Commit graph

478 commits

Author SHA1 Message Date
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
90019676b0 Code quality: Fix header guards consistency
Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
2022-07-25 11:17:40 +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
bruvzg
8823eae328
Rename OSX to macOS and iPhoneOS to iOS. 2022-07-21 09:37:52 +03:00
Rémi Verschelde
b942c1ffe3
Merge pull request #62827 from fire-forge/ok-cancel
Add `ok_button_text` to AcceptDialog and `cancel_button_text` to ConfirmationDialog
2022-07-13 14:10:38 +02:00
FireForge
e4067064ce Add ok_button_text to AcceptDialog and cancel_button_text to ConfirmationDialog 2022-07-09 10:47:08 -05:00
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
Rémi Verschelde
9923851370 Fix typos with codespell
Using codespell 2.2-dev from current git.
2022-05-23 21:32:19 +02:00
reduz
45af29da80 Add a new HashSet template
* Intended to replace RBSet in most cases.
* Optimized for iteration speed
2022-05-20 22:40:38 +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
Rémi Verschelde
84f64ddde9
Merge pull request #60723 from reduz/refactor-module-initialization 2022-05-04 19:08:43 +02:00
reduz
de0ca3b999 Refactor module initialization
* Changed to use the same stages as extensions.
* Makes the initialization more coherent, helping solve problems due to lack of stages.
* Makes it easier to port between module and extension.
* removed the DRIVER initialization level (no longer needed).
2022-05-04 17:34:51 +02:00
Aaron Franke
fa7a7795f0
Rename Basis get_axis to get_column, remove redundant methods 2022-05-03 09:37:47 -05:00
Rémi Verschelde
d22850234c
Merge pull request #59393 from techiepriyansh/move-gltf-export-under-scene-menu 2022-04-27 11:51:49 +02:00
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
970debed93
Merge pull request #60177 from reduz/animation-library-import
Import scenes as AnimationLibrary
2022-04-13 22:47:54 +02:00
reduz
66009318e0 Import scenes as AnimationLibrary
Added the ability to import scenes as AnimationLibrary

* Completes implementation of https://github.com/godotengine/godot-proposals/issues/4296
* Helps if you want to export animations to a separate file (say a GLTF) to avoid re-importing/exporting them every time the model changes.
* Helps if you simply want to have animations using a dummy model, which can be shared across multiple models.

Creates a secondary scene importer used only for animations.

**NOTE**: A new flag for scene importer: EditorSceneFormatImporter.IMPORT_DISCARD_MESHES_AND_MATERIALS has been added, to hint importers that they should skip meshes and animations (and hence make importing faster). It is not implemented in any importer yet, this should be done in a separate PR.
2022-04-13 15:06:56 +02:00
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
Priyansh Rathi
0ea7780e33
move gltf export under scene menu 2022-04-12 19:42:41 +05:30
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
Rémi Verschelde
d4b54e35f9 Fix path handling in FBX and Blend importers
Fixes #59996.
2022-04-07 23:33:28 +02:00
Marc Gilleron
277825e956 Initialize pointer variables to fix random crash on startup.
`configure_blender_dialog` is lazily created if equal to null,
however nothing really sets it to null.
2022-04-03 23:21:29 +01:00
Rémi Verschelde
4263f02f28
Merge pull request #59764 from reduz/blender-import-autodetect 2022-04-01 11:42:05 +02:00
reduz
e32215fbad Add Blender install autodetection and configuration.
This PR is a continuation to #54886

* Changed Blender path editor setting from binary to installation.
* Add a class to query whether the format is supported.
* This class allows to create proper editors to configure support.

**NOTE**: This PR only provides autodetection on Linux. Code needs to be added for Windows and MacOS to autodetect the Blender installation.

Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
Co-authored-by: Pedro J. Estébanez <pedrojrulez@gmail.com>
2022-04-01 11:01:12 +02:00
Rémi Verschelde
340ad7d748
Merge pull request #59755 from V-Sekai/import-gltf-mat-placeholder 2022-04-01 01:12:16 +02:00
K. S. Ernest (iFire) Lee
d8b3d14d82 Add support for Blend importing of material placeholders.
Couldn't get the 'NONE' option to work.
2022-03-31 10:11:06 -07:00
K. S. Ernest (iFire) Lee
b675a6b9de Allow importing punctual lights from Blend. 2022-03-31 09:34:12 -07:00
K. S. Ernest (iFire) Lee
0a6889d834 Add fbx2gltf support for importing .fbx files
Lets you drag or place .fbx files in the project folder and it will import the files.

