Commit Graph

167 Commits

Author SHA1 Message Date
Silc 'Tokage' Renew bbdba3310f Added hint about loop_mode to resource importer 2021-11-19 23:56:14 +09:00
reduz cd2a499084 Add path to functions that return iporter options
-Allows displaying custom options for specific file format variants
-Added support for scene format import to retrieve custom options

This PR is necessary for #54886 to be implemented properly.
2021-11-14 14:06:10 -03:00
Lyuma 37c11e4159 Fix import_scene_from_other_importer and import_animation_from_other_importer 2021-11-11 03:24:51 -08:00
Rémi Verschelde 06a33e590f
Merge pull request #53819 from TokageItLab/re-implement-ping-pong
Reimplement ping-pong animation and reverse playback
2021-11-09 22:11:04 +01:00
K. S. Ernest (iFire) Lee f4204ac8e0 Default to 30 animation fps for better quality. 2021-11-09 08:13:45 -08:00
Hugo Locurcio c012fbc8b2
Rename `PROPERTY_USAGE_NOEDITOR` to `PROPERTY_USAGE_NO_EDITOR`
This is consistent with other constants that include `NO`,
such as `PROPERTY_HINT_COLOR_NO_ALPHA`.
2021-11-03 23:06:17 +01:00
Rémi Verschelde a2803f3d86
Merge pull request #54072 from KoBeWi/hrcr_is_ded 2021-11-03 17:31:48 +01:00
Silc 'Tokage' Renew 953a7bce7e reimplement ping-pong 2021-11-03 13:39:33 +09:00
Rémi Verschelde 3b11e33a09
clang-format: Disable alignment of operands, too unreliable
Sets `AlignOperands` to `DontAlign`.

`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
2021-10-28 15:19:35 +02:00
kobewi de4f29f458 Remove node_hrcr hack 2021-10-28 01:43:34 +02:00
K. S. Ernest (iFire) Lee d905d3c3d3 Avoid crash in scene importer when the mesh is empty. 2021-10-27 12:16:10 -07:00
reduz a69541da4c Implement Animation Compression
Roughly based on https://github.com/godotengine/godot-proposals/issues/3375 (used format is slightly different).

* Implement bitwidth based animation compression (see animation.h for format).
* Can compress imported animations up to 10 times.
* Compression format opens the door to streaming.
* Works transparently (happens all inside animation.h)
2021-10-21 18:27:34 -03:00
reduz ae1c016547 Implement Animation Blend Shape Tracks
* New track type BLEND_SHAPE
* Blend shapes are imported via this new track type
* Processing is more optimized (no longer relies on variants)
* Modified the Blend Shape API in MeshInstance3D to use indices rather than StringNames (more optimizes)
* Promo: Fixed a small bug in gizmo updating in Node3D that affected performance

Dedicated BlendShape tracks are required for both optimization and eventually implementing them in animation compression.
2021-10-16 08:36:05 -03:00
reduz b3bf90b3ce Add scene Post-Import Plugin support.
* New plugin system to control the whole import workflow
* Can add options and run code at every import step (general, per node, mesh, animation, material etc.)

This constitutes a first version of these plugins. The ability to interact with the import preview dialog will likely be added later on.
2021-10-15 09:12:04 -03:00
reduz 0bf0024395 Implement import actions for pos/rot/scale animation tracks
Following actions are supported for each track type (position, rotatin, scale):

