Merge pull request #52802 from V-Sekai/gltf-extensions

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Rémi Verschelde 2021-10-04 15:52:24 +02:00 committed by GitHub
commit 2a09e11986
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40 changed files with 800 additions and 315 deletions

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@ -1,12 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="EditorSceneImporterMesh" inherits="Resource" version="4.0">
<class name="ImporterMesh" inherits="Resource" version="4.0">
<brief_description>
A [Resource] that contains vertex array-based geometry during the import process.
</brief_description>
<description>
EditorSceneImporterMesh is a type of [Resource] analogous to [ArrayMesh]. It contains vertex array-based geometry, divided in [i]surfaces[/i]. Each surface contains a completely separate array and a material used to draw it. Design wise, a mesh with multiple surfaces is preferred to a single surface, because objects created in 3D editing software commonly contain multiple materials.
ImporterMesh is a type of [Resource] analogous to [ArrayMesh]. It contains vertex array-based geometry, divided in [i]surfaces[/i]. Each surface contains a completely separate array and a material used to draw it. Design wise, a mesh with multiple surfaces is preferred to a single surface, because objects created in 3D editing software commonly contain multiple materials.
Unlike its runtime counterpart, [EditorSceneImporterMesh] contains mesh data before various import steps, such as lod and shadow mesh generation, have taken place. Modify surface data by calling [method clear], followed by [method add_surface] for each surface.
Unlike its runtime counterpart, [ImporterMesh] contains mesh data before various import steps, such as lod and shadow mesh generation, have taken place. Modify surface data by calling [method clear], followed by [method add_surface] for each surface.
</description>
<tutorials>
</tutorials>
@ -37,7 +37,7 @@
<method name="clear">
<return type="void" />
<description>
Removes all surfaces and blend shapes from this [EditorSceneImporterMesh].
Removes all surfaces and blend shapes from this [ImporterMesh].
</description>
</method>
<method name="get_blend_shape_count" qualifiers="const">
@ -69,7 +69,7 @@
<return type="ArrayMesh" />
<argument index="0" name="base_mesh" type="ArrayMesh" default="null" />
<description>
Returns the mesh data represented by this [EditorSceneImporterMesh] as a usable [ArrayMesh].
Returns the mesh data represented by this [ImporterMesh] as a usable [ArrayMesh].
This method caches the returned mesh, and subsequent calls will return the cached data until [method clear] is called.
If not yet cached and [code]base_mesh[/code] is provided, [code]base_mesh[/code] will be used and mutated.
</description>

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="EditorSceneImporterMeshNode3D" inherits="Node3D" version="4.0">
<class name="ImporterMeshInstance3D" inherits="Node3D" version="4.0">
<brief_description>
</brief_description>
<description>
@ -7,7 +7,7 @@
<tutorials>
</tutorials>
<members>
<member name="mesh" type="EditorSceneImporterMesh" setter="set_mesh" getter="get_mesh">
<member name="mesh" type="ImporterMesh" setter="set_mesh" getter="get_mesh">
</member>
<member name="skeleton_path" type="NodePath" setter="set_skeleton_path" getter="get_skeleton_path" default="NodePath(&quot;&quot;)">
</member>

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@ -49,6 +49,7 @@
#include "core/version.h"
#include "core/version_hash.gen.h"
#include "main/main.h"
#include "scene/3d/importer_mesh_instance_3d.h"
#include "scene/gui/center_container.h"
#include "scene/gui/control.h"
#include "scene/gui/dialogs.h"
@ -113,7 +114,6 @@
#include "editor/import/resource_importer_texture_atlas.h"
#include "editor/import/resource_importer_wav.h"
#include "editor/import/scene_import_settings.h"
#include "editor/import/scene_importer_mesh_node_3d.h"
#include "editor/import_dock.h"
#include "editor/multi_node_edit.h"
#include "editor/node_dock.h"
@ -3852,8 +3852,6 @@ void EditorNode::register_editor_types() {
GDREGISTER_CLASS(EditorSpinSlider);
GDREGISTER_CLASS(EditorResourcePicker);
GDREGISTER_CLASS(EditorScriptPicker);
GDREGISTER_CLASS(EditorSceneImporterMesh);
GDREGISTER_CLASS(EditorSceneImporterMeshNode3D);
GDREGISTER_VIRTUAL_CLASS(FileSystemDock);

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@ -33,8 +33,8 @@
#include "core/os/os.h"
#include "editor/editor_node.h"
#include "editor/import/collada.h"
#include "editor/import/scene_importer_mesh_node_3d.h"
#include "scene/3d/camera_3d.h"
#include "scene/3d/importer_mesh_instance_3d.h"
#include "scene/3d/light_3d.h"
#include "scene/3d/mesh_instance_3d.h"
#include "scene/3d/node_3d.h"
@ -42,6 +42,7 @@
#include "scene/3d/skeleton_3d.h"
#include "scene/animation/animation_player.h"
#include "scene/resources/animation.h"
#include "scene/resources/importer_mesh.h"
#include "scene/resources/packed_scene.h"
#include "scene/resources/surface_tool.h"
@ -68,7 +69,7 @@ struct ColladaImport {
Map<String, NodeMap> node_map; //map from collada node to engine node
Map<String, String> node_name_map; //map from collada node to engine node
Map<String, Ref<EditorSceneImporterMesh>> mesh_cache;
Map<String, Ref<ImporterMesh>> mesh_cache;
Map<String, Ref<Curve3D>> curve_cache;
Map<String, Ref<Material>> material_cache;
Map<Collada::Node *, Skeleton3D *> skeleton_map;
@ -87,7 +88,7 @@ struct ColladaImport {
Error _create_scene(Collada::Node *p_node, Node3D *p_parent);
Error _create_resources(Collada::Node *p_node, bool p_use_compression);
Error _create_material(const String &p_target);
Error _create_mesh_surfaces(bool p_optimize, Ref<EditorSceneImporterMesh> &p_mesh, const Map<String, Collada::NodeGeometry::Material> &p_material_map, const Collada::MeshData &meshdata, const Transform3D &p_local_xform, const Vector<int> &bone_remap, const Collada::SkinControllerData *p_skin_controller, const Collada::MorphControllerData *p_morph_data, Vector<Ref<EditorSceneImporterMesh>> p_morph_meshes = Vector<Ref<EditorSceneImporterMesh>>(), bool p_use_compression = false, bool p_use_mesh_material = false);
Error _create_mesh_surfaces(bool p_optimize, Ref<ImporterMesh> &p_mesh, const Map<String, Collada::NodeGeometry::Material> &p_material_map, const Collada::MeshData &meshdata, const Transform3D &p_local_xform, const Vector<int> &bone_remap, const Collada::SkinControllerData *p_skin_controller, const Collada::MorphControllerData *p_morph_data, Vector<Ref<ImporterMesh>> p_morph_meshes = Vector<Ref<ImporterMesh>>(), bool p_use_compression = false, bool p_use_mesh_material = false);
Error load(const String &p_path, int p_flags, bool p_force_make_tangents = false, bool p_use_compression = false);
void _fix_param_animation_tracks();
void create_animation(int p_clip, bool p_make_tracks_in_all_bones, bool p_import_value_tracks);
@ -282,8 +283,8 @@ Error ColladaImport::_create_scene(Collada::Node *p_node, Node3D *p_parent) {
node = memnew(Path3D);
} else {
//mesh since nothing else
node = memnew(EditorSceneImporterMeshNode3D);
//Object::cast_to<EditorSceneImporterMeshNode3D>(node)->set_flag(GeometryInstance3D::FLAG_USE_BAKED_LIGHT, true);
node = memnew(ImporterMeshInstance3D);
//Object::cast_to<ImporterMeshInstance3D>(node)->set_flag(GeometryInstance3D::FLAG_USE_BAKED_LIGHT, true);
}
} break;
case Collada::Node::TYPE_SKELETON: {
@ -457,7 +458,7 @@ Error ColladaImport::_create_material(const String &p_target) {
return OK;
}
Error ColladaImport::_create_mesh_surfaces(bool p_optimize, Ref<EditorSceneImporterMesh> &p_mesh, const Map<String, Collada::NodeGeometry::Material> &p_material_map, const Collada::MeshData &meshdata, const Transform3D &p_local_xform, const Vector<int> &bone_remap, const Collada::SkinControllerData *p_skin_controller, const Collada::MorphControllerData *p_morph_data, Vector<Ref<EditorSceneImporterMesh>> p_morph_meshes, bool p_use_compression, bool p_use_mesh_material) {
Error ColladaImport::_create_mesh_surfaces(bool p_optimize, Ref<ImporterMesh> &p_mesh, const Map<String, Collada::NodeGeometry::Material> &p_material_map, const Collada::MeshData &meshdata, const Transform3D &p_local_xform, const Vector<int> &bone_remap, const Collada::SkinControllerData *p_skin_controller, const Collada::MorphControllerData *p_morph_data, Vector<Ref<ImporterMesh>> p_morph_meshes, bool p_use_compression, bool p_use_mesh_material) {
bool local_xform_mirror = p_local_xform.basis.determinant() < 0;
if (p_morph_data) {
@ -1087,10 +1088,10 @@ Error ColladaImport::_create_resources(Collada::Node *p_node, bool p_use_compres
}
}
if (Object::cast_to<EditorSceneImporterMeshNode3D>(node)) {
if (Object::cast_to<ImporterMeshInstance3D>(node)) {
Collada::NodeGeometry *ng2 = static_cast<Collada::NodeGeometry *>(p_node);
EditorSceneImporterMeshNode3D *mi = Object::cast_to<EditorSceneImporterMeshNode3D>(node);
ImporterMeshInstance3D *mi = Object::cast_to<ImporterMeshInstance3D>(node);
ERR_FAIL_COND_V(!mi, ERR_BUG);
@ -1099,7 +1100,7 @@ Error ColladaImport::_create_resources(Collada::Node *p_node, bool p_use_compres
String meshid;
Transform3D apply_xform;
Vector<int> bone_remap;
Vector<Ref<EditorSceneImporterMesh>> morphs;
Vector<Ref<ImporterMesh>> morphs;
if (ng2->controller) {
String ngsource = ng2->source;
@ -1168,10 +1169,10 @@ Error ColladaImport::_create_resources(Collada::Node *p_node, bool p_use_compres
for (int i = 0; i < names.size(); i++) {
String meshid2 = names[i];
if (collada.state.mesh_data_map.has(meshid2)) {
Ref<EditorSceneImporterMesh> mesh = Ref<EditorSceneImporterMesh>(memnew(EditorSceneImporterMesh));
Ref<ImporterMesh> mesh = Ref<ImporterMesh>(memnew(ImporterMesh));
const Collada::MeshData &meshdata = collada.state.mesh_data_map[meshid2];
mesh->set_name(meshdata.name);
Error err = _create_mesh_surfaces(false, mesh, ng2->material_map, meshdata, apply_xform, bone_remap, skin, nullptr, Vector<Ref<EditorSceneImporterMesh>>(), false);
Error err = _create_mesh_surfaces(false, mesh, ng2->material_map, meshdata, apply_xform, bone_remap, skin, nullptr, Vector<Ref<ImporterMesh>>(), false);
ERR_FAIL_COND_V(err, err);
morphs.push_back(mesh);
@ -1194,7 +1195,7 @@ Error ColladaImport::_create_resources(Collada::Node *p_node, bool p_use_compres
meshid = ng2->source;
}
Ref<EditorSceneImporterMesh> mesh;
Ref<ImporterMesh> mesh;
if (mesh_cache.has(meshid)) {
mesh = mesh_cache[meshid];
} else {
@ -1202,7 +1203,7 @@ Error ColladaImport::_create_resources(Collada::Node *p_node, bool p_use_compres
//bleh, must ignore invalid
ERR_FAIL_COND_V(!collada.state.mesh_data_map.has(meshid), ERR_INVALID_DATA);
mesh = Ref<EditorSceneImporterMesh>(memnew(EditorSceneImporterMesh));
mesh = Ref<ImporterMesh>(memnew(ImporterMesh));
const Collada::MeshData &meshdata = collada.state.mesh_data_map[meshid];
String name = meshdata.name;
if (name == "") {