An editor setting sets the location of the fbx2gltf binary.

Enables .fbx and .blend by default.

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2022-03-30 15:22:46 +02:00
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
Rémi Verschelde
5fe6984639 Modules: Don't build editor-specific classes in templates
They're moved to an `editor` subfolder so that we can easily handle them
separately.
2022-03-28 16:48:15 +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
Rémi Verschelde
78a767edb3
Merge pull request #35679 from Calinou/doc-add-xml-schema 2022-02-15 13:14:58 +01:00
Hugo Locurcio
b68dd2e189
Add an XML schema for documentation
This makes it easier to spot syntax errors when editing the
class reference. The schema is referenced locally so validation
can still work offline.

Each class XML's schema conformance is also checked on GitHub Actions.
2022-02-15 00:03:31 +01:00
trollodel
cd1d7294d8 Remove the EditorNode parameter from EditorPlugins create methods
Remove EditorNode usage from the Navigation editor plugin.
2022-02-14 18:21:42 +01:00
trollodel
05b56f316d Remove most EditorNode constructor parameters and fields 2022-02-14 14:16:24 +01:00
Rémi Verschelde
7a7fabe4f6
Merge pull request #57641 from Geometror/compilation-time-improvements-1 2022-02-12 09:46:02 +01:00
Hendrik Brucker
b396fd4eef Improve compilation speed (forward declarations/includes cleanup) 2022-02-12 02:46:22 +01:00
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
3662105f8b
Merge pull request #56479 from V-Sekai/import-options 2022-01-05 20:44:42 +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
07a39684a0 options dict is now passed to _import_scene. 2022-01-05 01:07:54 -08:00
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
K. S. Ernest (iFire) Lee
d8923d8c74 Add import glb from buffer
Split functions from gltf document import and export into six functions.

Use base path to allow two code paths based on an empty base path or a full base path.

Add uri decode in _parse_buffers.
2022-01-04 06:06:03 -08:00
Rémi Verschelde
fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
RedMser
0e36d5e782 Fix glTF scene export crash on null normal texture
Also removes a redundant get_texture call directly below
the modified code block.

Fixes #56379
2021-12-31 17:45:03 +01:00
nikitalita
f34ea3873e FIX GLTF Document mesh primitive conversions 2021-12-27 17:36:58 -08:00
jvanmourik
4070f55ff0 glTF animation parsing: Changed the 'loop' and 'cycle' animation name keywords to be case-insensitive 2021-12-15 01:25:30 +01:00
Aaron Franke
368c0bc0ac
Misc build system fixes 2021-12-10 12:14:27 -06:00
Aaron Franke
e9808e3d9a
Add a double-precision editor build to CI 2021-12-09 09:52:48 -06:00
Hugo Locurcio
89ec3d3bc7
Remove or make verbose some debugging prints
The message about SpatialMaterial conversion was turned into a warning,
as it can potentially interfere with porting projects from Godot 3.x
(if there's a bug in the conversion code).
2021-12-05 23:22:23 +01:00
jitspoe
8f433a1f53 Fix crash when exporting meshes to gltf that have no skin. 2021-11-22 22:40:47 -05:00
Rémi Verschelde
88c4380737
Modules: Make sure to include modules_enabled.gen.h where needed 2021-11-12 13:42:58 +01:00
Rémi Verschelde
06a33e590f
Merge pull request #53819 from TokageItLab/re-implement-ping-pong
Reimplement ping-pong animation and reverse playback
2021-11-09 22:11:04 +01:00
Rémi Verschelde
a2803f3d86
Merge pull request #54072 from KoBeWi/hrcr_is_ded 2021-11-03 17:31:48 +01:00
Silc 'Tokage' Renew
953a7bce7e reimplement ping-pong 2021-11-03 13:39:33 +09:00
Lyuma
de93d48901 glTF: Fix override materials and non-empty arrays
Keep track of MeshInstance and GeometryInstance override materials in the GLTFMesh object.
Ensure all arrays are non-empty to conform with "minItems":1 in glTF spec.
2021-11-01 23:22:45 -07:00
Rémi Verschelde
0ae65472e7
clang-format: Enable BreakBeforeTernaryOperators
clang-format keeps breaking the way it handles break *after* ternary operators,
so I give up and go with the only style they seem to actually test.
2021-10-28 15:57:41 +02:00
Rémi Verschelde
3b11e33a09
clang-format: Disable alignment of operands, too unreliable
Sets `AlignOperands` to `DontAlign`.

