Commit Graph

102 Commits

Author SHA1 Message Date
reduz ec19ed3723 Remove animation 3D transform track, replace by loc/rot/scale tracks.
* `Animation.TYPE_TRANSFORM3D` track is gone.
* Added POSITION_3D, ROTATION_3D, SCALE_3D tracks.
* GLTF2, Collada, FBX importers will only import the track types found.
* Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed.
* AnimationPlayer and AnimationTree animate these tracks separately, only when found.
* Removed BakeReset code, is useless with these changes.

This is the first in a series of commits designed to make the animation system in Godot more useful, which includes:

* Better compatibility with Autodesk products
* Better reusability of animations across models (including retargeting).
* Proper animation compression.
* etc.

*Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
2021-10-12 20:08:42 -03:00
K. S. Ernest (iFire) Lee 1463fc889b GLTF for game templates.
Convert GLTF Document to use ImporterMeshInstance3D.

Add a GLTFDocument extension list and an extension for converting the importer mesh instance 3d to mesh instance 3d.

Use GLTF module when the editor tools are disabled.

Modified the render server to be less restrictive on matching blend arrays and have more logging.

Misc bugs with multimesh.

Always index the meshes.
2021-10-03 12:37:52 -07:00
Lightning_A c63b18507d Use range iterators for `Map` 2021-09-30 15:09:12 -06:00
Aaron Franke d54f2ad7ca
Don't generate empty doc sections and reduce code duplication 2021-09-20 20:59:33 -05:00
Aaron Franke ae1702bee5
Replace HTTP links with HTTPS for sites with HTTPS versions 2021-08-22 20:13:11 -05:00
Max Hilbrunner 81f7d1890b Namespaces instead of underscore prefix for binds
Thanks to neikeq for the initial work.

Co-authored-by: Ignacio Roldán Etcheverry <neikeq@users.noreply.github.com>
2021-08-17 16:10:09 +02:00
Aaron Franke 430ad75963
Some work on double support 2021-08-09 17:43:48 -05:00
luz paz 3564c16cb8
Fix various typos with codespell
Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
2021-07-25 11:21:51 +02:00
Aaron Franke 78b0a7da03
Use is_equal_approx in more places 2021-07-21 00:32:37 -04:00
Rémi Verschelde 06568bbfdf
Misc cleanup of header includes
Was looking for misuse of module headers without checking that the module is
actually enabled and got carried away...
2021-07-15 00:46:43 +02:00
reduz 5ad4f26659 Implement the ability to disable classes
* This PR adds the ability to disable classes when building.
* For now it's only possible to do this via command like:
  `scons disable_classes=RayCast2D,Area3D`
* Eventually, a proper UI will be implemented to create a build config file to do this at large scale, as well as detect what is used in the project.
2021-07-13 09:25:14 -03:00
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
Pedro J. Estébanez 04688b92ff Rename Reference to RefCounted 2021-06-11 18:48:42 +02:00
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
Rémi Verschelde c1c76850cb
Style: Cleanup uses of double spaces between words
Or after punctuation. Tried to leave third-party stuff alone, unless it has
been heavily modified for Godot.
2021-06-07 11:03:08 +02:00
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 a3c29ed899
Rename files and the exposed name for 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
Marcel Admiraal da5d7db610 Rename File::get_len() get_length() 2021-05-25 11:54:28 +01:00
Rémi Verschelde 4219a4cb6f
Fix typos with codespell
Using codespell 2.0.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
GIRD
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2021-05-20 12:38:56 +02:00
Rémi Verschelde 5b16020846
Replace remaining uses of `NULL` with `nullptr`
Follow-up to #38736 (these uses were likely added after this PR was merged).
2021-04-29 11:53:27 +02:00
Rémi Verschelde 83cc6bcf55
Merge pull request #48187 from brakhane/remove-dupe-comments
Remove duplicate comments
2021-04-27 09:42:09 +02:00
Hugo Locurcio 5d124c4a8f
Remove uses of `auto` for better readability and online code reviews
The current code style guidelines forbid the use of `auto`.

Some uses of `auto` are still present, such as in UWP code (which
can't be currently tested) and macros (where removing `auto` isn't
easy).
2021-04-26 14:59:28 +02:00
Dennis Brakhane 31d41d83c3 Remove duplicate comments
A few single line comments were duplicated, probably due to bad merges.

This commit removes the obviously duplicate ones.
2021-04-25 20:03:52 +02:00
Rémi Verschelde 93b7406138
fbx: Fix include for zlib that broke unbundling
It's possible to link against system zlib on Linux, so we should use system paths.
2021-04-22 02:18:44 +02:00
Gordon MacPherson 061b77e5e6 This stops using FBXPropertyTable as a pointer.
The base object will inherit the property table, for every FBX object, if it doesn't exist it will be ignored.

