Merge pull request #69320 from aaronfranke/3.x-gltf-def-ext-usage

[3.x] GLTF: Move shared defines into a file and only list used extensions
This commit is contained in:
Rémi Verschelde 2022-11-30 11:31:34 +01:00
commit d7cb3d9366
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GPG key ID: C3336907360768E1
16 changed files with 330 additions and 241 deletions

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@ -65,7 +65,7 @@ void GLTFAccessor::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::INT, "component_type"), "set_component_type", "get_component_type"); // int
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "normalized"), "set_normalized", "get_normalized"); // bool
ADD_PROPERTY(PropertyInfo(Variant::INT, "count"), "set_count", "get_count"); // int
ADD_PROPERTY(PropertyInfo(Variant::INT, "type"), "set_type", "get_type"); // GLTFDocument::GLTFType
ADD_PROPERTY(PropertyInfo(Variant::INT, "type"), "set_type", "get_type"); // GLTFType
ADD_PROPERTY(PropertyInfo(Variant::POOL_REAL_ARRAY, "min"), "set_min", "get_min"); // Vector<real_t>
ADD_PROPERTY(PropertyInfo(Variant::POOL_REAL_ARRAY, "max"), "set_max", "get_max"); // Vector<real_t>
ADD_PROPERTY(PropertyInfo(Variant::INT, "sparse_count"), "set_sparse_count", "get_sparse_count"); // int
@ -121,7 +121,7 @@ int GLTFAccessor::get_type() {
}
void GLTFAccessor::set_type(int p_type) {
type = (GLTFDocument::GLTFType)p_type; // TODO: Register enum
type = (GLTFType)p_type; // TODO: Register enum
}
PoolVector<float> GLTFAccessor::get_min() {

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@ -32,8 +32,7 @@
#define GLTF_ACCESSOR_H
#include "core/resource.h"
#include "gltf_document.h"
#include "gltf_defines.h"
struct GLTFAccessor : public Resource {
GDCLASS(GLTFAccessor, Resource);
@ -45,7 +44,7 @@ private:
int component_type = 0;
bool normalized = false;
int count = 0;
GLTFDocument::GLTFType type = GLTFDocument::TYPE_SCALAR;
GLTFType type = GLTFType::TYPE_SCALAR;
PoolVector<float> min;
PoolVector<float> max;
int sparse_count = 0;

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@ -32,8 +32,7 @@
#define GLTF_BUFFER_VIEW_H
#include "core/resource.h"
#include "gltf_document.h"
#include "gltf_defines.h"
class GLTFBufferView : public Resource {
GDCLASS(GLTFBufferView, Resource);

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@ -0,0 +1,90 @@
/*************************************************************************/
/* gltf_defines.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef GLTF_DEFINES_H
#define GLTF_DEFINES_H
// This file should only be included by other headers.
// Godot classes used by GLTF headers.
class AnimationPlayer;
class BoneAttachment;
class CSGShape;
class DirectionalLight;
class GridMap;
class Light;
class MultiMeshInstance;
class Skeleton;
class Skin;
// GLTF classes.
struct GLTFAccessor;
class GLTFAnimation;
class GLTFBufferView;
class GLTFCamera;
class GLTFDocument;
class GLTFLight;
class GLTFMesh;
class GLTFNode;
class GLTFSkeleton;
class GLTFSkin;
class GLTFSpecGloss;
class GLTFState;
class GLTFTexture;
class GLTFTextureSampler;
class PackedSceneGLTF;
// GLTF index aliases.
using GLTFAccessorIndex = int;
using GLTFAnimationIndex = int;
using GLTFBufferIndex = int;
using GLTFBufferViewIndex = int;
using GLTFCameraIndex = int;
using GLTFImageIndex = int;
using GLTFLightIndex = int;
using GLTFMaterialIndex = int;
using GLTFMeshIndex = int;
using GLTFNodeIndex = int;
using GLTFSkeletonIndex = int;
using GLTFSkinIndex = int;
using GLTFTextureIndex = int;
using GLTFTextureSamplerIndex = int;
enum GLTFType {
TYPE_SCALAR,
TYPE_VEC2,
TYPE_VEC3,
TYPE_VEC4,
TYPE_MAT2,
TYPE_MAT3,
TYPE_MAT4,
};
#endif // GLTF_DEFINES_H

