Merge pull request #64977 from aaronfranke/gltf
Move GLTF camera and light conversion code into GLTFCamera and GLTFLight
This commit is contained in:
commit
523bac1ff4
7 changed files with 278 additions and 182 deletions
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@ -10,6 +10,34 @@
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<link title="GLTF camera detailed specification">https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#reference-camera</link>
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<link title="GLTF camera spec and example file">https://github.com/KhronosGroup/glTF-Tutorials/blob/master/gltfTutorial/gltfTutorial_015_SimpleCameras.md</link>
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</tutorials>
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<methods>
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<method name="from_dictionary" qualifiers="static">
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<return type="GLTFCamera" />
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<param index="0" name="dictionary" type="Dictionary" />
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<description>
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Creates a new GLTFCamera instance by parsing the given [Dictionary].
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</description>
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</method>
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<method name="from_node" qualifiers="static">
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<return type="GLTFCamera" />
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<param index="0" name="camera_node" type="Camera3D" />
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<description>
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Create a new GLTFCamera instance from the given Godot [Camera3D] node.
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</description>
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</method>
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<method name="to_dictionary" qualifiers="const">
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<return type="Dictionary" />
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<description>
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Serializes this GLTFCamera instance into a [Dictionary].
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</description>
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</method>
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<method name="to_node" qualifiers="const">
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<return type="Camera3D" />
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<description>
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Converts this GLTFCamera instance into a Godot [Camera3D] node.
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</description>
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</method>
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</methods>
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<members>
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<member name="depth_far" type="float" setter="set_depth_far" getter="get_depth_far" default="4000.0">
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The distance to the far culling boundary for this camera relative to its local Z axis, in meters. This maps to GLTF's [code]zfar[/code] property.
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@ -9,6 +9,34 @@
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<tutorials>
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<link title="KHR_lights_punctual GLTF extension spec">https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_lights_punctual</link>
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</tutorials>
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<methods>
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<method name="from_dictionary" qualifiers="static">
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<return type="GLTFLight" />
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<param index="0" name="dictionary" type="Dictionary" />
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<description>
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Creates a new GLTFLight instance by parsing the given [Dictionary].
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</description>
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</method>
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<method name="from_node" qualifiers="static">
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<return type="GLTFLight" />
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<param index="0" name="light_node" type="Light3D" />
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<description>
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Create a new GLTFLight instance from the given Godot [Light3D] node.
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</description>
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</method>
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<method name="to_dictionary" qualifiers="const">
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<return type="Dictionary" />
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<description>
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Serializes this GLTFLight instance into a [Dictionary].
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</description>
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</method>
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<method name="to_node" qualifiers="const">
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<return type="Light3D" />
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<description>
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Converts this GLTFLight instance into a Godot [Light3D] node.
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</description>
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</method>
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</methods>
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<members>
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<member name="color" type="Color" setter="set_color" getter="get_color" default="Color(1, 1, 1, 1)">
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The [Color] of the light. Defaults to white. A black color causes the light to have no effect.
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@ -31,6 +31,12 @@
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#include "gltf_light.h"
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void GLTFLight::_bind_methods() {
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ClassDB::bind_static_method("GLTFLight", D_METHOD("from_node", "light_node"), &GLTFLight::from_node);
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ClassDB::bind_method(D_METHOD("to_node"), &GLTFLight::to_node);
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ClassDB::bind_static_method("GLTFLight", D_METHOD("from_dictionary", "dictionary"), &GLTFLight::from_dictionary);
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ClassDB::bind_method(D_METHOD("to_dictionary"), &GLTFLight::to_dictionary);
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ClassDB::bind_method(D_METHOD("get_color"), &GLTFLight::get_color);
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ClassDB::bind_method(D_METHOD("set_color", "color"), &GLTFLight::set_color);
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ClassDB::bind_method(D_METHOD("get_intensity"), &GLTFLight::get_intensity);
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@ -99,3 +105,116 @@ float GLTFLight::get_outer_cone_angle() {
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void GLTFLight::set_outer_cone_angle(float p_outer_cone_angle) {
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outer_cone_angle = p_outer_cone_angle;
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}
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Ref<GLTFLight> GLTFLight::from_node(const Light3D *p_light) {
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Ref<GLTFLight> l;
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l.instantiate();
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l->color = p_light->get_color();
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if (cast_to<DirectionalLight3D>(p_light)) {
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l->light_type = "directional";
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const DirectionalLight3D *light = cast_to<const DirectionalLight3D>(p_light);
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l->intensity = light->get_param(DirectionalLight3D::PARAM_ENERGY);
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l->range = FLT_MAX; // Range for directional lights is infinite in Godot.