The previous code was dangerous and not simple to understand, this makes the code simpler and should result in no leaks with PropertyTable.

Features/Fixes:

Adds ability for multiple millions of polygons to be loaded.
Fixes memory leaks with tokens
Fixes memory leaks with property table
Fixes loading some corrupt files
Fixes meshes not having a unique name to the mesh node.
Opens up loading for two more versions: 7100 and 7200, up to 2020.
Preliminary support for Cinema4D files in parser now, before this was not possible it would cause memory corruption, which is gone now.

FBXProperties not being pointers presented simpler challenges in the long run also, fixed a bunch of bugs.
2021-04-15 05:54:50 +01:00
Lyuma 7d8e981262 Fix crash on importing empty .fbx file 2021-04-08 02:50:01 -07:00
Rémi Verschelde e261c2dd9d
Merge pull request #46877 from W4RH4WK/always-dynamically-allocate-property-table
Always dynamically allocate PropertyTable
2021-04-07 11:25:38 +02:00
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
Rémi Verschelde 65a2888057
Style: Apply clang-tidy's `modernize-use-default-member-init` 2021-04-05 13:37:27 +02:00
Rémi Verschelde 0f0c0e5933
Style: Apply clang-tidy's `modernize-use-bool-literals` 2021-04-05 13:16:35 +02:00
Rémi Verschelde d71eed2865
FBX: Fix first bone getting unnecessary '_1' suffix
Fixes #43820.

Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
2021-03-29 17:25:12 +02:00
Marcel Admiraal fd30c36985 Rename Texture.get_data() to get_image() 2021-03-28 13:00:46 +01:00
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 07f076fa4f
Merge pull request #47194 from W4RH4WK/fbx-normalize-rotations
FBX Import: Normalize rotation quaternions
2021-03-21 08:48:53 +01:00
Alex Hirsch d03f4cefea FBX Import: Check bone map access for valid cluster target node id
fix #47184
2021-03-20 18:07:51 +01:00
Alex Hirsch 72d3bfc88c FBX Import: Normalize rotation quaternions
fix #47174
2021-03-20 17:46:25 +01:00
Alex Hirsch 09bda3f140 Always dynamically allocate PropertyTable
- `Texture::~Texture` expects `props` to be dynamically allocated.

- `GetPropertyTable` returned a pointer to an existing `PropertyTable`
  but is expected to return a newly, dynamically allocated one.

- `PropertyTable::PropertyTable()` suggests that an empty `element`
  property is valid.

fix #46876
fix #45573
2021-03-10 19:12:23 +01:00
Gordon MacPherson 86c7faa169 Fix zero scaling and material mappings being mapped to wrong fields
- fixes scale values of 0.0013 (det == 0.00004) not rendering, they should render even at small values, but not at zero like the editor grid plugin supplies zero exactly.
- fixes node_3d_editor_plugin visibility bug when scale is zero
- fix culling with small scaling values - which are still valid to be rendered like 0.00004

note: grid is still not fixed, it has det == 0 issues but this fixes one of them.
2021-01-26 19:48:18 +00:00
Aaron Franke ddd6fb37e8
Update PolyPartition / Triangulator library 2021-01-12 13:46:16 -05:00
Gordon MacPherson 74a72cf85e Preliminary Blender FBX support [4.0]
limitations:
- always has to use generated normal's.
- some animations won't be compatible (yet)

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2021-01-05 21:58:58 +00:00
Rémi Verschelde 215d18814e
doc: Sync classref with current source 2021-01-04 14:33:44 +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
Rémi Verschelde 1dd75f41e5
FBX: Clarify outdated format error
See #44780.
2020-12-29 12:14:30 +01:00
Marcel Admiraal 5b937d493f Rename empty() to is_empty() 2020-12-28 10:39:56 +00:00
K. S. Ernest (iFire) Lee 58a00b4f3c Update FBX because of changes in the core api. 2020-12-23 08:52:52 -08:00
Gordon MacPherson 6607fc7da9 Port FBX module from commit 68013d2393
Ports FBX module from 3.2 branch to 4.0

This is the only time the plugin will be updated from 3.2 and marks the final time we do this, from now on we will backport FBX to 3.2 with fixes.

Changelog:
- fixed crash importing files with buggy format (because of bad newlines in ASCII data, this is yet to be fixed fully)
- fixed const correctness with C++/C version change
- rewrote material handling to be simpler and better
- ports from 3.2 to 4.0 the fbx importer
2020-12-23 00:45:03 +00:00