9e328bb5b7
File handling APIs are typically considered part of I/O, and we did have most `FileAccess` implementations in `core/io` already.
183 lines
6.9 KiB
C++
183 lines
6.9 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/file_access.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/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_3d.h"
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#include "scene/3d/camera_3d.h"
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#include "scene/3d/mesh_instance_3d.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,
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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, 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", "state"),
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&PackedSceneGLTF::pack_gltf, DEFVAL(0), DEFVAL(1000.0f), DEFVAL(Ref<GLTFState>()));
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ClassDB::bind_method(D_METHOD("import_gltf_scene", "path", "flags", "bake_fps", "state"),
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&PackedSceneGLTF::import_gltf_scene, DEFVAL(0), DEFVAL(1000.0f), 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, 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, &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,
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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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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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if (r_err) {
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*r_err = err;
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}
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ERR_FAIL_COND_V(err != Error::OK, nullptr);
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Node3D *root = memnew(Node3D);
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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<Node3D>(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, 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, &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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