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} else if (cast_to<const OmniLight3D>(p_light)) {
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l->light_type = "point";
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const OmniLight3D *light = cast_to<const OmniLight3D>(p_light);
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l->range = light->get_param(OmniLight3D::PARAM_RANGE);
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l->intensity = light->get_param(OmniLight3D::PARAM_ENERGY);
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} else if (cast_to<const SpotLight3D>(p_light)) {
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l->light_type = "spot";
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const SpotLight3D *light = cast_to<const SpotLight3D>(p_light);
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l->range = light->get_param(SpotLight3D::PARAM_RANGE);
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l->intensity = light->get_param(SpotLight3D::PARAM_ENERGY);
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l->outer_cone_angle = Math::deg_to_rad(light->get_param(SpotLight3D::PARAM_SPOT_ANGLE));
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// This equation is the inverse of the import equation (which has a desmos link).
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float angle_ratio = 1 - (0.2 / (0.1 + light->get_param(SpotLight3D::PARAM_SPOT_ATTENUATION)));
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angle_ratio = MAX(0, angle_ratio);
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l->inner_cone_angle = l->outer_cone_angle * angle_ratio;
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}
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return l;
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}
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Light3D *GLTFLight::to_node() const {
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if (light_type == "directional") {
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DirectionalLight3D *light = memnew(DirectionalLight3D);
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light->set_param(Light3D::PARAM_ENERGY, intensity);
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light->set_color(color);
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return light;
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}
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const float range = CLAMP(this->range, 0, 4096);
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if (light_type == "point") {
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OmniLight3D *light = memnew(OmniLight3D);
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light->set_param(OmniLight3D::PARAM_ENERGY, intensity);
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light->set_param(OmniLight3D::PARAM_RANGE, range);
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light->set_color(color);
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return light;
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}
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if (light_type == "spot") {
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SpotLight3D *light = memnew(SpotLight3D);
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light->set_param(SpotLight3D::PARAM_ENERGY, intensity);
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light->set_param(SpotLight3D::PARAM_RANGE, range);
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light->set_param(SpotLight3D::PARAM_SPOT_ANGLE, Math::rad_to_deg(outer_cone_angle));
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light->set_color(color);
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// Line of best fit derived from guessing, see https://www.desmos.com/calculator/biiflubp8b
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// The points in desmos are not exact, except for (1, infinity).