* ImportIfPresent: If a track of this type is found, import it.
* ImportIfPresentForall (default): If a track is found for a given node/bone, create it in animations. This ensures there is always a correct blending.
* Never: Delete all tracks found for a given type. This is useful if you want to, as an example, force to import rotations only.
2021-10-14 08:22:54 -03:00
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
Juan Linietsky 610de0974d
Revert "Implement reverse playback and ping-pong loop in AnimationPlayer and NodeAnimation" 2021-10-11 19:27:50 -03:00
Tokage 372ba76663 implement ping-pong loop in animation
Co-authored-by: Chaosus <chaosus89@gmail.com>
2021-10-09 18:08:43 +09:00
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
jfons 9e1810695c Auto LOD fixes and improvements
* Fixed LODs for shadow meshes.
* Added a merging step before simplification. This helps with tesselated
  meshes that were previously left untouched. The angle difference at
  wich edges ar considered "hard" can be tweaked as an import setting.
* LODs will now start with the highest decimation possible and keep
  doubling (approximately) the number of triangles from there. This
  makes sure that very low triangle counts are included when possible.
* Given more weight to normal preservation.
* Modified MeshOptimizer to report distance-based error instead of
  including attributes in the reported metrics.
* Added attribute transference between the original mesh and the
  various LODs. Right now only normals are taken into account,
  but it could be expanded to other attributes in the future.
2021-09-27 17:04:56 +02:00
Camille Mohr-Daurat 3581b893ed
Merge pull request #52681 from nekomatata/rename-rigid-body
Rename RigidBody to RigidDynamicBody and SoftBody to SoftDynamicBody
2021-09-16 11:20:21 -07:00
PouleyKetchoupp 85819b199a Rename RigidBody to RigidDynamicBody and SoftBody to SoftDynamicBody 2021-09-16 09:55:20 -07:00
Camille Mohr-Daurat 1852afb6b0
Merge pull request #52679 from nekomatata/world-boundary-shape
Rename WorldMarginShape to WorldBoundaryShape
2021-09-15 16:02:40 -07:00
PouleyKetchoupp bb75aec8bc Rename WorldMarginShape to WorldBoundaryShape 2021-09-14 11:16:31 -07:00
Rémi Verschelde e13d8eda1b
Merge pull request #52266 from AndreaCatania/coll 2021-09-14 14:34:22 +02:00
AndreaCatania e3a06c3a9e Improve collision generation usability in the new 3D scene import workflow.
With this PR it's possible to add a collision during the Mesh import, directly in editor.
To generate the shape is possible to chose between the following options:
- Decompose Convex: The Mesh is decomposed in one or many Convex Shapes (Using the VHACD library).
- Simple Convex: Is generated a convex shape that enclose the entire mesh.
- Trimesh: Generate a trimesh shape using the Mesh faces.
- Box: Add a primitive box shape, where you can tweak the `size`, `position`, `rotation`.
- Sphere: Add a primitive sphere shape, where you can tweak the `radius`, `position`, `rotation`.
- Cylinder: Add a primitive cylinder shape, where you can tweak the `height`, `radius`, `position`, `rotation`.
- Capsule: Add a primitive capsule shape, where you can tweak the `height`, `radius`, `position`, `rotation`.

It's also possible to chose the generated body, so you can create:
- Rigid Body
- Static Body
- Area
2021-09-08 08:12:51 +02:00
Juan Linietsky 6dab6e4136
Revert " Improve collision generation usability in the new 3D scene import workflow." 2021-08-30 11:30:36 -03:00
Camille Mohr-Daurat b60a51f023
Merge pull request #51985 from AndreaCatania/coll
Improve collision generation usability in the new 3D scene import workflow.
2021-08-30 07:25:51 -07:00
AndreaCatania 2d2d24a538 Improve collision generation usability in the new 3D scene import workflow.
With this PR it's possible to add a collision during the Mesh import, directly in editor.
To generate the shape is possible to chose between the following options:
- Decompose Convex: The Mesh is decomposed in one or many Convex Shapes (Using the VHACD library).
- Simple Convex: Is generated a convex shape that enclose the entire mesh.
- Trimesh: Generate a trimesh shape using the Mesh faces.
- Box: Add a primitive box shape, where you can tweak the `size`, `position`, `rotation`.
- Sphere: Add a primitive sphere shape, where you can tweak the `radius`, `position`, `rotation`.
- Cylinder: Add a primitive cylinder shape, where you can tweak the `height`, `radius`, `position`, `rotation`.
- Capsule: Add a primitive capsule shape, where you can tweak the `height`, `radius`, `position`, `rotation`.

It's also possible to chose the generated body, so you can create:
- Rigid Body.
- Static Body.
- Area.
2021-08-28 08:34:15 +02:00
PouleyKetchoupp 3d5dc80348 Rename RayShape to SeparationRayShape
Makes it clearer that it's used for special cases when picking a
collision shape.
2021-08-24 17:34:55 -07:00
PouleyKetchoupp 45c7af9862 Restore RayShape as a regular shape type
Partial revert from previously removing ray shapes completely, added
back as a shape type but without the specific character controller code.
2021-08-24 16:03:05 -07:00
reduz 3682978aee Replace BIND_VMETHOD by new GDVIRTUAL syntax
* New syntax is type safe.
* New syntax allows for type safe virtuals in native extensions.
* New syntax permits extremely fast calling.

Note: Everything was replaced where possible except for `_gui_input` `_input` and `_unhandled_input`.
These will require API rework on a separate PR as they work different than the rest of the functions.

Added a new method flag METHOD_FLAG_OBJECT_CORE, used internally. Allows to not dump the core virtuals like `_notification` to the json API, since each language will implement those as it is best fits.
2021-08-22 08:23:58 -03:00
PouleyKetchoupp 4da3a87f7d Remove infinite inertia and ray shapes from CharacterBody
Infinite inertia:
Not needed anymore, since it's now possible to set one-directional
collision layers in order for characters to ignore rigid bodies, while
rigid bodies still collide with characters.

