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/*************************************************************************/
/* gltf_document.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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"
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# 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 "core/crypto/crypto_core.h"
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# include "core/error/error_macros.h"
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# include "core/io/dir_access.h"
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# include "core/io/file_access.h"
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# include "core/io/json.h"
# include "core/math/disjoint_set.h"
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# include "core/math/vector2.h"
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# include "core/variant/typed_array.h"
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# include "core/variant/variant.h"
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# include "core/version.h"
# include "core/version_hash.gen.h"
# include "drivers/png/png_driver_common.h"
# include "editor/import/resource_importer_scene.h"
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# include "scene/2d/node_2d.h"
# include "scene/3d/camera_3d.h"
# include "scene/3d/multimesh_instance_3d.h"
# include "scene/animation/animation_player.h"
# include "scene/resources/surface_tool.h"
# include "modules/modules_enabled.gen.h"
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# ifdef MODULE_CSG_ENABLED
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# include "modules/csg/csg_shape.h"
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# endif // MODULE_CSG_ENABLED
# ifdef MODULE_GRIDMAP_ENABLED
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# include "modules/gridmap/grid_map.h"
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# endif // MODULE_GRIDMAP_ENABLED
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# include <stdio.h>
# include <stdlib.h>
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# include <cstdint>
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# 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 ;
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elapsed_sec = Math : : snapped ( elapsed_sec , 0.01f ) ;
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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 ;
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if ( ! state - > scene_name . is_empty ( ) ) {
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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 ;
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array . resize ( f - > get_length ( ) ) ;
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f - > get_buffer ( array . ptrw ( ) , array . size ( ) ) ;
String text ;
text . parse_utf8 ( ( const char * ) array . ptr ( ) , array . size ( ) ) ;
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JSON json ;
err = json . parse ( text ) ;
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if ( err ! = OK ) {
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_err_print_error ( " " , p_path . utf8 ( ) . get_data ( ) , json . get_error_line ( ) , json . get_error_message ( ) . utf8 ( ) . get_data ( ) , ERR_HANDLER_SCRIPT ) ;
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return err ;
}
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state - > json = json . get_data ( ) ;
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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 ( ) ) ;
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JSON json ;
err = json . parse ( text ) ;
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if ( err ! = OK ) {
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_err_print_error ( " " , p_path . utf8 ( ) . get_data ( ) , json . get_error_line ( ) , json . get_error_message ( ) . utf8 ( ) . get_data ( ) , ERR_HANDLER_SCRIPT ) ;
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return err ;
}
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state - > json = json . get_data ( ) ;
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//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 ] ) ;
}
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static Array _quaternion_to_array ( const Quaternion & p_quaternion ) {
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Array array ;
array . resize ( 4 ) ;
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array [ 0 ] = p_quaternion . x ;
array [ 1 ] = p_quaternion . y ;
array [ 2 ] = p_quaternion . z ;
array [ 3 ] = p_quaternion . w ;
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return array ;
}
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static Quaternion _arr_to_quaternion ( const Array & p_array ) {
ERR_FAIL_COND_V ( p_array . size ( ) ! = 4 , Quaternion ( ) ) ;
return Quaternion ( p_array [ 0 ] , p_array [ 1 ] , p_array [ 2 ] , p_array [ 3 ] ) ;
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}
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static Transform3D _arr_to_xform ( const Array & p_array ) {
ERR_FAIL_COND_V ( p_array . size ( ) ! = 16 , Transform3D ( ) ) ;
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Transform3D xform ;
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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 ;
}
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static Vector < real_t > _xform_to_array ( const Transform3D p_transform ) {
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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 ;
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if ( ! n - > get_name ( ) . is_empty ( ) ) {
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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 ) {
}
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if ( n - > xform ! = Transform3D ( ) ) {
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node [ " matrix " ] = _xform_to_array ( n - > xform ) ;
}
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if ( ! n - > rotation . is_equal_approx ( Quaternion ( ) ) ) {
node [ " rotation " ] = _quaternion_to_array ( n - > rotation ) ;
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}
if ( ! n - > scale . is_equal_approx ( Vector3 ( 1.0f , 1.0f , 1.0f ) ) ) {
node [ " scale " ] = _vec3_to_arr ( n - > scale ) ;
}
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if ( ! n - > position . is_equal_approx ( Vector3 ( ) ) ) {
node [ " translation " ] = _vec3_to_arr ( n - > position ) ;
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}
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 : : _gen_unique_name ( Ref < GLTFState > state , const String & p_name ) {
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const String s_name = p_name . validate_node_name ( ) ;
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String name ;
int index = 1 ;
while ( true ) {
name = s_name ;
if ( index > 1 ) {
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name + = itos ( index ) ;
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}
if ( ! state - > unique_names . has ( name ) ) {
break ;
}
index + + ;
}
state - > unique_names . insert ( name ) ;
return name ;
}
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String GLTFDocument : : _sanitize_animation_name ( const String & p_name ) {
// Animations disallow the normal node invalid characters as well as "," and "["
// (See animation/animation_player.cpp::add_animation)
// TODO: Consider adding invalid_characters or a validate_animation_name to animation_player to mirror Node.
String name = p_name . validate_node_name ( ) ;
name = name . replace ( " , " , " " ) ;
name = name . replace ( " [ " , " " ) ;
return name ;
}
String GLTFDocument : : _gen_unique_animation_name ( Ref < GLTFState > state , const String & p_name ) {
const String s_name = _sanitize_animation_name ( p_name ) ;
String name ;
int index = 1 ;
while ( true ) {
name = s_name ;
if ( index > 1 ) {
name + = itos ( index ) ;
}
if ( ! state - > unique_animation_names . has ( name ) ) {
break ;
}
index + + ;
}
state - > unique_animation_names . insert ( name ) ;
return name ;
}
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String GLTFDocument : : _sanitize_bone_name ( const String & p_name ) {
String name = p_name ;
name = name . replace ( " : " , " _ " ) ;
name = name . replace ( " / " , " _ " ) ;
return name ;
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}
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 ) ;
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if ( s_name . is_empty ( ) ) {
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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 ] ) ;
}
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if ( s . has ( " name " ) & & ! String ( s [ " name " ] ) . is_empty ( ) & & ! ( ( String ) s [ " name " ] ) . begins_with ( " Scene " ) ) {
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state - > scene_name = _gen_unique_name ( state , s [ " name " ] ) ;
} else {
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state - > scene_name = _gen_unique_name ( state , state - > filename ) ;
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}
}
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 ;
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node . instantiate ( ) ;
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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 " ) ) {
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node - > position = _arr_to_vec3 ( n [ " translation " ] ) ;
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}
if ( n . has ( " rotation " ) ) {
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node - > rotation = _arr_to_quaternion ( n [ " rotation " ] ) ;
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}
if ( n . has ( " scale " ) ) {
node - > scale = _arr_to_vec3 ( n [ " scale " ] ) ;
}
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node - > xform . basis . set_quaternion_scale ( node - > rotation , node - > scale ) ;
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node - > xform . origin = node - > position ;
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}
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 > ( ) ) ;
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CharString substr = uri . substr ( start + 1 ) . ascii ( ) ;
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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 ) {
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if ( ! state - > json . has ( " bufferViews " ) ) {
return OK ;
}
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const Array & buffers = state - > json [ " bufferViews " ] ;
for ( GLTFBufferViewIndex i = 0 ; i < buffers . size ( ) ; i + + ) {
const Dictionary & d = buffers [ i ] ;
Ref < GLTFBufferView > buffer_view ;
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buffer_view . instantiate ( ) ;
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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 ;
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d [ " normalized " ] = accessor - > normalized ;
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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 ) {
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if ( p_string = = " SCALAR " ) {
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return GLTFDocument : : TYPE_SCALAR ;
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}
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if ( p_string = = " VEC2 " ) {
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return GLTFDocument : : TYPE_VEC2 ;
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}
if ( p_string = = " VEC3 " ) {
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return GLTFDocument : : TYPE_VEC3 ;
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}
if ( p_string = = " VEC4 " ) {
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return GLTFDocument : : TYPE_VEC4 ;
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}
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if ( p_string = = " MAT2 " ) {
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return GLTFDocument : : TYPE_MAT2 ;
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}
