diff options
Diffstat (limited to 'modules')
-rw-r--r-- | modules/fbx/data/fbx_skeleton.cpp | 7 | ||||
-rw-r--r-- | modules/fbx/editor_scene_importer_fbx.cpp | 55 | ||||
-rw-r--r-- | modules/gdscript/gdscript_analyzer.cpp | 1 | ||||
-rw-r--r-- | modules/gdscript/tests/scripts/analyzer/features/typed_array_with_custom_class.gd | 10 | ||||
-rw-r--r-- | modules/gdscript/tests/scripts/analyzer/features/typed_array_with_custom_class.out | 2 | ||||
-rw-r--r-- | modules/gltf/gltf_document.cpp | 188 | ||||
-rw-r--r-- | modules/gltf/gltf_document.h | 2 | ||||
-rw-r--r-- | modules/lightmapper_rd/lm_common_inc.glsl | 4 | ||||
-rw-r--r-- | modules/lightmapper_rd/lm_compute.glsl | 24 | ||||
-rw-r--r-- | modules/lightmapper_rd/lm_raster.glsl | 12 | ||||
-rw-r--r-- | modules/xatlas_unwrap/register_types.cpp | 2 |
11 files changed, 198 insertions, 109 deletions
diff --git a/modules/fbx/data/fbx_skeleton.cpp b/modules/fbx/data/fbx_skeleton.cpp index 3dc163964c..11eed2576f 100644 --- a/modules/fbx/data/fbx_skeleton.cpp +++ b/modules/fbx/data/fbx_skeleton.cpp @@ -104,6 +104,13 @@ void FBXSkeleton::init_skeleton(const ImportState &state) { print_verbose("working on bone: " + itos(bone_index) + " bone name:" + bone->bone_name); skeleton->set_bone_rest(bone->godot_bone_id, get_unscaled_transform(bone->node->pivot_transform->LocalTransform, state.scale)); + { + Transform3D base_xform = bone->node->pivot_transform->LocalTransform; + + skeleton->set_bone_pose_position(bone_index, base_xform.origin); + skeleton->set_bone_pose_rotation(bone_index, base_xform.basis.get_rotation_quaternion()); + skeleton->set_bone_pose_scale(bone_index, base_xform.basis.get_scale()); + } // lookup parent ID if (bone->valid_parent && state.fbx_bone_map.has(bone->parent_bone_id)) { diff --git a/modules/fbx/editor_scene_importer_fbx.cpp b/modules/fbx/editor_scene_importer_fbx.cpp index e4de204cf1..879f281292 100644 --- a/modules/fbx/editor_scene_importer_fbx.cpp +++ b/modules/fbx/editor_scene_importer_fbx.cpp @@ -1011,9 +1011,7 @@ Node3D *EditorSceneImporterFBX::_generate_scene( // track count is 5. // next track id is 5. const uint64_t target_id = track.key; - int track_idx = animation->add_track(Animation::TYPE_TRANSFORM3D); - // animation->track_set_path(track_idx, node_path); Ref<FBXBone> bone; // note we must not run the below code if the entry doesn't exist, it will create dummy entries which is very bad. @@ -1037,22 +1035,21 @@ Node3D *EditorSceneImporterFBX::_generate_scene( // if this is a skeleton mapped track we can just set the path for the track. // todo: implement node paths here at some + NodePath track_path; if (state.fbx_bone_map.size() > 0 && state.fbx_bone_map.has(target_id)) { if (bone->fbx_skeleton.is_valid() && bone.is_valid()) { Ref<FBXSkeleton> fbx_skeleton = bone->fbx_skeleton; String bone_path = state.root->get_path_to(fbx_skeleton->skeleton); bone_path += ":" + fbx_skeleton->skeleton->get_bone_name(bone->godot_bone_id); print_verbose("[doc] track bone path: " + bone_path); - NodePath path = bone_path; - animation->track_set_path(track_idx, path); + track_path = bone_path; } } else if (state.fbx_target_map.has(target_id)) { //print_verbose("[doc] we have a valid target for a node animation"); Ref<FBXNode> target_node = state.fbx_target_map[target_id]; if (target_node.is_valid() && target_node->godot_node != nullptr) { String node_path = state.root->get_path_to(target_node->godot_node); - NodePath path = node_path; - animation->track_set_path(track_idx, path); + track_path = node_path; //print_verbose("[doc] node animation path: " + node_path); } } else { @@ -1186,6 +1183,30 @@ Node3D *EditorSceneImporterFBX::_generate_scene( const Vector3 def_scale = scale_keys.has_default ? scale_keys.default_value : bone_rest.basis.get_scale(); print_verbose("track