View file

@ -30,17 +30,8 @@
#include "gltf_document.h"
#include "gltf_accessor.h"
#include "gltf_animation.h"
#include "gltf_camera.h"
#include "gltf_light.h"
#include "gltf_mesh.h"
#include "gltf_node.h"
#include "gltf_skeleton.h"
#include "gltf_skin.h"
#include "gltf_spec_gloss.h"
#include "gltf_state.h"
#include "gltf_texture.h"
#include "core/bind/core_bind.h" // FIXME: Shouldn't use _Directory but DirAccess.
#include "core/crypto/crypto_core.h"
@ -209,15 +200,21 @@ Error GLTFDocument::serialize(Ref<GLTFState> state, Node *p_root, const String &
}
Error GLTFDocument::_serialize_extensions(Ref<GLTFState> state) const {
const String texture_transform = "KHR_texture_transform";
const String punctual_lights = "KHR_lights_punctual";
Array extensions_used;
extensions_used.push_back(punctual_lights);
extensions_used.push_back(texture_transform);
state->json["extensionsUsed"] = extensions_used;
Array extensions_required;
extensions_required.push_back(texture_transform);
state->json["extensionsRequired"] = extensions_required;
if (!state->lights.empty()) {
extensions_used.push_back("KHR_lights_punctual");
}
if (state->use_khr_texture_transform) {
extensions_used.push_back("KHR_texture_transform");
extensions_required.push_back("KHR_texture_transform");
}
if (!extensions_used.empty()) {
state->json["extensionsUsed"] = extensions_used;
}
if (!extensions_required.empty()) {
state->json["extensionsRequired"] = extensions_required;
}
return OK;
}
@ -973,58 +970,58 @@ Error GLTFDocument::_encode_accessors(Ref<GLTFState> state) {
return OK;
}
String GLTFDocument::_get_accessor_type_name(const GLTFDocument::GLTFType p_type) {
if (p_type == GLTFDocument::TYPE_SCALAR) {
String GLTFDocument::_get_accessor_type_name(const GLTFType p_type) {
if (p_type == GLTFType::TYPE_SCALAR) {
return "SCALAR";
}
if (p_type == GLTFDocument::TYPE_VEC2) {
if (p_type == GLTFType::TYPE_VEC2) {
return "VEC2";
}
if (p_type == GLTFDocument::TYPE_VEC3) {
if (p_type == GLTFType::TYPE_VEC3) {
return "VEC3";
}
if (p_type == GLTFDocument::TYPE_VEC4) {
if (p_type == GLTFType::TYPE_VEC4) {
return "VEC4";
}
if (p_type == GLTFDocument::TYPE_MAT2) {
if (p_type == GLTFType::TYPE_MAT2) {
return "MAT2";
}
if (p_type == GLTFDocument::TYPE_MAT3) {
if (p_type == GLTFType::TYPE_MAT3) {
return "MAT3";
}
if (p_type == GLTFDocument::TYPE_MAT4) {
if (p_type == GLTFType::TYPE_MAT4) {
return "MAT4";
}
ERR_FAIL_V("SCALAR");
}
GLTFDocument::GLTFType GLTFDocument::_get_type_from_str(const String &p_string) {
GLTFType GLTFDocument::_get_type_from_str(const String &p_string) {
if (p_string == "SCALAR") {
return GLTFDocument::TYPE_SCALAR;
return GLTFType::TYPE_SCALAR;
}
if (p_string == "VEC2") {
return GLTFDocument::TYPE_VEC2;
return GLTFType::TYPE_VEC2;
}
if (p_string == "VEC3") {
return GLTFDocument::TYPE_VEC3;
return GLTFType::TYPE_VEC3;
}
if (p_string == "VEC4") {
return GLTFDocument::TYPE_VEC4;
return GLTFType::TYPE_VEC4;
}
if (p_string == "MAT2") {
return GLTFDocument::TYPE_MAT2;
return GLTFType::TYPE_MAT2;
}
if (p_string == "MAT3") {
return GLTFDocument::TYPE_MAT3;
return GLTFType::TYPE_MAT3;
}
if (p_string == "MAT4") {
return GLTFDocument::TYPE_MAT4;
return GLTFType::TYPE_MAT4;
}
ERR_FAIL_V(GLTFDocument::TYPE_SCALAR);
ERR_FAIL_V(GLTFType::TYPE_SCALAR);
}
Error GLTFDocument::_parse_accessors(Ref<GLTFState> state) {
@ -1585,7 +1582,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_ints(Ref<GLTFState> state, c
accessor.instance();
GLTFBufferIndex buffer_view_i;
int64_t size = state->buffers[0].size();
const GLTFDocument::GLTFType type = GLTFDocument::TYPE_SCALAR;
const GLTFType type = GLTFType::TYPE_SCALAR;
const int component_type = GLTFDocument::COMPONENT_TYPE_INT;
PoolVector<float> max;
@ -1681,7 +1678,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_vec2(Ref<GLTFState> state, c
accessor.instance();
GLTFBufferIndex buffer_view_i;
int64_t size = state->buffers[0].size();
const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC2;
const GLTFType type = GLTFType::TYPE_VEC2;
const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
PoolVector<float> max;
@ -1742,7 +1739,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_color(Ref<GLTFState> state,
accessor.instance();
GLTFBufferIndex buffer_view_i;
int64_t size = state->buffers[0].size();
const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC4;
const GLTFType type = GLTFType::TYPE_VEC4;
const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
PoolVector<float> max;
max.resize(type_max.size());
@ -1818,7 +1815,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_weights(Ref<GLTFState> state
accessor.instance();
GLTFBufferIndex buffer_view_i;
int64_t size = state->buffers[0].size();
const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC4;
const GLTFType type = GLTFType::TYPE_VEC4;
const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
PoolVector<float> max;
@ -1877,7 +1874,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_joints(Ref<GLTFState> state,
accessor.instance();
GLTFBufferIndex buffer_view_i;
int64_t size = state->buffers[0].size();
const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC4;
const GLTFType type = GLTFType::TYPE_VEC4;
const int component_type = GLTFDocument::COMPONENT_TYPE_UNSIGNED_SHORT;
PoolVector<float> max;