if ( p_string = = " MAT3 " ) {
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return GLTFDocument : : TYPE_MAT3 ;
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}
if ( p_string = = " MAT4 " ) {
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return GLTFDocument : : TYPE_MAT4 ;
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}
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ERR_FAIL_V ( GLTFDocument : : TYPE_SCALAR ) ;
}
Error GLTFDocument : : _parse_accessors ( Ref < GLTFState > state ) {
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if ( ! state - > json . has ( " accessors " ) ) {
return OK ;
}
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const Array & accessors = state - > json [ " accessors " ] ;
for ( GLTFAccessorIndex i = 0 ; i < accessors . size ( ) ; i + + ) {
const Dictionary & d = accessors [ i ] ;
Ref < GLTFAccessor > accessor ;
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accessor . instantiate ( ) ;
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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 " ] ;
}
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if ( d . has ( " normalized " ) ) {
accessor - > normalized = d [ " normalized " ] ;
}
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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 ;
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bv . instantiate ( ) ;
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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 ) ) ) ;
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memcpy ( gltf_buffer . ptrw ( ) + old_size , buffer . ptrw ( ) , buffer . size ( ) * sizeof ( int8_t ) ) ;
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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 ) ) ) ;
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memcpy ( gltf_buffer . ptrw ( ) + old_size , buffer . ptrw ( ) , buffer . size ( ) * sizeof ( int16_t ) ) ;
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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 ) ) ) ;
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memcpy ( gltf_buffer . ptrw ( ) + old_size , buffer . ptrw ( ) , buffer . size ( ) * sizeof ( uint16_t ) ) ;
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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 ) ) ) ;
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memcpy ( gltf_buffer . ptrw ( ) + old_size , buffer . ptrw ( ) , buffer . size ( ) * sizeof ( int32_t ) ) ;
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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 ) ) ) ;
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memcpy ( gltf_buffer . ptrw ( ) + old_size , buffer . ptrw ( ) , buffer . size ( ) * sizeof ( float ) ) ;
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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 ) ;
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if ( err ! = OK ) {
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return Vector < double > ( ) ;
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}
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} 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 ) ;
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if ( err ! = OK ) {
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return Vector < double > ( ) ;
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}
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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 ) ;
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if ( err ! = OK ) {
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return Vector < double > ( ) ;
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}
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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 + + ) {
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attribs . write [ i ] = Math : : snapped ( p_attribs [ i ] , 1.0 ) ;
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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 ;
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accessor . instantiate ( ) ;
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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 ;
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if ( attribs . size ( ) = = 0 ) {
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return ret ;
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}
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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 ;
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if ( attribs . size ( ) = = 0 ) {
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return ret ;
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}
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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 ] ;
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attribs . write [ ( i * element_count ) + 0 ] = Math : : snapped ( attrib . x , CMP_NORMALIZE_TOLERANCE ) ;
attribs . write [ ( i * element_count ) + 1 ] = Math : : snapped ( attrib . y , CMP_NORMALIZE_TOLERANCE ) ;
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_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 ;
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accessor . instantiate ( ) ;
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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 ] ;
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attribs . write [ ( i * element_count ) + 0 ] = Math : : snapped ( attrib . r , CMP_NORMALIZE_TOLERANCE ) ;
attribs . write [ ( i * element_count ) + 1 ] = Math : : snapped ( attrib . g , CMP_NORMALIZE_TOLERANCE ) ;
attribs . write [ ( i * element_count ) + 2 ] = Math : : snapped ( attrib . b , CMP_NORMALIZE_TOLERANCE ) ;
attribs . write [ ( i * element_count ) + 3 ] = Math : : snapped ( attrib . a , CMP_NORMALIZE_TOLERANCE ) ;
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_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 ;
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accessor . instantiate ( ) ;
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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 ] ;
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attribs . write [ ( i * element_count ) + 0 ] = Math : : snapped ( attrib . r , CMP_NORMALIZE_TOLERANCE ) ;
attribs . write [ ( i * element_count ) + 1 ] = Math : : snapped ( attrib . g , CMP_NORMALIZE_TOLERANCE ) ;
attribs . write [ ( i * element_count ) + 2 ] = Math : : snapped ( attrib . b , CMP_NORMALIZE_TOLERANCE ) ;
attribs . write [ ( i * element_count ) + 3 ] = Math : : snapped ( attrib . a , CMP_NORMALIZE_TOLERANCE ) ;
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_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 ;
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accessor . instantiate ( ) ;
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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 ] ;
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attribs . write [ ( i * element_count ) + 0 ] = Math : : snapped ( attrib . r , CMP_NORMALIZE_TOLERANCE ) ;
attribs . write [ ( i * element_count ) + 1 ] = Math : : snapped ( attrib . g , CMP_NORMALIZE_TOLERANCE ) ;
attribs . write [ ( i * element_count ) + 2 ] = Math : : snapped ( attrib . b , CMP_NORMALIZE_TOLERANCE ) ;
attribs . write [ ( i * element_count ) + 3 ] = Math : : snapped ( attrib . a , CMP_NORMALIZE_TOLERANCE ) ;
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_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 ;
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accessor . instantiate ( ) ;
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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 ;
}
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GLTFAccessorIndex GLTFDocument : : _encode_accessor_as_quaternions ( Ref < GLTFState > state , const Vector < Quaternion > p_attribs , const bool p_for_vertex ) {
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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 + + ) {
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Quaternion quaternion = p_attribs [ i ] ;
attribs . write [ ( i * element_count ) + 0 ] = Math : : snapped ( quaternion . x , CMP_NORMALIZE_TOLERANCE ) ;
attribs . write [ ( i * element_count ) + 1 ] = Math : : snapped ( quaternion . y , CMP_NORMALIZE_TOLERANCE ) ;
attribs . write [ ( i * element_count ) + 2 ] = Math : : snapped ( quaternion . z , CMP_NORMALIZE_TOLERANCE ) ;
attribs . write [ ( i * element_count ) + 3 ] = Math : : snapped ( quaternion . w , CMP_NORMALIZE_TOLERANCE ) ;
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_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 ;
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accessor . instantiate ( ) ;
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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 ;
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if ( attribs . size ( ) = = 0 ) {
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return ret ;
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}
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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 + + ) {
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attribs . write [ i ] = Math : : snapped ( p_attribs [ i ] , CMP_NORMALIZE_TOLERANCE ) ;
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_calc_accessor_min_max ( i , element_count , type_max , attribs , type_min ) ;
}
ERR_FAIL_COND_V ( ! attribs . size ( ) , - 1 ) ;
Ref < GLTFAccessor > accessor ;
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accessor . instantiate ( ) ;
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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 ] ;
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attribs . write [ ( i * element_count ) + 0 ] = Math : : snapped ( attrib . x , CMP_NORMALIZE_TOLERANCE ) ;
attribs . write [ ( i * element_count ) + 1 ] = Math : : snapped ( attrib . y , CMP_NORMALIZE_TOLERANCE ) ;
attribs . write [ ( i * element_count ) + 2 ] = Math : : snapped ( attrib . z , CMP_NORMALIZE_TOLERANCE ) ;
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_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 ;
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accessor . instantiate ( ) ;
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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 ;
}
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GLTFAccessorIndex GLTFDocument : : _encode_accessor_as_xform ( Ref < GLTFState > state , const Vector < Transform3D > p_attribs , const bool p_for_vertex ) {
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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 + + ) {
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Transform3D attrib = p_attribs [ i ] ;
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Basis basis = attrib . get_basis ( ) ;
Vector3 axis_0 = basis . get_axis ( Vector3 : : AXIS_X ) ;
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attribs . write [ i * element_count + 0 ] = Math : : snapped ( axis_0 . x , CMP_NORMALIZE_TOLERANCE ) ;
attribs . write [ i * element_count + 1 ] = Math : : snapped ( axis_0 . y , CMP_NORMALIZE_TOLERANCE ) ;
attribs . write [ i * element_count + 2 ] = Math : : snapped ( axis_0 . z , CMP_NORMALIZE_TOLERANCE ) ;
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attribs . write [ i * element_count + 3 ] = 0.0 ;
Vector3 axis_1 = basis . get_axis ( Vector3 : : AXIS_Y ) ;
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attribs . write [ i * element_count + 4 ] = Math : : snapped ( axis_1 . x , CMP_NORMALIZE_TOLERANCE ) ;
attribs . write [ i * element_count + 5 ] = Math : : snapped ( axis_1 . y , CMP_NORMALIZE_TOLERANCE ) ;
attribs . write [ i * element_count + 6 ] = Math : : snapped ( axis_1 . z , CMP_NORMALIZE_TOLERANCE ) ;
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attribs . write [ i * element_count + 7 ] = 0.0 ;
Vector3 axis_2 = basis . get_axis ( Vector3 : : AXIS_Z ) ;
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attribs . write [ i * element_count + 8 ] = Math : : snapped ( axis_2 . x , CMP_NORMALIZE_TOLERANCE ) ;
attribs . write [ i * element_count + 9 ] = Math : : snapped ( axis_2 . y , CMP_NORMALIZE_TOLERANCE ) ;