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@ -33,8 +33,8 @@
#include "core/error/error_list.h"
#include "core/error/error_macros.h"
#include "core/math/transform_3d.h"
#include "editor/import/scene_importer_mesh_node_3d.h"
#include "resource_importer_scene.h"
#include "scene/3d/importer_mesh_instance_3d.h"
#include "scene/3d/mesh_instance_3d.h"
#include "scene/3d/node_3d.h"
#include "scene/3d/skeleton_3d.h"
@ -71,7 +71,7 @@ void BakeReset::_bake_animation_pose(Node *scene, const String &p_bake_anim) {
while (!queue.is_empty()) {
List<Node *>::Element *E = queue.front();
Node *node = E->get();
EditorSceneImporterMeshNode3D *editor_mesh_3d = scene->cast_to<EditorSceneImporterMeshNode3D>(node);
ImporterMeshInstance3D *editor_mesh_3d = scene->cast_to<ImporterMeshInstance3D>(node);
MeshInstance3D *mesh_3d = scene->cast_to<MeshInstance3D>(node);
if (scene->cast_to<Skeleton3D>(node)) {
Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(node);

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@ -32,10 +32,10 @@
#include "core/io/file_access.h"
#include "core/io/resource_saver.h"
#include "editor/import/scene_importer_mesh.h"
#include "editor/import/scene_importer_mesh_node_3d.h"
#include "scene/3d/importer_mesh_instance_3d.h"
#include "scene/3d/mesh_instance_3d.h"
#include "scene/3d/node_3d.h"
#include "scene/resources/importer_mesh.h"
#include "scene/resources/mesh.h"
#include "scene/resources/surface_tool.h"
@ -439,13 +439,13 @@ Node *EditorOBJImporter::import_scene(const String &p_path, uint32_t p_flags, in
Node3D *scene = memnew(Node3D);
for (const Ref<Mesh> &m : meshes) {
Ref<EditorSceneImporterMesh> mesh;
Ref<ImporterMesh> mesh;
mesh.instantiate();
for (int i = 0; i < m->get_surface_count(); i++) {
mesh->add_surface(m->surface_get_primitive_type(i), m->surface_get_arrays(i), Array(), Dictionary(), m->surface_get_material(i));
}
EditorSceneImporterMeshNode3D *mi = memnew(EditorSceneImporterMeshNode3D);
ImporterMeshInstance3D *mi = memnew(ImporterMeshInstance3D);
mi->set_mesh(mesh);
mi->set_name(m->get_name());
scene->add_child(mi);