`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
2021-10-28 15:19:35 +02:00
kobewi
de4f29f458 Remove node_hrcr hack 2021-10-28 01:43:34 +02:00
Lyuma
cada1a4747 gltf: Fix validation errors due to chunk padding and empty skins.
GLB chunk padding length calculation was backwards and missing for the BIN chunk.
Fixed error caused by "skins":[] when no skins were present.
Finally, encode animations before textures to avoid accessor misalignment due to texture byteLength.
2021-10-25 21:12:43 -07:00
Silc 'Tokage' Renew
653e2a550c Fixed animation insertion in SkeletonEditor 2021-10-23 16:50:00 +09:00
Marcel Admiraal
87a4ba492e Remove unimplemented methods 2021-10-21 18:44:25 +01:00
Rémi Verschelde
4387f9645b
Merge pull request #52940 from groud/toast_notification 2021-10-19 09:57:13 +02:00
Rémi Verschelde
297c5c72e9
Merge pull request #53760 from V-Sekai/import-post 2021-10-18 11:32:36 +02:00
reduz
ae1c016547 Implement Animation Blend Shape Tracks
* New track type BLEND_SHAPE
* Blend shapes are imported via this new track type
* Processing is more optimized (no longer relies on variants)
* Modified the Blend Shape API in MeshInstance3D to use indices rather than StringNames (more optimizes)
* Promo: Fixed a small bug in gizmo updating in Node3D that affected performance

Dedicated BlendShape tracks are required for both optimization and eventually implementing them in animation compression.
2021-10-16 08:36:05 -03:00
reduz
b3bf90b3ce Add scene Post-Import Plugin support.
* New plugin system to control the whole import workflow
* Can add options and run code at every import step (general, per node, mesh, animation, material etc.)

This constitutes a first version of these plugins. The ability to interact with the import preview dialog will likely be added later on.
2021-10-15 09:12:04 -03:00
Gilles Roudière
0587e5e018 Implement toast notifications in the editor 2021-10-14 13:30:54 +02:00
K. S. Ernest (iFire) Lee
e3d1189916 Restore gltf animation export after split. 2021-10-13 15:18:27 -07:00
reduz
2dc823273e Remove REST transform influence in skeleton bones
* Animations and Skeletons are now pose-only.
* Rest transform is kept as reference (when it exists) and for IK
* Improves 3D model compatibility (non uniform transforms will properly work, as well as all animations coming from Autodesk products).
2021-10-13 14:51:29 -03:00
K. S. Ernest (iFire) Lee
b7ceec9d7b Error check GLTFDocumentExtensionConvertImporterMesh::import_post. 2021-10-13 02:55:09 -07:00
reduz
ec19ed3723 Remove animation 3D transform track, replace by loc/rot/scale tracks.
* `Animation.TYPE_TRANSFORM3D` track is gone.
* Added POSITION_3D, ROTATION_3D, SCALE_3D tracks.
* GLTF2, Collada, FBX importers will only import the track types found.
* Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed.
* AnimationPlayer and AnimationTree animate these tracks separately, only when found.
* Removed BakeReset code, is useless with these changes.

This is the first in a series of commits designed to make the animation system in Godot more useful, which includes:

* Better compatibility with Autodesk products
* Better reusability of animations across models (including retargeting).
* Proper animation compression.
* etc.

*Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
2021-10-12 20:08:42 -03:00
Juan Linietsky
610de0974d
Revert "Implement reverse playback and ping-pong loop in AnimationPlayer and NodeAnimation" 2021-10-11 19:27:50 -03:00
Tokage
372ba76663 implement ping-pong loop in animation
Co-authored-by: Chaosus <chaosus89@gmail.com>
2021-10-09 18:08:43 +09:00
K. S. Ernest (iFire) Lee
fc1634806a Enable GLTFDocumentExtensionConvertImporterMesh only in games. 2021-10-04 09:47:34 -07:00
K. S. Ernest (iFire) Lee
1463fc889b GLTF for game templates.
Convert GLTF Document to use ImporterMeshInstance3D.

Add a GLTFDocument extension list and an extension for converting the importer mesh instance 3d to mesh instance 3d.

Use GLTF module when the editor tools are disabled.

Modified the render server to be less restrictive on matching blend arrays and have more logging.

Misc bugs with multimesh.

Always index the meshes.
2021-10-03 12:37:52 -07:00
Lightning_A
c63b18507d Use range iterators for Map 2021-09-30 15:09:12 -06:00
Hugo Locurcio
570cdc128f
Rename Node's filename property to scene_file_path for clarity 2021-09-30 16:50:25 +02:00
Lyuma
5ffda27ea9 gltf export: Fix export of skeletons, skins and blend shapes.
Create GLTFSkeleton at the same time we create GLTFNode objects.
Create GLTFSkin at the same time we export MeshInstance3D
Fixes export of blend shape arrays for meshes with multiple surfaces.
Fixes array indexing issues in export of glTF morph target animations.

Converts BoneAttachment3D nodes during normal node creation: this avoids
special cases during mesh export, and especially exporting skeletons or meshes
which are children of BoneAttachment3D.

Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
2021-09-29 13:07:52 -07:00
Anilforextra
fc9767abb1 Use functions defined in the their classes. 2021-09-29 09:36:34 +05:45
Aaron Franke
f3e76a5397
Fix GLTF light import 2021-09-26 21:57:25 -05:00
Aaron Franke
d54f2ad7ca
Don't generate empty doc sections and reduce code duplication 2021-09-20 20:59:33 -05:00
Matthew Newall
ca55dfc00c Corrected GLTFDocument::save_scene from processing a nullptr
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2021-09-20 11:38:39 +00:00
Rémi Verschelde
13eff7de69
Merge pull request #52273 from aaronfranke/gltf-renames 2021-09-15 13:10:24 +02:00
Lyuma
aca4b737f1 8 uvs for glTF2, URI decode and Vertex Custom api.
Add glTF2 uri decode for paths.

Add vertex custom apis.

Add scene importer api.

Change Color to float; add support for float-based custom channels in SurfaceTool and EditorSceneImporterMesh

Co-authored-by: darth negative hunter
 <thenegativehunter2@users.noreply.github.com>
2021-09-10 09:16:48 -07:00
K. S. Ernest (iFire) Lee
523b2d9199 Remove packed scene gltf
We determined through discussion that composing the packed scene from a node tree was a better design because it removed duplication of code.
2021-09-10 08:39:17 -07:00
Aaron Franke
33df50acdd
Fix missing renames in the GLTF module 2021-08-31 00:06:46 -05:00
Aaron Franke
ae1702bee5
Replace HTTP links with HTTPS for sites with HTTPS versions 2021-08-22 20:13:11 -05:00
K. S. Ernest (iFire) Lee
0c79a8fa22 Continue when glTF2 lights fail to parse. 2021-08-09 00:09:19 -07:00
Rémi Verschelde
23bf04ae9a
Merge pull request #51052 from V-Sekai/gltf-fallbacks
glTF2 fallback load PNG and JPG
2021-07-30 17:04:29 +02:00
K. S. Ernest (iFire) Lee
ddff1c10c3 glTF2 fallback load PNG and JPG 2021-07-30 07:30:50 -07:00
Rémi Verschelde
7adf4cc9b5
doc: Use self-closing tags for return and argument
For the time being we don't support writing a description for those, preferring
having all details in the method's description.