attribs . write [ i * element_count + 10 ] = Math : : snapped ( axis_2 . z , CMP_NORMALIZE_TOLERANCE ) ;
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attribs . write [ i * element_count + 11 ] = 0.0 ;
Vector3 origin = attrib . get_origin ( ) ;
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attribs . write [ i * element_count + 12 ] = Math : : snapped ( origin . x , CMP_NORMALIZE_TOLERANCE ) ;
attribs . write [ i * element_count + 13 ] = Math : : snapped ( origin . y , CMP_NORMALIZE_TOLERANCE ) ;
attribs . write [ i * element_count + 14 ] = Math : : snapped ( origin . z , CMP_NORMALIZE_TOLERANCE ) ;
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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 ;
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accessor . instantiate ( ) ;
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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 ;
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if ( attribs . size ( ) = = 0 ) {
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return ret ;
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}
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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 ;
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if ( attribs . size ( ) = = 0 ) {
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return ret ;
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}
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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 ;
}
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Vector < Quaternion > GLTFDocument : : _decode_accessor_as_quaternion ( Ref < GLTFState > state , const GLTFAccessorIndex p_accessor , const bool p_for_vertex ) {
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const Vector < double > attribs = _decode_accessor ( state , p_accessor , p_for_vertex ) ;
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Vector < Quaternion > ret ;
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if ( attribs . size ( ) = = 0 ) {
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return ret ;
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}
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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 + + ) {
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ret . write [ i ] = Quaternion ( attribs_ptr [ i * 4 + 0 ] , attribs_ptr [ i * 4 + 1 ] , attribs_ptr [ i * 4 + 2 ] , attribs_ptr [ i * 4 + 3 ] ) . normalized ( ) ;
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}
}
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 ;
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if ( attribs . size ( ) = = 0 ) {
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return ret ;
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}
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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 ;
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if ( attribs . size ( ) = = 0 ) {
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return ret ;
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}
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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 ;
}
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Vector < Transform3D > GLTFDocument : : _decode_accessor_as_xform ( Ref < GLTFState > state , const GLTFAccessorIndex p_accessor , const bool p_for_vertex ) {
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const Vector < double > attribs = _decode_accessor ( state , p_accessor , p_for_vertex ) ;
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Vector < Transform3D > ret ;
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if ( attribs . size ( ) = = 0 ) {
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return ret ;
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}
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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 ) ;
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uint32_t format = import_mesh - > get_surface_format ( surface_i ) ;
int32_t vertex_num = 0 ;
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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 ) ;
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vertex_num = a . size ( ) ;
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}
{
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 ) ;
}
}
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for ( int custom_i = 0 ; custom_i < 3 ; custom_i + + ) {
Vector < float > a = array [ Mesh : : ARRAY_CUSTOM0 + custom_i ] ;
if ( a . size ( ) ) {
int num_channels = 4 ;
int custom_shift = Mesh : : ARRAY_FORMAT_CUSTOM0_SHIFT + custom_i * Mesh : : ARRAY_FORMAT_CUSTOM_BITS ;
switch ( ( format > > custom_shift ) & Mesh : : ARRAY_FORMAT_CUSTOM_MASK ) {
case Mesh : : ARRAY_CUSTOM_R_FLOAT :
num_channels = 1 ;
break ;
case Mesh : : ARRAY_CUSTOM_RG_FLOAT :
num_channels = 2 ;
break ;
case Mesh : : ARRAY_CUSTOM_RGB_FLOAT :
num_channels = 3 ;
break ;
case Mesh : : ARRAY_CUSTOM_RGBA_FLOAT :
num_channels = 4 ;
break ;
}
int texcoord_i = 2 + 2 * custom_i ;
String gltf_texcoord_key ;
for ( int prev_texcoord_i = 0 ; prev_texcoord_i < texcoord_i ; prev_texcoord_i + + ) {
gltf_texcoord_key = vformat ( " TEXCOORD_%d " , prev_texcoord_i ) ;
if ( ! attributes . has ( gltf_texcoord_key ) ) {
Vector < Vector2 > empty ;
empty . resize ( vertex_num ) ;
attributes [ gltf_texcoord_key ] = _encode_accessor_as_vec2 ( state , empty , true ) ;
}
}
LocalVector < Vector2 > first_channel ;
first_channel . resize ( vertex_num ) ;
LocalVector < Vector2 > second_channel ;
second_channel . resize ( vertex_num ) ;
for ( int32_t vert_i = 0 ; vert_i < vertex_num ; vert_i + + ) {
float u = a [ vert_i * num_channels + 0 ] ;
float v = ( num_channels = = 1 ? 0.0f : a [ vert_i * num_channels + 1 ] ) ;
first_channel [ vert_i ] = Vector2 ( u , v ) ;
u = 0 ;
v = 0 ;
if ( num_channels > = 3 ) {
u = a [ vert_i * num_channels + 2 ] ;
v = ( num_channels = = 3 ? 0.0f : a [ vert_i * num_channels + 3 ] ) ;
second_channel [ vert_i ] = Vector2 ( u , v ) ;
}
}
gltf_texcoord_key = vformat ( " TEXCOORD_%d " , texcoord_i ) ;
attributes [ gltf_texcoord_key ] = _encode_accessor_as_vec2 ( state , first_channel , true ) ;
gltf_texcoord_key = vformat ( " TEXCOORD_%d " , texcoord_i + 1 ) ;
attributes [ gltf_texcoord_key ] = _encode_accessor_as_vec2 ( state , second_channel , true ) ;
}
}
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{
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 ;
}
}
{
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const Array & a = array [ Mesh : : ARRAY_BONES ] ;
const Vector < Vector3 > & vertex_array = array [ Mesh : : ARRAY_VERTEX ] ;
if ( ( a . size ( ) / JOINT_GROUP_SIZE ) = = vertex_array . size ( ) ) {
const int ret_size = a . size ( ) / JOINT_GROUP_SIZE ;
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Vector < Color > attribs ;
attribs . resize ( ret_size ) ;
{
for ( int array_i = 0 ; array_i < attribs . size ( ) ; array_i + + ) {
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int32_t joint_0 = a [ ( array_i * JOINT_GROUP_SIZE ) + 0 ] ;
int32_t joint_1 = a [ ( array_i * JOINT_GROUP_SIZE ) + 1 ] ;
int32_t joint_2 = a [ ( array_i * JOINT_GROUP_SIZE ) + 2 ] ;
int32_t joint_3 = a [ ( array_i * JOINT_GROUP_SIZE ) + 3 ] ;
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attribs . write [ array_i ] = Color ( joint_0 , joint_1 , joint_2 , joint_3 ) ;
}
}
attributes [ " JOINTS_0 " ] = _encode_accessor_as_joints ( state , attribs , true ) ;
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} else if ( ( a . size ( ) / ( JOINT_GROUP_SIZE * 2 ) ) > = vertex_array . size ( ) ) {
Vector < Color > joints_0 ;
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joints_0 . resize ( vertex_num ) ;
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Vector < Color > joints_1 ;
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joints_1 . resize ( vertex_num ) ;
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int32_t weights_8_count = JOINT_GROUP_SIZE * 2 ;
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for ( int32_t vertex_i = 0 ; vertex_i < vertex_num ; vertex_i + + ) {
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Color joint_0 ;
joint_0 . r = a [ vertex_i * weights_8_count + 0 ] ;
joint_0 . g = a [ vertex_i * weights_8_count + 1 ] ;
joint_0 . b = a [ vertex_i * weights_8_count + 2 ] ;
joint_0 . a = a [ vertex_i * weights_8_count + 3 ] ;
joints_0 . write [ vertex_i ] = joint_0 ;
Color joint_1 ;
joint_1 . r = a [ vertex_i * weights_8_count + 4 ] ;
joint_1 . g = a [ vertex_i * weights_8_count + 5 ] ;
joint_1 . b = a [ vertex_i * weights_8_count + 6 ] ;
joint_1 . a = a [ vertex_i * weights_8_count + 7 ] ;
joints_1 . write [ vertex_i ] = joint_1 ;
}
attributes [ " JOINTS_0 " ] = _encode_accessor_as_joints ( state , joints_0 , true ) ;
attributes [ " JOINTS_1 " ] = _encode_accessor_as_joints ( state , joints_1 , true ) ;
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}
}
{
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const Array & a = array [ Mesh : : ARRAY_WEIGHTS ] ;
const Vector < Vector3 > & vertex_array = array [ Mesh : : ARRAY_VERTEX ] ;
if ( ( a . size ( ) / JOINT_GROUP_SIZE ) = = vertex_array . size ( ) ) {
const int ret_size = a . size ( ) / JOINT_GROUP_SIZE ;
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Vector < Color > attribs ;
attribs . resize ( ret_size ) ;
for ( int i = 0 ; i < ret_size ; i + + ) {
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attribs . write [ i ] = Color ( a [ ( i * JOINT_GROUP_SIZE ) + 0 ] , a [ ( i * JOINT_GROUP_SIZE ) + 1 ] , a [ ( i * JOINT_GROUP_SIZE ) + 2 ] , a [ ( i * JOINT_GROUP_SIZE ) + 3 ] ) ;
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}
attributes [ " WEIGHTS_0 " ] = _encode_accessor_as_weights ( state , attribs , true ) ;
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} else if ( ( a . size ( ) / ( JOINT_GROUP_SIZE * 2 ) ) > = vertex_array . size ( ) ) {
Vector < Color > weights_0 ;
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weights_0 . resize ( vertex_num ) ;
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Vector < Color > weights_1 ;
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weights_1 . resize ( vertex_num ) ;
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int32_t weights_8_count = JOINT_GROUP_SIZE * 2 ;
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for ( int32_t vertex_i = 0 ; vertex_i < vertex_num ; vertex_i + + ) {
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Color weight_0 ;
weight_0 . r = a [ vertex_i * weights_8_count + 0 ] ;
weight_0 . g = a [ vertex_i * weights_8_count + 1 ] ;
weight_0 . b = a [ vertex_i * weights_8_count + 2 ] ;
weight_0 . a = a [ vertex_i * weights_8_count + 3 ] ;
weights_0 . write [ vertex_i ] = weight_0 ;
Color weight_1 ;
weight_1 . r = a [ vertex_i * weights_8_count + 4 ] ;
weight_1 . g = a [ vertex_i * weights_8_count + 5 ] ;
weight_1 . b = a [ vertex_i * weights_8_count + 6 ] ;
weight_1 . a = a [ vertex_i * weights_8_count + 7 ] ;
weights_1 . write [ vertex_i ] = weight_1 ;
}
attributes [ " WEIGHTS_0 " ] = _encode_accessor_as_weights ( state , weights_0 , true ) ;
attributes [ " WEIGHTS_1 " ] = _encode_accessor_as_weights ( state , weights_1 , true ) ;
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}
}
{
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 ;
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st . instantiate ( ) ;
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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 ] ;
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tangent . g = tarr [ ( i * 4 ) + 1 ] ;
tangent . b = tarr [ ( i * 4 ) + 2 ] ;
tangent . a = tarr [ ( i * 4 ) + 3 ] ;
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}
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 + + ) {
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real_t weight = 0.0 ;
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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 ;
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mesh . instantiate ( ) ;
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bool has_vertex_color = false ;
ERR_FAIL_COND_V ( ! d . has ( " primitives " ) , ERR_PARSE_ERROR ) ;
Array primitives = d [ " primitives " ] ;