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@ -34,9 +34,9 @@
#include "editor/editor_node.h"
#include "editor/import/editor_importer_bake_reset.h"
#include "editor/import/scene_import_settings.h"
#include "editor/import/scene_importer_mesh_node_3d.h"
#include "scene/3d/area_3d.h"
#include "scene/3d/collision_shape_3d.h"
#include "scene/3d/importer_mesh_instance_3d.h"
#include "scene/3d/mesh_instance_3d.h"
#include "scene/3d/navigation_region_3d.h"
#include "scene/3d/physics_body_3d.h"
@ -44,6 +44,7 @@
#include "scene/animation/animation_player.h"
#include "scene/resources/animation.h"
#include "scene/resources/box_shape_3d.h"
#include "scene/resources/importer_mesh.h"
#include "scene/resources/packed_scene.h"
#include "scene/resources/resource_format_text.h"
#include "scene/resources/separation_ray_shape_3d.h"
@ -233,7 +234,7 @@ static String _fixstr(const String &p_what, const String &p_str) {
return what;
}
static void _pre_gen_shape_list(Ref<EditorSceneImporterMesh> &mesh, Vector<Ref<Shape3D>> &r_shape_list, bool p_convex) {
static void _pre_gen_shape_list(Ref<ImporterMesh> &mesh, Vector<Ref<Shape3D>> &r_shape_list, bool p_convex) {
ERR_FAIL_NULL_MSG(mesh, "Cannot generate shape list with null mesh value");
if (!p_convex) {
Ref<Shape3D> shape = mesh->create_trimesh_shape();
@ -249,7 +250,7 @@ static void _pre_gen_shape_list(Ref<EditorSceneImporterMesh> &mesh, Vector<Ref<S
}
}
Node *ResourceImporterScene::_pre_fix_node(Node *p_node, Node *p_root, Map<Ref<EditorSceneImporterMesh>, Vector<Ref<Shape3D>>> &collision_map) {
Node *ResourceImporterScene::_pre_fix_node(Node *p_node, Node *p_root, Map<Ref<ImporterMesh>, Vector<Ref<Shape3D>>> &collision_map) {
// children first
for (int i = 0; i < p_node->get_child_count(); i++) {
Node *r = _pre_fix_node(p_node->get_child(i), p_root, collision_map);
@ -267,10 +268,10 @@ Node *ResourceImporterScene::_pre_fix_node(Node *p_node, Node *p_root, Map<Ref<E
return nullptr;
}
if (Object::cast_to<EditorSceneImporterMeshNode3D>(p_node)) {
EditorSceneImporterMeshNode3D *mi = Object::cast_to<EditorSceneImporterMeshNode3D>(p_node);
if (Object::cast_to<ImporterMeshInstance3D>(p_node)) {
ImporterMeshInstance3D *mi = Object::cast_to<ImporterMeshInstance3D>(p_node);
Ref<EditorSceneImporterMesh> m = mi->get_mesh();
Ref<ImporterMesh> m = mi->get_mesh();
if (m.is_valid()) {
for (int i = 0; i < m->get_surface_count(); i++) {
@ -331,9 +332,9 @@ Node *ResourceImporterScene::_pre_fix_node(Node *p_node, Node *p_root, Map<Ref<E
if (isroot) {
return p_node;
}
EditorSceneImporterMeshNode3D *mi = Object::cast_to<EditorSceneImporterMeshNode3D>(p_node);
ImporterMeshInstance3D *mi = Object::cast_to<ImporterMeshInstance3D>(p_node);
if (mi) {
Ref<EditorSceneImporterMesh> mesh = mi->get_mesh();
Ref<ImporterMesh> mesh = mi->get_mesh();
if (mesh.is_valid()) {
Vector<Ref<Shape3D>> shapes;
@ -398,13 +399,13 @@ Node *ResourceImporterScene::_pre_fix_node(Node *p_node, Node *p_root, Map<Ref<E
colshape->set_owner(sb->get_owner());
}
} else if (_teststr(name, "rigid") && Object::cast_to<EditorSceneImporterMeshNode3D>(p_node)) {
} else if (_teststr(name, "rigid") && Object::cast_to<ImporterMeshInstance3D>(p_node)) {
if (isroot) {
return p_node;
}
EditorSceneImporterMeshNode3D *mi = Object::cast_to<EditorSceneImporterMeshNode3D>(p_node);
Ref<EditorSceneImporterMesh> mesh = mi->get_mesh();
ImporterMeshInstance3D *mi = Object::cast_to<ImporterMeshInstance3D>(p_node);
Ref<ImporterMesh> mesh = mi->get_mesh();
if (mesh.is_valid()) {
Vector<Ref<Shape3D>> shapes;
@ -426,10 +427,10 @@ Node *ResourceImporterScene::_pre_fix_node(Node *p_node, Node *p_root, Map<Ref<E
_add_shapes(rigid_body, shapes);
}
} else if ((_teststr(name, "col") || (_teststr(name, "convcol"))) && Object::cast_to<EditorSceneImporterMeshNode3D>(p_node)) {
EditorSceneImporterMeshNode3D *mi = Object::cast_to<EditorSceneImporterMeshNode3D>(p_node);
} else if ((_teststr(name, "col") || (_teststr(name, "convcol"))) && Object::cast_to<ImporterMeshInstance3D>(p_node)) {
ImporterMeshInstance3D *mi = Object::cast_to<ImporterMeshInstance3D>(p_node);
Ref<EditorSceneImporterMesh> mesh = mi->get_mesh();
Ref<ImporterMesh> mesh = mi->get_mesh();
if (mesh.is_valid()) {
Vector<Ref<Shape3D>> shapes;
@ -465,14 +466,14 @@ Node *ResourceImporterScene::_pre_fix_node(Node *p_node, Node *p_root, Map<Ref<E
}
}
} else if (_teststr(name, "navmesh") && Object::cast_to<EditorSceneImporterMeshNode3D>(p_node)) {
} else if (_teststr(name, "navmesh") && Object::cast_to<ImporterMeshInstance3D>(p_node)) {
if (isroot) {
return p_node;
}
EditorSceneImporterMeshNode3D *mi = Object::cast_to<EditorSceneImporterMeshNode3D>(p_node);
ImporterMeshInstance3D *mi = Object::cast_to<ImporterMeshInstance3D>(p_node);
Ref<EditorSceneImporterMesh> mesh = mi->get_mesh();
Ref<ImporterMesh> mesh = mi->get_mesh();
ERR_FAIL_COND_V(mesh.is_null(), nullptr);
NavigationRegion3D *nmi = memnew(NavigationRegion3D);
@ -484,12 +485,12 @@ Node *ResourceImporterScene::_pre_fix_node(Node *p_node, Node *p_root, Map<Ref<E
memdelete(p_node);
p_node = nmi;
} else if (Object::cast_to<EditorSceneImporterMeshNode3D>(p_node)) {
} else if (Object::cast_to<ImporterMeshInstance3D>(p_node)) {
//last attempt, maybe collision inside the mesh data
EditorSceneImporterMeshNode3D *mi = Object::cast_to<EditorSceneImporterMeshNode3D>(p_node);
ImporterMeshInstance3D *mi = Object::cast_to<ImporterMeshInstance3D>(p_node);
Ref<EditorSceneImporterMesh> mesh = mi->get_mesh();
Ref<ImporterMesh> mesh = mi->get_mesh();
if (!mesh.is_null()) {
Vector<Ref<Shape3D>> shapes;
if (collision_map.has(mesh)) {
@ -517,7 +518,7 @@ Node *ResourceImporterScene::_pre_fix_node(Node *p_node, Node *p_root, Map<Ref<E
return p_node;
}
Node *ResourceImporterScene::_post_fix_node(Node *p_node, Node *p_root, Map<Ref<EditorSceneImporterMesh>, Vector<Ref<Shape3D>>> &collision_map, Set<Ref<EditorSceneImporterMesh>> &r_scanned_meshes, const Dictionary &p_node_data, const Dictionary &p_material_data, const Dictionary &p_animation_data, float p_animation_fps) {
Node *ResourceImporterScene::_post_fix_node(Node *p_node, Node *p_root, Map<Ref<ImporterMesh>, Vector<Ref<Shape3D>>> &collision_map, Set<Ref<ImporterMesh>> &r_scanned_meshes, const Dictionary &p_node_data, const Dictionary &p_material_data, const Dictionary &p_animation_data, float p_animation_fps) {
// children first
for (int i = 0; i < p_node->get_child_count(); i++) {
Node *r = _post_fix_node(p_node->get_child(i), p_root, collision_map, r_scanned_meshes, p_node_data, p_material_data, p_animation_data, p_animation_fps);
@ -546,10 +547,10 @@ Node *ResourceImporterScene::_post_fix_node(Node *p_node, Node *p_root, Map<Ref<
return nullptr;
}
if (Object::cast_to<EditorSceneImporterMeshNode3D>(p_node)) {
EditorSceneImporterMeshNode3D *mi = Object::cast_to<EditorSceneImporterMeshNode3D>(p_node);
if (Object::cast_to<ImporterMeshInstance3D>(p_node)) {
ImporterMeshInstance3D *mi = Object::cast_to<ImporterMeshInstance3D>(p_node);
Ref<EditorSceneImporterMesh> m = mi->get_mesh();
Ref<ImporterMesh> m = mi->get_mesh();
if (m.is_valid()) {
if (!r_scanned_meshes.has(m)) {
@ -669,10 +670,10 @@ Node *ResourceImporterScene::_post_fix_node(Node *p_node, Node *p_root, Map<Ref<
}
//navmesh (node may have changed type above)
if (Object::cast_to<EditorSceneImporterMeshNode3D>(p_node)) {
EditorSceneImporterMeshNode3D *mi = Object::cast_to<EditorSceneImporterMeshNode3D>(p_node);
if (Object::cast_to<ImporterMeshInstance3D>(p_node)) {
ImporterMeshInstance3D *mi = Object::cast_to<ImporterMeshInstance3D>(p_node);
Ref<EditorSceneImporterMesh> m = mi->get_mesh();
Ref<ImporterMesh> m = mi->get_mesh();
if (m.is_valid()) {
if (node_settings.has("generate/navmesh")) {
@ -1247,7 +1248,7 @@ Ref<Animation> ResourceImporterScene::import_animation_from_other_importer(Edito
}
void ResourceImporterScene::_generate_meshes(Node *p_node, const Dictionary &p_mesh_data, bool p_generate_lods, bool p_create_shadow_meshes, LightBakeMode p_light_bake_mode, float p_lightmap_texel_size, const Vector<uint8_t> &p_src_lightmap_cache, Vector<Vector<uint8_t>> &r_lightmap_caches) {
EditorSceneImporterMeshNode3D *src_mesh_node = Object::cast_to<EditorSceneImporterMeshNode3D>(p_node);
ImporterMeshInstance3D *src_mesh_node = Object::cast_to<ImporterMeshInstance3D>(p_node);
if (src_mesh_node) {
//is mesh
MeshInstance3D *mesh_node = memnew(MeshInstance3D);
@ -1452,7 +1453,7 @@ Node *ResourceImporterScene::pre_import(const String &p_source_file) {
return nullptr;
}
Map<Ref<EditorSceneImporterMesh>, Vector<Ref<Shape3D>>> collision_map;
Map<Ref<ImporterMesh>, Vector<Ref<Shape3D>>> collision_map;
_pre_fix_node(scene, scene, collision_map);
@ -1527,8 +1528,8 @@ Error ResourceImporterScene::import(const String &p_source_file, const String &p
animation_data = subresources["animations"];
}
Set<Ref<EditorSceneImporterMesh>> scanned_meshes;
Map<Ref<EditorSceneImporterMesh>, Vector<Ref<Shape3D>>> collision_map;
Set<Ref<ImporterMesh>> scanned_meshes;
Map<Ref<ImporterMesh>, Vector<Ref<Shape3D>>> collision_map;
_pre_fix_node(scene, scene, collision_map);
_post_fix_node(scene, scene, collision_map, scanned_meshes, node_data, material_data, animation_data, fps);