defaults: p(" + def_pos + ") s(" + def_scale + ") r(" + def_rot + ")"); + int position_idx = -1; + if (pos_values.size()) { + position_idx = animation->get_track_count(); + animation->add_track(Animation::TYPE_POSITION_3D); + animation->track_set_path(position_idx, track_path); + animation->track_set_imported(position_idx, true); + } + + int rotation_idx = -1; + if (pos_values.size()) { + rotation_idx = animation->get_track_count(); + animation->add_track(Animation::TYPE_ROTATION_3D); + animation->track_set_path(rotation_idx, track_path); + animation->track_set_imported(rotation_idx, true); + } + + int scale_idx = -1; + if (pos_values.size()) { + scale_idx = animation->get_track_count(); + animation->add_track(Animation::TYPE_SCALE_3D); + animation->track_set_path(scale_idx, track_path); + animation->track_set_imported(scale_idx, true); + } + while (true) { Vector3 pos = def_pos; Quaternion rot = def_rot; @@ -1206,21 +1227,15 @@ Node3D *EditorSceneImporterFBX::_generate_scene( AssetImportAnimation::INTERP_LINEAR); } - // node animations must also include pivots - if (skeleton_bone >= 0) { - Transform3D xform = Transform3D(); - xform.basis.set_quaternion_scale(rot, scale); - xform.origin = pos; - const Transform3D t = bone_rest.affine_inverse() * xform; - - // populate this again - rot = t.basis.get_rotation_quaternion(); - rot.normalize(); - scale = t.basis.get_scale(); - pos = t.origin; + if (position_idx >= 0) { + animation->position_track_insert_key(position_idx, time, pos); + } + if (rotation_idx >= 0) { + animation->rotation_track_insert_key(rotation_idx, time, rot); + } + if (scale_idx >= 0) { + animation->scale_track_insert_key(scale_idx, time, scale); } - - animation->transform_track_insert_key(track_idx, time, pos, rot, scale); if (last) { break; diff --git a/modules/gdscript/gdscript_analyzer.cpp b/modules/gdscript/gdscript_analyzer.cpp index a025a90b8c..6b57784b1c 100644 --- a/modules/gdscript/gdscript_analyzer.cpp +++ b/modules/gdscript/gdscript_analyzer.cpp @@ -470,6 +470,7 @@ GDScriptParser::DataType GDScriptAnalyzer::resolve_datatype(GDScriptParser::Type GDScriptParser::DataType container_type = resolve_datatype(p_type->container_type); if (container_type.kind != GDScriptParser::DataType::VARIANT) { + container_type.is_meta_type = false; result.set_container_element_type(container_type); } } diff --git a/modules/gdscript/tests/scripts/analyzer/features/typed_array_with_custom_class.gd b/modules/gdscript/tests/scripts/analyzer/features/typed_array_with_custom_class.gd new file mode 100644 index 0000000000..9502f6e196 --- /dev/null +++ b/modules/gdscript/tests/scripts/analyzer/features/typed_array_with_custom_class.gd @@ -0,0 +1,10 @@ +class Inner: + var prop = "Inner" + + +var array: Array[Inner] = [Inner.new()] + + +func test(): + var element: Inner = array[0] + print(element.prop) diff --git a/modules/gdscript/tests/scripts/analyzer/features/typed_array_with_custom_class.out b/modules/gdscript/tests/scripts/analyzer/features/typed_array_with_custom_class.out new file mode 100644 index 0000000000..8f250d2632 --- /dev/null +++ b/modules/gdscript/tests/scripts/analyzer/features/typed_array_with_custom_class.out @@ -0,0 +1,2 @@ +GDTEST_OK +Inner diff --git a/modules/gltf/gltf_document.cpp b/modules/gltf/gltf_document.cpp index ba98592600..11f30be5a4 100644 --- a/modules/gltf/gltf_document.cpp +++ b/modules/gltf/gltf_document.cpp @@ -4319,6 +4319,9 @@ Error GLTFDocument::_create_skeletons(Ref<GLTFState> state) { skeleton->add_bone(node->get_name()); skeleton->set_bone_rest(bone_index, node->xform); + skeleton->set_bone_pose_position(bone_index, node->position); + skeleton->set_bone_pose_rotation(bone_index, node->rotation.normalized()); + skeleton->set_bone_pose_scale(bone_index, node->scale); if (node->parent >= 0 && state->nodes[node->parent]->skeleton == skel_i) { const int bone_parent = skeleton->find_bone(state->nodes[node->parent]->get_name()); @@ -5470,7 +5473,7 @@ void GLTFDocument::_convert_skeleton_to_gltf(Skeleton3D *p_skeleton3d, Ref<GLTFS // Note that we cannot use _gen_unique_bone_name here, because glTF spec requires all node // names to be unique regardless of whether or not they are used as joints. joint_node->set_name(_gen_unique_name(state, skeleton->get_bone_name(bone_i))); - Transform3D xform = skeleton->get_bone_rest(bone_i) * skeleton->get_bone_pose(bone_i); + Transform3D xform = skeleton->get_bone_pose(bone_i); joint_node->scale = xform.basis.get_scale(); joint_node->rotation = xform.basis.get_rotation_quaternion(); joint_node->position = xform.origin; @@ -5733,7 +5736,7 @@ struct EditorSceneImporterGLTFInterpolate<Quaternion> { 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) { ERR_FAIL_COND_V(!p_values.size(), T()); - if (p_times.size() != p_values.size()) { + if (p_times.size() != (p_values.size() / (p_interp == GLTFAnimation::INTERP_CUBIC_SPLINE ? 3 : 1))) { ERR_PRINT_ONCE("The interpolated values are not corresponding to its times."); return p_values[0]; } @@ -5868,9 +5871,67 @@ void GLTFDocument::_import_animation(Ref<GLTFState> state, AnimationPlayer *ap, const bool transform_affects_skinned_mesh_instance = gltf_node->skeleton < 0 && gltf_node->skin >= 0; if ((track.rotation_track.values.size() || track.position_track.values.size() || track.scale_track.values.size()) && !transform_affects_skinned_mesh_instance) { //make transform track - int track_idx = animation->get_track_count(); - animation->add_track(Animation::TYPE_TRANSFORM3D); - animation->track_set_path(track_idx, transform_node_path); + int base_idx = animation->get_track_count(); + int position_idx = -1; + int rotation_idx = -1; + int scale_idx = -1; + + if (track.position_track.values.size()) { + Vector3 base_pos = state->nodes[track_i.key]->position; + bool not_default = false; //discard the track if all it contains is default values + for (int i = 0; i < track.position_track.times.size(); i++) { + Vector3 value = track.position_track.values[track.position_track.interpolation == GLTFAnimation::INTERP_CUBIC_SPLINE ? (1 + i * 3) : i]; + if (!value.is_equal_approx(base_pos)) { + not_default = true; + break; + } + } + if (not_default) { + position_idx = base_idx; + animation->add_track(Animation::TYPE_POSITION_3D); + animation->track_set_path(position_idx, transform_node_path); + animation->track_set_imported(position_idx, true); //helps merging later + + base_idx++; + } + } + if (track.rotation_track.values.size()) { + Quaternion base_rot = state->nodes[track_i.key]->rotation.normalized(); + bool not_default = false; //discard the track if all it contains is default values + for (int i = 0; i < track.rotation_track.times.size(); i++) { + Quaternion value = track.rotation_track.values[track.rotation_track.interpolation == GLTFAnimation::INTERP_CUBIC_SPLINE ? (1 + i * 3) : i].normalized(); + if (!value.is_equal_approx(base_rot)) { + not_default = true; + break; + } + } + if (not_default) { + rotation_idx = base_idx; + animation->add_track(Animation::TYPE_ROTATION_3D); + animation->track_set_path(rotation_idx, transform_node_path); + animation->track_set_imported(rotation_idx, true); //helps merging later + base_idx++; + } + } + if (track.scale_track.values.size()) { + Vector3 base_scale = state->nodes[track_i.key]->scale; + bool not_default = false; //discard the track if all it contains is default values + for (int i = 0; i < track.scale_track.times.size(); i++) { + Vector3 value = track.scale_track.values[track.scale_track.interpolation == GLTFAnimation::INTERP_CUBIC_SPLINE ? (1 + i * 3) : i]; + if (!value.is_equal_approx(base_scale)) { + not_default = true; + break; + } + } + if (not_default) { + scale_idx = base_idx; + animation->add_track(Animation::TYPE_SCALE_3D); + animation->track_set_path(scale_idx, transform_node_path); + animation->track_set_imported(scale_idx, true); //helps merging later + base_idx++; + } + } + //first determine animation length const double increment = 1.0 / bake_fps; @@ -5880,15 +5941,15 @@ void GLTFDocument::_import_animation(Ref<GLTFState> state, AnimationPlayer *ap, Quaternion base_rot; Vector3 base_scale = Vector3(1, 1, 1); - if (!track.rotation_track.values.size()) { + if (rotation_idx == -1) { base_rot = state->nodes[track_i.key]->rotation.normalized(); } - if (!track.position_track.values.size()) { + if (position_idx == -1) { base_pos = state->nodes[track_i.key]->position; } - if (!track.scale_track.values.size()) { + if (scale_idx == -1) { base_scale = state->nodes[track_i.key]->scale; } @@ -5898,35 +5959,21 @@ void GLTFDocument::_import_animation(Ref<GLTFState> state, AnimationPlayer *ap, Quaternion rot = base_rot; Vector3 scale = base_scale; - if (track.position_track.times.size()) { + if (position_idx >= 0) { pos = _interpolate_track<Vector3>(track.position_track.times, track.position_track.values, time, track.position_track.interpolation); + animation->position_track_insert_key(position_idx, time, pos); } - if (track.rotation_track.times.size()) { + if (rotation_idx >= 0) { rot = _interpolate_track<Quaternion>(track.rotation_track.times, track.rotation_track.values, time, track.rotation_track.interpolation); + animation->rotation_track_insert_key(rotation_idx, time, rot); } - if (track.scale_track.times.size()) { + if (scale_idx >= 0) { scale = _interpolate_track<Vector3>(track.scale_track.times, track.scale_track.values, time, track.scale_track.interpolation); + animation->scale_track_insert_key(scale_idx, time, scale); } - if (gltf_node->skeleton >= 0) { - Transform3D xform; - xform.basis.set_quaternion_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_quaternion(); - rot.normalize(); - scale = xform.basis.get_scale(); - pos = xform.origin; - } - - animation->transform_track_insert_key(track_idx, time, pos, rot, scale); - if (last) { break; } @@ -6042,7 +6089,7 @@ void GLTFDocument::_convert_mesh_instances(Ref<GLTFState> state) { } else { if (skin.is_null()) { // Note that gltf_skin_key should remain null, so these can share a reference. - skin = skeleton->register_skin(nullptr)->get_skin(); + skin = skeleton->create_skin_from_rest_transforms(); } gltf_skin.instantiate(); gltf_skin->godot_skin = skin; @@ -6145,7 +6192,7 @@ void GLTFDocument::_process_mesh_instances(Ref<GLTFState> state, Node *scene_roo } } -GLTFAnimation::Track GLTFDocument::_convert_animation_track(Ref<GLTFState> state, GLTFAnimation::Track p_track, Ref<Animation> p_animation, Transform3D p_bone_rest, int32_t p_track_i, GLTFNodeIndex p_node_i) { +GLTFAnimation::Track GLTFDocument::_convert_animation_track(Ref<GLTFState> state, GLTFAnimation::Track p_track, Ref<Animation> p_animation, int32_t p_track_i, GLTFNodeIndex p_node_i) { Animation::InterpolationType interpolation = p_animation->track_get_interpolation_type(p_track_i); GLTFAnimation::Interpolation gltf_interpolation = GLTFAnimation::INTERP_LINEAR; @@ -6164,33 +6211,35 @@ GLTFAnimation::Track GLTFDocument::_convert_animation_track(Ref<GLTFState> state 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); } - if (track_type == Animation::TYPE_TRANSFORM3D) { - p_track.position_track.times = times; - p_track.position_track.interpolation = gltf_interpolation; - p_track.rotation_track.times = times; - p_track.rotation_track.interpolation = gltf_interpolation; + if (track_type == Animation::TYPE_SCALE_3D) { 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; + Error err = p_animation->scale_track_get_key(p_track_i, key_i, &scale); + ERR_CONTINUE(err != OK); + p_track.scale_track.values.write[key_i] = scale; + } + } else if (track_type == Animation::TYPE_POSITION_3D) { + p_track.position_track.times = times; p_track.position_track.values.resize(key_count); p_track.position_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 position; + Error err = p_animation->position_track_get_key(p_track_i, key_i, &position); + ERR_CONTINUE(err != OK); + p_track.position_track.values.write[key_i] = position; + } + } else if (track_type == Animation::TYPE_ROTATION_3D) { + p_track.rotation_track.times = times; + p_track.rotation_track.interpolation = gltf_interpolation; + p_track.rotation_track.values.resize(key_count); + for (int32_t key_i = 0; key_i < key_count; key_i++) { Quaternion rotation; - Vector3 scale; - Error err = p_animation->transform_track_get_key(p_track_i, key_i, &position, &rotation, &scale); + Error err = p_animation->rotation_track_get_key(p_track_i, key_i, &rotation); ERR_CONTINUE(err != OK); - Transform3D xform; - xform.basis.set_quaternion_scale(rotation, scale); - xform.origin = position; - xform = p_bone_rest * xform; - p_track.position_track.values.write[key_i] = xform.get_origin(); - p_track.rotation_track.values.write[key_i] = xform.basis.get_rotation_quaternion(); - p_track.scale_track.values.write[key_i] = xform.basis.get_scale(); + p_track.rotation_track.values.write[key_i] = rotation; } } else if (path.find(":transform") != -1) { p_track.position_track.times = times; @@ -6282,13 +6331,10 @@ GLTFAnimation::Track GLTFDocument::_convert_animation_track(Ref<GLTFState> state 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; } @@ -6311,19 +6357,15 @@ GLTFAnimation::Track GLTFDocument::_convert_animation_track(Ref<GLTFState> state Vector3 bezier_track = p_track.position_track.values[key_i]; if (path.find("/position: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("/position: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("/position: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.position_track.values.write[key_i] = bezier_track; } } } - return p_track; } @@ -6350,7 +6392,7 @@ void GLTFDocument::_convert_animation(Ref<GLTFState> state, AnimationPlayer *ap, if (position_track_i) { track = position_track_i->get(); } - track = _convert_animation_track(state, track, animation, Transform3D(), track_i, node_index); + track = _convert_animation_track(state, track, animation, track_i, node_index); gltf_animation->get_tracks().insert(node_index, track); } } @@ -6366,7 +6408,7 @@ void GLTFDocument::_convert_animation(Ref<GLTFState> state, AnimationPlayer *ap, if (rotation_degree_track_i) { track = rotation_degree_track_i->get(); } - track = _convert_animation_track(state, track, animation, Transform3D(), track_i, node_index); + track = _convert_animation_track(state, track, animation, track_i, node_index); gltf_animation->get_tracks().insert(node_index, track); } } @@ -6382,7 +6424,7 @@ void GLTFDocument::_convert_animation(Ref<GLTFState> state, AnimationPlayer *ap, if (scale_track_i) { track = scale_track_i->get(); } - track = _convert_animation_track(state, track, animation, Transform3D(), track_i, node_index); + track = _convert_animation_track(state, track, animation, track_i, node_index); gltf_animation->get_tracks().insert(node_index, track); } } @@ -6393,7 +6435,7 @@ void GLTFDocument::_convert_animation(Ref<GLTFState> state, AnimationPlayer *ap, for (const KeyValue<GLTFNodeIndex, Node *> &transform_track_i : state->scene_nodes) { if (transform_track_i.value == node) { GLTFAnimation::Track track; - track = _convert_animation_track(state, track, animation, Transform3D(), track_i, transform_track_i.key); + track = _convert_animation_track(state, track, animation, track_i, transform_track_i.key); gltf_animation->get_tracks().insert(transform_track_i.key, track); } } @@ -6470,7 +6512,6 @@ void GLTFDocument::_convert_animation(Ref<GLTFState> state, AnimationPlayer *ap, Ref<GLTFSkeleton> skeleton_gltf = state->skeletons[skeleton_gltf_i]; int32_t bone = skeleton->find_bone(suffix); ERR_CONTINUE(bone == -1); - Transform3D xform = skeleton->get_bone_rest(bone); if (!skeleton_gltf->godot_bone_node.has(bone)) { continue; } @@ -6480,27 +6521,24 @@ void GLTFDocument::_convert_animation(Ref<GLTFState> state, AnimationPlayer *ap, if (property_track_i) { track = property_track_i->get(); } - track = _convert_animation_track(state, track, animation, xform, track_i, node_i); + track = _convert_animation_track(state, track, animation, track_i, node_i); gltf_animation->get_tracks()[node_i] = track; } } } else if (String(orig_track_path).find(":") == -1) { ERR_CONTINUE(!ap->get_parent()); - for (int32_t node_i = 0; node_i < ap->get_parent()->get_child_count(); node_i++) { - const Node *child = ap->get_parent()->get_child(node_i); - const Node *node = child->get_node_or_null(orig_track_path); - for (const KeyValue<GLTFNodeIndex, Node *> &scene_node_i : state->scene_nodes) { - if (scene_node_i.value == 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, Transform3D(), track_i, node_index); - gltf_animation->get_tracks().insert(node_index, track); - break; + Node *godot_node = ap->get_parent()->get_node_or_null(orig_track_path); + for (const KeyValue<GLTFNodeIndex, Node *> &scene_node_i : state->scene_nodes) { + if (scene_node_i.value == godot_node) { + GLTFNodeIndex node_i = scene_node_i.key; + Map<int, GLTFAnimation::Track>::Element *node_track_i = gltf_animation->get_tracks().find(node_i); + GLTFAnimation::Track track; + if (node_track_i) { + track = node_track_i->get(); } + track = _convert_animation_track(state, track, animation, track_i, node_i); + gltf_animation->get_tracks()[node_i] = track; + break; } } } diff --git a/modules/gltf/gltf_document.h b/modules/gltf/gltf_document.h index 7317c6a9a3..a1d82a4649 100644 --- a/modules/gltf/gltf_document.h +++ b/modules/gltf/gltf_document.h @@ -357,7 +357,7 @@ private: 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, Transform3D p_bone_rest, + Ref<Animation> p_animation, int32_t p_track_i, GLTFNodeIndex p_node_i); Error _encode_buffer_bins(Ref<GLTFState> state, const String &p_path); diff --git a/modules/lightmapper_rd/lm_common_inc.glsl b/modules/lightmapper_rd/lm_common_inc.glsl index 22172d50e4..58523dc1f8 100644 --- a/modules/lightmapper_rd/lm_common_inc.glsl +++ b/modules/lightmapper_rd/lm_common_inc.glsl @@ -81,3 +81,7 @@ layout(set = 0, binding = 8) uniform texture2DArray albedo_tex; layout(set = 0, binding = 9) uniform texture2DArray emission_tex; layout(set = 0, binding = 10) uniform sampler linear_sampler; + +// Fragment action constants +const uint FA_NONE = 0; +const uint FA_SMOOTHEN_POSITION = 1; diff --git a/modules/lightmapper_rd/lm_compute.glsl b/modules/lightmapper_rd/lm_compute.glsl index 25b334c5eb..6e5c9f25ba 100644 --- a/modules/lightmapper_rd/lm_compute.glsl +++ b/modules/lightmapper_rd/lm_compute.glsl @@ -148,7 +148,7 @@ uint trace_ray(vec3 p_from, vec3 p_to ivec3 icell = ivec3(from_cell); ivec3 iendcell = ivec3(to_cell); vec3 dir_cell = normalize(rel_cell); - vec3 delta = abs(1.0 / dir_cell); //vec3(length(rel_cell)) / rel_cell); + vec3 delta = min(abs(1.0 / dir_cell), params.grid_size); // use params.grid_size as max to prevent infinity values ivec3 step = ivec3(sign(rel_cell)); vec3 side = (sign(rel_cell) * (vec3(icell) - from_cell) + (sign(rel_cell) * 0.5) + 0.5) * delta; @@ -420,20 +420,22 @@ void main() { light = textureLod(sampler2DArray(source_light, linear_sampler), uvw, 0.0).rgb; active_rays += 1.0; - } else if (trace_result == RAY_MISS && params.env_transform[0][3] == 0.0) { // Use env_transform[0][3] to indicate when we are computing the first bounce - // Did not hit a triangle, reach out for the sky - vec3 sky_dir = normalize(mat3(params.env_transform) * ray_dir); + } else if (trace_result == RAY_MISS) { + if (params.env_transform[0][3] == 0.0) { // Use env_transform[0][3] to indicate when we are computing the first bounce + // Did not hit a triangle, reach out for the sky + vec3 sky_dir = normalize(mat3(params.env_transform) * ray_dir); - vec2 st = vec2( - atan(sky_dir.x, sky_dir.z), - acos(sky_dir.y)); + vec2 st = vec2( + atan(sky_dir.x, sky_dir.z), + acos(sky_dir.y)); - if (st.x < 0.0) - st.x += PI * 2.0; + if (st.x < 0.0) + st.x += PI * 2.0; - st /= vec2(PI * 2.0, PI); + st /= vec2(PI * 2.0, PI); - light = textureLod(sampler2D(environment, linear_sampler), st, 0.0).rgb; + light = textureLod(sampler2D(environment, linear_sampler), st, 0.0).rgb; + } active_rays += 1.0; } diff --git a/modules/lightmapper_rd/lm_raster.glsl b/modules/lightmapper_rd/lm_raster.glsl index 55ca193cc1..a86968a4f3 100644 --- a/modules/lightmapper_rd/lm_raster.glsl +++ b/modules/lightmapper_rd/lm_raster.glsl @@ -12,6 +12,7 @@ layout(location = 2) out vec2 uv_interp; layout(location = 3) out vec3 barycentric; layout(location = 4) flat out uvec3 vertex_indices; layout(location = 5) flat out vec3 face_normal; +layout(location = 6) flat out uint fragment_action; layout(push_constant, binding = 0, std430) uniform Params { vec2 atlas_size; @@ -49,6 +50,14 @@ void main() { face_normal = -normalize(cross((vertices.data[vertex_indices.x].position - vertices.data[vertex_indices.y].position), (vertices.data[vertex_indices.x].position - vertices.data[vertex_indices.z].position))); + { + const float FLAT_THRESHOLD = 0.99; + const vec3 norm_a = vec3(vertices.data[vertex_indices.x].normal_xy, vertices.data[vertex_indices.x].normal_z); + const vec3 norm_b = vec3(vertices.data[vertex_indices.y].normal_xy, vertices.data[vertex_indices.y].normal_z); + const vec3 norm_c = vec3(vertices.data[vertex_indices.z].normal_xy, vertices.data[vertex_indices.z].normal_z); + fragment_action = (dot(norm_a, norm_b) < FLAT_THRESHOLD || dot(norm_a, norm_c) < FLAT_THRESHOLD || dot(norm_b, norm_c) < FLAT_THRESHOLD) ? FA_SMOOTHEN_POSITION : FA_NONE; + } + gl_Position = vec4((uv_interp + params.uv_offset) * 2.0 - 1.0, 0.0001, 1.0); } @@ -78,6 +87,7 @@ layout(location = 2) in vec2 uv_interp; layout(location = 3) in vec3 barycentric; layout(location = 4) in flat uvec3 vertex_indices; layout(location = 5) in flat vec3 face_normal; +layout(location = 6) in flat uint fragment_action; layout(location = 0) out vec4 position; layout(location = 1) out vec4 normal; @@ -86,7 +96,7 @@ layout(location = 2) out vec4 unocclude; void main() { vec3 vertex_pos = vertex_interp; - { + if (fragment_action == FA_SMOOTHEN_POSITION) { // smooth out vertex position by interpolating its projection in the 3 normal planes (normal plane is created by vertex pos and normal) // because we don't want to interpolate inwards, normals found pointing inwards are pushed out. vec3 pos_a = vertices.data[vertex_indices.x].position; diff --git a/modules/xatlas_unwrap/register_types.cpp b/modules/xatlas_unwrap/register_types.cpp index 8913ef1b65..58a6216b1e 100644 --- a/modules/xatlas_unwrap/register_types.cpp +++ b/modules/xatlas_unwrap/register_types.cpp @@ -114,7 +114,7 @@ bool xatlas_mesh_lightmap_unwrap_callback(float p_texel_size, const float *p_ver input_mesh.vertexPositionStride = sizeof(float) * 3; input_mesh.vertexNormalData = p_normals; input_mesh.vertexNormalStride = sizeof(uint32_t) * 3; - input_mesh.vertexUvData = NULL; + input_mesh.vertexUvData = nullptr; input_mesh.vertexUvStride = 0; xatlas::ChartOptions chart_options; |