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float angle_ratio = inner_cone_angle / outer_cone_angle;
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float angle_attenuation = 0.2 / (1 - angle_ratio) - 0.1;
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light->set_param(SpotLight3D::PARAM_SPOT_ATTENUATION, angle_attenuation);
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return light;
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}
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return memnew(Light3D);
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}
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Ref<GLTFLight> GLTFLight::from_dictionary(const Dictionary p_dictionary) {
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ERR_FAIL_COND_V_MSG(!p_dictionary.has("type"), Ref<GLTFLight>(), "Failed to parse GLTF light, missing required field 'type'.");
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Ref<GLTFLight> light;
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light.instantiate();
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const String &type = p_dictionary["type"];
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light->light_type = type;
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if (p_dictionary.has("color")) {
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const Array &arr = p_dictionary["color"];
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if (arr.size() == 3) {
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light->color = Color(arr[0], arr[1], arr[2]).linear_to_srgb();
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} else {
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ERR_PRINT("Error parsing GLTF light: The color must have exactly 3 numbers.");
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}
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}
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if (p_dictionary.has("intensity")) {
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light->intensity = p_dictionary["intensity"];
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}
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if (p_dictionary.has("range")) {
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light->range = p_dictionary["range"];
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}
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if (type == "spot") {
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const Dictionary &spot = p_dictionary["spot"];
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light->inner_cone_angle = spot["innerConeAngle"];
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light->outer_cone_angle = spot["outerConeAngle"];
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if (light->inner_cone_angle >= light->outer_cone_angle) {
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ERR_PRINT("Error parsing GLTF light: The inner angle must be smaller than the outer angle.");
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}
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} else if (type != "point" && type != "directional") {
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ERR_PRINT("Error parsing GLTF light: Light type '" + type + "' is unknown.");
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}
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return light;
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}
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Dictionary GLTFLight::to_dictionary() const {
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Dictionary d;
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Array color_array;
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color_array.resize(3);
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color_array[0] = color.r;
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color_array[1] = color.g;
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color_array[2] = color.b;
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d["color"] = color_array;
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d["type"] = light_type;
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if (light_type == "spot") {
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Dictionary spot_dict;
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spot_dict["innerConeAngle"] = inner_cone_angle;
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spot_dict["outerConeAngle"] = outer_cone_angle;
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d["spot"] = spot_dict;
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}
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d["intensity"] = intensity;
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d["range"] = range;
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return d;
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}
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@ -70,6 +70,12 @@ public:
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float get_outer_cone_angle();
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void set_outer_cone_angle(float p_outer_cone_angle);
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static Ref<GLTFLight> from_node(const Light3D *p_light);
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Light3D *to_node() const;
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static Ref<GLTFLight> from_dictionary(const Dictionary p_dictionary);
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Dictionary to_dictionary() const;
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};
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#endif // GLTF_LIGHT_H
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@ -4534,28 +4534,7 @@ Error GLTFDocument::_serialize_lights(Ref<GLTFState> state) {
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}
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Array lights;
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for (GLTFLightIndex i = 0; i < state->lights.size(); i++) {
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Dictionary d;
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Ref<GLTFLight> light = state->lights[i];
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Array color;
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color.resize(3);
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color[0] = light->color.r;
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color[1] = light->color.g;
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color[2] = light->color.b;
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d["color"] = color;
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d["type"] = light->light_type;
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if (light->light_type == "spot") {
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Dictionary s;
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float inner_cone_angle = light->inner_cone_angle;
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s["innerConeAngle"] = inner_cone_angle;
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float outer_cone_angle = light->outer_cone_angle;
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s["outerConeAngle"] = outer_cone_angle;
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d["spot"] = s;
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}
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float intensity = light->intensity;
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d["intensity"] = intensity;
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float range = light->range;
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d["range"] = range;
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lights.push_back(d);
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lights.push_back(state->lights[i]->to_dictionary());
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}
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Dictionary extensions;
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@ -4577,27 +4556,7 @@ Error GLTFDocument::_serialize_cameras(Ref<GLTFState> state) {
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Array cameras;
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cameras.resize(state->cameras.size());
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for (GLTFCameraIndex i = 0; i < state->cameras.size(); i++) {
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Dictionary d;
