godot/modules/gltf/packed_scene_gltf.cpp

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/**************************************************************************/
/* packed_scene_gltf.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifdef TOOLS_ENABLED
#include "packed_scene_gltf.h"
#include "editor/import/resource_importer_scene.h"
#include "scene/3d/spatial.h"
#include "scene/animation/animation_player.h"
#include "scene/resources/mesh.h"
#include "gltf_document.h"
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", "compress_flags", "state"),
&PackedSceneGLTF::pack_gltf, DEFVAL(0), DEFVAL(1000.0f), DEFVAL(Mesh::ARRAY_COMPRESS_DEFAULT), DEFVAL(Ref<GLTFState>()));
ClassDB::bind_method(D_METHOD("import_gltf_scene", "path", "flags", "bake_fps", "compress_flags", "state"),
&PackedSceneGLTF::import_gltf_scene, DEFVAL(0), DEFVAL(1000.0f), DEFVAL(Mesh::ARRAY_COMPRESS_DEFAULT), DEFVAL(Ref<GLTFState>()));
}
Node *PackedSceneGLTF::import_gltf_scene(const String &p_path, uint32_t p_flags, float p_bake_fps, uint32_t p_compress_flags, Ref<GLTFState> r_state) {
Error err = FAILED;
List<String> deps;
return import_scene(p_path, p_flags, p_bake_fps, p_compress_flags, &deps, &err, r_state);
}
Node *PackedSceneGLTF::import_scene(const String &p_path, uint32_t p_flags,
int p_bake_fps, uint32_t p_compress_flags,
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;
r_state->use_legacy_names =
p_flags & EditorSceneImporter::IMPORT_USE_LEGACY_NAMES;
r_state->compress_flags = p_compress_flags;
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);
Spatial *root = memnew(Spatial);
if (r_state->use_legacy_names) {
root->set_name(gltf_document->_legacy_validate_node_name(r_state->scene_name));
} else {
root->set_name(r_state->scene_name);
}
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<Spatial>(root);
}
void PackedSceneGLTF::pack_gltf(String p_path, int32_t p_flags,
real_t p_bake_fps, uint32_t p_compress_flags, Ref<GLTFState> r_state) {
Error err = FAILED;
List<String> deps;
Node *root = import_scene(p_path, p_flags, p_bake_fps, p_compress_flags, &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;
}
#endif // TOOLS_ENABLED