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@ -41,7 +41,7 @@
class Material;
class AnimationPlayer;
class EditorSceneImporterMesh;
class ImporterMesh;
class EditorSceneImporter : public RefCounted {
GDCLASS(EditorSceneImporter, RefCounted);
@ -181,8 +181,8 @@ public:
// Import scenes *after* everything else (such as textures).
virtual int get_import_order() const override { return ResourceImporter::IMPORT_ORDER_SCENE; }
Node *_pre_fix_node(Node *p_node, Node *p_root, Map<Ref<EditorSceneImporterMesh>, Vector<Ref<Shape3D>>> &collision_map);
Node *_post_fix_node(Node *p_node, Node *p_root, Map<Ref<EditorSceneImporterMesh>, Vector<Ref<Shape3D>>> &collision_map, Set<Ref<EditorSceneImporterMesh>> &r_scanned_meshes, const Dictionary &p_node_data, const Dictionary &p_material_data, const Dictionary &p_animation_data, float p_animation_fps);
Node *_pre_fix_node(Node *p_node, Node *p_root, Map<Ref<ImporterMesh>, Vector<Ref<Shape3D>>> &collision_map);
Node *_post_fix_node(Node *p_node, Node *p_root, Map<Ref<ImporterMesh>, Vector<Ref<Shape3D>>> &collision_map, Set<Ref<ImporterMesh>> &r_scanned_meshes, const Dictionary &p_node_data, const Dictionary &p_material_data, const Dictionary &p_animation_data, float p_animation_fps);
Ref<Animation> _save_animation_to_file(Ref<Animation> anim, bool p_save_to_file, String p_save_to_path, bool p_keep_custom_tracks);
void _create_clips(AnimationPlayer *anim, const Array &p_clips, bool p_bake_all);

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@ -31,7 +31,8 @@
#include "scene_import_settings.h"
#include "editor/editor_node.h"
#include "editor/editor_scale.h"
#include "editor/import/scene_importer_mesh_node_3d.h"
#include "scene/3d/importer_mesh_instance_3d.h"
#include "scene/resources/importer_mesh.h"
#include "scene/resources/surface_tool.h"
class SceneImportSettingsData : public Object {
@ -240,7 +241,7 @@ void SceneImportSettings::_fill_scene(Node *p_node, TreeItem *p_parent_item) {
p_node->set_meta("import_id", import_id);
}
EditorSceneImporterMeshNode3D *src_mesh_node = Object::cast_to<EditorSceneImporterMeshNode3D>(p_node);
ImporterMeshInstance3D *src_mesh_node = Object::cast_to<ImporterMeshInstance3D>(p_node);
if (src_mesh_node) {
MeshInstance3D *mesh_node = memnew(MeshInstance3D);
@ -249,7 +250,7 @@ void SceneImportSettings::_fill_scene(Node *p_node, TreeItem *p_parent_item) {
mesh_node->set_skin(src_mesh_node->get_skin());
mesh_node->set_skeleton_path(src_mesh_node->get_skeleton_path());
if (src_mesh_node->get_mesh().is_valid()) {
Ref<EditorSceneImporterMesh> editor_mesh = src_mesh_node->get_mesh();
Ref<ImporterMesh> editor_mesh = src_mesh_node->get_mesh();
mesh_node->set_mesh(editor_mesh->get_mesh());
}

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@ -31,6 +31,7 @@
#include "fbx_mesh_data.h"
#include "core/templates/local_vector.h"
#include "scene/resources/importer_mesh.h"
#include "scene/resources/mesh.h"
#include "scene/resources/surface_tool.h"
@ -101,7 +102,7 @@ HashMap<int, Vector2> collect_uv(const Vector<VertexData<Vector2>> *p_data, Hash
return collection;
}
EditorSceneImporterMeshNode3D *FBXMeshData::create_fbx_mesh(const ImportState &state, const FBXDocParser::MeshGeometry *p_mesh_geometry, const FBXDocParser::Model *model, bool use_compression) {
ImporterMeshInstance3D *FBXMeshData::create_fbx_mesh(const ImportState &state, const FBXDocParser::MeshGeometry *p_mesh_geometry, const FBXDocParser::Model *model, bool use_compression) {
mesh_geometry = p_mesh_geometry;
// todo: make this just use a uint64_t FBX ID this is a copy of our original materials unfortunately.
const std::vector<const FBXDocParser::Material *> &material_lookup = model->GetMaterials();
@ -344,7 +345,7 @@ EditorSceneImporterMeshNode3D *FBXMeshData::create_fbx_mesh(const ImportState &s
}
// Phase 6. Compose the mesh and return it.
Ref<EditorSceneImporterMesh> mesh;
Ref<ImporterMesh> mesh;
mesh.instantiate();
// Add blend shape info.
@ -380,7 +381,7 @@ EditorSceneImporterMeshNode3D *FBXMeshData::create_fbx_mesh(const ImportState &s
in_mesh_surface_id += 1;
}
EditorSceneImporterMeshNode3D *godot_mesh = memnew(EditorSceneImporterMeshNode3D);
ImporterMeshInstance3D *godot_mesh = memnew(ImporterMeshInstance3D);
godot_mesh->set_mesh(mesh);
const String name = ImportUtils::FBXNodeToName(model->Name());
godot_mesh->set_name(name); // hurry up compiling >.<

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@ -35,7 +35,7 @@
#include "core/templates/local_vector.h"
#include "core/templates/ordered_hash_map.h"
#include "editor/import/resource_importer_scene.h"
#include "editor/import/scene_importer_mesh_node_3d.h"
#include "scene/3d/importer_mesh_instance_3d.h"
#include "scene/3d/mesh_instance_3d.h"
#include "scene/resources/surface_tool.h"
@ -98,7 +98,7 @@ struct FBXMeshData : RefCounted {
// translate fbx mesh data from document context to FBX Mesh Geometry Context
bool valid_weight_indexes = false;
EditorSceneImporterMeshNode3D *create_fbx_mesh(const ImportState &state, const FBXDocParser::MeshGeometry *p_mesh_geometry, const FBXDocParser::Model *model, bool use_compression);
ImporterMeshInstance3D *create_fbx_mesh(const ImportState &state, const FBXDocParser::MeshGeometry *p_mesh_geometry, const FBXDocParser::Model *model, bool use_compression);
void gen_weight_info(Ref<SurfaceTool> st, int vertex_id) const;
@ -107,7 +107,7 @@ struct FBXMeshData : RefCounted {
int max_weight_count = 0;
uint64_t armature_id = 0;
bool valid_armature_id = false;
EditorSceneImporterMeshNode3D *godot_mesh_instance = nullptr;
ImporterMeshInstance3D *godot_mesh_instance = nullptr;
private:
void sanitize_vertex_weights(const ImportState &state);

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@ -40,9 +40,9 @@
#include "editor/editor_log.h"
#include "editor/editor_node.h"
#include "editor/import/resource_importer_scene.h"
#include "editor/import/scene_importer_mesh_node_3d.h"
#include "scene/3d/bone_attachment_3d.h"
#include "scene/3d/camera_3d.h"
#include "scene/3d/importer_mesh_instance_3d.h"
#include "scene/3d/light_3d.h"
#include "scene/main/node.h"
#include "scene/resources/material.h"
@ -627,7 +627,7 @@ Node3D *EditorSceneImporterFBX::_generate_scene(
node_element;
node_element = node_element->next()) {
Ref<FBXNode> fbx_node = node_element->get();
EditorSceneImporterMeshNode3D *mesh_node = nullptr;
ImporterMeshInstance3D *mesh_node = nullptr;
Ref<FBXMeshData> mesh_data_precached;
// check for valid geometry
@ -768,7 +768,7 @@ Node3D *EditorSceneImporterFBX::_generate_scene(
for (KeyValue<uint64_t, Ref<FBXMeshData>> &mesh_data : state.renderer_mesh_data) {
Ref<FBXMeshData> mesh = mesh_data.value;
const uint64_t mesh_id = mesh_data.key;
EditorSceneImporterMeshNode3D *mesh_instance = mesh->godot_mesh_instance;
ImporterMeshInstance3D *mesh_instance = mesh->godot_mesh_instance;
const int mesh_weights = mesh->max_weight_count;
Ref<FBXSkeleton> skeleton;
const bool valid_armature = mesh->valid_armature_id;