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Ref<GLTFCamera> camera = state->cameras[i];
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if (camera->get_perspective()) {
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Dictionary persp;
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persp["yfov"] = camera->get_fov();
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persp["zfar"] = camera->get_depth_far();
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persp["znear"] = camera->get_depth_near();
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d["perspective"] = persp;
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d["type"] = "perspective";
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} else {
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Dictionary ortho;
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ortho["ymag"] = camera->get_size_mag();
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ortho["xmag"] = camera->get_size_mag();
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ortho["zfar"] = camera->get_depth_far();
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ortho["znear"] = camera->get_depth_near();
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d["orthographic"] = ortho;
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d["type"] = "orthographic";
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}
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cameras[i] = d;
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cameras[i] = state->cameras[i]->to_dictionary();
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}
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if (!state->cameras.size()) {
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@ -4627,35 +4586,10 @@ Error GLTFDocument::_parse_lights(Ref<GLTFState> state) {
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const Array &lights = lights_punctual["lights"];
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for (GLTFLightIndex light_i = 0; light_i < lights.size(); light_i++) {
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const Dictionary &d = lights[light_i];
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Ref<GLTFLight> light;
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light.instantiate();
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ERR_FAIL_COND_V(!d.has("type"), ERR_PARSE_ERROR);
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const String &type = d["type"];
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light->light_type = type;
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if (d.has("color")) {
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const Array &arr = d["color"];
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ERR_FAIL_COND_V(arr.size() != 3, ERR_PARSE_ERROR);
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const Color c = Color(arr[0], arr[1], arr[2]).linear_to_srgb();
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light->color = c;
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Ref<GLTFLight> light = GLTFLight::from_dictionary(lights[light_i]);
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if (light.is_null()) {
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return Error::ERR_PARSE_ERROR;
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}
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if (d.has("intensity")) {
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light->intensity = d["intensity"];
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}
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if (d.has("range")) {
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light->range = d["range"];
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}
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if (type == "spot") {
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const Dictionary &spot = d["spot"];
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light->inner_cone_angle = spot["innerConeAngle"];
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light->outer_cone_angle = spot["outerConeAngle"];
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ERR_CONTINUE_MSG(light->inner_cone_angle >= light->outer_cone_angle, "The inner angle must be smaller than the outer angle.");
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} else if (type != "point" && type != "directional") {
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ERR_CONTINUE_MSG(true, "Light type is unknown.");
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}
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state->lights.push_back(light);
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}
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@ -4672,35 +4606,7 @@ Error GLTFDocument::_parse_cameras(Ref<GLTFState> state) {
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const Array cameras = state->json["cameras"];
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for (GLTFCameraIndex i = 0; i < cameras.size(); i++) {
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const Dictionary &d = cameras[i];
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Ref<GLTFCamera> camera;
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camera.instantiate();
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ERR_FAIL_COND_V(!d.has("type"), ERR_PARSE_ERROR);
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const String &type = d["type"];
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if (type == "perspective") {
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camera->set_perspective(true);
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if (d.has("perspective")) {
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const Dictionary &persp = d["perspective"];
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camera->set_fov(persp["yfov"]);
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if (persp.has("zfar")) {
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camera->set_depth_far(persp["zfar"]);
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}
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camera->set_depth_near(persp["znear"]);
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}
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} else if (type == "orthographic") {
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camera->set_perspective(false);
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if (d.has("orthographic")) {
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const Dictionary &ortho = d["orthographic"];
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camera->set_size_mag(ortho["ymag"]);
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camera->set_depth_far(ortho["zfar"]);
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camera->set_depth_near(ortho["znear"]);
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}
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} else {
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ERR_FAIL_V_MSG(ERR_PARSE_ERROR, "Camera3D should be in 'orthographic' or 'perspective'");
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}
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state->cameras.push_back(camera);
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state->cameras.push_back(GLTFCamera::from_dictionary(cameras[i]));
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}
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print_verbose("glTF: Total cameras: " + itos(state->cameras.size()));
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@ -5148,45 +5054,7 @@ Node3D *GLTFDocument::_generate_light(Ref<GLTFState> state, const GLTFNodeIndex
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print_verbose("glTF: Creating light for: " + gltf_node->get_name());
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Ref<GLTFLight> l = state->lights[gltf_node->light];
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float intensity = l->intensity;
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if (intensity > 10) {
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// GLTF spec has the default around 1, but Blender defaults lights to 100.
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// The only sane way to handle this is to check where it came from and
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// handle it accordingly. If it's over 10, it probably came from Blender.