Using self-closing tags saves half the lines, and prevents contributors from
thinking that they should write the argument or return documentation there.
2021-07-30 15:29:52 +02:00
K. S. Ernest (iFire) Lee
882f7d9bdf In glTF2 animations, log spam less when running. 2021-07-29 22:56:19 -07:00
Andrea Catania
2cd347f4fa
Fix GLTF crash when the material is not set.
Sometimes there are meshes that doesn't have materials, so make sure to check this case before extracting the name.
2021-07-23 11:54:22 +02:00
Andrea Catania
c174a598b1
Set the surface name when GLTF file is imported. 2021-07-21 11:28:49 +02:00
Rémi Verschelde
06568bbfdf
Misc cleanup of header includes
Was looking for misuse of module headers without checking that the module is
actually enabled and got carried away...
2021-07-15 00:46:43 +02:00
reduz
5ad4f26659 Implement the ability to disable classes
* This PR adds the ability to disable classes when building.
* For now it's only possible to do this via command like:
  `scons disable_classes=RayCast2D,Area3D`
* Eventually, a proper UI will be implemented to create a build config file to do this at large scale, as well as detect what is used in the project.
2021-07-13 09:25:14 -03:00
reduz
75688772b3 Fix editor suffixes and degrees conversion
* Functions to convert to/from degrees are all gone. Conversion is done by the editor.
* Use PROPERTY_HINT_ANGLE instead of PROPERTY_HINT_RANGE to edit radian angles in degrees.
* Added possibility to add suffixes to range properties, use "min,max[,step][,suffix:<something>]" example "0,100,1,suffix:m"
* In general, can add suffixes for EditorSpinSlider
Not covered by this PR, will have to be addressed by future ones:

* Ability to switch radians/degrees in the inspector for angle properties (if actually wanted).
* Animations previously made will most likely break, need to add a way to make old ones compatible.
* Only added a "px" suffix to 2D position and a "m" one to 3D position, someone needs to go through the rest of the engine and add all remaining suffixes.
* Likely also need to track down usage of EditorSpinSlider outside properties to add suffixes to it too.
2021-06-30 12:38:25 -03:00
K. S. Ernest (iFire) Lee
d67c5afa95 Make curve interpolate crash less. 2021-06-27 22:07:50 -07:00
Rémi Verschelde
671bd64e4a
Merge pull request #49754 from aaronfranke/is-eq-approx-sub-opt
Fix sub-optimal uses of is_equal_approx
2021-06-20 11:44:56 +02:00
Aaron Franke
45c24fd039
Fix sub-optimal uses of is_equal_approx 2021-06-20 03:03:06 -04:00
Lightning_A
e28fd07b2b Rename instance()->instantiate() when it's a verb 2021-06-19 20:49:18 -06:00
Marcel Admiraal
2bafcd3422 Consolidate JSON, JSONParseResults and JSONParser into JSON
Renames JSON.parse_string() to parse()
Renames JSON.decode_data() to stringify()
2021-06-19 08:01:40 +01:00
Michael Alexsander Silva Dias
0ff4095b36 Better format arguments in variant parser 2021-06-18 00:06:40 -03:00
K. S. Ernest (iFire) Lee
479737538b
Merge pull request #49401 from fire/8-weights
Fix 8 bone weights in glTF2
2021-06-16 07:43:42 -07:00
Rémi Verschelde
9e328bb5b7
Core: Move DirAccess and FileAccess to core/io
File handling APIs are typically considered part of I/O, and we did have most
`FileAccess` implementations in `core/io` already.
2021-06-11 14:52:39 +02:00
K. S. Ernest (iFire) Lee
291e735972 Fix 8 bone weights in glTF2
Don't spam in glTF2 import either.