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@ -1,5 +1,5 @@
def can_build(env, platform):
return env["tools"] and not env["disable_3d"]
return not env["disable_3d"]
def configure(env):
@ -22,6 +22,8 @@ def get_doc_classes():
"GLTFSpecGloss",
"GLTFState",
"GLTFTexture",
"GLTFDocumentExtension",
"GLTFDocumentExtensionConvertImporterMesh",
]

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@ -30,4 +30,8 @@
</description>
</method>
</methods>
<members>
<member name="extensions" type="GLTFDocumentExtension[]" setter="set_extensions" getter="get_extensions" default="[Object(GLTFDocumentExtensionConvertImporterMesh,&quot;resource_local_to_scene&quot;:false,&quot;resource_name&quot;:&quot;&quot;,&quot;script&quot;:null)]">
</member>
</members>
</class>

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@ -0,0 +1,73 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="GLTFDocumentExtension" inherits="Resource" version="4.0">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<methods>
<method name="export_post">
<return type="int" enum="Error" />
<argument index="0" name="document" type="GLTFDocument" />
<description>
</description>
</method>
<method name="export_preflight">
<return type="int" enum="Error" />
<argument index="0" name="document" type="GLTFDocument" />
<argument index="1" name="node" type="Node" />
<description>
</description>
</method>
<method name="get_export_setting" qualifiers="const">
<return type="Variant" />
<argument index="0" name="key" type="StringName" />
<description>
</description>
</method>
<method name="get_export_setting_keys" qualifiers="const">
<return type="Array" />
<description>
</description>
</method>
<method name="get_import_setting" qualifiers="const">
<return type="Variant" />
<argument index="0" name="key" type="StringName" />
<description>
</description>
</method>
<method name="get_import_setting_keys" qualifiers="const">
<return type="Array" />
<description>
</description>
</method>
<method name="import_post">
<return type="int" enum="Error" />
<argument index="0" name="document" type="GLTFDocument" />
<argument index="1" name="node" type="Node" />
<description>
</description>
</method>
<method name="import_preflight">
<return type="int" enum="Error" />
<argument index="0" name="document" type="GLTFDocument" />
<description>
</description>
</method>
<method name="set_export_setting">
<return type="void" />
<argument index="0" name="key" type="StringName" />
<argument index="1" name="value" type="Variant" />
<description>
</description>
</method>
<method name="set_import_setting">
<return type="void" />
<argument index="0" name="key" type="StringName" />
<argument index="1" name="value" type="Variant" />
<description>
</description>
</method>
</methods>
</class>

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@ -0,0 +1,9 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="GLTFDocumentExtensionConvertImporterMesh" inherits="GLTFDocumentExtension" version="4.0">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
</class>

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@ -9,7 +9,7 @@
<members>
<member name="blend_weights" type="PackedFloat32Array" setter="set_blend_weights" getter="get_blend_weights" default="PackedFloat32Array()">
</member>
<member name="mesh" type="EditorSceneImporterMesh" setter="set_mesh" getter="get_mesh">
<member name="mesh" type="ImporterMesh" setter="set_mesh" getter="get_mesh">
</member>
</members>
</class>

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@ -28,6 +28,7 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#if TOOLS_ENABLED
#include "editor_scene_exporter_gltf_plugin.h"
#include "core/config/project_settings.h"
#include "core/error/error_list.h"
@ -93,3 +94,5 @@ void SceneExporterGLTFPlugin::convert_scene_to_gltf2() {
file_export_lib->set_current_file(filename + String(".gltf"));
file_export_lib->popup_centered_ratio();
}
#endif // TOOLS_ENABLED

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@ -31,7 +31,9 @@
#ifndef EDITOR_SCENE_EXPORTER_GLTF_PLUGIN_H
#define EDITOR_SCENE_EXPORTER_GLTF_PLUGIN_H
#if TOOLS_ENABLED
#include "editor/editor_plugin.h"
#include "editor_scene_importer_gltf.h"
class SceneExporterGLTFPlugin : public EditorPlugin {
@ -47,5 +49,5 @@ public:
bool has_main_screen() const override;
SceneExporterGLTFPlugin(class EditorNode *p_node);
};
#endif // TOOLS_ENABLED
#endif // EDITOR_SCENE_EXPORTER_GLTF_PLUGIN_H

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@ -28,6 +28,7 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#if TOOLS_ENABLED
#include "editor_scene_importer_gltf.h"
#include "gltf_document.h"
@ -60,3 +61,5 @@ Ref<Animation> EditorSceneImporterGLTF::import_animation(const String &p_path,
int p_bake_fps) {
return Ref<Animation>();
}
#endif // TOOLS_ENABLED

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@ -30,16 +30,17 @@
#ifndef EDITOR_SCENE_IMPORTER_GLTF_H
#define EDITOR_SCENE_IMPORTER_GLTF_H
#ifdef TOOLS_ENABLED
#include "gltf_state.h"
#include "gltf_document_extension.h"
#include "editor/import/resource_importer_scene.h"
#include "scene/main/node.h"
#include "scene/resources/packed_scene.h"
class Animation;
#ifdef TOOLS_ENABLED
class EditorSceneImporterGLTF : public EditorSceneImporter {
GDCLASS(EditorSceneImporterGLTF, EditorSceneImporter);
@ -50,5 +51,5 @@ public:
virtual Ref<Animation> import_animation(const String &p_path,
uint32_t p_flags, int p_bake_fps) override;
};
#endif
#endif // TOOLS_ENABLED
#endif // EDITOR_SCENE_IMPORTER_GLTF_H

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@ -30,6 +30,8 @@
#include "gltf_accessor.h"
#include "gltf_document_extension.h"
void GLTFAccessor::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_buffer_view"), &GLTFAccessor::get_buffer_view);
ClassDB::bind_method(D_METHOD("set_buffer_view", "buffer_view"), &GLTFAccessor::set_buffer_view);

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@ -32,7 +32,9 @@
#define GLTF_ACCESSOR_H
#include "core/io/resource.h"
#include "gltf_document.h"
#include "gltf_document_extension.h"
struct GLTFAccessor : public Resource {
GDCLASS(GLTFAccessor, Resource);

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@ -30,6 +30,8 @@
#include "gltf_buffer_view.h"
#include "gltf_document_extension.h"
void GLTFBufferView::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_buffer"), &GLTFBufferView::get_buffer);
ClassDB::bind_method(D_METHOD("set_buffer", "buffer"), &GLTFBufferView::set_buffer);