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intensity /= 100;
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}
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if (l->light_type == "directional") {
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DirectionalLight3D *light = memnew(DirectionalLight3D);
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light->set_param(Light3D::PARAM_ENERGY, intensity);
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light->set_color(l->color);
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return light;
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}
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const float range = CLAMP(l->range, 0, 4096);
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if (l->light_type == "point") {
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OmniLight3D *light = memnew(OmniLight3D);
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light->set_param(OmniLight3D::PARAM_ENERGY, intensity);
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light->set_param(OmniLight3D::PARAM_RANGE, range);
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light->set_color(l->color);
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return light;
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}
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if (l->light_type == "spot") {
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SpotLight3D *light = memnew(SpotLight3D);
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light->set_param(SpotLight3D::PARAM_ENERGY, intensity);
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light->set_param(SpotLight3D::PARAM_RANGE, range);
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light->set_param(SpotLight3D::PARAM_SPOT_ANGLE, Math::rad_to_deg(l->outer_cone_angle));
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light->set_color(l->color);
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// Line of best fit derived from guessing, see https://www.desmos.com/calculator/biiflubp8b
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// The points in desmos are not exact, except for (1, infinity).
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float angle_ratio = l->inner_cone_angle / l->outer_cone_angle;
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float angle_attenuation = 0.2 / (1 - angle_ratio) - 0.1;
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light->set_param(SpotLight3D::PARAM_SPOT_ATTENUATION, angle_attenuation);
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return light;
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}
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return memnew(Node3D);
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return l->to_node();
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}
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Camera3D *GLTFDocument::_generate_camera(Ref<GLTFState> state, const GLTFNodeIndex node_index) {
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@ -5194,32 +5062,16 @@ Camera3D *GLTFDocument::_generate_camera(Ref<GLTFState> state, const GLTFNodeInd
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|||
|
||||
ERR_FAIL_INDEX_V(gltf_node->camera, state->cameras.size(), nullptr);
|
||||
|
||||
Camera3D *camera = memnew(Camera3D);
|
||||
print_verbose("glTF: Creating camera for: " + gltf_node->get_name());
|
||||
|
||||
Ref<GLTFCamera> c = state->cameras[gltf_node->camera];
|
||||
camera->set_projection(c->get_perspective() ? Camera3D::PROJECTION_PERSPECTIVE : Camera3D::PROJECTION_ORTHOGONAL);
|
||||
// GLTF spec (yfov) is in radians, Godot's camera (fov) is in degrees.
|
||||
camera->set_fov(Math::rad_to_deg(c->get_fov()));
|
||||
// GLTF spec (xmag and ymag) is a radius in meters, Godot's camera (size) is a diameter in meters.
|
||||
camera->set_size(c->get_size_mag() * 2.0f);
|
||||
camera->set_near(c->get_depth_near());
|
||||
camera->set_far(c->get_depth_far());
|
||||
return camera;
|
||||
return c->to_node();
|
||||
}
|
||||
|
||||
GLTFCameraIndex GLTFDocument::_convert_camera(Ref<GLTFState> state, Camera3D *p_camera) {
|
||||
print_verbose("glTF: Converting camera: " + p_camera->get_name());
|
||||
|
||||
Ref<GLTFCamera> c;
|
||||
c.instantiate();
|
||||
c->set_perspective(p_camera->get_projection() == Camera3D::ProjectionType::PROJECTION_PERSPECTIVE);
|
||||
// GLTF spec (yfov) is in radians, Godot's camera (fov) is in degrees.
|
||||
c->set_fov(Math::deg_to_rad(p_camera->get_fov()));
|
||||
// GLTF spec (xmag and ymag) is a radius in meters, Godot's camera (size) is a diameter in meters.
|
||||
c->set_size_mag(p_camera->get_size() * 0.5f);
|
||||
c->set_depth_far(p_camera->get_far());
|
||||
c->set_depth_near(p_camera->get_near());
|
||||
Ref<GLTFCamera> c = GLTFCamera::from_node(p_camera);
|
||||
GLTFCameraIndex camera_index = state->cameras.size();
|
||||
state->cameras.push_back(c);
|
||||
return camera_index;
|
||||
|
@ -5228,31 +5080,7 @@ GLTFCameraIndex GLTFDocument::_convert_camera(Ref<GLTFState> state, Camera3D *p_
|
|||
GLTFLightIndex GLTFDocument::_convert_light(Ref<GLTFState> state, Light3D *p_light) {
|
||||
print_verbose("glTF: Converting light: " + p_light->get_name());
|
||||
|
||||
Ref<GLTFLight> l;
|
||||
l.instantiate();
|
||||
l->color = p_light->get_color();
|
||||
if (cast_to<DirectionalLight3D>(p_light)) {
|
||||
l->light_type = "directional";
|
||||
DirectionalLight3D *light = cast_to<DirectionalLight3D>(p_light);
|
||||
l->intensity = light->get_param(DirectionalLight3D::PARAM_ENERGY);
|
||||
l->range = FLT_MAX; // Range for directional lights is infinite in Godot.
