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`.
Roughly based on https://github.com/godotengine/godot-proposals/issues/3375 (used format is slightly different).
* Implement bitwidth based animation compression (see animation.h for format).
* Can compress imported animations up to 10 times.
* Compression format opens the door to streaming.
* Works transparently (happens all inside animation.h)
* 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.
* 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.
Following actions are supported for each track type (position, rotatin, scale):
* ImportIfPresent: If a track of this type is found, import it.
* ImportIfPresentForall (default): If a track is found for a given node/bone, create it in animations. This ensures there is always a correct blending.
* Never: Delete all tracks found for a given type. This is useful if you want to, as an example, force to import rotations only.
* 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).
* `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.
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.
* Fixed LODs for shadow meshes.
* Added a merging step before simplification. This helps with tesselated
meshes that were previously left untouched. The angle difference at
wich edges ar considered "hard" can be tweaked as an import setting.
* LODs will now start with the highest decimation possible and keep
doubling (approximately) the number of triangles from there. This
makes sure that very low triangle counts are included when possible.
* Given more weight to normal preservation.
* Modified MeshOptimizer to report distance-based error instead of
including attributes in the reported metrics.
* Added attribute transference between the original mesh and the
various LODs. Right now only normals are taken into account,
but it could be expanded to other attributes in the future.
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>
With this PR it's possible to add a collision during the Mesh import, directly in editor.
To generate the shape is possible to chose between the following options:
- Decompose Convex: The Mesh is decomposed in one or many Convex Shapes (Using the VHACD library).
- Simple Convex: Is generated a convex shape that enclose the entire mesh.
- Trimesh: Generate a trimesh shape using the Mesh faces.
- Box: Add a primitive box shape, where you can tweak the `size`, `position`, `rotation`.
- Sphere: Add a primitive sphere shape, where you can tweak the `radius`, `position`, `rotation`.
- Cylinder: Add a primitive cylinder shape, where you can tweak the `height`, `radius`, `position`, `rotation`.
- Capsule: Add a primitive capsule shape, where you can tweak the `height`, `radius`, `position`, `rotation`.
It's also possible to chose the generated body, so you can create:
- Rigid Body
- Static Body
- Area
* New syntax is type safe.
* New syntax allows for type safe virtuals in native extensions.
* New syntax permits extremely fast calling.
Note: Everything was replaced where possible except for `_gui_input` `_input` and `_unhandled_input`.
These will require API rework on a separate PR as they work different than the rest of the functions.
Added a new method flag METHOD_FLAG_OBJECT_CORE, used internally. Allows to not dump the core virtuals like `_notification` to the json API, since each language will implement those as it is best fits.
Infinite inertia:
Not needed anymore, since it's now possible to set one-directional
collision layers in order for characters to ignore rigid bodies, while
rigid bodies still collide with characters.
Ray shapes:
They were introduced as a work around to allow constant speed on slopes,
which is now possible with the new property in CharacterBody instead.
The function `_gen_shape_list` is using the resource `Res<Mesh>`, but during the import phase the resource used is instead `Ref<EditorSceneImporterMesh>`.
Note: the `Ref<EditorSceneImporterMesh>` is an intermediate resource, that will be used to create a `Res<Mesh>` at the end of the import process. `Ref<EditorSceneImporterMesh>` and `Ref<Mesh>` are not inheriting each other, so the internal cast done by `Ref<>` during the assignment, is always null:
```c++
Ref<EditorSceneImporterMesh> import_mesh(/* Assume it's initialized */);
CRASH_NOW(import_mesh.is_null());
Ref<Mesh> mesh = import_mesh;
CRASH_NOW(mesh.is_null()); // <--- Here we have a crash, since it's impossible perform the above cast, and the `mesh` is always null.
