Commit graph

251 commits

Author SHA1 Message Date
clayjohn
14c776f798 Fix wrong indexing when generating dummy tangents in GLTF import 2024-02-27 11:44:57 -08:00
Rémi Verschelde
3780604d79
Merge pull request #88819 from lyuma/import_nodes_as_skeleton_bones
Add new scene import option to import as Skeleton
2024-02-27 10:18:00 +01:00
Rémi Verschelde
8f98ed65f7
Merge pull request #88738 from clayjohn/mesh_compression-tangents
Multiple fixes for compressed meshes
2024-02-27 10:17:43 +01:00
Aaron Franke
c399424db9
Move 3D-only resources to their own folder 2024-02-26 05:23:04 -06:00
Lyuma
652ef966f9 Add new scene import option to import as Skeleton
Adds a bool import option `nodes/import_as_skeleton_bones`.
This is supported in all FBX or GLTF document based formats.
It is especially useful for retargeting and importing animations.
2024-02-26 03:06:07 -08:00
clayjohn
781cd27fe4 Avoid singularity when generated tangents and validate that tangents are good enough when using compression 2024-02-23 16:25:26 -08:00
K. S. Ernest (iFire) Lee
04d43947bf
Add ufbx for FBX importing
This update introduces a new import method for FBX files using ufbx. If the fbx2gltf import fails, it will use the most recently cached scene from the ufbx import. The process is sped up by introducing threads to load the ufbx portion.

Key changes include:

- Support for importing geometry helper nodes in FBX files.
- Addition of cameras and lights with updated names.
- Removal of the fbx importer manager.
- Introduction of ModelDocument3D and updates to its methods.
- Changes to FBX import options and visibility.
- Updating the documentation and handling some errors.
- Store the original non-unique node, mesh and animation names in FBX and glTF.

Co-Authored-By: bqqbarbhg <bqqbarbhg@gmail.com>
2024-02-23 22:33:04 +01:00
Rémi Verschelde
d00dc8facf
Merge pull request #87371 from AThousandShips/size_err_check
Replace error checks against `size` with `is_empty`
2024-02-09 18:09:11 +01:00
Rémi Verschelde
161894652a
Merge pull request #83231 from aaronfranke/gltf-transform
Fix desynced duplicate GLTFNode transform properties
2024-02-09 18:09:05 +01:00
A Thousand Ships
684752e75b
Replace error checks against size with is_empty 2024-02-09 12:50:15 +01:00
Rémi Verschelde
763d5cb7a4
Merge pull request #87934 from aaronfranke/fix-gltf-bad-mesh-export
Fix GLTF exporting invalid meshes and attempting to export gizmo meshes
2024-02-08 10:53:48 +01:00
Aaron Franke
2d38c980ee
Fix GLTF exporting invalid meshes and attempting to export gizmo meshes 2024-02-04 02:58:29 -06:00
Aaron Franke
4c8d69f264
Fix crash when importing a GLTF file with a skeleton as the root 2024-02-04 02:48:16 -06:00
Rémi Verschelde
cb0d450b7d
Merge pull request #87775 from clayjohn/GLTF-export-ra-rg
Remove workaround in GLTF exporter that double converts ra textures to rg
2024-01-31 10:57:17 +01:00
clayjohn
4f41b94943 Remove workaround in GLTF exporter that double converts ra textures to rg 2024-01-30 23:22:20 -08:00
Aaron Franke
c60ed2587d
Fix desynced duplicate GLTFNode transform properties 2024-01-29 21:24:02 -06:00
Hugo Locurcio
0437db0106
Display values in vector/quaternion math function errors
This can help track down the source of the error more easily.
2024-01-28 18:45:46 +01:00
Aaron Franke
d36a34edb7
Misc changes to the GLTF module before audio PR 2024-01-11 20:33:51 -06:00
Rémi Verschelde
60f557c0c5
Merge pull request #86016 from demolke/master
Import step interpolation for loc/rot/scale from GLTF as nearest
2024-01-08 11:52:16 +01:00
demolke
3749cbb3ca Import step interpolation for loc/rot/scale from GLTF as nearest
Currently all object transform animation tracks get imported and baked
as linear. For step interpolation mark the resulting animation track
with Nearest interpolation to make sure there are no in-betweens
generated. This is useful for camera cuts or similar.
2024-01-05 22:03:57 +01:00
Muller-Castro
96a95cb974 Add const lvalue ref to container parameters 2024-01-05 14:49:57 -03:00
Rémi Verschelde
6c390b620d
Merge pull request #84445 from Rubonnek/add-const-references-clang-tidy
Add const references detected by clang-tidy
2024-01-04 14:25:33 +01:00
Rémi Verschelde
a1d45858e0
Merge pull request #86504 from lyuma/gltf_reimport_textures_merry_xmas
gltf: Fix three bugs which prevented extracted textures from being refreshed
2024-01-02 18:05:19 +01:00
Aaron Franke
8acef03cb5
Add export settings to the export dialog for GLTF 2023-12-30 19:57:39 -06:00
Lyuma
fea4165ca8 gltf: fix three bugs which prevented extracted textures from being refreshed.
1. Extracted texture paths in `GLTFDocument::_parse_image_save_image` at the project root started with res:/// which broke cache invalidation
2. md5 hashes were not being written to generator_parameters for new imports, which led Godot to think the file was manually created.
3. `EditorFileSystem::reimport_append` must emit the `resources_reimported` signal in order for the resource cache to be updated.
2023-12-25 01:03:40 -08:00
Wilson E. Alvarez
a3cb1b096f
Add const references detected by clang-tidy 2023-12-16 13:36:44 -05:00
Aaron Franke
6d8f029df4
Use the Blender file name instead of the generated GLTF file name 2023-11-09 12:11:39 -06:00
Aaron Franke
58076b9ccb
Implement glTF compat version system for files from older Godot versions 2023-11-03 12:07:25 -05:00
clayjohn
d1043a5f93 Enhance checks and user experience around tangents.
Ensure `ensure_tangents` option actually creates tangent array. Even if it is just a dummy array.