|
||||
} else if (cast_to<OmniLight3D>(p_light)) {
|
||||
l->light_type = "point";
|
||||
OmniLight3D *light = cast_to<OmniLight3D>(p_light);
|
||||
l->range = light->get_param(OmniLight3D::PARAM_RANGE);
|
||||
l->intensity = light->get_param(OmniLight3D::PARAM_ENERGY);
|
||||
} else if (cast_to<SpotLight3D>(p_light)) {
|
||||
l->light_type = "spot";
|
||||
SpotLight3D *light = cast_to<SpotLight3D>(p_light);
|
||||
l->range = light->get_param(SpotLight3D::PARAM_RANGE);
|
||||
l->intensity = light->get_param(SpotLight3D::PARAM_ENERGY);
|
||||
l->outer_cone_angle = Math::deg_to_rad(light->get_param(SpotLight3D::PARAM_SPOT_ANGLE));
|
||||
|
||||
// This equation is the inverse of the import equation (which has a desmos link).
|
||||
float angle_ratio = 1 - (0.2 / (0.1 + light->get_param(SpotLight3D::PARAM_SPOT_ATTENUATION)));
|
||||
angle_ratio = MAX(0, angle_ratio);
|
||||
l->inner_cone_angle = l->outer_cone_angle * angle_ratio;
|
||||
}
|
||||
Ref<GLTFLight> l = GLTFLight::from_node(p_light);
|
||||
|
||||
GLTFLightIndex light_index = state->lights.size();
|
||||
state->lights.push_back(l);
|
||||
|
|
|
@ -31,6 +31,12 @@
|
|||
#include "gltf_camera.h"
|
||||
|
||||
void GLTFCamera::_bind_methods() {
|
||||
ClassDB::bind_static_method("GLTFCamera", D_METHOD("from_node", "camera_node"), &GLTFCamera::from_node);
|
||||
ClassDB::bind_method(D_METHOD("to_node"), &GLTFCamera::to_node);
|
||||
|
||||
ClassDB::bind_static_method("GLTFCamera", D_METHOD("from_dictionary", "dictionary"), &GLTFCamera::from_dictionary);
|
||||
ClassDB::bind_method(D_METHOD("to_dictionary"), &GLTFCamera::to_dictionary);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("get_perspective"), &GLTFCamera::get_perspective);
|
||||
ClassDB::bind_method(D_METHOD("set_perspective", "perspective"), &GLTFCamera::set_perspective);
|
||||
ClassDB::bind_method(D_METHOD("get_fov"), &GLTFCamera::get_fov);
|
||||
|
@ -48,3 +54,78 @@ void GLTFCamera::_bind_methods() {
|
|||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "depth_far"), "set_depth_far", "get_depth_far");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "depth_near"), "set_depth_near", "get_depth_near");
|
||||
}
|
||||
|
||||
Ref<GLTFCamera> GLTFCamera::from_node(const Camera3D *p_camera) {
|
||||
Ref<GLTFCamera> c;
|
||||
c.instantiate();
|
||||
c->set_perspective(p_camera->get_projection() == Camera3D::ProjectionType::PROJECTION_PERSPECTIVE);
|
||||
// GLTF spec (yfov) is in radians, Godot's camera (fov) is in degrees.
|
||||
c->set_fov(Math::deg_to_rad(p_camera->get_fov()));
|
||||
// GLTF spec (xmag and ymag) is a radius in meters, Godot's camera (size) is a diameter in meters.
