Commit Graph

358 Commits

Author SHA1 Message Date
K. S. Ernest (iFire) Lee d67c5afa95 Make curve interpolate crash less. 2021-06-27 22:07:50 -07:00
Rémi Verschelde 671bd64e4a
Merge pull request #49754 from aaronfranke/is-eq-approx-sub-opt
Fix sub-optimal uses of is_equal_approx
2021-06-20 11:44:56 +02:00
Aaron Franke 45c24fd039
Fix sub-optimal uses of is_equal_approx 2021-06-20 03:03:06 -04:00
Lightning_A e28fd07b2b Rename `instance()`->`instantiate()` when it's a verb 2021-06-19 20:49:18 -06:00
Marcel Admiraal 2bafcd3422 Consolidate JSON, JSONParseResults and JSONParser into JSON
Renames JSON.parse_string() to parse()
Renames JSON.decode_data() to stringify()
2021-06-19 08:01:40 +01:00
Michael Alexsander Silva Dias 0ff4095b36 Better format arguments in variant parser 2021-06-18 00:06:40 -03:00
K. S. Ernest (iFire) Lee 479737538b
Merge pull request #49401 from fire/8-weights
Fix 8 bone weights in glTF2
2021-06-16 07:43:42 -07:00
Rémi Verschelde 9e328bb5b7
Core: Move DirAccess and FileAccess to `core/io`
File handling APIs are typically considered part of I/O, and we did have most
`FileAccess` implementations in `core/io` already.
2021-06-11 14:52:39 +02:00
K. S. Ernest (iFire) Lee 291e735972 Fix 8 bone weights in glTF2
Don't spam in glTF2 import either.

Clear() in SurfaceTool does not keep 8 weights.
2021-06-07 14:33:44 -07:00
Marcel Admiraal 8acd13a456 Rename Quat to Quaternion 2021-06-04 18:14:32 +01:00
Aaron Franke 125d1a7cd3
Rename Animation TYPE_TRANSFORM to TYPE_TRANSFORM3D 2021-06-03 21:11:54 -04:00
Aaron Franke 0ac4051c00
Update documentation for Transform3D 2021-06-03 07:30:01 -04:00
Aaron Franke 08a85352fb
Rename Variant TRANSFORM to TRANSFORM3D
Also _transform to _transform3d
2021-06-03 07:30:01 -04:00
Aaron Franke de3f6699a5
Rename Transform to Transform3D in core 2021-06-03 07:30:01 -04:00
Lyuma e839a3291b gltf: Fix mesh nodes which are also bones.
Fix issue when two skeletons end up directly parented.
Prevent animating TRS for skinned Mesh node.
Fix animating weights on meshes with targets but no weights.
2021-05-27 19:33:01 -07:00
Marcel Admiraal da5d7db610 Rename File::get_len() get_length() 2021-05-25 11:54:28 +01:00
Rémi Verschelde 82f688ce9b
Merge pull request #48913 from lyuma/gltf_named_binds_dedup
Fix incorrect skin deduplication when using named binds
2021-05-21 11:19:11 +02:00
Lyuma 5a9eee6b1a gltf: Fail gracefully when a mesh instance fails. 2021-05-20 20:28:32 -07:00
Lyuma 60f620411e Fix incorrect skin deduplication when using named binds 2021-05-20 20:26:11 -07:00
Rémi Verschelde 37a417e838
Merge pull request #48904 from fire/gltf-img-failure
When one invalid image fails, it should only fail that single image.
2021-05-21 00:32:48 +02:00
K. S. Ernest (iFire) Lee a81f4dd5a7 When one invalid image fails, it should only fail that single image.
Move to a more graceful degradation 3d asset import model.
2021-05-20 14:30:19 -07:00
Tomasz Chabora b1859510ab Change behavior of String.right 2021-05-20 23:07:57 +02:00
Aaron Franke b06cbd9f51
Fix some tangent Color typos in GLTF 2021-05-01 18:49:23 -04:00
Rémi Verschelde 8247667a3e
Core: Drop custom `copymem`/`zeromem` defines
We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f6639.

There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.
2021-04-27 16:26:27 +02:00
Rémi Verschelde c7a4e2196e
Merge pull request #47878 from clayjohn/rename-get_surface_material
Rename get_surface_material to get_surface_override_material
2021-04-15 07:57:15 +02:00
clayjohn 92731d292c Rename get_surface_material to get_surface_override_material 2021-04-14 20:24:03 -07:00
K. S. Ernest (iFire) Lee 3cae9a802b Export gltf2 normal textures correctly. 2021-04-13 13:28:26 -07:00
Rémi Verschelde d83761ba80
Style: Apply clang-tidy's `readability-braces-around-statements` 2021-04-05 14:09:59 +02:00
Rémi Verschelde 9bbe51dc27
Style: Apply clang-tidy's `modernize-use-nullptr` 2021-04-05 14:05:07 +02:00
Marcel Admiraal fd30c36985 Rename Texture.get_data() to get_image() 2021-03-28 13:00:46 +01:00
Rémi Verschelde 3a5929abf3
doc: Sync classref with current source 2021-03-25 12:19:51 +01:00
K. S. Ernest (iFire) Lee 60eb3dd6ad Always have a name for gltf2 mesh, material and skins.
Co-authored-by: Lcbx <luc.courbariaux@gmail.com>
2021-03-24 00:30:22 -07:00
Juan Linietsky 97a3a66220 Improved 3D Scene Importer
* Added option for importers to show an Advanced settings dialog
* Created advanced settings dialog for Scene Importer
* Cleaned up importers (remove many old/unused options)
* Added the ability to customize every node, material, mesh and animation individually
* Saving to animations and meshes to files is now a manual process, making it more predictable
* Added the ability for materials to be replaced by external files (or to be made external, up to you).
* When doubleclicking an impoted scene in the filesystem dock, it automatically shows the import settings instead of asking to open it.