@ -1938,7 +1935,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_quats(Ref<GLTFState> state,
accessor.instance();
GLTFBufferIndex buffer_view_i;
int64_t size = state->buffers[0].size();
const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC4;
const GLTFType type = GLTFType::TYPE_VEC4;
const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
PoolVector<float> max;
@ -2015,7 +2012,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_floats(Ref<GLTFState> state,
accessor.instance();
GLTFBufferIndex buffer_view_i;
int64_t size = state->buffers[0].size();
const GLTFDocument::GLTFType type = GLTFDocument::TYPE_SCALAR;
const GLTFType type = GLTFType::TYPE_SCALAR;
const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
PoolVector<float> max;
@ -2073,7 +2070,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_vec3(Ref<GLTFState> state, c
accessor.instance();
GLTFBufferIndex buffer_view_i;
int64_t size = state->buffers[0].size();
const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC3;
const GLTFType type = GLTFType::TYPE_VEC3;
const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
PoolVector<float> max;
@ -2153,7 +2150,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_xform(Ref<GLTFState> state,
accessor.instance();
GLTFBufferIndex buffer_view_i;
int64_t size = state->buffers[0].size();
const GLTFDocument::GLTFType type = GLTFDocument::TYPE_MAT4;
const GLTFType type = GLTFType::TYPE_MAT4;
const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
PoolVector<float> max;
@ -3380,7 +3377,11 @@ Error GLTFDocument::_serialize_materials(Ref<GLTFState> state) {
}
if (gltf_texture_index != -1) {
bct["index"] = gltf_texture_index;
bct["extensions"] = _serialize_texture_transform_uv1(material);
Dictionary extensions = _serialize_texture_transform_uv1(material);
if (!extensions.empty()) {
bct["extensions"] = extensions;
state->use_khr_texture_transform = true;
}
mr["baseColorTexture"] = bct;
}
}
@ -3519,7 +3520,11 @@ Error GLTFDocument::_serialize_materials(Ref<GLTFState> state) {
}
if (has_roughness || has_metalness) {
mrt["index"] = orm_texture_index;
mrt["extensions"] = _serialize_texture_transform_uv1(material);
Dictionary extensions = _serialize_texture_transform_uv1(material);
if (!extensions.empty()) {
mrt["extensions"] = extensions;
state->use_khr_texture_transform = true;
}
mr["metallicRoughnessTexture"] = mrt;
}
}
@ -4626,6 +4631,9 @@ void GLTFDocument::_remove_duplicate_skins(Ref<GLTFState> state) {
}
Error GLTFDocument::_serialize_lights(Ref<GLTFState> state) {
if (state->lights.empty()) {
return OK;
}
Array lights;
for (GLTFLightIndex i = 0; i < state->lights.size(); i++) {
Dictionary d;
@ -4652,10 +4660,6 @@ Error GLTFDocument::_serialize_lights(Ref<GLTFState> state) {
lights.push_back(d);
}
if (!state->lights.size()) {
return OK;
}
Dictionary extensions;
if (state->json.has("extensions")) {
extensions = state->json["extensions"];
@ -6839,45 +6843,48 @@ Error GLTFDocument::parse(Ref<GLTFState> state, String p_path, bool p_read_binar
return OK;
}
Dictionary GLTFDocument::_serialize_texture_transform_uv2(Ref<SpatialMaterial> p_material) {
Dictionary extension;
Ref<SpatialMaterial> mat = p_material;
if (mat.is_valid()) {
Dictionary texture_transform;
Dictionary _serialize_texture_transform_uv(Vector2 p_offset, Vector2 p_scale) {
Dictionary texture_transform;
bool is_offset = p_offset != Vector2(0.0, 0.0);
if (is_offset) {
Array offset;
offset.resize(2);
offset[0] = mat->get_uv2_offset().x;
offset[1] = mat->get_uv2_offset().y;
offset[0] = p_offset.x;
offset[1] = p_offset.y;
texture_transform["offset"] = offset;
}
bool is_scaled = p_scale != Vector2(1.0, 1.0);
if (is_scaled) {
Array scale;
scale.resize(2);
scale[0] = mat->get_uv2_scale().x;
scale[1] = mat->get_uv2_scale().y;
scale[0] = p_scale.x;
scale[1] = p_scale.y;
texture_transform["scale"] = scale;
// Godot doesn't support texture rotation
}
Dictionary extension;
// Note: Godot doesn't support texture rotation.
if (is_offset || is_scaled) {
extension["KHR_texture_transform"] = texture_transform;
}
return extension;
}
Dictionary GLTFDocument::_serialize_texture_transform_uv1(Ref<SpatialMaterial> p_material) {
Dictionary extension;
if (p_material.is_valid()) {
Dictionary texture_transform;
Array offset;
offset.resize(2);
offset[0] = p_material->get_uv1_offset().x;
offset[1] = p_material->get_uv1_offset().y;
texture_transform["offset"] = offset;
Array scale;
scale.resize(2);
scale[0] = p_material->get_uv1_scale().x;
scale[1] = p_material->get_uv1_scale().y;
texture_transform["scale"] = scale;
// Godot doesn't support texture rotation
extension["KHR_texture_transform"] = texture_transform;
Vector3 offset = p_material->get_uv1_offset();
Vector3 scale = p_material->get_uv1_scale();
return _serialize_texture_transform_uv(Vector2(offset.x, offset.y), Vector2(scale.x, scale.y));
}
return extension;
return Dictionary();
}
Dictionary GLTFDocument::_serialize_texture_transform_uv2(Ref<SpatialMaterial> p_material) {
if (p_material.is_valid()) {
Vector3 offset = p_material->get_uv2_offset();
Vector3 scale = p_material->get_uv2_scale();
return _serialize_texture_transform_uv(Vector2(offset.x, offset.y), Vector2(scale.x, scale.y));
}
return Dictionary();
}
Error GLTFDocument::_serialize_version(Ref<GLTFState> state) {

