summaryrefslogtreecommitdiff
path: root/modules/gltf/gltf_document.cpp
AgeCommit message (Collapse)Author
2021-06-30Fix editor suffixes and degrees conversionreduz
* Functions to convert to/from degrees are all gone. Conversion is done by the editor. * Use PROPERTY_HINT_ANGLE instead of PROPERTY_HINT_RANGE to edit radian angles in degrees. * Added possibility to add suffixes to range properties, use "min,max[,step][,suffix:<something>]" example "0,100,1,suffix:m" * In general, can add suffixes for EditorSpinSlider Not covered by this PR, will have to be addressed by future ones: * Ability to switch radians/degrees in the inspector for angle properties (if actually wanted). * Animations previously made will most likely break, need to add a way to make old ones compatible. * Only added a "px" suffix to 2D position and a "m" one to 3D position, someone needs to go through the rest of the engine and add all remaining suffixes. * Likely also need to track down usage of EditorSpinSlider outside properties to add suffixes to it too.
2021-06-27Make curve interpolate crash less.K. S. Ernest (iFire) Lee
2021-06-20Merge pull request #49754 from aaronfranke/is-eq-approx-sub-optRémi Verschelde
Fix sub-optimal uses of is_equal_approx
2021-06-20Fix sub-optimal uses of is_equal_approxAaron Franke
2021-06-19Rename `instance()`->`instantiate()` when it's a verbLightning_A
2021-06-19Consolidate JSON, JSONParseResults and JSONParser into JSONMarcel Admiraal
Renames JSON.parse_string() to parse() Renames JSON.decode_data() to stringify()
2021-06-16Merge pull request #49401 from fire/8-weightsK. S. Ernest (iFire) Lee
Fix 8 bone weights in glTF2
2021-06-11Core: Move DirAccess and FileAccess to `core/io`Rémi Verschelde
File handling APIs are typically considered part of I/O, and we did have most `FileAccess` implementations in `core/io` already.
2021-06-07Fix 8 bone weights in glTF2K. S. Ernest (iFire) Lee
Don't spam in glTF2 import either. Clear() in SurfaceTool does not keep 8 weights.
2021-06-04Rename Quat to QuaternionMarcel Admiraal
2021-06-03Rename Animation TYPE_TRANSFORM to TYPE_TRANSFORM3DAaron Franke
2021-06-03Rename Transform to Transform3D in coreAaron Franke
2021-05-27gltf: Fix mesh nodes which are also bones.Lyuma
Fix issue when two skeletons end up directly parented. Prevent animating TRS for skinned Mesh node. Fix animating weights on meshes with targets but no weights.
2021-05-25Rename File::get_len() get_length()Marcel Admiraal
2021-05-21Merge pull request #48913 from lyuma/gltf_named_binds_dedupRémi Verschelde
Fix incorrect skin deduplication when using named binds
2021-05-20gltf: Fail gracefully when a mesh instance fails.Lyuma
2021-05-20Fix incorrect skin deduplication when using named bindsLyuma
2021-05-21Merge pull request #48904 from fire/gltf-img-failureRémi Verschelde
When one invalid image fails, it should only fail that single image.
2021-05-20When one invalid image fails, it should only fail that single image.K. S. Ernest (iFire) Lee
Move to a more graceful degradation 3d asset import model.
2021-05-20Change behavior of String.rightTomasz Chabora
2021-05-01Fix some tangent Color typos in GLTFAaron Franke
2021-04-27Core: Drop custom `copymem`/`zeromem` definesRémi Verschelde
We've been using standard C library functions `memcpy`/`memset` for these since 2016 with 67f65f66391327b2967a20a89c3627e1dd6e84eb. There was still the possibility for third-party platform ports to override the definitions with a custom header, but this doesn't seem useful anymore.
2021-04-15Merge pull request #47878 from clayjohn/rename-get_surface_materialRémi Verschelde
Rename get_surface_material to get_surface_override_material
2021-04-14Rename get_surface_material to get_surface_override_materialclayjohn
2021-04-13Export gltf2 normal textures correctly.K. S. Ernest (iFire) Lee
2021-04-05Style: Apply clang-tidy's `readability-braces-around-statements`Rémi Verschelde
2021-03-28Rename Texture.get_data() to get_image()Marcel Admiraal
2021-03-24Always have a name for gltf2 mesh, material and skins.K. S. Ernest (iFire) Lee
Co-authored-by: Lcbx <luc.courbariaux@gmail.com>
2021-03-18GLTF import: Prevent significant numerical errors in keyframe timesArdaE
Keyframe times shift slowly in imported animations, starting with a zero shift at the beginning and increasing and becoming erratic slowly farther into an animation, reaching significant levels at times after about 3 minutes into an animation. This commit fixes the issue by increasing the precision of the floating point numbers used for keyframe time calculations. Only the most significant cases that cause fast accumulation of errors over a short animation duration are fixed. Other cases that would have a marginal benefit from switching to double precision numbers are left for another PR/further analysis. Note that this change has no impact on the runtime performance of games/apps created using Godot. It only affects the GLTF importer. Fixes #47127.
2021-03-16Expand bone name possibilities.K. S. Ernest (iFire) Lee
2021-02-24Relaxes Node naming constraints in glTF documents to match the Editor.abaire
2021-02-08Initialize class/struct variables with default values in modules/Rafał Mikrut
2021-01-26Merge pull request #45435 from fire/gltf-node-anim-exportRémi Verschelde
Restore gltf node animation export.
2021-01-26Remove Quat set methods in favour of constructorsMarcel Admiraal
2021-01-24Restore gltf node animation export.K. S. Ernest (iFire) Lee
Misc style changes.
2021-01-22Make GLTF not depend on CSG or GridMapAaron Franke
2021-01-14fix gltf not importing files w/o bufferViews or accessorsFabian Stiewitz
2021-01-05glTF: Fix loading external images as bufferRémi Verschelde
We should first attempt loading as external files, thus creating a dependency. Loading as a buffer should only be used as fallback to support manually loading as PNG or JPEG depending on the defined mimeType. Fixes #44309, was a regression from #42504.
2021-01-01Update copyright statements to 2021Rémi Verschelde
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
2020-12-29Expose gltf2 eight weights.K. S. Ernest (iFire) Lee
2020-12-28Merge pull request #44586 from madmiraal/rename-stepifyRémi Verschelde
Rename Math::stepify to snapped
2020-12-28Fix GLTF after camera near and far rename mergeMarcel Admiraal
2020-12-28Rename Math::stepify to snappedMarcel Admiraal
2020-12-28Rename empty() to is_empty()Marcel Admiraal
2020-12-28Add missing "normalized" accessor property to glTF documentAdam Scott
2020-12-22Add exporting glTF2.K. S. Ernest (iFire) Lee
* Support KHR_texture_transform. * Support exporting glTF2 * Support exporting instanced scenes * Extract into a gltf state and gltf document * Add a tools menu for exporting gltf2