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const Dictionary & extras = d . has ( " extras " ) ? ( Dictionary ) d [ " extras " ] :
Dictionary ( ) ;
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Ref < EditorSceneImporterMesh > import_mesh ;
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import_mesh . instantiate ( ) ;
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String mesh_name = " mesh " ;
if ( d . has ( " name " ) & & ! String ( d [ " name " ] ) . is_empty ( ) ) {
mesh_name = d [ " name " ] ;
}
import_mesh - > set_name ( _gen_unique_name ( state , vformat ( " %s_%s " , state - > scene_name , mesh_name ) ) ) ;
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for ( int j = 0 ; j < primitives . size ( ) ; j + + ) {
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uint32_t flags = 0 ;
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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 ) ;
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int32_t vertex_num = 0 ;
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if ( a . has ( " POSITION " ) ) {
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PackedVector3Array vertices = _decode_accessor_as_vec3 ( state , a [ " POSITION " ] , true ) ;
array [ Mesh : : ARRAY_VERTEX ] = vertices ;
vertex_num = vertices . size ( ) ;
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}
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 ) ;
}
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for ( int custom_i = 0 ; custom_i < 3 ; custom_i + + ) {
Vector < float > cur_custom ;
Vector < Vector2 > texcoord_first ;
Vector < Vector2 > texcoord_second ;
int texcoord_i = 2 + 2 * custom_i ;
String gltf_texcoord_key = vformat ( " TEXCOORD_%d " , texcoord_i ) ;
int num_channels = 0 ;
if ( a . has ( gltf_texcoord_key ) ) {
texcoord_first = _decode_accessor_as_vec2 ( state , a [ gltf_texcoord_key ] , true ) ;
num_channels = 2 ;
}
gltf_texcoord_key = vformat ( " TEXCOORD_%d " , texcoord_i + 1 ) ;
if ( a . has ( gltf_texcoord_key ) ) {
texcoord_second = _decode_accessor_as_vec2 ( state , a [ gltf_texcoord_key ] , true ) ;
num_channels = 4 ;
}
if ( ! num_channels ) {
break ;
}
if ( num_channels = = 2 | | num_channels = = 4 ) {
cur_custom . resize ( vertex_num * num_channels ) ;
for ( int32_t uv_i = 0 ; uv_i < texcoord_first . size ( ) & & uv_i < vertex_num ; uv_i + + ) {
cur_custom . write [ uv_i * num_channels + 0 ] = texcoord_first [ uv_i ] . x ;
cur_custom . write [ uv_i * num_channels + 1 ] = texcoord_first [ uv_i ] . y ;
}
// Vector.resize seems to not zero-initialize. Ensure all unused elements are 0:
for ( int32_t uv_i = texcoord_first . size ( ) ; uv_i < vertex_num ; uv_i + + ) {
cur_custom . write [ uv_i * num_channels + 0 ] = 0 ;
cur_custom . write [ uv_i * num_channels + 1 ] = 0 ;
}
}
if ( num_channels = = 4 ) {
for ( int32_t uv_i = 0 ; uv_i < texcoord_second . size ( ) & & uv_i < vertex_num ; uv_i + + ) {
// num_channels must be 4
cur_custom . write [ uv_i * num_channels + 2 ] = texcoord_second [ uv_i ] . x ;
cur_custom . write [ uv_i * num_channels + 3 ] = texcoord_second [ uv_i ] . y ;
}
// Vector.resize seems to not zero-initialize. Ensure all unused elements are 0:
for ( int32_t uv_i = texcoord_second . size ( ) ; uv_i < vertex_num ; uv_i + + ) {
cur_custom . write [ uv_i * num_channels + 2 ] = 0 ;
cur_custom . write [ uv_i * num_channels + 3 ] = 0 ;
}
}
if ( cur_custom . size ( ) > 0 ) {
array [ Mesh : : ARRAY_CUSTOM0 + custom_i ] = cur_custom ;
int custom_shift = Mesh : : ARRAY_FORMAT_CUSTOM0_SHIFT + custom_i * Mesh : : ARRAY_FORMAT_CUSTOM_BITS ;
if ( num_channels = = 2 ) {
flags | = Mesh : : ARRAY_CUSTOM_RG_FLOAT < < custom_shift ;
} else {
flags | = Mesh : : ARRAY_CUSTOM_RGBA_FLOAT < < custom_shift ;
}
}
}
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if ( a . has ( " COLOR_0 " ) ) {
array [ Mesh : : ARRAY_COLOR ] = _decode_accessor_as_color ( state , a [ " COLOR_0 " ] , true ) ;
has_vertex_color = true ;
}
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if ( a . has ( " JOINTS_0 " ) & & ! a . has ( " JOINTS_1 " ) ) {
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array [ Mesh : : ARRAY_BONES ] = _decode_accessor_as_ints ( state , a [ " JOINTS_0 " ] , true ) ;
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} else if ( a . has ( " JOINTS_0 " ) & & a . has ( " JOINTS_1 " ) ) {
PackedInt32Array joints_0 = _decode_accessor_as_ints ( state , a [ " JOINTS_0 " ] , true ) ;
PackedInt32Array joints_1 = _decode_accessor_as_ints ( state , a [ " JOINTS_1 " ] , true ) ;
ERR_FAIL_COND_V ( joints_0 . size ( ) ! = joints_0 . size ( ) , ERR_INVALID_DATA ) ;
int32_t weight_8_count = JOINT_GROUP_SIZE * 2 ;
Vector < int > joints ;
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joints . resize ( vertex_num * weight_8_count ) ;
for ( int32_t vertex_i = 0 ; vertex_i < vertex_num ; vertex_i + + ) {
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joints . write [ vertex_i * weight_8_count + 0 ] = joints_0 [ vertex_i * JOINT_GROUP_SIZE + 0 ] ;
joints . write [ vertex_i * weight_8_count + 1 ] = joints_0 [ vertex_i * JOINT_GROUP_SIZE + 1 ] ;
joints . write [ vertex_i * weight_8_count + 2 ] = joints_0 [ vertex_i * JOINT_GROUP_SIZE + 2 ] ;
joints . write [ vertex_i * weight_8_count + 3 ] = joints_0 [ vertex_i * JOINT_GROUP_SIZE + 3 ] ;
joints . write [ vertex_i * weight_8_count + 4 ] = joints_1 [ vertex_i * JOINT_GROUP_SIZE + 0 ] ;
joints . write [ vertex_i * weight_8_count + 5 ] = joints_1 [ vertex_i * JOINT_GROUP_SIZE + 1 ] ;
joints . write [ vertex_i * weight_8_count + 6 ] = joints_1 [ vertex_i * JOINT_GROUP_SIZE + 2 ] ;
joints . write [ vertex_i * weight_8_count + 7 ] = joints_1 [ vertex_i * JOINT_GROUP_SIZE + 3 ] ;
}
array [ Mesh : : ARRAY_BONES ] = joints ;
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}
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if ( a . has ( " WEIGHTS_0 " ) & & ! a . has ( " WEIGHTS_1 " ) ) {
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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 ;
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} else if ( a . has ( " WEIGHTS_0 " ) & & a . has ( " WEIGHTS_1 " ) ) {
Vector < float > weights_0 = _decode_accessor_as_floats ( state , a [ " WEIGHTS_0 " ] , true ) ;
Vector < float > weights_1 = _decode_accessor_as_floats ( state , a [ " WEIGHTS_1 " ] , true ) ;
Vector < float > weights ;
ERR_FAIL_COND_V ( weights_0 . size ( ) ! = weights_1 . size ( ) , ERR_INVALID_DATA ) ;
int32_t weight_8_count = JOINT_GROUP_SIZE * 2 ;
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weights . resize ( vertex_num * weight_8_count ) ;
for ( int32_t vertex_i = 0 ; vertex_i < vertex_num ; vertex_i + + ) {
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weights . write [ vertex_i * weight_8_count + 0 ] = weights_0 [ vertex_i * JOINT_GROUP_SIZE + 0 ] ;
weights . write [ vertex_i * weight_8_count + 1 ] = weights_0 [ vertex_i * JOINT_GROUP_SIZE + 1 ] ;
weights . write [ vertex_i * weight_8_count + 2 ] = weights_0 [ vertex_i * JOINT_GROUP_SIZE + 2 ] ;
weights . write [ vertex_i * weight_8_count + 3 ] = weights_0 [ vertex_i * JOINT_GROUP_SIZE + 3 ] ;
weights . write [ vertex_i * weight_8_count + 4 ] = weights_1 [ vertex_i * JOINT_GROUP_SIZE + 0 ] ;
weights . write [ vertex_i * weight_8_count + 5 ] = weights_1 [ vertex_i * JOINT_GROUP_SIZE + 1 ] ;
weights . write [ vertex_i * weight_8_count + 6 ] = weights_1 [ vertex_i * JOINT_GROUP_SIZE + 2 ] ;
weights . write [ vertex_i * weight_8_count + 7 ] = weights_1 [ vertex_i * JOINT_GROUP_SIZE + 3 ] ;
}
{ //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 + = weight_8_count ) {
float total = 0.0 ;
total + = w [ k + 0 ] ;
total + = w [ k + 1 ] ;
total + = w [ k + 2 ] ;
total + = w [ k + 3 ] ;
total + = w [ k + 4 ] ;
total + = w [ k + 5 ] ;
total + = w [ k + 6 ] ;
total + = w [ k + 7 ] ;
if ( total > 0.0 ) {
w [ k + 0 ] / = total ;
w [ k + 1 ] / = total ;
w [ k + 2 ] / = total ;
w [ k + 3 ] / = total ;
w [ k + 4 ] / = total ;
w [ k + 5 ] / = total ;
w [ k + 6 ] / = total ;
w [ k + 7 ] / = total ;
}
}
}
array [ Mesh : : ARRAY_WEIGHTS ] = weights ;
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}
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 ;
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st . instantiate ( ) ;
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st - > create_from_triangle_arrays ( array ) ;
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if ( a . has ( " JOINTS_0 " ) & & a . has ( " JOINTS_1 " ) ) {
st - > set_skin_weight_count ( SurfaceTool : : SKIN_8_WEIGHTS ) ;
}
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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 ;
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st . instantiate ( ) ;
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st - > create_from_triangle_arrays ( array_copy ) ;
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if ( a . has ( " JOINTS_0 " ) & & a . has ( " JOINTS_1 " ) ) {
st - > set_skin_weight_count ( SurfaceTool : : SKIN_8_WEIGHTS ) ;
}
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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 ;
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mat3d . instantiate ( ) ;
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mat3d - > set_flag ( BaseMaterial3D : : FLAG_ALBEDO_FROM_VERTEX_COLOR , true ) ;
mat = mat3d ;
}
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import_mesh - > add_surface ( primitive , array , morphs , Dictionary ( ) , mat , mat . is_valid ( ) ? mat - > get_name ( ) : String ( ) , flags ) ;
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}
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 + + ) {
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if ( j > = blend_weights . size ( ) ) {
break ;
}
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blend_weights . write [ j ] = weights [ j ] ;
}
}
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mesh - > set_blend_weights ( blend_weights ) ;
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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 ( ) ) ;
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Ref < Image > image = state - > images [ i ] - > get_image ( ) ;
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ERR_CONTINUE ( image . is_null ( ) ) ;
if ( p_path . to_lower ( ) . ends_with ( " glb " ) ) {
GLTFBufferViewIndex bvi ;
Ref < GLTFBufferView > bv ;
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bv . instantiate ( ) ;
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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 ( ) ) {
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image = img_tex - > get_image ( ) ;
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}
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 ) ;
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memcpy ( & state - > buffers . write [ bi ] . write [ bv - > byte_offset ] , buffer . ptr ( ) , buffer . size ( ) ) ;
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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 ( ) ;
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if ( name . is_empty ( ) ) {
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name = itos ( i ) ;
}
name = _gen_unique_name ( state , name ) ;
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name = name . pad_zeros ( 3 ) + " .png " ;
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String texture_dir = " textures " ;
String new_texture_dir = p_path . get_base_dir ( ) + " / " + texture_dir ;
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DirAccessRef da = DirAccess : : open ( p_path . get_base_dir ( ) ) ;
if ( ! da - > dir_exists ( new_texture_dir ) ) {
da - > make_dir ( new_texture_dir ) ;
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}
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.
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if ( mimetype . is_empty ( ) ) {
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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.
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uri = uri . uri_decode ( ) ;
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uri = p_base_path . plus_file ( uri ) . replace ( " \\ " , " / " ) ; // Fix for Windows.
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// ResourceLoader will rely on the file extension to use the relevant loader.
// The spec says that if mimeType is defined, it should take precedence (e.g.