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@ -31,6 +31,8 @@
#ifndef GLTF_DOCUMENT_H
#define GLTF_DOCUMENT_H
#include "gltf_defines.h"
#include "scene/3d/bone_attachment.h"
#include "scene/3d/camera.h"
#include "scene/3d/light.h"
@ -45,14 +47,6 @@
#include "modules/modules_enabled.gen.h" // For csg, gridmap.
class GLTFState;
class GLTFSkin;
class GLTFNode;
class GLTFSpecGloss;
class GLTFSkeleton;
class GLTFTextureSampler;
class MultiMeshInstance;
#ifdef MODULE_CSG_ENABLED
class CSGShape;
#endif // MODULE_CSG_ENABLED
@ -60,41 +54,14 @@ class CSGShape;
class GridMap;
#endif // MODULE_GRIDMAP_ENABLED
using GLTFAccessorIndex = int;
using GLTFAnimationIndex = int;
using GLTFBufferIndex = int;
using GLTFBufferViewIndex = int;
using GLTFCameraIndex = int;
using GLTFImageIndex = int;
using GLTFMaterialIndex = int;
using GLTFMeshIndex = int;
using GLTFLightIndex = int;
using GLTFNodeIndex = int;
using GLTFSkeletonIndex = int;
using GLTFSkinIndex = int;
using GLTFTextureIndex = int;
using GLTFTextureSamplerIndex = int;
class GLTFDocument : public Resource {
GDCLASS(GLTFDocument, Resource);
friend class GLTFState;
friend class GLTFSkin;
friend class GLTFSkeleton;
private:
const float BAKE_FPS = 30.0f;
public:
const int32_t JOINT_GROUP_SIZE = 4;
enum GLTFType {
TYPE_SCALAR,
TYPE_VEC2,
TYPE_VEC3,
TYPE_VEC4,
TYPE_MAT2,
TYPE_MAT3,
TYPE_MAT4,
};
enum {
ARRAY_BUFFER = 34962,
@ -116,65 +83,13 @@ public:
};
private:
template <class T>
static Array to_array(const Vector<T> &p_inp) {
Array ret;
for (int i = 0; i < p_inp.size(); i++) {
ret.push_back(p_inp[i]);
}
return ret;
}
template <class T>
static Array to_array(const Set<T> &p_inp) {
Array ret;
typename Set<T>::Element *elem = p_inp.front();
while (elem) {
ret.push_back(elem->get());
elem = elem->next();
}
return ret;
}
template <class T>
static void set_from_array(Vector<T> &r_out, const Array &p_inp) {
r_out.clear();
for (int i = 0; i < p_inp.size(); i++) {
r_out.push_back(p_inp[i]);
}
}
template <class T>
static void set_from_array(Set<T> &r_out, const Array &p_inp) {
r_out.clear();
for (int i = 0; i < p_inp.size(); i++) {
r_out.insert(p_inp[i]);
}
}
template <class K, class V>
static Dictionary to_dict(const Map<K, V> &p_inp) {
Dictionary ret;
for (typename Map<K, V>::Element *E = p_inp.front(); E; E = E->next()) {
ret[E->key()] = E->value();
}
return ret;
}
template <class K, class V>
static void set_from_dict(Map<K, V> &r_out, const Dictionary &p_inp) {
r_out.clear();
Array keys = p_inp.keys();
for (int i = 0; i < keys.size(); i++) {
r_out[keys[i]] = p_inp[keys[i]];
}
}
double _filter_number(double p_float);
String _get_component_type_name(const uint32_t p_component);
int _get_component_type_size(const int component_type);
Error _parse_scenes(Ref<GLTFState> state);
Error _parse_nodes(Ref<GLTFState> state);
String _get_type_name(const GLTFType p_component);
String _get_accessor_type_name(const GLTFDocument::GLTFType p_type);
String _get_accessor_type_name(const GLTFType p_type);
String _gen_unique_name(Ref<GLTFState> state, const String &p_name);
String _sanitize_animation_name(const String &name);
String _gen_unique_animation_name(Ref<GLTFState> state, const String &p_name);

