Commit graph

286 commits

Author SHA1 Message Date
K. S. Ernest (iFire) Lee
4113529535 Assign the correct bone rest transform to nodes with matrix in GLTF 2024-10-07 10:19:43 -07:00
Aaron Franke
5972907612
GLTF: Add import_pre_generate and export_post_convert extension steps 2024-09-17 04:00:07 -07:00
demolke
0468bea899 Add per-bone meta to Skeleton3D
Individual bones are not represented as `Node`s in Godot, in order to support meta functionality for them the skeleton has to carry the information similarly to how other per-bone properties are handled.
- Also adds support for GLTF import/export
2024-09-16 16:26:15 +02:00
Rémi Verschelde
a9364a9e75
Merge pull request #96468 from aaronfranke/gltf-append-node
GLTF: Add `append_gltf_node` to GLTFState
2024-09-16 13:34:46 +02:00
Rémi Verschelde
b9b07d619f
Merge pull request #94783 from TokageItLab/validate-gltf-anim-name
Add validation to glTF importer for Blendshape and Animation
2024-09-12 09:25:10 +02:00
Aaron Franke
f82262eecb
GLTF: Add append_gltf_node to GLTFState 2024-09-02 19:05:03 -07:00
A Thousand Ships
194bdde947
Cleanup of raw nullptr checks with Ref
Using `is_valid/null` over checks with `nullptr` or `ERR_FAIL_NULL` etc.
2024-08-31 15:01:09 +02:00
demolke
c409e6d722 Import/export GLTF extras to node->meta
This is useful for custom tagging of objects with properties (for example in Blender) and having this available in the editor for scripting.

- Adds import logic to propagate the parsed GLTF extras all the way to the resulting Node->meta
- Adds export logic to save Godot Object meta into GLTF extras
- Supports `nodes`, `meshes` and `materials` (in GLTF sense of the words)
2024-08-29 19:17:04 +02:00
Aaron Franke
ee5e97742a
Add get_supported_gltf_extensions to GLTFDocument 2024-08-28 17:54:45 -07:00
Rémi Verschelde
3e1b61d808
Merge pull request #95121 from aaronfranke/gltf-root-prop-owner
GLTF: Propagate owner for root node children
2024-08-19 14:34:04 +02:00
tetrapod00
3b1345c26e Change capitalization of glTF in errors and comments. 2024-08-15 18:07:30 -07:00
Aaron Franke
246cc7e86d
GLTF: Propagate owner for root node children 2024-08-04 02:28:01 -07:00
Silc 'Tokage' Renew
0235086c14 Add validation to glTF importer for Blendshape and Animation 2024-07-26 18:05:34 +09:00
Jordyfel
416e63ae35 Fix handling of missing bin file in gltf separate 2024-07-18 14:04:16 +03:00
Aaron Franke
923a8eb5d3
Move GLTFAccessorType into GLTFAccessor 2024-07-04 15:46:48 -07:00
Gurvan
e7f34aace3 Use Hermite instead of Bezier for glTF spline interpolation 2024-06-29 14:36:49 +02:00
jsjtxietian
e09443509a Unsetting the owner of ImporterMeshInstance3D before adding it to skeleton's child 2024-06-13 12:45:55 +08:00
K. S. Ernest (iFire) Lee
5a24aec599 Fix GLTFDocument so it can export CSG Meshes correctly. 2024-05-29 07:10:45 -07:00
Aaron Franke
d3a58e57b8
Rename accessor GLTFType to GLTFAccessorType, fix verbose prints, doc 2024-05-24 03:21:13 -07:00
K. S. Ernest (iFire) Lee
24f56008ac Add bake_fps for FBXDocument, GLTFDocument and both import-export. 2024-05-23 09:09:36 -07:00
David Nikdel
522f035cb1 GLTF export improvements
- GLBs produced by godot don't pass validation when there's no data in the buffer segment. The segment is dropped but the size of the chunk_header is still reported in total length (incorrectly)

- Remove empty "extensions" JSON object being appended to all nodes (if it's still empty). This is just cutting down on unnecessary bloat and consistent with the rest of the file's attempts to not emit any keys that are equal to their default value.

- Allow the case where root_nodes is empty. This is permitted by the GLTF spec. Moreover it can happen fairly naturally when using the ROOT_NODE_MODE_MULTI_ROOT root node mode on a scene with only a root node (which is valid in godot).

- Don't create an initial buffer until we're ready to write data into it (buffers of byteLength=0 don't pass validation).
2024-05-11 21:42:05 -04:00
A Thousand Ships
a0dbdcc3ab
Replace find with contains/has where applicable
* Replaces `find(...) != -1` with `contains` for `String`
* Replaces `find(...) == -1` with `!contains` for `String`
* Replaces `find(...) != -1` with `has` for containers
* Replaces `find(...) == -1` with `!has` for containers
2024-05-08 12:37:42 +02:00
Lyuma
bb9674c1b1 Set animation step from importers. Increase default step from 10 to 30 FPS. 2024-04-19 03:02:20 -07:00
Lyuma
d3706488d9 Fix FBX and glTF when root nodes are skeleton bones
Set p_scene_parent to the skeleton to guarantee BoneAttachment3D nodes are added as a child of the active skeleton.
Use get_owner() to go all the way up when calculating the root node in generate_scene
2024-04-17 22:10:05 -07:00
Rémi Verschelde
42ab525aa2
Merge pull request #86144 from jsjtxietian/disable-mesh-compression-for-2d
Disable mesh compression if vertex `position.z` is always 0
2024-04-12 11:16:33 +02:00
aaronp64
b56934ce19 Fix GLTFDocument.append_from_scene() crash on null node
Added null check for p_node parameter to give error instead of crash

Fixes #90502
2024-04-10 17:05:54 -04:00
jsjtxietian
077e20cd51 Disable mesh compression if vertex position.z is always 0 2024-04-10 11:27:36 +08:00
Rémi Verschelde
21b33c5ea4
Merge pull request #89418 from lyuma/gltf_vertex_packing
Only store vertices referenced by the indices per surface in the glTF importer
2024-03-14 22:34:52 +01:00
Rémi Verschelde
37b08a3724
Merge pull request #89356 from lyuma/vsk-gltf-sparse-accessors-4.3
GLTF export: Use sparse accessors for morph targets
2024-03-14 22:34:47 +01:00
Rémi Verschelde
453485aede
Merge pull request #89270 from Repiteo/enforce-typename-in-templates
Enforce template syntax `typename` over `class`
2024-03-14 22:34:37 +01:00
Lyuma
77f6e35a8d glTF importer now only stores vertices referenced by the indices per surface. 2024-03-13 18:34:55 -07:00
Lyuma
db2c9571bb glTF export: morph targets are relative, so use zero as reference 2024-03-12 02:39:15 -07:00
K. S. Ernest (iFire) Lee
1e63a2a132 Update buffer view target handling, encode sparse accessors as vec3.
Co-authored-by: Lyuma <xn.lyuma@gmail.com>
2024-03-12 02:39:00 -07:00
Lyuma
fd2aa564ab gltf export: Remove snapping and fix validation
Round min/max correctly in accessors
Include correct target in vertex and indices bufferViews
Avoid use of Math::snapped
Normalize vertex weights.
2024-03-10 06:07:46 -07:00
Thaddeus Crews
9903e6779b
Enforce template syntax typename over class 2024-03-07 22:39:09 -06:00
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