Clear() in SurfaceTool does not keep 8 weights.
2021-06-07 14:33:44 -07:00
Marcel Admiraal
8acd13a456 Rename Quat to Quaternion 2021-06-04 18:14:32 +01:00
Aaron Franke
125d1a7cd3
Rename Animation TYPE_TRANSFORM to TYPE_TRANSFORM3D 2021-06-03 21:11:54 -04:00
Aaron Franke
0ac4051c00
Update documentation for Transform3D 2021-06-03 07:30:01 -04:00
Aaron Franke
08a85352fb
Rename Variant TRANSFORM to TRANSFORM3D
Also _transform to _transform3d
2021-06-03 07:30:01 -04:00
Aaron Franke
de3f6699a5
Rename Transform to Transform3D in core 2021-06-03 07:30:01 -04:00
Lyuma
e839a3291b gltf: Fix mesh nodes which are also bones.
Fix issue when two skeletons end up directly parented.
Prevent animating TRS for skinned Mesh node.
Fix animating weights on meshes with targets but no weights.
2021-05-27 19:33:01 -07:00
Marcel Admiraal
da5d7db610 Rename File::get_len() get_length() 2021-05-25 11:54:28 +01:00
Rémi Verschelde
82f688ce9b
Merge pull request #48913 from lyuma/gltf_named_binds_dedup
Fix incorrect skin deduplication when using named binds
2021-05-21 11:19:11 +02:00
Lyuma
5a9eee6b1a gltf: Fail gracefully when a mesh instance fails. 2021-05-20 20:28:32 -07:00
Lyuma
60f620411e Fix incorrect skin deduplication when using named binds 2021-05-20 20:26:11 -07:00
Rémi Verschelde
37a417e838
Merge pull request #48904 from fire/gltf-img-failure
When one invalid image fails, it should only fail that single image.
2021-05-21 00:32:48 +02:00
K. S. Ernest (iFire) Lee
a81f4dd5a7 When one invalid image fails, it should only fail that single image.
Move to a more graceful degradation 3d asset import model.
2021-05-20 14:30:19 -07:00
Tomasz Chabora
b1859510ab Change behavior of String.right 2021-05-20 23:07:57 +02:00
Aaron Franke
b06cbd9f51
Fix some tangent Color typos in GLTF 2021-05-01 18:49:23 -04:00
Rémi Verschelde
8247667a3e
Core: Drop custom copymem/zeromem defines
We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f6639.

There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.
2021-04-27 16:26:27 +02:00
Rémi Verschelde
c7a4e2196e
Merge pull request #47878 from clayjohn/rename-get_surface_material
Rename get_surface_material to get_surface_override_material
2021-04-15 07:57:15 +02:00
clayjohn
92731d292c Rename get_surface_material to get_surface_override_material 2021-04-14 20:24:03 -07:00
K. S. Ernest (iFire) Lee
3cae9a802b Export gltf2 normal textures correctly. 2021-04-13 13:28:26 -07:00
Rémi Verschelde
d83761ba80
Style: Apply clang-tidy's readability-braces-around-statements 2021-04-05 14:09:59 +02:00
Rémi Verschelde
9bbe51dc27
Style: Apply clang-tidy's modernize-use-nullptr 2021-04-05 14:05:07 +02:00
Marcel Admiraal
fd30c36985 Rename Texture.get_data() to get_image() 2021-03-28 13:00:46 +01:00
Rémi Verschelde
3a5929abf3
doc: Sync classref with current source 2021-03-25 12:19:51 +01:00
K. S. Ernest (iFire) Lee
60eb3dd6ad Always have a name for gltf2 mesh, material and skins.
Co-authored-by: Lcbx <luc.courbariaux@gmail.com>
2021-03-24 00:30:22 -07:00
Juan Linietsky
97a3a66220 Improved 3D Scene Importer
* Added option for importers to show an Advanced settings dialog
* Created advanced settings dialog for Scene Importer
* Cleaned up importers (remove many old/unused options)
* Added the ability to customize every node, material, mesh and animation individually
* Saving to animations and meshes to files is now a manual process, making it more predictable
* Added the ability for materials to be replaced by external files (or to be made external, up to you).
* When doubleclicking an impoted scene in the filesystem dock, it automatically shows the import settings instead of asking to open it.

WARNING: Lightmap UV unwrap is not working, it needs to be re-made.
2021-03-22 12:16:40 -03:00
Rémi Verschelde
47cf9985eb
Merge pull request #47128 from ArdaE/master
GLTF importer: Prevent quick accumulation of significant numerical errors in keyframe times
2021-03-19 00:14:51 +01:00
ArdaE
6770a9413b GLTF import: Prevent significant numerical errors in keyframe times
Keyframe times shift slowly in imported animations, starting with a zero shift
at the beginning and increasing and becoming erratic slowly farther into an
animation, reaching significant levels at times after about 3 minutes into an
animation. This commit fixes the issue by increasing the precision of the
floating point numbers used for keyframe time calculations. Only the most
significant cases that cause fast accumulation of errors over a short animation
duration are fixed. Other cases that would have a marginal benefit from
switching to double precision numbers are left for another PR/further analysis.
Note that this change has no impact on the runtime performance of games/apps
created using Godot. It only affects the GLTF importer.