View file

@ -32,8 +32,7 @@
#define GLTF_NODE_H
#include "core/resource.h"
#include "gltf_document.h"
#include "gltf_defines.h"
class GLTFNode : public Resource {
GDCLASS(GLTFNode, Resource);

View file

@ -30,6 +30,9 @@
#include "gltf_skeleton.h"
#include "gltf_template_convert.h"
#include "scene/3d/bone_attachment.h"
void GLTFSkeleton::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_joints"), &GLTFSkeleton::get_joints);
ClassDB::bind_method(D_METHOD("set_joints", "joints"), &GLTFSkeleton::set_joints);
@ -70,19 +73,19 @@ Skeleton *GLTFSkeleton::get_godot_skeleton() {
}
Array GLTFSkeleton::get_unique_names() {
return GLTFDocument::to_array(unique_names);
return GLTFTemplateConvert::to_array(unique_names);
}
void GLTFSkeleton::set_unique_names(Array p_unique_names) {
GLTFDocument::set_from_array(unique_names, p_unique_names);
GLTFTemplateConvert::set_from_array(unique_names, p_unique_names);
}
Dictionary GLTFSkeleton::get_godot_bone_node() {
return GLTFDocument::to_dict(godot_bone_node);
return GLTFTemplateConvert::to_dict(godot_bone_node);
}
void GLTFSkeleton::set_godot_bone_node(Dictionary p_indict) {
GLTFDocument::set_from_dict(godot_bone_node, p_indict);
GLTFTemplateConvert::set_from_dict(godot_bone_node, p_indict);
}
BoneAttachment *GLTFSkeleton::get_bone_attachment(int idx) {

