203295f17d
Fleshed out the "Optimize Mesh" options found in the mesh import UI Gave a checkbox to every vertex attribute that can be compressed Surfaced option to enable/disable Octahedral compression for normal/tangent vectors Also surfaces the vertex position compression option which previously inaccessible because the defaults did not compress vertex positions Supports all current importers (obj, fbx, collada, gltf)
189 lines
7.4 KiB
C++
189 lines
7.4 KiB
C++
/*************************************************************************/
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/* editor_scene_importer_gltf.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "core/crypto/crypto_core.h"
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#include "core/io/json.h"
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#include "core/math/disjoint_set.h"
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#include "core/math/math_defs.h"
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#include "core/os/file_access.h"
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#include "core/os/os.h"
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#include "editor/import/resource_importer_scene.h"
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#include "modules/gltf/gltf_state.h"
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#include "modules/regex/regex.h"
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#include "scene/3d/bone_attachment.h"
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#include "scene/3d/camera.h"
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#include "scene/3d/mesh_instance.h"
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#include "scene/animation/animation_player.h"
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#include "scene/resources/packed_scene.h"
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#include "scene/resources/surface_tool.h"
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#include "modules/gltf/editor_scene_importer_gltf.h"
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uint32_t EditorSceneImporterGLTF::get_import_flags() const {
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return ImportFlags::IMPORT_SCENE | ImportFlags::IMPORT_ANIMATION;
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}
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void EditorSceneImporterGLTF::get_extensions(List<String> *r_extensions) const {
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r_extensions->push_back("gltf");
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r_extensions->push_back("glb");
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}
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Node *EditorSceneImporterGLTF::import_scene(const String &p_path,
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uint32_t p_flags, int p_bake_fps, uint32_t p_compress_flags,
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List<String> *r_missing_deps,
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Error *r_err) {
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Ref<PackedSceneGLTF> importer;
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importer.instance();
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return importer->import_scene(p_path, p_flags, p_bake_fps, p_compress_flags, r_missing_deps, r_err, Ref<GLTFState>());
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}
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Ref<Animation> EditorSceneImporterGLTF::import_animation(const String &p_path,
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uint32_t p_flags,
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int p_bake_fps) {
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return Ref<Animation>();
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}
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void PackedSceneGLTF::_bind_methods() {
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ClassDB::bind_method(
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D_METHOD("export_gltf", "node", "path", "flags", "bake_fps"),
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&PackedSceneGLTF::export_gltf, DEFVAL(0), DEFVAL(1000.0f));
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ClassDB::bind_method(D_METHOD("pack_gltf", "path", "flags", "bake_fps", "compress_flags", "state"),
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&PackedSceneGLTF::pack_gltf, DEFVAL(0), DEFVAL(1000.0f), DEFVAL(Mesh::ARRAY_COMPRESS_DEFAULT), DEFVAL(Ref<GLTFState>()));
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ClassDB::bind_method(D_METHOD("import_gltf_scene", "path", "flags", "bake_fps", "compress_flags", "state"),
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&PackedSceneGLTF::import_gltf_scene, DEFVAL(0), DEFVAL(1000.0f), DEFVAL(Mesh::ARRAY_COMPRESS_DEFAULT), DEFVAL(Ref<GLTFState>()));
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}
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Node *PackedSceneGLTF::import_gltf_scene(const String &p_path, uint32_t p_flags, float p_bake_fps, uint32_t p_compress_flags, Ref<GLTFState> r_state) {
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Error err = FAILED;
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List<String> deps;
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return import_scene(p_path, p_flags, p_bake_fps, p_compress_flags, &deps, &err, r_state);
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}
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Node *PackedSceneGLTF::import_scene(const String &p_path, uint32_t p_flags,
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int p_bake_fps, uint32_t p_compress_flags,
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List<String> *r_missing_deps,
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Error *r_err,
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Ref<GLTFState> r_state) {
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if (r_state == Ref<GLTFState>()) {
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r_state.instance();
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}
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r_state->use_named_skin_binds =
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p_flags & EditorSceneImporter::IMPORT_USE_NAMED_SKIN_BINDS;
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r_state->use_legacy_names =
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p_flags & EditorSceneImporter::IMPORT_USE_LEGACY_NAMES;
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r_state->compress_flags = p_compress_flags;
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Ref<GLTFDocument> gltf_document;
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gltf_document.instance();
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Error err = gltf_document->parse(r_state, p_path);
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*r_err = err;
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ERR_FAIL_COND_V(err != Error::OK, nullptr);
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Spatial *root = memnew(Spatial);
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if (r_state->use_legacy_names) {
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root->set_name(gltf_document->_legacy_validate_node_name(r_state->scene_name));
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} else {
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root->set_name(r_state->scene_name);
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}
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for (int32_t root_i = 0; root_i < r_state->root_nodes.size(); root_i++) {
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gltf_document->_generate_scene_node(r_state, root, root, r_state->root_nodes[root_i]);
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}
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gltf_document->_process_mesh_instances(r_state, root);
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if (r_state->animations.size()) {
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AnimationPlayer *ap = memnew(AnimationPlayer);
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root->add_child(ap);
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ap->set_owner(root);
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for (int i = 0; i < r_state->animations.size(); i++) {
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gltf_document->_import_animation(r_state, ap, i, p_bake_fps);
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}
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}
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return cast_to<Spatial>(root);
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}
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void PackedSceneGLTF::pack_gltf(String p_path, int32_t p_flags,
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real_t p_bake_fps, uint32_t p_compress_flags, Ref<GLTFState> r_state) {
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Error err = FAILED;
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List<String> deps;
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Node *root = import_scene(p_path, p_flags, p_bake_fps, p_compress_flags, &deps, &err, r_state);
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ERR_FAIL_COND(err != OK);
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pack(root);
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}
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void PackedSceneGLTF::save_scene(Node *p_node, const String &p_path,
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const String &p_src_path, uint32_t p_flags,
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int p_bake_fps, List<String> *r_missing_deps,
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Error *r_err) {
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Error err = FAILED;
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if (r_err) {
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*r_err = err;
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}
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Ref<GLTFDocument> gltf_document;
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gltf_document.instance();
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Ref<GLTFState> state;
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state.instance();
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err = gltf_document->serialize(state, p_node, p_path);
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if (r_err) {
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*r_err = err;
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}
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}
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void PackedSceneGLTF::_build_parent_hierachy(Ref<GLTFState> state) {
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// build the hierarchy
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for (GLTFNodeIndex node_i = 0; node_i < state->nodes.size(); node_i++) {
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for (int j = 0; j < state->nodes[node_i]->children.size(); j++) {
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GLTFNodeIndex child_i = state->nodes[node_i]->children[j];
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ERR_FAIL_INDEX(child_i, state->nodes.size());
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if (state->nodes.write[child_i]->parent != -1) {
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continue;
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}
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state->nodes.write[child_i]->parent = node_i;
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}
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}
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}
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Error PackedSceneGLTF::export_gltf(Node *p_root, String p_path,
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int32_t p_flags,
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real_t p_bake_fps) {
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ERR_FAIL_COND_V(!p_root, FAILED);
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List<String> deps;
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Error err;
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String path = p_path;
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int32_t flags = p_flags;
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real_t baked_fps = p_bake_fps;
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Ref<PackedSceneGLTF> exporter;
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exporter.instance();
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exporter->save_scene(p_root, path, "", flags, baked_fps, &deps, &err);
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int32_t error_code = err;
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if (error_code != 0) {
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return Error(error_code);
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}
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return OK;
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}
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