WARNING: Lightmap UV unwrap is not working, it needs to be re-made.
2021-03-22 12:16:40 -03:00
Rémi Verschelde 47cf9985eb
Merge pull request #47128 from ArdaE/master
GLTF importer: Prevent quick accumulation of significant numerical errors in keyframe times
2021-03-19 00:14:51 +01:00
ArdaE 6770a9413b GLTF import: Prevent significant numerical errors in keyframe times
Keyframe times shift slowly in imported animations, starting with a zero shift
at the beginning and increasing and becoming erratic slowly farther into an
animation, reaching significant levels at times after about 3 minutes into an
animation. This commit fixes the issue by increasing the precision of the
floating point numbers used for keyframe time calculations. Only the most
significant cases that cause fast accumulation of errors over a short animation
duration are fixed. Other cases that would have a marginal benefit from
switching to double precision numbers are left for another PR/further analysis.
Note that this change has no impact on the runtime performance of games/apps
created using Godot. It only affects the GLTF importer.

Fixes #47127.
2021-03-18 15:55:31 -07:00
Rémi Verschelde 4ca1e73ff9
doc: Sync classref with current source
And move GLTF docs to its module folder.
2021-03-18 16:37:43 +01:00
K. S. Ernest (iFire) Lee c203fbfa8c Expand bone name possibilities. 2021-03-16 15:07:30 -07:00
Rémi Verschelde 83b1acdc60
Merge pull request #45545 from abaire/relaxes_gltf_name_sanitization
Relaxes node name sanitization in gltf documents.
2021-03-09 14:54:33 +01:00
abaire 61cc1c8624 Relaxes Node naming constraints in glTF documents to match the Editor. 2021-02-24 08:22:27 -08:00
Rémi Verschelde 0d1d719178 doc: Sync classref with current source
And fix various bogus bindings following previous PRs.
2021-02-19 14:39:14 +01:00
Angad Kambli f038dd0761 glTF: Fix set_joint_i_to_name not using its argument
Fixes #45371.
2021-02-17 13:08:35 +01:00
Rafał Mikrut f7209b459b Initialize class/struct variables with default values in modules/ 2021-02-08 10:57:18 +01:00
Rémi Verschelde 7f863df67e
Merge pull request #45435 from fire/gltf-node-anim-export
Restore gltf node animation export.
2021-01-26 10:01:32 +01:00
Marcel Admiraal 8b983bddfb Remove Quat set methods in favour of constructors 2021-01-26 06:52:04 +00:00
K. S. Ernest (iFire) Lee 294c2996e3 Restore gltf node animation export.
Misc style changes.
2021-01-24 19:02:57 -08:00
Aaron Franke abd06567a7
Make GLTF not depend on CSG or GridMap 2021-01-22 17:20:07 -05:00
Fabian Stiewitz 934277bad2 fix gltf not importing files w/o bufferViews or accessors 2021-01-14 19:13:47 +01:00
NutmegStudio fba23f5475 make EditorSceneImporterGLTF and GLTFMesh APIType::API_EDITOR 2021-01-08 12:01:53 +07:00
Rémi Verschelde e268a8e523
glTF: Fix loading external images as buffer
We should first attempt loading as external files, thus creating a dependency.
Loading as a buffer should only be used as fallback to support manually loading
as PNG or JPEG depending on the defined mimeType.

Fixes #44309, was a regression from #42504.
2021-01-05 16:26:48 +01:00
Rémi Verschelde b5334d14f7
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00
K. S. Ernest (iFire) Lee dff1d8d7b0 Expose gltf2 eight weights. 2020-12-29 05:28:00 -08:00
Rémi Verschelde 6cebb8c117
Merge pull request #44586 from madmiraal/rename-stepify
Rename Math::stepify to snapped
2020-12-28 21:46:43 +01:00
Marcel Admiraal 01d0360580 Fix GLTF after camera near and far rename merge 2020-12-28 14:26:19 +00:00
Marcel Admiraal b743a2ef3c Rename Math::stepify to snapped 2020-12-28 13:01:30 +00:00
Marcel Admiraal 5b937d493f Rename empty() to is_empty() 2020-12-28 10:39:56 +00:00
Adam Scott 4771004664 Add missing "normalized" accessor property to glTF document 2020-12-28 03:09:19 -05:00
Lyuma 4c4a405887 Fix mistake in GLTFMesh.mesh property 2020-12-23 02:11:13 -08:00
K. S. Ernest (iFire) Lee 4b4efd2674 Add exporting glTF2.
* Support KHR_texture_transform.
* Support exporting glTF2
* Support exporting instanced scenes
* Extract into a gltf state and gltf document
* Add a tools menu for exporting gltf2
2020-12-22 16:56:28 -08:00