View file

@ -32,8 +32,7 @@
#define GLTF_SKELETON_H
#include "core/resource.h"
#include "gltf_document.h"
#include "gltf_defines.h"
class GLTFSkeleton : public Resource {
GDCLASS(GLTFSkeleton, Resource);

View file

@ -30,6 +30,9 @@
#include "gltf_skin.h"
#include "gltf_template_convert.h"
#include "scene/resources/skin.h"
void GLTFSkin::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_skin_root"), &GLTFSkin::get_skin_root);
ClassDB::bind_method(D_METHOD("set_skin_root", "skin_root"), &GLTFSkin::set_skin_root);
@ -81,11 +84,11 @@ void GLTFSkin::set_joints_original(Vector<GLTFNodeIndex> p_joints_original) {
}
Array GLTFSkin::get_inverse_binds() {
return GLTFDocument::to_array(inverse_binds);
return GLTFTemplateConvert::to_array(inverse_binds);
}
void GLTFSkin::set_inverse_binds(Array p_inverse_binds) {
GLTFDocument::set_from_array(inverse_binds, p_inverse_binds);
GLTFTemplateConvert::set_from_array(inverse_binds, p_inverse_binds);
}
Vector<GLTFNodeIndex> GLTFSkin::get_joints() {
@ -121,11 +124,11 @@ void GLTFSkin::set_skeleton(int p_skeleton) {
}
Dictionary GLTFSkin::get_joint_i_to_bone_i() {
return GLTFDocument::to_dict(joint_i_to_bone_i);
return GLTFTemplateConvert::to_dict(joint_i_to_bone_i);
}
void GLTFSkin::set_joint_i_to_bone_i(Dictionary p_joint_i_to_bone_i) {
GLTFDocument::set_from_dict(joint_i_to_bone_i, p_joint_i_to_bone_i);
GLTFTemplateConvert::set_from_dict(joint_i_to_bone_i, p_joint_i_to_bone_i);
}
Dictionary GLTFSkin::get_joint_i_to_name() {

View file

@ -32,8 +32,7 @@
#define GLTF_SKIN_H
#include "core/resource.h"
#include "gltf_document.h"
#include "gltf_defines.h"
class GLTFSkin : public Resource {
GDCLASS(GLTFSkin, Resource);