```
Here the full list of call to `_gen_shape_list`, where we can notice that a `Ref<EditorSceneImporterMesh>` is passed:
- https://github.com/AndreaCatania/godot/blob/master/editor/import/resource_importer_scene.cpp#L428
- https://github.com/AndreaCatania/godot/blob/master/editor/import/resource_importer_scene.cpp#L454-L458
- https://github.com/AndreaCatania/godot/blob/master/editor/import/resource_importer_scene.cpp#L512-L516
As you can notice, we always pass the following mesh: `Ref<EditorSceneImporterMesh> mesh = mi->get_mesh();`.
We already have the function `_pre_gen_shape_list` that executes the exact same job but using the correct type; Since there is no further usage of the function `_gen_shape_list` in the code base, I think it's just some leftover code, so I removed it entirely to use the proper function.
* Added a new macro SNAME() that constructs and caches a local stringname.
* Subsequent usages use the cached version.
* Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time.
* Replaced all theme usages by this new macro.
* Replace all signal emission usages by this new macro.
* Replace all call_deferred usages by this new macro.
This is part of ongoing work to optimize GUI and the editor.
Clean: remove duplicate and interior vertices (uses Bullet algorithm)
Simplify: modify the geometry for further simplification (uses VHACD
algorithm)
In the editor, single convex hull now uses the clean option.
Added a new editor entry to create a simplified convex hull, can be
useful for creating convex hull from highly tessellated triangle meshes.
* 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.
Renames get_parent_spatial() to get_parent_node3d() and changes its
implementation. Before it was not returning a correct pointer if the
node wasn't added to a SceneTree. Now it uses the same implementation as
CanvasItem, which will be correct even for nodes outside a SceneTree.
This can be used to invert a normal map's direction.
The "Invert" import option is no longer useful in Godot 4.0 since
it uses height maps instead of depth maps in StandardMaterial3D.
This closes https://github.com/godotengine/godot-proposals/issues/785.
This changes the types of a big number of variables.
General rules:
- Using `uint64_t` in general. We also considered `int64_t` but eventually
settled on keeping it unsigned, which is also closer to what one would expect
with `size_t`/`off_t`.
- We only keep `int64_t` for `seek_end` (takes a negative offset from the end)
and for the `Variant` bindings, since `Variant::INT` is `int64_t`. This means
we only need to guard against passing negative values in `core_bind.cpp`.
- Using `uint32_t` integers for concepts not needing such a huge range, like
pages, blocks, etc.
In addition:
- Improve usage of integer types in some related places; namely, `DirAccess`,
core binds.
Note:
- On Windows, `_ftelli64` reports invalid values when using 32-bit MinGW with
version < 8.0. This was an upstream bug fixed in 8.0. It breaks support for
big files on 32-bit Windows builds made with that toolchain. We might add a
workaround.
Fixes#44363.
Fixesgodotengine/godot-proposals#400.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
Various fixes to UV2 unwrapping and the GPU lightmapper. Listed here for
context in case of git blame/bisect:
* Fix UV2 unwrapping on import, also cleaned up the unwrap cache code.
* Fix saving of RGBA images in EXR format.
* Fixes to the GPU lightmapper:
- Added padding between atlas elements, avoids bleeding.
- Remove old SDF generation code.
- Fix baked attenuation for Omni/Spot lights.
- Fix baking of material properties onto UV2 (wireframe was
wrongly used before).
- Disable statically baked lights for objects that have a
lightmap texture to avoid applying the same light twice.
- Fix lightmap pairing in RendererSceneCull.
- Fix UV2 array generated from `RenderingServer::mesh_surface_get_arrays()`.
- Port autoexposure fix for OIDN from 3.x.
- Save debug textures as EXR when using floating point format.
- For now everything imports multithreaded by default (should work I guess, let's test).
- Controllable per importer
Early test benchmark. 64 large textures (importing as lossless, _not_ as vram) on a mobile i7, 12 threads:
Importing goes down from 46 to 7 seconds.
For VRAM I will change the logic to use a compressing thread in a subsequent PR, as well as implementing Betsy.