Fixes #47127.
2021-03-18 15:55:31 -07:00
Rémi Verschelde
4ca1e73ff9
doc: Sync classref with current source
And move GLTF docs to its module folder.
2021-03-18 16:37:43 +01:00
K. S. Ernest (iFire) Lee
c203fbfa8c Expand bone name possibilities. 2021-03-16 15:07:30 -07:00
Rémi Verschelde
83b1acdc60
Merge pull request #45545 from abaire/relaxes_gltf_name_sanitization
Relaxes node name sanitization in gltf documents.
2021-03-09 14:54:33 +01:00
abaire
61cc1c8624 Relaxes Node naming constraints in glTF documents to match the Editor. 2021-02-24 08:22:27 -08:00
Rémi Verschelde
0d1d719178 doc: Sync classref with current source
And fix various bogus bindings following previous PRs.
2021-02-19 14:39:14 +01:00
Angad Kambli
f038dd0761 glTF: Fix set_joint_i_to_name not using its argument
Fixes #45371.
2021-02-17 13:08:35 +01:00
Rafał Mikrut
f7209b459b Initialize class/struct variables with default values in modules/ 2021-02-08 10:57:18 +01:00
Rémi Verschelde
7f863df67e
Merge pull request #45435 from fire/gltf-node-anim-export
Restore gltf node animation export.
2021-01-26 10:01:32 +01:00
Marcel Admiraal
8b983bddfb Remove Quat set methods in favour of constructors 2021-01-26 06:52:04 +00:00
K. S. Ernest (iFire) Lee
294c2996e3 Restore gltf node animation export.
Misc style changes.
2021-01-24 19:02:57 -08:00
Aaron Franke
abd06567a7
Make GLTF not depend on CSG or GridMap 2021-01-22 17:20:07 -05:00
Fabian Stiewitz
934277bad2 fix gltf not importing files w/o bufferViews or accessors 2021-01-14 19:13:47 +01:00
NutmegStudio
fba23f5475 make EditorSceneImporterGLTF and GLTFMesh APIType::API_EDITOR 2021-01-08 12:01:53 +07:00
Rémi Verschelde
e268a8e523
glTF: Fix loading external images as buffer
We should first attempt loading as external files, thus creating a dependency.
Loading as a buffer should only be used as fallback to support manually loading
as PNG or JPEG depending on the defined mimeType.

Fixes #44309, was a regression from #42504.
2021-01-05 16:26:48 +01:00
Rémi Verschelde
b5334d14f7
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00
K. S. Ernest (iFire) Lee
dff1d8d7b0 Expose gltf2 eight weights. 2020-12-29 05:28:00 -08:00
Rémi Verschelde
6cebb8c117
Merge pull request #44586 from madmiraal/rename-stepify
Rename Math::stepify to snapped
2020-12-28 21:46:43 +01:00
Marcel Admiraal
01d0360580 Fix GLTF after camera near and far rename merge 2020-12-28 14:26:19 +00:00
Marcel Admiraal
b743a2ef3c Rename Math::stepify to snapped 2020-12-28 13:01:30 +00:00
Marcel Admiraal
5b937d493f Rename empty() to is_empty() 2020-12-28 10:39:56 +00:00
Adam Scott
4771004664 Add missing "normalized" accessor property to glTF document 2020-12-28 03:09:19 -05:00
Lyuma
4c4a405887 Fix mistake in GLTFMesh.mesh property 2020-12-23 02:11:13 -08:00
K. S. Ernest (iFire) Lee
4b4efd2674 Add exporting glTF2.
* Support KHR_texture_transform.
* Support exporting glTF2
* Support exporting instanced scenes
* Extract into a gltf state and gltf document
* Add a tools menu for exporting gltf2
2020-12-22 16:56:28 -08:00