View file

@ -30,6 +30,8 @@
#include "gltf_state.h"
#include "scene/animation/animation_player.h"
void GLTFState::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_json"), &GLTFState::get_json);
ClassDB::bind_method(D_METHOD("set_json", "json"), &GLTFState::set_json);
@ -150,51 +152,51 @@ void GLTFState::set_use_named_skin_binds(bool p_use_named_skin_binds) {
}
Array GLTFState::get_nodes() {
return GLTFDocument::to_array(nodes);
return GLTFTemplateConvert::to_array(nodes);
}
void GLTFState::set_nodes(Array p_nodes) {
GLTFDocument::set_from_array(nodes, p_nodes);
GLTFTemplateConvert::set_from_array(nodes, p_nodes);
}
Array GLTFState::get_buffers() {
return GLTFDocument::to_array(buffers);
return GLTFTemplateConvert::to_array(buffers);
}
void GLTFState::set_buffers(Array p_buffers) {
GLTFDocument::set_from_array(buffers, p_buffers);
GLTFTemplateConvert::set_from_array(buffers, p_buffers);
}
Array GLTFState::get_buffer_views() {
return GLTFDocument::to_array(buffer_views);
return GLTFTemplateConvert::to_array(buffer_views);
}
void GLTFState::set_buffer_views(Array p_buffer_views) {
GLTFDocument::set_from_array(buffer_views, p_buffer_views);
GLTFTemplateConvert::set_from_array(buffer_views, p_buffer_views);
}
Array GLTFState::get_accessors() {
return GLTFDocument::to_array(accessors);
return GLTFTemplateConvert::to_array(accessors);
}
void GLTFState::set_accessors(Array p_accessors) {
GLTFDocument::set_from_array(accessors, p_accessors);
GLTFTemplateConvert::set_from_array(accessors, p_accessors);
}
Array GLTFState::get_meshes() {
return GLTFDocument::to_array(meshes);
return GLTFTemplateConvert::to_array(meshes);
}
void GLTFState::set_meshes(Array p_meshes) {
GLTFDocument::set_from_array(meshes, p_meshes);
GLTFTemplateConvert::set_from_array(meshes, p_meshes);
}
Array GLTFState::get_materials() {
return GLTFDocument::to_array(materials);
return GLTFTemplateConvert::to_array(materials);
}
void GLTFState::set_materials(Array p_materials) {
GLTFDocument::set_from_array(materials, p_materials);
GLTFTemplateConvert::set_from_array(materials, p_materials);
}
String GLTFState::get_scene_name() {
@ -206,99 +208,99 @@ void GLTFState::set_scene_name(String p_scene_name) {
}
Array GLTFState::get_root_nodes() {
return GLTFDocument::to_array(root_nodes);
return GLTFTemplateConvert::to_array(root_nodes);
}
void GLTFState::set_root_nodes(Array p_root_nodes) {
GLTFDocument::set_from_array(root_nodes, p_root_nodes);
GLTFTemplateConvert::set_from_array(root_nodes, p_root_nodes);
}
Array GLTFState::get_textures() {
return GLTFDocument::to_array(textures);
return GLTFTemplateConvert::to_array(textures);
}
void GLTFState::set_textures(Array p_textures) {
GLTFDocument::set_from_array(textures, p_textures);
GLTFTemplateConvert::set_from_array(textures, p_textures);
}
Array GLTFState::get_texture_samplers() {
return GLTFDocument::to_array(texture_samplers);
return GLTFTemplateConvert::to_array(texture_samplers);
}
void GLTFState::set_texture_samplers(Array p_texture_samplers) {
GLTFDocument::set_from_array(texture_samplers, p_texture_samplers);
GLTFTemplateConvert::set_from_array(texture_samplers, p_texture_samplers);
}
Array GLTFState::get_images() {
return GLTFDocument::to_array(images);
return GLTFTemplateConvert::to_array(images);
}
void GLTFState::set_images(Array p_images) {
GLTFDocument::set_from_array(images, p_images);
GLTFTemplateConvert::set_from_array(images, p_images);
}
Array GLTFState::get_skins() {
return GLTFDocument::to_array(skins);
return GLTFTemplateConvert::to_array(skins);
}
void GLTFState::set_skins(Array p_skins) {
GLTFDocument::set_from_array(skins, p_skins);
GLTFTemplateConvert::set_from_array(skins, p_skins);
}
Array GLTFState::get_cameras() {
return GLTFDocument::to_array(cameras);
return GLTFTemplateConvert::to_array(cameras);
}
void GLTFState::set_cameras(Array p_cameras) {
GLTFDocument::set_from_array(cameras, p_cameras);
GLTFTemplateConvert::set_from_array(cameras, p_cameras);
}
Array GLTFState::get_lights() {
return GLTFDocument::to_array(lights);
return GLTFTemplateConvert::to_array(lights);
}
void GLTFState::set_lights(Array p_lights) {
GLTFDocument::set_from_array(lights, p_lights);
GLTFTemplateConvert::set_from_array(lights, p_lights);
}
Array GLTFState::get_unique_names() {
return GLTFDocument::to_array(unique_names);
return GLTFTemplateConvert::to_array(unique_names);
}
void GLTFState::set_unique_names(Array p_unique_names) {
GLTFDocument::set_from_array(unique_names, p_unique_names);
GLTFTemplateConvert::set_from_array(unique_names, p_unique_names);
}
Array GLTFState::get_unique_animation_names() {
return GLTFDocument::to_array(unique_animation_names);
return GLTFTemplateConvert::to_array(unique_animation_names);
}
void GLTFState::set_unique_animation_names(Array p_unique_animation_names) {
GLTFDocument::set_from_array(unique_animation_names, p_unique_animation_names);
GLTFTemplateConvert::set_from_array(unique_animation_names, p_unique_animation_names);
}
Array GLTFState::get_skeletons() {
return GLTFDocument::to_array(skeletons);
return GLTFTemplateConvert::to_array(skeletons);
}
void GLTFState::set_skeletons(Array p_skeletons) {
GLTFDocument::set_from_array(skeletons, p_skeletons);
GLTFTemplateConvert::set_from_array(skeletons, p_skeletons);
}
Dictionary GLTFState::get_skeleton_to_node() {
return GLTFDocument::to_dict(skeleton_to_node);
return GLTFTemplateConvert::to_dict(skeleton_to_node);
}
void GLTFState::set_skeleton_to_node(Dictionary p_skeleton_to_node) {
GLTFDocument::set_from_dict(skeleton_to_node, p_skeleton_to_node);
GLTFTemplateConvert::set_from_dict(skeleton_to_node, p_skeleton_to_node);
}
Array GLTFState::get_animations() {
return GLTFDocument::to_array(animations);
return GLTFTemplateConvert::to_array(animations);
}
void GLTFState::set_animations(Array p_animations) {
GLTFDocument::set_from_array(animations, p_animations);
GLTFTemplateConvert::set_from_array(animations, p_animations);
}
Node *GLTFState::get_scene_node(GLTFNodeIndex idx) {

