/*************************************************************************/ /* editor_scene_importer_gltf.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 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/file_access.h" #include "core/math/disjoint_set.h" #include "core/math/math_defs.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 *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 *r_missing_deps, Error *r_err) { Ref importer; importer.instance(); return importer->import_scene(p_path, p_flags, p_bake_fps, r_missing_deps, r_err, Ref()); } Ref EditorSceneImporterGLTF::import_animation(const String &p_path, uint32_t p_flags, int p_bake_fps) { return Ref(); } 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())); ClassDB::bind_method(D_METHOD("import_gltf_scene", "path", "flags", "bake_fps", "state"), &PackedSceneGLTF::import_gltf_scene, DEFVAL(0), DEFVAL(1000.0f), DEFVAL(Ref())); } Node *PackedSceneGLTF::import_gltf_scene(const String &p_path, uint32_t p_flags, float p_bake_fps, Ref r_state) { Error err = FAILED; List 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 *r_missing_deps, Error *r_err, Ref r_state) { if (r_state == Ref()) { r_state.instance(); } r_state->use_named_skin_binds = p_flags & EditorSceneImporter::IMPORT_USE_NAMED_SKIN_BINDS; Ref gltf_document; gltf_document.instance(); Error err = gltf_document->parse(r_state, p_path); if (r_err) { *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(root); } void PackedSceneGLTF::pack_gltf(String p_path, int32_t p_flags, real_t p_bake_fps, Ref r_state) { Error err = FAILED; List 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 *r_missing_deps, Error *r_err) { Error err = FAILED; if (r_err) { *r_err = err; } Ref gltf_document; gltf_document.instance(); Ref state; state.instance(); err = gltf_document->serialize(state, p_node, p_path); if (r_err) { *r_err = err; } } void PackedSceneGLTF::_build_parent_hierachy(Ref 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 deps; Error err; String path = p_path; int32_t flags = p_flags; real_t baked_fps = p_bake_fps; Ref 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; }