Allow mesh to generate its own tangents when using compression. This allows users to compress meshes without tangents.

Warn users if they are trying to read from tangents without providing tangents.
2023-11-01 22:40:42 +01:00
Saracen
4b671eec0e Reimport bone attachment fixes:
Assign bone_idx to GLTF importer to fix serialization.
Notifies Skeletons and BoneAttachments when reimporting.
Removes usage of NOTIFICATION_NODE_RECACHE_REQUESTED
2023-10-27 20:34:01 +01:00
jsjtxietian
1c70a7ae6a Prevent godot crash from importing a certain kind of invalid gltf
invalid type: mistach interpolation CUBICSPLINE and value size
2023-10-20 16:58:11 +08:00
A Thousand Ships
034c0f1624 Replace sanity with safety for checks 2023-10-08 16:22:24 +02:00
clayjohn
51ed3aef63 Vertex and attribute compression to reduce the size of the vertex format.
This allows Godot to automatically compress meshes to save a lot of bandwidth.

In general, this requires no interaction from the user and should result in
no noticable quality loss.

This scheme is not backwards compatible, so we have provided an upgrade
mechanism, and a mesh versioning mechanism.

Existing meshes can still be used as a result, but users can get a
performance boost by reimporting assets.
2023-10-05 12:02:23 -06:00
Aaron Franke
7bd894ba7a
Fix skeletons when generating multiple Godot scenes from one GLTF 2023-09-28 17:48:33 -05:00
Rémi Verschelde
dc14f02892
Merge pull request #81851 from aaronfranke/gltf-single-root
GLTF: Add root node export options and GODOT_single_root extension
2023-09-26 17:52:51 +02:00
Aaron Franke
446893fdd1
GLTF: Add GODOT_single_root extension 2023-09-26 10:18:52 -05:00
A Thousand Ships
517e9f8aef [Modules] Replace ERR_FAIL_COND with ERR_FAIL_NULL where applicable 2023-09-26 16:44:52 +02:00
Saracen
3f4513d4de Add error checks for DirAccess creation. 2023-09-26 03:07:43 +01:00
Matias N. Goldberg
ec0e6800bc Fix gltf importer forcing vertex colors on all materials
The importer already checks if a mesh has vertex colors and enables
vertex colors on the material using it.

Before this fix, GLTF importer would force shader generation to use
vertex colors even if the scene did not have vertex colors at all, or
did not need them; causing inefficient shader and PSO generation.
2023-09-24 19:37:33 -03:00
Rémi Verschelde
51f67ea4c5
Merge pull request #81264 from aaronfranke/gltf-node-name-camera
GLTF: Change "Camera3D" generated node name to "Camera"
2023-09-16 21:22:29 +02:00
Rémi Verschelde
be53991b5a
Merge pull request #80272 from aaronfranke/gltf-root-node-logic
GLTF: Improve logic for keeping track of the real root node
2023-09-16 21:21:40 +02:00
Aaron Franke
2723f781dd
GLTF: Allow specifying export image format including from extensions 2023-09-14 17:33:48 -05:00
Aaron Franke
908716529d
GLTF: Add a comment for skinned mesh tree placement
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
2023-09-05 12:19:31 -05:00
Aaron Franke
5b7001dccf
GLTF: Improve logic for keeping track of the real root node 2023-09-03 03:35:29 -05:00
Aaron Franke
c1bc4fbd20
GLTF: Change "Camera3D" generated node name to "Camera" 2023-09-03 02:47:34 -05:00
Aaron Franke
da89753cc6
Fix doubly-reserved unique names in GLTF scene name assignment 2023-08-20 00:03:56 -05:00
Lyuma
f67b6c158c Use image index instead of texture index for source_images 2023-08-05 16:54:35 -07:00
Aaron Franke
2970839085
Set base_path and filename during export 2023-08-03 16:49:22 -05:00
Rémi Verschelde
1d42504b30
Merge pull request #79623 from aaronfranke/gltf-export-preserialize
Add `export_preserialize` to the GLTF export process
2023-08-03 18:33:49 +02:00
Aaron Franke
2d13a9651c
GLTF: Preserve the original bytes when importing a texture 2023-08-03 10:30:33 -05:00