Commit graph

142 commits

Author SHA1 Message Date
Sarfraz
177f2a8419 Fix gltf 8 bone weights condition to check for the second joint array
size.
2022-09-10 23:54:20 +05:30
Micky
694190a354 Rename TileMap/GridMap.world_to_map and opposite to local_to_map
For both TileMap and GridMap:
- `world_to_map` -> `local_to_map`
- `map_to_world` -> `map_to_local`

Also changes any mention of "world" in this context to "local" to avoid future confusion.

Finally, updates the docs of both methods for consistency.
In particular, adding a note on how to convert the returned values from local to global coordinates and vice versa.
2022-09-05 18:08:39 +02:00
Rémi Verschelde
3a62c294c7 Merge pull request #65170 from KoBeWi/your_argument_is_TypedArray 2022-09-02 13:57:02 +02:00
Jonathan Nicholl
15d057c521 Add is_zero_approx methods to Vector2, 3, and 4 2022-09-02 00:29:50 -04:00
kobewi
7adc8376ed Change Array arguments to TypedArray 2022-09-01 13:13:19 +02:00
Rémi Verschelde
432b25d364
Merge pull request #65066 from aaronfranke/str-path-join 2022-08-30 10:01:11 +02:00
Aaron Franke
10a56981dc
Rename String plus_file to path_join 2022-08-29 19:38:13 -05:00
Aaron Franke
03cd8097e1
Move GLTF camera conversion code into GLTFCamera 2022-08-28 11:18:32 -05:00
Aaron Franke
3d76b91229
Move GLTF light conversion code into GLTFLight 2022-08-28 11:18:22 -05:00
Micky
59e11934d8 Rename str2var to str_to_var and similar
Affects the Math class, a good chunk of the audio code, and a lot of other miscellaneous classes, too.

- `var2str` -> `var_to_str`
- `str2var` -> `str_to_var`
- `bytes2var` -> `bytes_to_var`
- `bytes2var_with_objects` -> `bytes_to_var_with_objects`
- `var2bytes` -> `var_to_bytes`
- `var2bytes_with_objects` -> `var_to_bytes_with_objects`
- `linear2db` -> `linear_to_db`
- `db2linear` -> `db_to_linear`
- `deg2rad` -> `deg_to_rad`
- `rad2deg` -> `rad_to_deg`

- `dict2inst` -> `dict_to_inst`
- `inst2dict` -> `inst_to_dict`
2022-08-26 14:58:22 +02:00
Rémi Verschelde
09b012a409
Merge pull request #64400 from aaronfranke/gltf-fix-camera 2022-08-22 22:23:08 +02:00
rafallus
da7a5653f4 Expose Basis set_orthogonal_index method as a GridMap function 2022-08-20 21:42:20 -05:00
Aaron Franke
be81b33e2b
GLTF: Fix orthographic cameras, internally store data in GLTF's format 2022-08-14 19:18:53 -05:00
Hakim
805ffdfbf6 Prevent AnimationPlayer from being added on GLTF import if the option is unchecked. Fixes #63954 2022-08-10 11:17:29 +02:00
Rémi Verschelde
602e967ba8
Merge pull request #55943 from jvanmourik/master
glTF animation parsing: Changed the 'loop' and 'cycle' animation name keywords to be case-insensitive
2022-07-31 17:28:43 +02:00
Rémi Verschelde
3084a48ace
Merge pull request #63219 from reduz/implement-vector4-projection 2022-07-25 11:13:27 +02:00
Aaron Franke
7b8f9a0e8e
GLTF: Organize structures into a subfolder 2022-07-24 17:16:51 -05:00
Rémi Verschelde
a1f0ea5d19
Merge pull request #63409 from V-Sekai/gltf-export 2022-07-25 00:03:38 +02:00
K. S. Ernest (iFire) Lee
b2bd4cc792 Mend duplicate nodes in the gltf export. 2022-07-24 14:38:57 -07:00
Aaron Franke
00ec9321f6
GLTF: Move shared defines into a separate gltf_defines.h file
Also move GLTFDocument's template conversion functions into gltf_template_convert.h
2022-07-24 14:21:27 -05:00
Aaron Franke
6887b3f8ee
GLTF: Only list used extensions when they're actually used 2022-07-23 21:59:16 -05:00
reduz
455c06ecd4 Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.

* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.

These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.

**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-23 14:00:01 +02:00
kobewi
d2900429e8 Add static methods for creating Image and ImageTexture 2022-07-08 13:40:47 +02:00
PZerua
aa7ab96e71 Fix light intensity and attenuation import from GLTF 2022-07-05 19:48:01 +02:00
Rémi Verschelde
e72f3abe2f glTF: Fix a couple typos in warnings on image parsing 2022-07-03 02:55:31 +02:00
K. S. Ernest (iFire) Lee
d600e0bc00 Improve gltf extension GLTFDocument api. 2022-05-20 06:58:48 -07:00
reduz
746dddc067 Replace most uses of Map by HashMap
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
  (order matters) but use is discouraged.