// there could be a `.png` image which is actually JPEG), but there's no easy
// API for that in Godot, so we'd have to load as a buffer (i.e. embedded in
// the material), so we do this only as fallback.
Ref < Texture2D > texture = ResourceLoader : : load ( uri ) ;
if ( texture . is_valid ( ) ) {
state - > images . push_back ( texture ) ;
continue ;
} else if ( mimetype = = " image/png " | | mimetype = = " image/jpeg " ) {
// Fallback to loading as byte array.
// This enables us to support the spec's requirement that we honor mimetype
// regardless of file URI.
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data = FileAccess : : get_file_as_array ( uri ) ;
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if ( data . size ( ) = = 0 ) {
WARN_PRINT ( vformat ( " glTF: Image index '%d' couldn't be loaded as a buffer of MIME type '%s' from URI: %s. Skipping it. " , i , mimetype , uri ) ) ;
state - > images . push_back ( Ref < Texture2D > ( ) ) ; // Placeholder to keep count.
continue ;
}
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data_ptr = data . ptr ( ) ;
data_size = data . size ( ) ;
} else {
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WARN_PRINT ( vformat ( " glTF: Image index '%d' couldn't be loaded from URI: %s. Skipping it. " , i , uri ) ) ;
state - > images . push_back ( Ref < Texture2D > ( ) ) ; // Placeholder to keep count.
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continue ;
}
}
} else if ( d . has ( " bufferView " ) ) {
// Handles the third bullet point from the spec (bufferView).
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ERR_FAIL_COND_V_MSG ( mimetype . is_empty ( ) , ERR_FILE_CORRUPT ,
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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 ;
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// First we honor the mime types if they were defined.
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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 ) ;
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}
// If we didn't pass the above tests, we attempt loading as PNG and then
// JPEG directly.
// This covers URIs with base64-encoded data with application/* type but
// no optional mimeType property, or bufferViews with a bogus mimeType
// (e.g. `image/jpeg` but the data is actually PNG).
// That's not *exactly* what the spec mandates but this lets us be
// lenient with bogus glb files which do exist in production.
if ( img . is_null ( ) ) { // Try PNG first.
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ERR_FAIL_COND_V ( Image : : _png_mem_loader_func = = nullptr , ERR_UNAVAILABLE ) ;
img = Image : : _png_mem_loader_func ( data_ptr , data_size ) ;
}
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if ( img . is_null ( ) ) { // And then JPEG.
ERR_FAIL_COND_V ( Image : : _jpg_mem_loader_func = = nullptr , ERR_UNAVAILABLE ) ;
img = Image : : _jpg_mem_loader_func ( data_ptr , data_size ) ;
}
// Now we've done our best, fix your scenes.
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if ( img . is_null ( ) ) {
ERR_PRINT ( vformat ( " glTF: Couldn't load image index '%d' with its given mimetype: %s. " , i , mimetype ) ) ;
state - > images . push_back ( Ref < Texture2D > ( ) ) ;
continue ;
}
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Ref < ImageTexture > t ;
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t . instantiate ( ) ;
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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 ) {
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if ( ! state - > json . has ( " textures " ) ) {
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return OK ;
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}
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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 ;
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t . instantiate ( ) ;
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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 ;
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gltf_texture . instantiate ( ) ;
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ERR_FAIL_COND_V ( p_texture - > get_image ( ) . is_null ( ) , - 1 ) ;
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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 ;
}
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if ( ! material - > get_name ( ) . is_empty ( ) ) {
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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 ;
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if ( albedo_texture . is_valid ( ) & & albedo_texture - > get_image ( ) . is_valid ( ) ) {
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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 ( ) ;
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bool has_roughness = material - > get_texture ( BaseMaterial3D : : TEXTURE_ROUGHNESS ) . is_valid ( ) & & material - > get_texture ( BaseMaterial3D : : TEXTURE_ROUGHNESS ) - > get_image ( ) . is_valid ( ) ;
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bool has_ao = material - > get_feature ( BaseMaterial3D : : FEATURE_AMBIENT_OCCLUSION ) & & material - > get_texture ( BaseMaterial3D : : TEXTURE_AMBIENT_OCCLUSION ) . is_valid ( ) ;
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bool has_metalness = material - > get_texture ( BaseMaterial3D : : TEXTURE_METALLIC ) . is_valid ( ) & & material - > get_texture ( BaseMaterial3D : : TEXTURE_METALLIC ) - > get_image ( ) . is_valid ( ) ;
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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 ;
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orm_texture . instantiate ( ) ;
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Ref < Image > orm_image ;
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orm_image . instantiate ( ) ;
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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 ( ) ;
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ao_image = ao_texture - > get_image ( ) ;
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Ref < ImageTexture > img_tex = ao_image ;
if ( img_tex . is_valid ( ) ) {
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ao_image = img_tex - > get_image ( ) ;
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}
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 ( ) ;
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roughness_image = roughness_texture - > get_image ( ) ;
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Ref < ImageTexture > img_tex = roughness_image ;
if ( img_tex . is_valid ( ) ) {
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roughness_image = img_tex - > get_image ( ) ;
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}
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 ( ) ;
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metallness_image = metallic_texture - > get_image ( ) ;
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Ref < ImageTexture > img_tex = metallness_image ;
if ( img_tex . is_valid ( ) ) {
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metallness_image = img_tex - > get_image ( ) ;
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}
if ( metallness_image - > is_compressed ( ) ) {
metallness_image - > decompress ( ) ;
}
}
Ref < Texture2D > albedo_texture = material - > get_texture ( BaseMaterial3D : : TEXTURE_ALBEDO ) ;
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if ( albedo_texture . is_valid ( ) & & albedo_texture - > get_image ( ) . is_valid ( ) ) {
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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 ;
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tex . instantiate ( ) ;
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{
Ref < Texture2D > normal_texture = material - > get_texture ( BaseMaterial3D : : TEXTURE_NORMAL ) ;
// Code for uncompressing RG normal maps
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Ref < Image > img = normal_texture - > get_image ( ) ;
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Ref < ImageTexture > img_tex = img ;
if ( img_tex . is_valid ( ) ) {
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img = img_tex - > get_image ( ) ;
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}
img - > decompress ( ) ;
img - > convert ( Image : : FORMAT_RGBA8 ) ;
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img - > convert_ra_rgba8_to_rg ( ) ;
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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 ;
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if ( tex . is_valid ( ) & & tex - > get_image ( ) . is_valid ( ) ) {
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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 ;
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if ( emission_texture . is_valid ( ) & & emission_texture - > get_image ( ) . is_valid ( ) ) {
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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 ) {
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if ( ! state - > json . has ( " materials " ) ) {
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return OK ;
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}
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const Array & materials = state - > json [ " materials " ] ;
for ( GLTFMaterialIndex i = 0 ; i < materials . size ( ) ; i + + ) {
const Dictionary & d = materials [ i ] ;
Ref < StandardMaterial3D > material ;
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material . instantiate ( ) ;
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if ( d . has ( " name " ) & & ! String ( d [ " name " ] ) . is_empty ( ) ) {
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material - > set_name ( d [ " name " ] ) ;
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} else {
material - > set_name ( vformat ( " material_%s " , itos ( i ) ) ) ;
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}
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 ;
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spec_gloss . instantiate ( ) ;
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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 ( ) ) {
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spec_gloss - > diffuse_img = diffuse_texture - > get_image ( ) ;
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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 ( ) ) {
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spec_gloss - > spec_gloss_img = orig_texture - > get_image ( ) ;
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}
}
}
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 ;
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rm_img . instantiate ( ) ;
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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 ;
}
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if ( ! Math : : is_zero_approx ( mr . b ) ) {
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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 ;
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diffuse_image_texture . instantiate ( ) ;
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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 ;
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rm_image_texture . instantiate ( ) ;
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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 ) {
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if ( ! state - > json . has ( " skins " ) ) {
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return OK ;
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}
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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 ;
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skin . instantiate ( ) ;
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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 ;
}
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if ( d . has ( " name " ) & & ! String ( d [ " name " ] ) . is_empty ( ) ) {
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skin - > set_name ( d [ " name " ] ) ;
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} else {
skin - > set_name ( vformat ( " skin_%s " , itos ( i ) ) ) ;
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}
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 ;
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skeleton . instantiate ( ) ;
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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 ) {
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Ref < GLTFNode > node = state - > nodes [ subtree_nodes [ subtree_i ] ] ;
node - > joint = true ;
// Add the joint to the skeletons joints
skeleton - > joints . push_back ( subtree_nodes [ subtree_i ] ) ;
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}
}
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 ( ) ;
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while ( ! bones . is_empty ( ) ) {
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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 ( ) ;
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if ( node - > get_name ( ) . is_empty ( ) ) {
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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 ;
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skin . instantiate ( ) ;
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// Some skins don't have IBM's! What absolute monsters!
