora = env_modules.Clone() # Thirdparty source files + +thirdparty_obj = [] + if env["builtin_libtheora"]: thirdparty_dir = "#thirdparty/libtheora/" thirdparty_sources = [ @@ -80,7 +83,16 @@ if env["builtin_libtheora"]: env_thirdparty = env_theora.Clone() env_thirdparty.disable_warnings() - env_thirdparty.add_source_files(env.modules_sources, thirdparty_sources) + env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources) + env.modules_sources += thirdparty_obj + # Godot source files -env_theora.add_source_files(env.modules_sources, "*.cpp") + +module_obj = [] + +env_theora.add_source_files(module_obj, "*.cpp") +env.modules_sources += module_obj + +# Needed to force rebuilding the module files when the thirdparty library is updated. +env.Depends(module_obj, thirdparty_obj) diff --git a/modules/tinyexr/SCsub b/modules/tinyexr/SCsub index 84b3b4015b..30bde96fb4 100644 --- a/modules/tinyexr/SCsub +++ b/modules/tinyexr/SCsub @@ -6,6 +6,9 @@ Import("env_modules") env_tinyexr = env_modules.Clone() # Thirdparty source files + +thirdparty_obj = [] + # Not unbundled for now as they are not commonly available as shared library thirdparty_dir = "#thirdparty/tinyexr/" thirdparty_sources = [ @@ -20,7 +23,15 @@ env_tinyexr.Append(CPPDEFINES=["TINYEXR_USE_THREAD"]) env_thirdparty = env_tinyexr.Clone() env_thirdparty.disable_warnings() -env_thirdparty.add_source_files(env.modules_sources, thirdparty_sources) +env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources) +env.modules_sources += thirdparty_obj + +# Godot source files + +module_obj = [] + +env_tinyexr.add_source_files(module_obj, "*.cpp") +env.modules_sources += module_obj -# Godot's own source files -env_tinyexr.add_source_files(env.modules_sources, "*.cpp") +# Needed to force rebuilding the module files when the thirdparty library is updated. +env.Depends(module_obj, thirdparty_obj) diff --git a/modules/upnp/SCsub b/modules/upnp/SCsub index 2e129e15ca..bc0b215be3 100644 --- a/modules/upnp/SCsub +++ b/modules/upnp/SCsub @@ -7,6 +7,8 @@ env_upnp = env_modules.Clone() # Thirdparty source files +thirdparty_obj = [] + if env["builtin_miniupnpc"]: thirdparty_dir = "#thirdparty/miniupnpc/" thirdparty_sources = [ @@ -31,7 +33,16 @@ if env["builtin_miniupnpc"]: env_thirdparty = env_upnp.Clone() env_thirdparty.disable_warnings() - env_thirdparty.add_source_files(env.modules_sources, thirdparty_sources) + env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources) + env.modules_sources += thirdparty_obj + # Godot source files -env_upnp.add_source_files(env.modules_sources, "*.cpp") + +module_obj = [] + +env_upnp.add_source_files(module_obj, "*.cpp") +env.modules_sources += module_obj + +# Needed to force rebuilding the module files when the thirdparty library is updated. +env.Depends(module_obj, thirdparty_obj) diff --git a/modules/vhacd/SCsub b/modules/vhacd/SCsub index ecd432b275..1ff4122114 100644 --- a/modules/vhacd/SCsub +++ b/modules/vhacd/SCsub @@ -7,6 +7,8 @@ env_vhacd = env_modules.Clone() # Thirdparty source files +thirdparty_obj = [] + thirdparty_dir = "#thirdparty/vhacd/" thirdparty_sources = [ @@ -24,10 +26,19 @@ thirdparty_sources = [ thirdparty_sources = [thirdparty_dir + file for file in thirdparty_sources] -env_vhacd.Prepend(CPPPATH=[thirdparty_dir + "/inc"]) +env_vhacd.Prepend(CPPPATH=[thirdparty_dir + "inc"]) env_thirdparty = env_vhacd.Clone() env_thirdparty.disable_warnings() -env_thirdparty.add_source_files(env.modules_sources, thirdparty_sources) +env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources) +env.modules_sources += thirdparty_obj + +# Godot source files + +module_obj = [] + +env_vhacd.add_source_files(module_obj, "*.cpp") +env.modules_sources += module_obj -env_vhacd.add_source_files(env.modules_sources, "*.cpp") +# Needed to force rebuilding the module files when the thirdparty library is updated. +env.Depends(module_obj, thirdparty_obj) diff --git a/modules/visual_script/visual_script_editor.cpp b/modules/visual_script/visual_script_editor.cpp index 066fe766db..1bd88a2a19 100644 --- a/modules/visual_script/visual_script_editor.cpp +++ b/modules/visual_script/visual_script_editor.cpp @@ -2547,7 +2547,7 @@ void VisualScriptEditor::set_edited_resource(const RES &p_res) { } _update_graph(); - _update_members(); + call_deferred("_update_members"); } void VisualScriptEditor::enable_editor() { diff --git a/modules/vorbis/SCsub b/modules/vorbis/SCsub index 05d46757d3..bc31fff066 100644 --- a/modules/vorbis/SCsub +++ b/modules/vorbis/SCsub @@ -8,9 +8,10 @@ Import("env_modules") env_vorbis = env_modules.Clone() -stub = True - # Thirdparty source files + +thirdparty_obj = [] + if env["builtin_libvorbis"]: thirdparty_dir = "#thirdparty/libvorbis/" thirdparty_sources = [ @@ -51,7 +52,16 @@ if env["builtin_libvorbis"]: env_thirdparty = env_vorbis.Clone() env_thirdparty.disable_warnings() - env_thirdparty.add_source_files(env.modules_sources, thirdparty_sources) + env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources) + env.modules_sources += thirdparty_obj + + +# Godot source files + +module_obj = [] + +env_vorbis.add_source_files(module_obj, "*.cpp") +env.modules_sources += module_obj -# Module files -env_vorbis.add_source_files(env.modules_sources, "register_types.cpp") +# Needed to force rebuilding the module files when the thirdparty library is updated. +env.Depends(module_obj, thirdparty_obj) diff --git a/modules/webm/SCsub b/modules/webm/SCsub index 247b4ead37..44e80e2870 100644 --- a/modules/webm/SCsub +++ b/modules/webm/SCsub @@ -6,6 +6,9 @@ Import("env_modules") env_webm = env_modules.Clone() # Thirdparty source files + +thirdparty_obj = [] + thirdparty_dir = "#thirdparty/libsimplewebm/" thirdparty_sources = [ "libwebm/mkvparser/mkvparser.cc", @@ -31,7 +34,15 @@ if env["builtin_libvpx"]: env_thirdparty = env_webm.Clone() env_thirdparty.disable_warnings() -env_thirdparty.add_source_files(env.modules_sources, thirdparty_sources) +env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources) +env.modules_sources += thirdparty_obj # Godot source files -env_webm.add_source_files(env.modules_sources, "*.cpp") + +module_obj = [] + +env_webm.add_source_files(module_obj, "*.cpp") +env.modules_sources += module_obj + +# Needed to force rebuilding the module files when the thirdparty library is updated. +env.Depends(module_obj, thirdparty_obj) diff --git a/modules/webp/SCsub b/modules/webp/SCsub index 58f2bb35e6..4c0c2f7893 100644 --- a/modules/webp/SCsub +++ b/modules/webp/SCsub @@ -6,6 +6,9 @@ Import("env_modules") env_webp = env_modules.Clone() # Thirdparty source files + +thirdparty_obj = [] + if env["builtin_libwebp"]: thirdparty_dir = "#thirdparty/libwebp/" thirdparty_sources = [ @@ -130,7 +133,16 @@ if env["builtin_libwebp"]: env_thirdparty = env_webp.Clone() env_thirdparty.disable_warnings() - env_thirdparty.add_source_files(env.modules_sources, thirdparty_sources) + env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources) + env.modules_sources += thirdparty_obj + # Godot source files -env_webp.add_source_files(env.modules_sources, "*.cpp") + +module_obj = [] + +env_webp.add_source_files(module_obj, "*.cpp") +env.modules_sources += module_obj + +# Needed to force rebuilding the module files when the thirdparty library is updated. +env.Depends(module_obj, thirdparty_obj) diff --git a/modules/webrtc/SCsub b/modules/webrtc/SCsub index 4f870ddb2f..31b8a73bf2 100644 --- a/modules/webrtc/SCsub +++ b/modules/webrtc/SCsub @@ -3,8 +3,6 @@ Import("env") Import("env_modules") -# Thirdparty source files - env_webrtc = env_modules.Clone() use_gdnative = env_webrtc["module_gdnative_enabled"] diff --git a/modules/websocket/SCsub b/modules/websocket/SCsub index 13e51a39c0..4c022c43cf 100644 --- a/modules/websocket/SCsub +++ b/modules/websocket/SCsub @@ -5,28 +5,44 @@ Import("env_modules") env_ws = env_modules.Clone() +thirdparty_obj = [] + if env["platform"] == "javascript": # Our JavaScript/C++ interface. env.AddJSLibraries(["library_godot_websocket.js"]) + elif env["builtin_wslay"]: # Thirdparty source files - wslay_dir = "#thirdparty/wslay/" - wslay_sources = [ + thirdparty_dir = "#thirdparty/wslay/" + thirdparty_sources = [ "wslay_net.c", "wslay_event.c", "wslay_queue.c", "wslay_stack.c", "wslay_frame.c", ] - wslay_sources = [wslay_dir + s for s in wslay_sources] - env_ws.Prepend(CPPPATH=[wslay_dir + "includes/"]) + thirdparty_sources = [thirdparty_dir + s for s in thirdparty_sources] + + env_ws.Prepend(CPPPATH=[thirdparty_dir + "includes/"]) env_ws.Append(CPPDEFINES=["HAVE_CONFIG_H"]) + if env["platform"] == "windows" or env["platform"] == "uwp": env_ws.Append(CPPDEFINES=["HAVE_WINSOCK2_H"]) else: env_ws.Append(CPPDEFINES=["HAVE_NETINET_IN_H"]) - env_wslay = env_ws.Clone() - env_wslay.disable_warnings() - env_wslay.add_source_files(env.modules_sources, wslay_sources) -env_ws.add_source_files(env.modules_sources, "*.cpp") + env_thirdparty = env_ws.Clone() + env_thirdparty.disable_warnings() + env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources) + env.modules_sources += thirdparty_obj + + +# Godot source files + +module_obj = [] + +env_ws.add_source_files(module_obj, "*.cpp") +env.modules_sources += module_obj + +# Needed to force rebuilding the module files when the thirdparty library is updated. +env.Depends(module_obj, thirdparty_obj) diff --git a/modules/xatlas_unwrap/SCsub b/modules/xatlas_unwrap/SCsub index c659349d05..aa6bdaea33 100644 --- a/modules/xatlas_unwrap/SCsub +++ b/modules/xatlas_unwrap/SCsub @@ -6,6 +6,9 @@ Import("env_modules") env_xatlas_unwrap = env_modules.Clone() # Thirdparty source files + +thirdparty_obj = [] + if env["builtin_xatlas"]: thirdparty_dir = "#thirdparty/xatlas/" thirdparty_sources = [ @@ -17,7 +20,16 @@ if env["builtin_xatlas"]: env_thirdparty = env_xatlas_unwrap.Clone() env_thirdparty.disable_warnings() - env_thirdparty.add_source_files(env.modules_sources, thirdparty_sources) + env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources) + env.modules_sources += thirdparty_obj + # Godot source files -env_xatlas_unwrap.add_source_files(env.modules_sources, "*.cpp") + +module_obj = [] + +env_xatlas_unwrap.add_source_files(module_obj, "*.cpp") +env.modules_sources += module_obj + +# Needed to force rebuilding the module files when the thirdparty library is updated. +env.Depends(module_obj, thirdparty_obj) |