Ray shapes:
They were introduced as a work around to allow constant speed on slopes,
which is now possible with the new property in CharacterBody instead.
2021-08-10 12:10:26 -07:00
K. S. Ernest (iFire) Lee 48001d9cb9
Merge pull request #50797 from AndreaCatania/AndreaCatania-patch-4
Fix Static & Rigid body generation on mesh import.
2021-08-05 13:00:14 -04:00
K. S. Ernest (iFire) Lee b742076e17 Bake RESET animation.
Co-authored-by: MMMaellon <mmmaellon@gmail.com>
Co-authored-by: Eron <rufsketch1@gmail.com>
2021-07-30 02:00:21 -07:00
Rémi Verschelde ac3322b0af
Use const references where possible for List range iterators 2021-07-25 12:22:25 +02:00
Aaron Franke c0ce2b3397
Fix scene import following List iterator changes 2021-07-24 14:56:53 -04:00
Andrea Catania 21a13649be
Fix Static & Rigid body generation on mesh import.
The function `_gen_shape_list` is using the resource `Res<Mesh>`, but during the import phase the resource used is instead `Ref<EditorSceneImporterMesh>`.

Note: the `Ref<EditorSceneImporterMesh>` is an intermediate resource, that will be used to create a `Res<Mesh>` at the end of the import process. `Ref<EditorSceneImporterMesh>` and `Ref<Mesh>` are not inheriting each other, so the internal cast done by `Ref<>` during the assignment, is always null:

```c++
Ref<EditorSceneImporterMesh> import_mesh(/* Assume it's initialized */);
CRASH_NOW(import_mesh.is_null());

Ref<Mesh> mesh = import_mesh;
CRASH_NOW(mesh.is_null()); // <--- Here we have a crash, since it's impossible perform the above cast, and the `mesh` is always null.
```

Here the full list of call to `_gen_shape_list`, where we can notice that a `Ref<EditorSceneImporterMesh>` is passed:
- https://github.com/AndreaCatania/godot/blob/master/editor/import/resource_importer_scene.cpp#L428
- https://github.com/AndreaCatania/godot/blob/master/editor/import/resource_importer_scene.cpp#L454-L458
- https://github.com/AndreaCatania/godot/blob/master/editor/import/resource_importer_scene.cpp#L512-L516

As you can notice, we always pass the following mesh: `Ref<EditorSceneImporterMesh> mesh = mi->get_mesh();`.

We already have the function `_pre_gen_shape_list` that executes the exact same job but using the correct type; Since there is no further usage of the function `_gen_shape_list` in the code base, I think it's just some leftover code, so I removed it entirely to use the proper function.
2021-07-24 08:39:18 +02:00
Aaron Franke 4e6efd1b07
Use C++ iterators for Lists in many situations 2021-07-23 17:38:28 -04:00
Lightning_A e28fd07b2b Rename `instance()`->`instantiate()` when it's a verb 2021-06-19 20:49:18 -06:00
Rémi Verschelde 07b8fffa7c
Merge pull request #49458 from JFonS/fix_unwrap_xform
Rename get_parent_spatial() to get_parent_node_3d()
2021-06-14 18:32:33 +02:00
jfons ee702334a1 Rename get_parent_spatial() to get_parent_node3d()
Renames get_parent_spatial() to get_parent_node3d() and changes its
implementation. Before it was not returning a correct pointer if the
node wasn't added to a SceneTree. Now it uses the same implementation as
CanvasItem, which will be correct even for nodes outside a SceneTree.
2021-06-14 14:05:13 +02:00
kobewi 7ff135b015 Consistently prefix bound virtual methods with _ 2021-06-12 00:55:52 +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 de3f6699a5
Rename Transform to Transform3D in core 2021-06-03 07:30:01 -04:00
jfons 6995b0429c Assorted fixes to UV unwrapping and GPU lightmapper
Various fixes to UV2 unwrapping and the GPU lightmapper. Listed here for
context in case of git blame/bisect:

* Fix UV2 unwrapping on import, also cleaned up the unwrap cache code.
* Fix saving of RGBA images in EXR format.
* Fixes to the GPU lightmapper:
	- Added padding between atlas elements, avoids bleeding.
	- Remove old SDF generation code.
	- Fix baked attenuation for Omni/Spot lights.
	- Fix baking of material properties onto UV2 (wireframe was
	  wrongly used before).
	- Disable statically baked lights for objects that have a
	  lightmap texture to avoid applying the same light twice.
	- Fix lightmap pairing in RendererSceneCull.
	- Fix UV2 array generated from `RenderingServer::mesh_surface_get_arrays()`.
	- Port autoexposure fix for OIDN from 3.x.
	- Save debug textures as EXR when using floating point format.
2021-05-03 18:10:34 +02:00
clayjohn 92731d292c Rename get_surface_material to get_surface_override_material 2021-04-14 20:24:03 -07:00
Rishabh Abhani 435c80490a added null checks for mesh in resource importer 2021-03-26 11:49:06 +05:30
Gordon MacPherson 8db565cabd Fix use of Error its uninitialised and resolves importers being broken 2021-03-23 23:46:22 +00:00