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const bool has_ibms = ! gltf_skin - > inverse_binds . is_empty ( ) ;
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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 ( ) ;
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Transform3D xform ;
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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 ;
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if ( skin - > get_name ( ) . is_empty ( ) ) {
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// 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 ;
}
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if ( skin_a - > get_bind_name ( i ) ! = skin_b - > get_bind_name ( i ) ) {
return false ;
}
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Transform3D a_xform = skin_a - > get_bind_pose ( i ) ;
Transform3D b_xform = skin_b - > get_bind_pose ( i ) ;
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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 ;
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d [ " type " ] = light - > light_type ;
if ( light - > light_type = = " spot " ) {
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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 ( ) ) ;
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og [ " zfar " ] = camera - > get_depth_far ( ) ;
og [ " znear " ] = camera - > get_depth_near ( ) ;
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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 ( ) ) ;
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ppt [ " zfar " ] = camera - > get_depth_far ( ) ;
ppt [ " znear " ] = camera - > get_depth_near ( ) ;
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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 ;
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light . instantiate ( ) ;
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ERR_FAIL_COND_V ( ! d . has ( " type " ) , ERR_PARSE_ERROR ) ;
const String & type = d [ " type " ] ;
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light - > light_type = type ;
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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 " ] ;
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ERR_CONTINUE_MSG ( light - > inner_cone_angle > = light - > outer_cone_angle , " The inner angle must be smaller than the outer angle. " ) ;
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} else if ( type ! = " point " & & type ! = " directional " ) {
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ERR_CONTINUE_MSG ( ERR_PARSE_ERROR , " Light type is unknown. " ) ;
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}
state - > lights . push_back ( light ) ;
}
print_verbose ( " glTF: Total lights: " + itos ( state - > lights . size ( ) ) ) ;
return OK ;
}
Error GLTFDocument : : _parse_cameras ( Ref < GLTFState > state ) {
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if ( ! state - > json . has ( " cameras " ) ) {
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return OK ;
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}
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const Array cameras = state - > json [ " cameras " ] ;
for ( GLTFCameraIndex i = 0 ; i < cameras . size ( ) ; i + + ) {
const Dictionary & d = cameras [ i ] ;
Ref < GLTFCamera > camera ;
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camera . instantiate ( ) ;
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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 " ] ) ) ) ;
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camera - > set_depth_far ( og [ " zfar " ] ) ;
camera - > set_depth_near ( og [ " znear " ] ) ;
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} 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 " ] ) ) ) ;
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camera - > set_depth_far ( ppt [ " zfar " ] ) ;
camera - > set_depth_near ( ppt [ " znear " ] ) ;
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} 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 ;
}
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if ( ! gltf_animation - > get_name ( ) . is_empty ( ) ) {
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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 ( ) ;
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if ( track . position_track . times . size ( ) ) {
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Dictionary t ;
t [ " sampler " ] = samplers . size ( ) ;
Dictionary s ;
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s [ " interpolation " ] = interpolation_to_string ( track . position_track . interpolation ) ;
Vector < real_t > times = Variant ( track . position_track . times ) ;
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s [ " input " ] = _encode_accessor_as_floats ( state , times , false ) ;
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Vector < Vector3 > values = Variant ( track . position_track . values ) ;
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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 ) ;
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Vector < Quaternion > values = track . rotation_track . values ;
s [ " output " ] = _encode_accessor_as_quaternions ( state , values , false ) ;
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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 ) {
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if ( ! state - > json . has ( " animations " ) ) {
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return OK ;
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}
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const Array & animations = state - > json [ " animations " ] ;
for ( GLTFAnimationIndex i = 0 ; i < animations . size ( ) ; i + + ) {
const Dictionary & d = animations [ i ] ;
Ref < GLTFAnimation > animation ;
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animation . instantiate ( ) ;
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if ( ! d . has ( " channels " ) | | ! d . has ( " samplers " ) ) {
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continue ;
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}
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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 ) ;
}
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animation - > set_name ( _gen_unique_animation_name ( state , name ) ) ;
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}
for ( int j = 0 ; j < channels . size ( ) ; j + + ) {
const Dictionary & c = channels [ j ] ;
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if ( ! c . has ( " target " ) ) {
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continue ;
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}
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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 " ) {
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const Vector < Vector3 > positions = _decode_accessor_as_vec3 ( state , output , false ) ;
track - > position_track . interpolation = interp ;
track - > position_track . times = Variant ( times ) ; //convert via variant
track - > position_track . values = Variant ( positions ) ; //convert via variant
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} else if ( path = = " rotation " ) {
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const Vector < Quaternion > rotations = _decode_accessor_as_quaternion ( state , output , false ) ;
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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
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if ( n - > skeleton > = 0 ) {
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continue ;
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}
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if ( n - > get_name ( ) . is_empty ( ) ) {
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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 ( ) ) ) ;
}
}
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BoneAttachment3D * GLTFDocument : : _generate_bone_attachment ( Ref < GLTFState > state , Skeleton3D * skeleton , const GLTFNodeIndex node_index , const GLTFNodeIndex bone_index ) {
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Ref < GLTFNode > gltf_node = state - > nodes [ node_index ] ;
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Ref < GLTFNode > bone_node = state - > nodes [ bone_index ] ;
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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 ;
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import_mesh . instantiate ( ) ;
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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 ) ;
}
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if ( p_mesh_instance - > get_surface_override_material ( surface_i ) . is_valid ( ) ) {
mat = p_mesh_instance - > get_surface_override_material ( surface_i ) ;
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}
if ( p_mesh_instance - > get_material_override ( ) . is_valid ( ) ) {
mat = p_mesh_instance - > get_material_override ( ) ;
}
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import_mesh - > add_surface ( primitive_type , arrays , blend_shape_arrays , Dictionary ( ) , mat , surface_name , godot_mesh - > surface_get_format ( surface_i ) ) ;
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}
for ( int32_t blend_i = 0 ; blend_i < blend_count ; blend_i + + ) {
blend_weights . write [ blend_i ] = 0.0f ;
}
Ref < GLTFMesh > gltf_mesh ;
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gltf_mesh . instantiate ( ) ;
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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 ;
}
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Node3D * GLTFDocument : : _generate_light ( Ref < GLTFState > state , Node * scene_parent , const GLTFNodeIndex node_index ) {
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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 ;
}
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if ( l - > light_type = = " directional " ) {
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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 ;
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if ( l - > light_type = = " point " ) {
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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 ;
}
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if ( l - > light_type = = " spot " ) {
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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 ;
}
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return memnew ( Node3D ) ;
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}
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 ( ) ) {
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camera - > set_perspective ( c - > get_fov_size ( ) , c - > get_depth_near ( ) , c - > get_depth_far ( ) ) ;
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} else {
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camera - > set_orthogonal ( c - > get_fov_size ( ) , c - > get_depth_near ( ) , c - > get_depth_far ( ) ) ;
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}
return camera ;
}
GLTFCameraIndex GLTFDocument : : _convert_camera ( Ref < GLTFState > state , Camera3D * p_camera ) {
print_verbose ( " glTF: Converting camera: " + p_camera - > get_name ( ) ) ;
Ref < GLTFCamera > c ;
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c . instantiate ( ) ;
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if ( p_camera - > get_projection ( ) = = Camera3D : : Projection : : PROJECTION_PERSPECTIVE ) {
c - > set_perspective ( true ) ;
}
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c - > set_fov_size ( p_camera - > get_fov ( ) ) ;
c - > set_depth_far ( p_camera - > get_far ( ) ) ;
c - > set_depth_near ( p_camera - > get_near ( ) ) ;
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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 ;
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l . instantiate ( ) ;
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l - > color = p_light - > get_color ( ) ;
if ( cast_to < DirectionalLight3D > ( p_light ) ) {
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l - > light_type = " directional " ;
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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 ) ) {
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l - > light_type = " point " ;
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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 ) ) {
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l - > light_type = " spot " ;
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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 ;
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gltf_skeleton . instantiate ( ) ;
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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 ) {
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Transform3D xform = p_spatial - > get_transform ( ) ;
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p_node - > scale = xform . basis . get_scale ( ) ;
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p_node - > rotation = xform . basis . get_rotation_quaternion ( ) ;
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p_node - > position = xform . origin ;
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}
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 ;
_check_visibility ( p_current , retflag ) ;
if ( retflag ) {
return ;
}
Ref < GLTFNode > gltf_node ;
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gltf_node . instantiate ( ) ;
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gltf_node - > set_name ( _gen_unique_name ( state , p_current - > get_name ( ) ) ) ;
if ( cast_to < Node3D > ( p_current ) ) {
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Node3D * spatial = cast_to < Node3D > ( p_current ) ;
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_convert_spatial ( state , spatial , gltf_node ) ;
}
if ( cast_to < MeshInstance3D > ( p_current ) ) {
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Node3D * spatial = cast_to < Node3D > ( p_current ) ;
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_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 ) ;
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# ifdef MODULE_CSG_ENABLED
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} 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 ) ;
}
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# endif // MODULE_CSG_ENABLED
# ifdef MODULE_GRIDMAP_ENABLED
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} 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 ) ;
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# endif // MODULE_GRIDMAP_ENABLED
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} else if ( cast_to < Camera3D > ( p_current ) ) {
Camera3D * camera = Object : : cast_to < Camera3D > ( p_current ) ;
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_convert_camera_to_gltf ( camera , state , camera , gltf_node ) ;
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} else if ( cast_to < Light3D > ( p_current ) ) {
Light3D * light = Object : : cast_to < Light3D > ( p_current ) ;
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_convert_light_to_gltf ( light , state , light , gltf_node ) ;
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} 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 ) ;
}
}
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# ifdef MODULE_CSG_ENABLED
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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 ;
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gltf_mesh . instantiate ( ) ;
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Ref < EditorSceneImporterMesh > import_mesh ;
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import_mesh . instantiate ( ) ;
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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 ( ) ) ) ;
}
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# endif // MODULE_CSG_ENABLED
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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 ;
}
}
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# ifdef MODULE_GRIDMAP_ENABLED
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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 ) ) ;
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Transform3D cell_xform ;
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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 ;
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gltf_mesh . instantiate ( ) ;
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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 ) ) ) ;
}
}
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# endif // MODULE_GRIDMAP_ENABLED
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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 ) ;
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Transform3D transform ;
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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 ( ) ;
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Quaternion quaternion ( Vector3 ( 0 , 1 , 0 ) , rotation ) ;
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Size2 scale = xform_2d . get_scale ( ) ;
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transform . basis . set_quaternion_scale ( quaternion ,
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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 ;
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mesh . instantiate ( ) ;
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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 ;
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gltf_mesh . instantiate ( ) ;
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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 ] ;
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if ( gltf_node - > skeleton > = 0 ) {
_generate_skeleton_bone_node ( state , scene_parent , scene_root , node_index ) ;
return ;
}
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Node3D * current_node = nullptr ;
// Is our parent a skeleton
Skeleton3D * active_skeleton = Object : : cast_to < Skeleton3D > ( scene_parent ) ;
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const bool non_bone_parented_to_skeleton = active_skeleton ;
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// skinned meshes must not be placed in a bone attachment.
if ( non_bone_parented_to_skeleton & & gltf_node - > skin < 0 ) {
// Bone Attachment - Parent Case
BoneAttachment3D * bone_attachment = _generate_bone_attachment ( state , active_skeleton , node_index , gltf_node - > parent ) ;
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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 ;
}
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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 ) ;
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}
// We still have not managed to make a node.
if ( ! current_node ) {
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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 ] ) ;
}
}
void GLTFDocument : : _generate_skeleton_bone_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 ;
Skeleton3D * skeleton = state - > skeletons [ gltf_node - > skeleton ] - > godot_skeleton ;
// In this case, this node is already a bone in skeleton.
const bool is_skinned_mesh = ( gltf_node - > skin > = 0 & & gltf_node - > mesh > = 0 ) ;
const bool requires_extra_node = ( gltf_node - > mesh > = 0 | | gltf_node - > camera > = 0 | | gltf_node - > light > = 0 ) ;
Skeleton3D * active_skeleton = Object : : cast_to < Skeleton3D > ( scene_parent ) ;
if ( active_skeleton ! = skeleton ) {
if ( active_skeleton ) {
// Bone Attachment - Direct Parented Skeleton Case
BoneAttachment3D * bone_attachment = _generate_bone_attachment ( state , active_skeleton , node_index , gltf_node - > parent ) ;
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 ;
WARN_PRINT ( vformat ( " glTF: Generating scene detected direct parented Skeletons at node %d " , node_index ) ) ;
}
// 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 ( requires_extra_node ) {
// skinned meshes must not be placed in a bone attachment.
if ( ! is_skinned_mesh ) {
// Bone Attachment - Same Node Case
BoneAttachment3D * bone_attachment = _generate_bone_attachment ( state , active_skeleton , node_index , 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
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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 ) ;
}
scene_parent - > add_child ( current_node ) ;
if ( current_node ! = scene_root ) {
current_node - > set_owner ( scene_root ) ;
}
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// Do not set transform here. Transform is already applied to our bone.