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@ -33,6 +33,8 @@
#include "gltf_accessor.h"
#include "gltf_animation.h"
#include "gltf_camera.h"
#include "gltf_document_extension.h"
#include "gltf_document_extension_convert_importer_mesh.h"
#include "gltf_light.h"
#include "gltf_mesh.h"
#include "gltf_node.h"
@ -49,6 +51,7 @@
#include "core/io/json.h"
#include "core/math/disjoint_set.h"
#include "core/math/vector2.h"
#include "core/variant/dictionary.h"
#include "core/variant/typed_array.h"
#include "core/variant/variant.h"
#include "core/version.h"
@ -57,8 +60,12 @@
#include "editor/import/resource_importer_scene.h"
#include "scene/2d/node_2d.h"
#include "scene/3d/camera_3d.h"
#include "scene/3d/mesh_instance_3d.h"
#include "scene/3d/multimesh_instance_3d.h"
#include "scene/animation/animation_player.h"
#include "scene/resources/importer_mesh.h"
#include "scene/resources/mesh.h"
#include "scene/resources/multimesh.h"
#include "scene/resources/surface_tool.h"
#include "modules/modules_enabled.gen.h"
@ -2101,7 +2108,7 @@ Error GLTFDocument::_serialize_meshes(Ref<GLTFState> state) {
Array meshes;
for (GLTFMeshIndex gltf_mesh_i = 0; gltf_mesh_i < state->meshes.size(); gltf_mesh_i++) {
print_verbose("glTF: Serializing mesh: " + itos(gltf_mesh_i));
Ref<EditorSceneImporterMesh> import_mesh = state->meshes.write[gltf_mesh_i]->get_mesh();
Ref<ImporterMesh> import_mesh = state->meshes.write[gltf_mesh_i]->get_mesh();
if (import_mesh.is_null()) {
continue;
}
@ -2493,7 +2500,7 @@ Error GLTFDocument::_parse_meshes(Ref<GLTFState> state) {
Array primitives = d["primitives"];
const Dictionary &extras = d.has("extras") ? (Dictionary)d["extras"] :
Dictionary();
Ref<EditorSceneImporterMesh> import_mesh;
Ref<ImporterMesh> import_mesh;
import_mesh.instantiate();
String mesh_name = "mesh";
if (d.has("name") && !String(d["name"]).is_empty()) {
@ -2732,17 +2739,18 @@ Error GLTFDocument::_parse_meshes(Ref<GLTFState> state) {
bool generate_tangents = (primitive == Mesh::PRIMITIVE_TRIANGLES && !a.has("TANGENT") && a.has("TEXCOORD_0") && a.has("NORMAL"));
Ref<SurfaceTool> mesh_surface_tool;
mesh_surface_tool.instantiate();
mesh_surface_tool->create_from_triangle_arrays(array);
if (a.has("JOINTS_0") && a.has("JOINTS_1")) {
mesh_surface_tool->set_skin_weight_count(SurfaceTool::SKIN_8_WEIGHTS);
}
mesh_surface_tool->index();
if (generate_tangents) {
//must generate mikktspace tangents.. ergh..
Ref<SurfaceTool> st;
st.instantiate();
st->create_from_triangle_arrays(array);
if (a.has("JOINTS_0") && a.has("JOINTS_1")) {
st->set_skin_weight_count(SurfaceTool::SKIN_8_WEIGHTS);
}
st->generate_tangents();
array = st->commit_to_arrays();
mesh_surface_tool->generate_tangents();
}
array = mesh_surface_tool->commit_to_arrays();
Array morphs;
//blend shapes
@ -2772,8 +2780,6 @@ Error GLTFDocument::_parse_meshes(Ref<GLTFState> state) {
array_copy[l] = array[l];
}
array_copy[Mesh::ARRAY_INDEX] = Variant();
if (t.has("POSITION")) {
Vector<Vector3> varr = _decode_accessor_as_vec3(state, t["POSITION"], true);
const Vector<Vector3> src_varr = array[Mesh::ARRAY_VERTEX];
@ -2852,17 +2858,17 @@ Error GLTFDocument::_parse_meshes(Ref<GLTFState> state) {
array_copy[Mesh::ARRAY_TANGENT] = tangents_v4;
}
if (generate_tangents) {
Ref<SurfaceTool> st;
st.instantiate();
st->create_from_triangle_arrays(array_copy);
if (a.has("JOINTS_0") && a.has("JOINTS_1")) {
st->set_skin_weight_count(SurfaceTool::SKIN_8_WEIGHTS);
}
st->deindex();
st->generate_tangents();
array_copy = st->commit_to_arrays();
Ref<SurfaceTool> blend_surface_tool;
blend_surface_tool.instantiate();
blend_surface_tool->create_from_triangle_arrays(array_copy);
if (a.has("JOINTS_0") && a.has("JOINTS_1")) {
blend_surface_tool->set_skin_weight_count(SurfaceTool::SKIN_8_WEIGHTS);
}
blend_surface_tool->index();
if (generate_tangents) {
blend_surface_tool->generate_tangents();
}
array_copy = blend_surface_tool->commit_to_arrays();
morphs.push_back(array_copy);
}
@ -2875,19 +2881,23 @@ Error GLTFDocument::_parse_meshes(Ref<GLTFState> state) {
const int material = p["material"];
ERR_FAIL_INDEX_V(material, state->materials.size(), ERR_FILE_CORRUPT);
Ref<BaseMaterial3D> mat3d = state->materials[material];
ERR_FAIL_NULL_V(mat3d, ERR_FILE_CORRUPT);
if (has_vertex_color) {
mat3d->set_flag(BaseMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
}
mat = mat3d;
} else if (has_vertex_color) {
} else {
Ref<StandardMaterial3D> mat3d;
mat3d.instantiate();
mat3d->set_flag(BaseMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
if (has_vertex_color) {
mat3d->set_flag(BaseMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
}
mat = mat3d;
}
import_mesh->add_surface(primitive, array, morphs, Dictionary(), mat, mat.is_valid() ? mat->get_name() : String(), flags);
ERR_FAIL_NULL_V(mat, ERR_FILE_CORRUPT);
import_mesh->add_surface(primitive, array, morphs,
Dictionary(), mat, mat->get_name(), flags);
}
Vector<float> blend_weights;
@ -3610,7 +3620,6 @@ Error GLTFDocument::_parse_materials(Ref<GLTFState> state) {
material->set_cull_mode(BaseMaterial3D::CULL_DISABLED);
}
}
if (d.has("alphaMode")) {
const String &am = d["alphaMode"];
if (am == "BLEND") {
@ -5007,72 +5016,65 @@ GLTFMeshIndex GLTFDocument::_convert_mesh_to_gltf(Ref<GLTFState> state, MeshInst
if (p_mesh_instance->get_mesh().is_null()) {
return -1;
}
Ref<EditorSceneImporterMesh> import_mesh;
import_mesh.instantiate();
Ref<Mesh> godot_mesh = p_mesh_instance->get_mesh();
if (godot_mesh.is_null()) {
return -1;
}
Ref<ImporterMesh> current_mesh;
current_mesh.instantiate();
Vector<float> blend_weights;
Vector<String> blend_names;
int32_t blend_count = godot_mesh->get_blend_shape_count();
blend_names.resize(blend_count);
blend_weights.resize(blend_count);
for (int32_t blend_i = 0; blend_i < godot_mesh->get_blend_shape_count(); blend_i++) {
String blend_name = godot_mesh->get_blend_shape_name(blend_i);
blend_names.write[blend_i] = blend_name;
import_mesh->add_blend_shape(blend_name);
}
for (int32_t surface_i = 0; surface_i < godot_mesh->get_surface_count(); surface_i++) {
Mesh::PrimitiveType primitive_type = godot_mesh->surface_get_primitive_type(surface_i);
Array arrays = godot_mesh->surface_get_arrays(surface_i);
Array blend_shape_arrays = godot_mesh->surface_get_blend_shape_arrays(surface_i);
Ref<Material> mat = godot_mesh->surface_get_material(surface_i);
Ref<ArrayMesh> godot_array_mesh = godot_mesh;
String surface_name;
if (godot_array_mesh.is_valid()) {
surface_name = godot_array_mesh->surface_get_name(surface_i);
{
Ref<Mesh> import_mesh = p_mesh_instance->get_mesh();
Ref<ArrayMesh> import_array_mesh = p_mesh_instance->get_mesh();
if (import_mesh->get_blend_shape_count()) {
ArrayMesh::BlendShapeMode shape_mode = ArrayMesh::BLEND_SHAPE_MODE_NORMALIZED;
if (import_array_mesh.is_valid()) {
shape_mode = import_array_mesh->get_blend_shape_mode();
}
current_mesh->set_blend_shape_mode(shape_mode);
for (int morph_i = 0; morph_i < import_mesh->get_blend_shape_count(); morph_i++) {
current_mesh->add_blend_shape(import_mesh->get_blend_shape_name(morph_i));
}
}
if (p_mesh_instance->get_surface_override_material(surface_i).is_valid()) {
mat = p_mesh_instance->get_surface_override_material(surface_i);
for (int32_t surface_i = 0; surface_i < import_mesh->get_surface_count(); surface_i++) {
Array array = import_mesh->surface_get_arrays(surface_i);
Ref<Material> mat = import_mesh->surface_get_material(surface_i);
String mat_name;
if (mat.is_valid()) {
mat_name = mat->get_name();
}
current_mesh->add_surface(import_mesh->surface_get_primitive_type(surface_i),
array, import_mesh->surface_get_blend_shape_arrays(surface_i), import_mesh->surface_get_lods(surface_i), mat,
mat_name, import_mesh->surface_get_format(surface_i));
}
if (p_mesh_instance->get_material_override().is_valid()) {
mat = p_mesh_instance->get_material_override();
int32_t blend_count = import_mesh->get_blend_shape_count();
blend_weights.resize(blend_count);
for (int32_t blend_i = 0; blend_i < blend_count; blend_i++) {
blend_weights.write[blend_i] = 0.0f;
}
import_mesh->add_surface(primitive_type, arrays, blend_shape_arrays, Dictionary(), mat, surface_name, godot_mesh->surface_get_format(surface_i));
}
for (int32_t blend_i = 0; blend_i < blend_count; blend_i++) {
blend_weights.write[blend_i] = 0.0f;
}
Ref<GLTFMesh> gltf_mesh;
gltf_mesh.instantiate();
gltf_mesh->set_mesh(import_mesh);
gltf_mesh->set_mesh(current_mesh);
gltf_mesh->set_blend_weights(blend_weights);
GLTFMeshIndex mesh_i = state->meshes.size();
state->meshes.push_back(gltf_mesh);
return mesh_i;
}
EditorSceneImporterMeshNode3D *GLTFDocument::_generate_mesh_instance(Ref<GLTFState> state, Node *scene_parent, const GLTFNodeIndex node_index) {
ImporterMeshInstance3D *GLTFDocument::_generate_mesh_instance(Ref<GLTFState> state, Node *parent_node, const GLTFNodeIndex node_index) {
Ref<GLTFNode> gltf_node = state->nodes[node_index];
ERR_FAIL_INDEX_V(gltf_node->mesh, state->meshes.size(), nullptr);
EditorSceneImporterMeshNode3D *mi = memnew(EditorSceneImporterMeshNode3D);
ImporterMeshInstance3D *mi = memnew(ImporterMeshInstance3D);
print_verbose("glTF: Creating mesh for: " + gltf_node->get_name());
Ref<GLTFMesh> mesh = state->meshes.write[gltf_node->mesh];
if (mesh.is_null()) {
return mi;
}
Ref<EditorSceneImporterMesh> import_mesh = mesh->get_mesh();
Ref<ImporterMesh> import_mesh = mesh->get_mesh();
if (import_mesh.is_null()) {
return mi;
}
mi->set_mesh(import_mesh);
for (int i = 0; i < mesh->get_blend_weights().size(); i++) {
mi->set("blend_shapes/" + mesh->get_mesh()->get_blend_shape_name(i), mesh->get_blend_weights()[i]);
}
return mi;
}
@ -5241,7 +5243,7 @@ void GLTFDocument::_convert_scene_node(Ref<GLTFState> state, Node *p_current, co
return;
} else if (cast_to<MultiMeshInstance3D>(p_current)) {
MultiMeshInstance3D *multi = cast_to<MultiMeshInstance3D>(p_current);
_convert_mult_mesh_instance_to_gltf(multi, p_gltf_parent, p_gltf_root, gltf_node, state);
_convert_multi_mesh_instance_to_gltf(multi, p_gltf_parent, p_gltf_root, gltf_node, state);
#ifdef MODULE_CSG_ENABLED
} else if (cast_to<CSGShape3D>(p_current)) {
CSGShape3D *shape = cast_to<CSGShape3D>(p_current);
@ -5292,13 +5294,8 @@ void GLTFDocument::_convert_csg_shape_to_gltf(CSGShape3D *p_current, GLTFNodeInd
}
Ref<GLTFMesh> gltf_mesh;
gltf_mesh.instantiate();
Ref<EditorSceneImporterMesh> import_mesh;