|
||||
c->set_size_mag(p_camera->get_size() * 0.5f);
|
||||
c->set_depth_far(p_camera->get_far());
|
||||
c->set_depth_near(p_camera->get_near());
|
||||
return c;
|
||||
}
|
||||
|
||||
Camera3D *GLTFCamera::to_node() const {
|
||||
Camera3D *camera = memnew(Camera3D);
|
||||
camera->set_projection(perspective ? Camera3D::PROJECTION_PERSPECTIVE : Camera3D::PROJECTION_ORTHOGONAL);
|
||||
// GLTF spec (yfov) is in radians, Godot's camera (fov) is in degrees.
|
||||
camera->set_fov(Math::rad_to_deg(fov));
|
||||
// GLTF spec (xmag and ymag) is a radius in meters, Godot's camera (size) is a diameter in meters.
|
||||
camera->set_size(size_mag * 2.0f);
|
||||
camera->set_near(depth_near);
|
||||
camera->set_far(depth_far);
|
||||
return camera;
|
||||
}
|
||||
|
||||
Ref<GLTFCamera> GLTFCamera::from_dictionary(const Dictionary p_dictionary) {
|
||||
ERR_FAIL_COND_V_MSG(!p_dictionary.has("type"), Ref<GLTFCamera>(), "Failed to parse GLTF camera, missing required field 'type'.");
|
||||
Ref<GLTFCamera> camera;
|
||||
camera.instantiate();
|
||||
const String &type = p_dictionary["type"];
|
||||
if (type == "perspective") {
|
||||
camera->set_perspective(true);
|
||||
if (p_dictionary.has("perspective")) {
|
||||
const Dictionary &persp = p_dictionary["perspective"];
|
||||
camera->set_fov(persp["yfov"]);
|
||||
if (persp.has("zfar")) {
|
||||
camera->set_depth_far(persp["zfar"]);
|
||||
}
|
||||
camera->set_depth_near(persp["znear"]);
|
||||
}
|
||||
} else if (type == "orthographic") {
|
||||
camera->set_perspective(false);
|
||||
if (p_dictionary.has("orthographic")) {
|
||||
const Dictionary &ortho = p_dictionary["orthographic"];
|
||||
camera->set_size_mag(ortho["ymag"]);
|
||||
camera->set_depth_far(ortho["zfar"]);
|
||||
camera->set_depth_near(ortho["znear"]);
|
||||
}
|
||||
} else {
|
||||
ERR_PRINT("Error parsing GLTF camera: Camera type '" + type + "' is unknown, should be perspective or orthographic.");
|
||||
}
|
||||
return camera;
|
||||
}
|
||||
|
||||
Dictionary GLTFCamera::to_dictionary() const {
|
||||
Dictionary d;
|
||||
if (perspective) {
|
||||
Dictionary persp;
|
||||
persp["yfov"] = fov;
|
||||
persp["zfar"] = depth_far;
|
||||
persp["znear"] = depth_near;
|
||||
d["perspective"] = persp;
|
||||
d["type"] = "perspective";
|
||||
} else {
|
||||
Dictionary ortho;
|
||||
ortho["ymag"] = size_mag;
|
||||
ortho["xmag"] = size_mag;
|
||||
ortho["zfar"] = depth_far;
|
||||
ortho["znear"] = depth_near;
|
||||
d["orthographic"] = ortho;
|
||||
d["type"] = "orthographic";
|
||||
}
|
||||
return d;
|
||||
}
|
||||
|
|
|
@ -63,6 +63,12 @@ public:
|
|||
void set_depth_far(real_t p_val) { depth_far = p_val; }
|
||||
real_t get_depth_near() const { return depth_near; }
|
||||
void set_depth_near(real_t p_val) { depth_near = p_val; }
|
||||
|
||||
static Ref<GLTFCamera> from_node(const Camera3D *p_light);
|
||||
Camera3D *to_node() const;
|
||||
|
||||
static Ref<GLTFCamera> from_dictionary(const Dictionary p_dictionary);
|
||||
Dictionary to_dictionary() const;
|
||||
};
|
||||
|
||||
#endif // GLTF_CAMERA_H
|
||||
|
|
Loading…
Reference in a new issue