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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 ) {
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_generate_scene_node ( state , active_skeleton , scene_root , gltf_node - > children [ i ] ) ;
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}
}
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 < >
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struct EditorSceneImporterGLTFInterpolate < Quaternion > {
Quaternion lerp ( const Quaternion & a , const Quaternion & b , const float c ) const {
ERR_FAIL_COND_V_MSG ( ! a . is_normalized ( ) , Quaternion ( ) , " The quaternion \" a \" must be normalized. " ) ;
ERR_FAIL_COND_V_MSG ( ! b . is_normalized ( ) , Quaternion ( ) , " The quaternion \" b \" must be normalized. " ) ;
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return a . slerp ( b , c ) . normalized ( ) ;
}
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Quaternion catmull_rom ( const Quaternion & p0 , const Quaternion & p1 , const Quaternion & p2 , const Quaternion & p3 , const float c ) {
ERR_FAIL_COND_V_MSG ( ! p1 . is_normalized ( ) , Quaternion ( ) , " The quaternion \" p1 \" must be normalized. " ) ;
ERR_FAIL_COND_V_MSG ( ! p2 . is_normalized ( ) , Quaternion ( ) , " The quaternion \" p2 \" must be normalized. " ) ;
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return p1 . slerp ( p2 , c ) . normalized ( ) ;
}
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Quaternion bezier ( const Quaternion start , const Quaternion control_1 , const Quaternion control_2 , const Quaternion end , const float t ) {
ERR_FAIL_COND_V_MSG ( ! start . is_normalized ( ) , Quaternion ( ) , " The start quaternion must be normalized. " ) ;
ERR_FAIL_COND_V_MSG ( ! end . is_normalized ( ) , Quaternion ( ) , " The end quaternion must be normalized. " ) ;
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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 ) {
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ERR_FAIL_COND_V ( ! p_values . size ( ) , T ( ) ) ;
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if ( p_times . size ( ) ! = p_values . size ( ) ) {
ERR_PRINT_ONCE ( " The interpolated values are not corresponding to its times. " ) ;
return p_values [ 0 ] ;
}
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//could use binary search, worth it?
int idx = - 1 ;
for ( int i = 0 ; i < p_times . size ( ) ; i + + ) {
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if ( p_times [ i ] > p_time ) {
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break ;
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}
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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 ( ) ;
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if ( name . is_empty ( ) ) {
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// 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 ;
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animation . instantiate ( ) ;
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animation - > set_name ( name ) ;
if ( anim - > get_loop ( ) ) {
animation - > set_loop ( true ) ;
}
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float length = 0.0 ;
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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 ( ) ;
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//need to find the path: for skeletons, weight tracks will affect the mesh
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NodePath node_path ;
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//for skeletons, transform tracks always affect bones
NodePath transform_node_path ;
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GLTFNodeIndex node_index = track_i - > key ( ) ;
const Ref < GLTFNode > gltf_node = state - > nodes [ track_i - > key ( ) ] ;
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Node * root = ap - > get_parent ( ) ;
ERR_FAIL_COND ( root = = nullptr ) ;
Map < GLTFNodeIndex , Node * > : : Element * node_element = state - > scene_nodes . find ( node_index ) ;
ERR_CONTINUE_MSG ( node_element = = nullptr , vformat ( " Unable to find node %d for animation " , node_index ) ) ;
node_path = root - > get_path_to ( node_element - > get ( ) ) ;
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if ( gltf_node - > skeleton > = 0 ) {
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const Skeleton3D * sk = state - > skeletons [ gltf_node - > skeleton ] - > godot_skeleton ;
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ERR_FAIL_COND ( sk = = nullptr ) ;
const String path = ap - > get_parent ( ) - > get_path_to ( sk ) ;
const String bone = gltf_node - > get_name ( ) ;
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transform_node_path = path + " : " + bone ;
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} else {
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transform_node_path = node_path ;
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}
for ( int i = 0 ; i < track . rotation_track . times . size ( ) ; i + + ) {
length = MAX ( length , track . rotation_track . times [ i ] ) ;
}
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for ( int i = 0 ; i < track . position_track . times . size ( ) ; i + + ) {
length = MAX ( length , track . position_track . times [ i ] ) ;
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}
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 ] ) ;
}
}
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// Animated TRS properties will not affect a skinned mesh.
const bool transform_affects_skinned_mesh_instance = gltf_node - > skeleton < 0 & & gltf_node - > skin > = 0 ;
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if ( ( track . rotation_track . values . size ( ) | | track . position_track . values . size ( ) | | track . scale_track . values . size ( ) ) & & ! transform_affects_skinned_mesh_instance ) {
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//make transform track
int track_idx = animation - > get_track_count ( ) ;
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animation - > add_track ( Animation : : TYPE_TRANSFORM3D ) ;
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animation - > track_set_path ( track_idx , transform_node_path ) ;
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//first determine animation length
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const double increment = 1.0 / bake_fps ;
double time = 0.0 ;
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Vector3 base_pos ;
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Quaternion base_rot ;
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Vector3 base_scale = Vector3 ( 1 , 1 , 1 ) ;
if ( ! track . rotation_track . values . size ( ) ) {
base_rot = state - > nodes [ track_i - > key ( ) ] - > rotation . normalized ( ) ;
}
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if ( ! track . position_track . values . size ( ) ) {
base_pos = state - > nodes [ track_i - > key ( ) ] - > position ;
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}
if ( ! track . scale_track . values . size ( ) ) {
base_scale = state - > nodes [ track_i - > key ( ) ] - > scale ;
}
bool last = false ;
while ( true ) {
Vector3 pos = base_pos ;
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Quaternion rot = base_rot ;
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Vector3 scale = base_scale ;
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if ( track . position_track . times . size ( ) ) {
pos = _interpolate_track < Vector3 > ( track . position_track . times , track . position_track . values , time , track . position_track . interpolation ) ;
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}
if ( track . rotation_track . times . size ( ) ) {
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rot = _interpolate_track < Quaternion > ( track . rotation_track . times , track . rotation_track . values , time , track . rotation_track . interpolation ) ;
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}
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 ) {
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Transform3D xform ;
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xform . basis . set_quaternion_scale ( rot , scale ) ;
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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 ;
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rot = xform . basis . get_rotation_quaternion ( ) ;
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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.
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const double increment = 1.0 / bake_fps ;
double time = 0.0 ;
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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 ) ;
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Transform3D mi_xform = mi - > get_transform ( ) ;
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node - > scale = mi_xform . basis . get_scale ( ) ;
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node - > rotation = mi_xform . basis . get_rotation_quaternion ( ) ;
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node - > position = mi_xform . origin ;
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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 ;
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gltf_skin . instantiate ( ) ;
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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 ) ;
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if ( godot_bone_name . is_empty ( ) ) {
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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 ;
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joint_node . instantiate ( ) ;
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String gltf_bone_name = _gen_unique_bone_name ( state , skeleton_gltf_i , godot_bone_name ) ;
joint_node - > set_name ( gltf_bone_name ) ;
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Transform3D bone_rest_xform = skeleton - > get_bone_rest ( bone_index ) ;
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joint_node - > scale = bone_rest_xform . basis . get_scale ( ) ;
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joint_node - > rotation = bone_rest_xform . basis . get_rotation_quaternion ( ) ;
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joint_node - > position = bone_rest_xform . origin ;
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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 ) ;
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ERR_CONTINUE_MSG ( mi_element = = nullptr , vformat ( " Unable to find node %d " , node_i ) ) ;
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EditorSceneImporterMeshNode3D * mi = Object : : cast_to < EditorSceneImporterMeshNode3D > ( mi_element - > get ( ) ) ;
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ERR_CONTINUE_MSG ( mi = = nullptr , vformat ( " Unable to cast node %d of type %s to EditorSceneImporterMeshNode3D " , node_i , mi_element - > get ( ) - > get_class_name ( ) ) ) ;
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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 ;
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ERR_CONTINUE_MSG ( skeleton = = nullptr , vformat ( " Unable to find Skeleton for node %d skin %d " , node_i , skin_i ) ) ;
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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 ) ) ;
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mi - > set_transform ( Transform3D ( ) ) ;
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}
}
}
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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 ) {
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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 ;
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if ( track_type = = Animation : : TYPE_TRANSFORM3D ) {
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p_track . position_track . times = times ;
p_track . position_track . interpolation = gltf_interpolation ;
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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 ;
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p_track . position_track . values . resize ( key_count ) ;
p_track . position_track . interpolation = gltf_interpolation ;
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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 + + ) {
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Vector3 position ;
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Quaternion rotation ;
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Vector3 scale ;
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Error err = p_animation - > transform_track_get_key ( p_track_i , key_i , & position , & rotation , & scale ) ;
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ERR_CONTINUE ( err ! = OK ) ;
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Transform3D xform ;
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xform . basis . set_quaternion_scale ( rotation , scale ) ;
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xform . origin = position ;
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xform = p_bone_rest * xform ;
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p_track . position_track . values . write [ key_i ] = xform . get_origin ( ) ;
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p_track . rotation_track . values . write [ key_i ] = xform . basis . get_rotation_quaternion ( ) ;
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p_track . scale_track . values . write [ key_i ] = xform . basis . get_scale ( ) ;
}
} else if ( path . find ( " :transform " ) ! = - 1 ) {
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p_track . position_track . times = times ;
p_track . position_track . interpolation = gltf_interpolation ;
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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 ;
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p_track . position_track . values . resize ( key_count ) ;
p_track . position_track . interpolation = gltf_interpolation ;
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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 + + ) {
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Transform3D xform = p_animation - > track_get_key_value ( p_track_i , key_i ) ;
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p_track . position_track . values . write [ key_i ] = xform . get_origin ( ) ;
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p_track . rotation_track . values . write [ key_i ] = xform . basis . get_rotation_quaternion ( ) ;
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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 + + ) {
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Quaternion rotation_track = p_animation - > track_get_key_value ( p_track_i , key_i ) ;
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p_track . rotation_track . values . write [ key_i ] = rotation_track ;
}
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} else if ( path . find ( " :position " ) ! = - 1 ) {
p_track . position_track . times = times ;
p_track . position_track . interpolation = gltf_interpolation ;
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p_track . position_track . values . resize ( key_count ) ;
p_track . position_track . interpolation = gltf_interpolation ;
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for ( int32_t key_i = 0 ; key_i < key_count ; key_i + + ) {
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Vector3 position = p_animation - > track_get_key_value ( p_track_i , key_i ) ;
p_track . position_track . values . write [ key_i ] = position ;
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}
Fix editor suffixes and degrees conversion
* 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.