import_mesh.instantiate();
Ref<ArrayMesh> array_mesh = csg->get_meshes()[1];
for (int32_t surface_i = 0; surface_i < array_mesh->get_surface_count(); surface_i++) {
import_mesh->add_surface(Mesh::PrimitiveType::PRIMITIVE_TRIANGLES, array_mesh->surface_get_arrays(surface_i), Array(), Dictionary(), mat, array_mesh->surface_get_name(surface_i));
}
gltf_mesh->set_mesh(import_mesh);
Ref<ImporterMesh> array_mesh = csg->get_meshes()[1];
gltf_mesh->set_mesh(array_mesh);
GLTFMeshIndex mesh_i = state->meshes.size();
state->meshes.push_back(gltf_mesh);
gltf_node->mesh = mesh_i;
@ -5364,7 +5361,7 @@ void GLTFDocument::_convert_grid_map_to_gltf(GridMap *p_grid_map, GLTFNodeIndex
Vector3 cell_location = cells[k];
int32_t cell = p_grid_map->get_cell_item(
Vector3(cell_location.x, cell_location.y, cell_location.z));
EditorSceneImporterMeshNode3D *import_mesh_node = memnew(EditorSceneImporterMeshNode3D);
ImporterMeshInstance3D *import_mesh_node = memnew(ImporterMeshInstance3D);
import_mesh_node->set_mesh(p_grid_map->get_mesh_library()->get_item_mesh(cell));
Transform3D cell_xform;
cell_xform.basis.set_orthogonal_index(
@ -5386,50 +5383,73 @@ void GLTFDocument::_convert_grid_map_to_gltf(GridMap *p_grid_map, GLTFNodeIndex
}
#endif // MODULE_GRIDMAP_ENABLED
void GLTFDocument::_convert_mult_mesh_instance_to_gltf(MultiMeshInstance3D *p_multi_mesh_instance, GLTFNodeIndex p_parent_node_index, GLTFNodeIndex p_root_node_index, Ref<GLTFNode> gltf_node, Ref<GLTFState> state) {
void GLTFDocument::_convert_multi_mesh_instance_to_gltf(
MultiMeshInstance3D *p_multi_mesh_instance,
GLTFNodeIndex p_parent_node_index,
GLTFNodeIndex p_root_node_index,
Ref<GLTFNode> gltf_node, Ref<GLTFState> state) {
ERR_FAIL_COND(!p_multi_mesh_instance);
Ref<MultiMesh> multi_mesh = p_multi_mesh_instance->get_multimesh();
if (multi_mesh.is_valid()) {
for (int32_t instance_i = 0; instance_i < multi_mesh->get_instance_count();
instance_i++) {
GLTFNode *new_gltf_node = memnew(GLTFNode);
Transform3D transform;
if (multi_mesh->get_transform_format() == MultiMesh::TRANSFORM_2D) {
Transform2D xform_2d = multi_mesh->get_instance_transform_2d(instance_i);
transform.origin =
Vector3(xform_2d.get_origin().x, 0, xform_2d.get_origin().y);
real_t rotation = xform_2d.get_rotation();
Quaternion quaternion(Vector3(0, 1, 0), rotation);
Size2 scale = xform_2d.get_scale();
transform.basis.set_quaternion_scale(quaternion,
Vector3(scale.x, 0, scale.y));
transform =
p_multi_mesh_instance->get_transform() * transform;
} else if (multi_mesh->get_transform_format() == MultiMesh::TRANSFORM_3D) {
transform = p_multi_mesh_instance->get_transform() *
multi_mesh->get_instance_transform(instance_i);
}
Ref<ArrayMesh> mm = multi_mesh->get_mesh();
if (mm.is_valid()) {
Ref<EditorSceneImporterMesh> mesh;
mesh.instantiate();
for (int32_t surface_i = 0; surface_i < mm->get_surface_count(); surface_i++) {
Array surface = mm->surface_get_arrays(surface_i);
mesh->add_surface(mm->surface_get_primitive_type(surface_i), surface, Array(), Dictionary(),
mm->surface_get_material(surface_i), mm->get_name());
}
Ref<GLTFMesh> gltf_mesh;
gltf_mesh.instantiate();
gltf_mesh->set_name(multi_mesh->get_name());
gltf_mesh->set_mesh(mesh);
new_gltf_node->mesh = state->meshes.size();
state->meshes.push_back(gltf_mesh);
}
new_gltf_node->xform = transform;
new_gltf_node->set_name(_gen_unique_name(state, p_multi_mesh_instance->get_name()));
gltf_node->children.push_back(state->nodes.size());
state->nodes.push_back(new_gltf_node);
if (multi_mesh.is_null()) {
return;
}
Ref<GLTFMesh> gltf_mesh;
gltf_mesh.instantiate();
Ref<Mesh> mesh = multi_mesh->get_mesh();
if (mesh.is_null()) {
return;
}
gltf_mesh->set_name(multi_mesh->get_name());
Ref<ImporterMesh> importer_mesh;
importer_mesh.instantiate();
Ref<ArrayMesh> array_mesh = multi_mesh->get_mesh();
if (array_mesh.is_valid()) {
importer_mesh->set_blend_shape_mode(array_mesh->get_blend_shape_mode());
for (int32_t blend_i = 0; blend_i < array_mesh->get_blend_shape_count(); blend_i++) {
importer_mesh->add_blend_shape(array_mesh->get_blend_shape_name(blend_i));
}
}
for (int32_t surface_i = 0; surface_i < mesh->get_surface_count(); surface_i++) {
Ref<Material> mat = mesh->surface_get_material(surface_i);
String material_name;
if (mat.is_valid()) {
material_name = mat->get_name();
}
Array blend_arrays;
if (array_mesh.is_valid()) {
blend_arrays = array_mesh->surface_get_blend_shape_arrays(surface_i);
}
importer_mesh->add_surface(mesh->surface_get_primitive_type(surface_i), mesh->surface_get_arrays(surface_i),
blend_arrays, mesh->surface_get_lods(surface_i), mat, material_name, mesh->surface_get_format(surface_i));
}
gltf_mesh->set_mesh(importer_mesh);
GLTFMeshIndex mesh_index = state->meshes.size();
state->meshes.push_back(gltf_mesh);
for (int32_t instance_i = 0; instance_i < multi_mesh->get_instance_count();
instance_i++) {
Transform3D transform;
if (multi_mesh->get_transform_format() == MultiMesh::TRANSFORM_2D) {
Transform2D xform_2d = multi_mesh->get_instance_transform_2d(instance_i);
transform.origin =
Vector3(xform_2d.get_origin().x, 0, xform_2d.get_origin().y);
real_t rotation = xform_2d.get_rotation();
Quaternion quaternion(Vector3(0, 1, 0), rotation);
Size2 scale = xform_2d.get_scale();
transform.basis.set_quaternion_scale(quaternion,
Vector3(scale.x, 0, scale.y));
transform = p_multi_mesh_instance->get_transform() * transform;
} else if (multi_mesh->get_transform_format() == MultiMesh::TRANSFORM_3D) {
transform = p_multi_mesh_instance->get_transform() *
multi_mesh->get_instance_transform(instance_i);
}
Ref<GLTFNode> new_gltf_node;
new_gltf_node.instantiate();
new_gltf_node->mesh = mesh_index;
new_gltf_node->xform = transform;
new_gltf_node->set_name(_gen_unique_name(state, p_multi_mesh_instance->get_name()));
gltf_node->children.push_back(state->nodes.size());
state->nodes.push_back(new_gltf_node);
}
}
void GLTFDocument::_convert_skeleton_to_gltf(Skeleton3D *p_skeleton3d, Ref<GLTFState> state, GLTFNodeIndex p_parent_node_index, GLTFNodeIndex p_root_node_index, Ref<GLTFNode> gltf_node) {
@ -6106,8 +6126,8 @@ void GLTFDocument::_process_mesh_instances(Ref<GLTFState> state, Node *scene_roo
Map<GLTFNodeIndex, Node *>::Element *mi_element = state->scene_nodes.find(node_i);
ERR_CONTINUE_MSG(mi_element == nullptr, vformat("Unable to find node %d", node_i));
EditorSceneImporterMeshNode3D *mi = Object::cast_to<EditorSceneImporterMeshNode3D>(mi_element->get());
ERR_CONTINUE_MSG(mi == nullptr, vformat("Unable to cast node %d of type %s to EditorSceneImporterMeshNode3D", node_i, mi_element->get()->get_class_name()));
ImporterMeshInstance3D *mi = Object::cast_to<ImporterMeshInstance3D>(mi_element->get());
ERR_CONTINUE_MSG(mi == nullptr, vformat("Unable to cast node %d of type %s to ImporterMeshInstance3D", node_i, mi_element->get()->get_class_name()));
const GLTFSkeletonIndex skel_i = state->skins.write[node->skin]->skeleton;
Ref<GLTFSkeleton> gltf_skeleton = state->skeletons.write[skel_i];
@ -6748,10 +6768,25 @@ Error GLTFDocument::save_scene(Node *p_node, const String &p_path,
Ref<GLTFDocument> gltf_document;
gltf_document.instantiate();
for (int32_t ext_i = 0; ext_i < document_extensions.size(); ext_i++) {
Ref<GLTFDocumentExtension> ext = document_extensions[ext_i];
ERR_CONTINUE(ext.is_null());
Error err = ext->export_preflight(this, p_node);
ERR_FAIL_COND_V(err != OK, err);
}
if (r_state == Ref<GLTFState>()) {
r_state.instantiate();
}
return gltf_document->serialize(r_state, p_node, p_path);
Error err = gltf_document->serialize(r_state, p_node, p_path);
ERR_FAIL_COND_V(err != OK, err);
for (int32_t ext_i = 0; ext_i < document_extensions.size(); ext_i++) {
Ref<GLTFDocumentExtension> ext = document_extensions[ext_i];
ERR_CONTINUE(ext.is_null());
err = ext->export_post(this);
ERR_FAIL_COND_V(err != OK, err);
}
return OK;
}
Node *GLTFDocument::import_scene_gltf(const String &p_path, uint32_t p_flags, int32_t p_bake_fps, Ref<GLTFState> r_state, List<String> *r_missing_deps, Error *r_err) {
@ -6764,6 +6799,15 @@ Node *GLTFDocument::import_scene_gltf(const String &p_path, uint32_t p_flags, in
Ref<GLTFDocument> gltf_document;
gltf_document.instantiate();
for (int32_t ext_i = 0; ext_i < document_extensions.size(); ext_i++) {
Ref<GLTFDocumentExtension> ext = document_extensions[ext_i];
ERR_CONTINUE(ext.is_null());
Error err = ext->import_preflight(this);
if (r_err) {
*r_err = err;
}
ERR_FAIL_COND_V(err != OK, nullptr);
}
Error err = gltf_document->parse(r_state, p_path);
if (r_err) {
*r_err = err;
@ -6783,7 +6827,15 @@ Node *GLTFDocument::import_scene_gltf(const String &p_path, uint32_t p_flags, in
gltf_document->_import_animation(r_state, ap, i, p_bake_fps);
}
}
for (int32_t ext_i = 0; ext_i < document_extensions.size(); ext_i++) {
Ref<GLTFDocumentExtension> ext = document_extensions[ext_i];
ERR_CONTINUE(ext.is_null());
err = ext->import_post(this, root);
if (r_err) {
*r_err = err;
}
ERR_FAIL_COND_V(err != OK, nullptr);
}
return root;
}
@ -6792,6 +6844,14 @@ void GLTFDocument::_bind_methods() {
&GLTFDocument::save_scene, DEFVAL(0), DEFVAL(30), DEFVAL(Ref<GLTFState>()));
ClassDB::bind_method(D_METHOD("import_scene", "path", "flags", "bake_fps", "state"),
&GLTFDocument::import_scene, DEFVAL(0), DEFVAL(30), DEFVAL(Ref<GLTFState>()));
ClassDB::bind_method(D_METHOD("set_extensions", "extensions"),
&GLTFDocument::set_extensions);
ClassDB::bind_method(D_METHOD("get_extensions"),
&GLTFDocument::get_extensions);
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "extensions", PROPERTY_HINT_ARRAY_TYPE,
vformat("%s/%s:%s", Variant::OBJECT, PROPERTY_HINT_RESOURCE_TYPE, "GLTFDocumentExtension"),
PROPERTY_USAGE_DEFAULT),
"set_extensions", "get_extensions");
}
void GLTFDocument::_build_parent_hierachy(Ref<GLTFState> state) {
@ -6817,3 +6877,20 @@ Node *GLTFDocument::import_scene(const String &p_path, uint32_t p_flags, int32_t
}
return node;
}
void GLTFDocument::set_extensions(TypedArray<GLTFDocumentExtension> p_extensions) {
document_extensions = p_extensions;
}
TypedArray<GLTFDocumentExtension> GLTFDocument::get_extensions() const {
return document_extensions;
}
GLTFDocument::GLTFDocument() {
if (!::Engine::get_singleton()->is_editor_hint()) {
return;
}
Ref<GLTFDocumentExtensionConvertImporterMesh> extension_editor;
extension_editor.instantiate();
document_extensions.push_back(extension_editor);
}