There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
2022-05-16 10:37:48 +02:00
Aaron Franke
fa7a7795f0
Rename Basis get_axis to get_column, remove redundant methods 2022-05-03 09:37:47 -05:00
K. S. Ernest (iFire) Lee
44b6ee001e Discard images from gltf import for the animation library.
This is an optimization.
2022-04-23 17:41:34 -07:00
Rémi Verschelde
46ef52162e Color: Rename to_srgb/to_linear to include base color space
This helps reduce confusion around sRGB <> Linear conversions by making
both input and output color spaces explicit.
2022-04-13 11:45:52 +02:00
Rémi Verschelde
4ab86c6731
Merge pull request #59980 from reduz/animation-libraries 2022-04-11 14:18:35 +02:00
reduz
6f401439f8 Implement Animation Libraries
* Instead of containing single animations, AnimationPlayer now contains libraries.
* Libraries, in turn, contain the animations.

This paves the way for implementing the possibility of importing scenes as animation libraries, finally allowing to import animations separate from the 3D models.

Missing (will be done on separate PRs):

* Make it possible to import scenes (dae/fbx/gltf) as animation libraries.
* Make it possible for AnimationTree to import animation libraries on its own, so it does not rely on AnimationPlayer for everything.
2022-04-11 12:51:54 +02:00
bruvzg
9381acb6a4
Make FileAccess and DirAccess classes reference counted. 2022-04-11 13:28:51 +03:00
K. S. Ernest (iFire) Lee
9484ee7a9e Add support for importing .blend files
Lets you drag or place .blend files in the project folder and it will import the files.

Checks for Blender 3.0's gltf2 `export_keep_originals` option.

Add basepath support to GLTFDocument append_from_file.

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2022-03-29 21:54:41 +02:00
Rémi Verschelde
45ec0e31c3 Remove last editor code dependencies in template build
SConstruct change also makes it possible to outright delete the `editor`
folder in a `tools=no` build, which we use in CI to ensure no invalid
cross-dependencies are added.
2022-03-28 21:13:01 +02:00
Adam Scott
5e6d4baa48 Add GLTF, DAE and FBX importers enforcement for blend shape mask array 2022-03-24 17:15:23 -04:00
Lyuma
35b964606e glTF export for new TYPE_BLEND_SHAPE tracks 2022-03-03 05:28:00 -08:00
Haoyu Qiu
c798f98779 Fix GLTF exporter crash when using GridMap 2022-02-20 21:52:04 +08:00
Fazil Babu
771170e7b0 Default material is assigned to meshes without material for glTF export 2022-02-16 20:19:19 +05:30
Fazil Babu
92f4c33492 CSG Meshes can be exported as glTF 2022-02-11 22:48:28 +05:30
Rémi Verschelde
1bdb82c64e
Fix typos with codespell
Using codespell 2.2-dev from current git.

Added `misc/scripts/codespell.sh` to make it easier to run it once in a
while and update the skip and ignore lists.
2022-02-10 12:30:19 +01:00
Rémi Verschelde
90162851a7
Core: Move generated VERSION_HASH to a .cpp file
This lets us have its definition in `core/version.h` and avoid
rebuilding a handful of files every time the commit hash changes.
2022-02-09 09:20:17 +01:00
Fabio Alessandrelli
d219547c96 [Net] New replication interface, spawner and synchronizer nodes.
Initial implementation of the MultiplayerReplicationInterface and its
default implementation (SceneReplicationInterface).

New MultiplayerSpawner node helps dealing with instantiation of scenes
on remote peers (e.g. clients).
It supports both custom spawns via a `_spawn_custom` virtual function,
and optional auto-spawn of known scenes via a TypedArray<PackedScenes>
property.

New MultiplayerSynchornizer helps synchronizing states between the local
and remote peers, supports both sync and spawn properties and is
configured via a `SceneReplicationConfig` resource.
It can also sync via path (i.e. without being spawned by a
MultiplayerSpawner if both peers has it in tree, but will not send the
spawn state in that case, only the sync one.
2022-02-04 14:56:30 +01:00
Anilforextra
adbe948bda String: Add contains(). 2022-02-04 01:28:02 +05:45
Paweł Fertyk
12d0ff1a4d Issue 57130 Fix GLTFDocument.generate_scene if state is null 2022-01-25 00:48:12 +01:00
K. S. Ernest (iFire) Lee
b468104842 Skip Draco-compressed glTF 3d format files. 2022-01-08 10:14:46 -08:00
kobewi
9e095bb68b Fix some more wrong node names 2022-01-07 00:27:20 +01:00
Rémi Verschelde
118f6d42ac
Merge pull request #56380 from RedMser/export_gltf_normal_crash 2022-01-05 10:46:32 +01:00
Rémi Verschelde
c6bd3ca191
Merge pull request #56290 from nikitalita/fix-gltf-mesh-prims 2022-01-05 10:34:08 +01:00
K. S. Ernest (iFire) Lee
5ce54ce142
Merge pull request #52541 from V-Sekai/gltf-load-scene-buffer
Add gltf import buffer.
2022-01-04 12:12:09 -08:00