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} else if ( path . find ( " :rotation " ) ! = - 1 ) {
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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 + + ) {
Fix editor suffixes and degrees conversion
* 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.
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Vector3 rotation_radian = p_animation - > track_get_key_value ( p_track_i , key_i ) ;
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p_track . rotation_track . values . write [ key_i ] = Quaternion ( rotation_radian ) ;
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}
} 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 ;
}
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} else if ( path . find ( " /position " ) ! = - 1 ) {
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const int32_t keys = p_animation - > track_get_key_time ( p_track_i , key_count - 1 ) * BAKE_FPS ;
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if ( ! p_track . position_track . times . size ( ) ) {
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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 ;
}
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p_track . position_track . times = new_times ;
p_track . position_track . interpolation = gltf_interpolation ;
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p_track . position_track . values . resize ( keys ) ;
p_track . position_track . interpolation = gltf_interpolation ;
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}
for ( int32_t key_i = 0 ; key_i < keys ; key_i + + ) {
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Vector3 bezier_track = p_track . position_track . values [ key_i ] ;
if ( path . find ( " /position:x " ) ! = - 1 ) {
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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 ;
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} else if ( path . find ( " /position:y " ) ! = - 1 ) {
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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 ;
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} else if ( path . find ( " /position:z " ) ! = - 1 ) {
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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 ;
}
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p_track . position_track . values . write [ key_i ] = bezier_track ;
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}
}
}
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 ;
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gltf_animation . instantiate ( ) ;
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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 ) ;
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if ( String ( orig_track_path ) . find ( " :position " ) ! = - 1 ) {
const Vector < String > node_suffix = String ( orig_track_path ) . split ( " :position " ) ;
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const NodePath path = node_suffix [ 0 ] ;
const Node * node = ap - > get_parent ( ) - > get_node_or_null ( path ) ;
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for ( Map < GLTFNodeIndex , Node * > : : Element * position_scene_node_i = state - > scene_nodes . front ( ) ; position_scene_node_i ; position_scene_node_i = position_scene_node_i - > next ( ) ) {
if ( position_scene_node_i - > get ( ) = = node ) {
GLTFNodeIndex node_index = position_scene_node_i - > key ( ) ;
Map < int , GLTFAnimation : : Track > : : Element * position_track_i = gltf_animation - > get_tracks ( ) . find ( node_index ) ;
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GLTFAnimation : : Track track ;
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if ( position_track_i ) {
track = position_track_i - > get ( ) ;
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}
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track = _convert_animation_track ( state , track , animation , Transform3D ( ) , track_i , node_index ) ;
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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 ( ) ;
}
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track = _convert_animation_track ( state , track , animation , Transform3D ( ) , track_i , node_index ) ;
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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 ( ) ;
}
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track = _convert_animation_track ( state , track , animation , Transform3D ( ) , track_i , node_index ) ;
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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 ;
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track = _convert_animation_track ( state , track , animation , Transform3D ( ) , track_i , transform_track_i - > key ( ) ) ;
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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 ) ;
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Transform3D xform = skeleton - > get_bone_rest ( bone ) ;
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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 ) {
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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 ( 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 ( ) ;
}
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track = _convert_animation_track ( state , track , animation , Transform3D ( ) , track_i , node_index ) ;
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gltf_animation - > get_tracks ( ) . insert ( node_index , track ) ;
break ;
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}
}
}
}
}
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 ) ;
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if ( err ) {
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return FAILED ;
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}
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} else {
//text file
err = _parse_json ( p_path , state ) ;
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if ( err ) {
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return FAILED ;
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}
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}
f - > close ( ) ;
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// get file's name, use for scene name if none
state - > filename = p_path . get_file ( ) . get_slice ( " . " , 0 ) ;
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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 ) ;
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if ( err ! = OK ) {
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return Error : : FAILED ;
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}
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/* STEP 1 PARSE NODES */
err = _parse_nodes ( state ) ;
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if ( err ! = OK ) {
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return Error : : FAILED ;
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}
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/* STEP 2 PARSE BUFFERS */
err = _parse_buffers ( state , p_path . get_base_dir ( ) ) ;
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if ( err ! = OK ) {
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return Error : : FAILED ;
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}
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/* STEP 3 PARSE BUFFER VIEWS */
err = _parse_buffer_views ( state ) ;
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if ( err ! = OK ) {
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return Error : : FAILED ;
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}
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/* STEP 4 PARSE ACCESSORS */
err = _parse_accessors ( state ) ;
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if ( err ! = OK ) {
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return Error : : FAILED ;
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}
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/* STEP 5 PARSE IMAGES */
err = _parse_images ( state , p_path . get_base_dir ( ) ) ;
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if ( err ! = OK ) {
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return Error : : FAILED ;
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}
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/* STEP 6 PARSE TEXTURES */
err = _parse_textures ( state ) ;
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if ( err ! = OK ) {
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return Error : : FAILED ;
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}
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/* STEP 7 PARSE TEXTURES */
err = _parse_materials ( state ) ;
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if ( err ! = OK ) {
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return Error : : FAILED ;
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}
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/* STEP 9 PARSE SKINS */
err = _parse_skins ( state ) ;
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if ( err ! = OK ) {
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return Error : : FAILED ;
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}
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/* STEP 10 DETERMINE SKELETONS */
err = _determine_skeletons ( state ) ;
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if ( err ! = OK ) {
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return Error : : FAILED ;
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}
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/* STEP 11 CREATE SKELETONS */
err = _create_skeletons ( state ) ;
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if ( err ! = OK ) {
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return Error : : FAILED ;
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}
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/* STEP 12 CREATE SKINS */
err = _create_skins ( state ) ;
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if ( err ! = OK ) {
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return Error : : FAILED ;
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}
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/* STEP 13 PARSE MESHES (we have enough info now) */
err = _parse_meshes ( state ) ;
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if ( err ! = OK ) {
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return Error : : FAILED ;
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}
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/* STEP 14 PARSE LIGHTS */
err = _parse_lights ( state ) ;
if ( err ! = OK ) {
return Error : : FAILED ;
}
/* STEP 15 PARSE CAMERAS */
err = _parse_cameras ( state ) ;
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if ( err ! = OK ) {
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return Error : : FAILED ;
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}
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/* STEP 16 PARSE ANIMATIONS */
err = _parse_animations ( state ) ;
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if ( err ! = OK ) {
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return Error : : FAILED ;
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}
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/* 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 ) ;
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String json = Variant ( state - > json ) . to_json_string ( ) ;
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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 ) ;
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String json = Variant ( state - > json ) . to_json_string ( ) ;
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f - > store_string ( json ) ;
f - > close ( ) ;
}
return err ;
}
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Error GLTFDocument : : save_scene ( Node * p_node , const String & p_path ,
const String & p_src_path , uint32_t p_flags ,
float p_bake_fps , Ref < GLTFState > r_state ) {
Ref < GLTFDocument > gltf_document ;
gltf_document . instantiate ( ) ;
if ( r_state = = Ref < GLTFState > ( ) ) {
r_state . instantiate ( ) ;
}
return gltf_document - > serialize ( r_state , p_node , p_path ) ;
}
Node * GLTFDocument : : import_scene_gltf ( const String & p_path , uint32_t p_flags , int32_t p_bake_fps , Ref < GLTFState > r_state , List < String > * r_missing_deps , Error * r_err ) {
// TODO Add missing texture and missing .bin file paths to r_missing_deps 2021-09-10 fire
if ( r_state = = Ref < GLTFState > ( ) ) {
r_state . instantiate ( ) ;
}
r_state - > use_named_skin_binds =
p_flags & EditorSceneImporter : : IMPORT_USE_NAMED_SKIN_BINDS ;
Ref < GLTFDocument > gltf_document ;
gltf_document . instantiate ( ) ;
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 root ;
}
void GLTFDocument : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " save_scene " , " node " , " path " , " src_path " , " flags " , " bake_fps " , " state " ) ,
& GLTFDocument : : save_scene , DEFVAL ( 0 ) , DEFVAL ( 30 ) , DEFVAL ( Ref < GLTFState > ( ) ) ) ;
ClassDB : : bind_method ( D_METHOD ( " import_scene " , " path " , " flags " , " bake_fps " , " state " ) ,
& GLTFDocument : : import_scene , DEFVAL ( 0 ) , DEFVAL ( 30 ) , DEFVAL ( Ref < GLTFState > ( ) ) ) ;
}
void GLTFDocument : : _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 ;
}
}
}
Node * GLTFDocument : : import_scene ( const String & p_path , uint32_t p_flags , int32_t p_bake_fps , Ref < GLTFState > r_state ) {
Error err = FAILED ;
List < String > deps ;
Node * node = import_scene_gltf ( p_path , p_flags , p_bake_fps , r_state , & deps , & err ) ;
if ( err ! = OK ) {
return nullptr ;
}
return node ;
}