View file

@ -31,26 +31,18 @@
#ifndef GLTF_STATE_H
#define GLTF_STATE_H
#include "core/map.h"
#include "core/resource.h"
#include "core/vector.h"
#include "scene/animation/animation_player.h"
#include "scene/resources/texture.h"
#include "gltf_accessor.h"
#include "gltf_animation.h"
#include "gltf_buffer_view.h"
#include "gltf_camera.h"
#include "gltf_document.h"
#include "gltf_light.h"
#include "gltf_mesh.h"
#include "gltf_node.h"
#include "gltf_skeleton.h"
#include "gltf_skin.h"
#include "gltf_template_convert.h"
#include "gltf_texture.h"
#include "gltf_texture_sampler.h"
#include "scene/animation/animation_player.h"
#include "scene/resources/texture.h"
class GLTFState : public Resource {
GDCLASS(GLTFState, Resource);
@ -64,6 +56,7 @@ class GLTFState : public Resource {
Vector<uint8_t> glb_data;
bool use_named_skin_binds = false;
bool use_khr_texture_transform = false;
bool use_legacy_names = false;
uint32_t compress_flags = 0;

View file

@ -0,0 +1,94 @@
/*************************************************************************/
/* gltf_template_convert.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef GLTF_TEMPLATE_CONVERT_H
#define GLTF_TEMPLATE_CONVERT_H
#include "core/array.h"
#include "core/dictionary.h"
#include "core/set.h"
namespace GLTFTemplateConvert {
template <class T>
static Array to_array(const Vector<T> &p_inp) {
Array ret;
for (int i = 0; i < p_inp.size(); i++) {
ret.push_back(p_inp[i]);
}
return ret;
}
template <class T>
static Array to_array(const Set<T> &p_inp) {
Array ret;
typename Set<T>::Element *elem = p_inp.front();
while (elem) {
ret.push_back(elem->get());
elem = elem->next();
}
return ret;
}
template <class T>
static void set_from_array(Vector<T> &r_out, const Array &p_inp) {
r_out.clear();
for (int i = 0; i < p_inp.size(); i++) {
r_out.push_back(p_inp[i]);
}
}
template <class T>
static void set_from_array(Set<T> &r_out, const Array &p_inp) {
r_out.clear();
for (int i = 0; i < p_inp.size(); i++) {
r_out.insert(p_inp[i]);
}
}
template <class K, class V>
static Dictionary to_dict(const Map<K, V> &p_inp) {
Dictionary ret;
for (typename Map<K, V>::Element *E = p_inp.front(); E; E = E->next()) {
ret[E->key()] = E->value();
}
return ret;
}
template <class K, class V>
static void set_from_dict(Map<K, V> &r_out, const Dictionary &p_inp) {
r_out.clear();
Array keys = p_inp.keys();
for (int i = 0; i < keys.size(); i++) {
r_out[keys[i]] = p_inp[keys[i]];
}
}
} //namespace GLTFTemplateConvert
#endif // GLTF_TEMPLATE_CONVERT_H

View file

@ -32,8 +32,7 @@
#define GLTF_TEXTURE_H
#include "core/resource.h"
#include "gltf_document.h"
#include "gltf_defines.h"
class GLTFTexture : public Resource {
GDCLASS(GLTFTexture, Resource);

View file

@ -32,20 +32,8 @@
#include "register_types.h"
#include "gltf_accessor.h"
#include "gltf_animation.h"
#include "gltf_buffer_view.h"
#include "gltf_camera.h"
#include "gltf_document.h"
#include "gltf_light.h"
#include "gltf_mesh.h"
#include "gltf_node.h"
#include "gltf_skeleton.h"
#include "gltf_skin.h"
#include "gltf_spec_gloss.h"
#include "gltf_state.h"
#include "gltf_texture.h"
#include "packed_scene_gltf.h"
#ifdef TOOLS_ENABLED
#include "editor/editor_node.h"