View File

@ -33,8 +33,11 @@
#include "gltf_animation.h"
#include "editor/import/scene_importer_mesh_node_3d.h"
#include "core/variant/dictionary.h"
#include "core/variant/variant.h"
#include "gltf_document_extension_convert_importer_mesh.h"
#include "scene/3d/bone_attachment_3d.h"
#include "scene/3d/importer_mesh_instance_3d.h"
#include "scene/3d/light_3d.h"
#include "scene/3d/mesh_instance_3d.h"
#include "scene/3d/node_3d.h"
@ -54,6 +57,7 @@ class GLTFSkeleton;
class CSGShape3D;
class GridMap;
class MultiMeshInstance3D;
class GLTFDocumentExtension;
using GLTFAccessorIndex = int;
using GLTFAnimationIndex = int;
@ -74,11 +78,13 @@ class GLTFDocument : public Resource {
friend class GLTFState;
friend class GLTFSkin;
friend class GLTFSkeleton;
TypedArray<GLTFDocumentExtension> document_extensions;
private:
const float BAKE_FPS = 30.0f;
public:
GLTFDocument();
const int32_t JOINT_GROUP_SIZE = 4;
enum GLTFType {
TYPE_SCALAR,
@ -118,6 +124,8 @@ public:
Error save_scene(Node *p_node, const String &p_path,
const String &p_src_path, uint32_t p_flags,
float p_bake_fps, Ref<GLTFState> r_state);
void set_extensions(TypedArray<GLTFDocumentExtension> p_extensions);
TypedArray<GLTFDocumentExtension> get_extensions() const;
private:
template <class T>
@ -280,12 +288,10 @@ private:
Skeleton3D *skeleton,
const GLTFNodeIndex node_index,
const GLTFNodeIndex bone_index);
EditorSceneImporterMeshNode3D *_generate_mesh_instance(Ref<GLTFState> state, Node *scene_parent, const GLTFNodeIndex node_index);
Camera3D *_generate_camera(Ref<GLTFState> state, Node *scene_parent,
const GLTFNodeIndex node_index);
Node3D *_generate_light(Ref<GLTFState> state, Node *scene_parent, const GLTFNodeIndex node_index);
Node3D *_generate_spatial(Ref<GLTFState> state, Node *scene_parent,
const GLTFNodeIndex node_index);
ImporterMeshInstance3D *_generate_mesh_instance(Ref<GLTFState> state, Node *parent_node, const GLTFNodeIndex node_index);
Camera3D *_generate_camera(Ref<GLTFState> state, Node *parent_node, const GLTFNodeIndex node_index);
Node3D *_generate_light(Ref<GLTFState> state, Node *parent_node, const GLTFNodeIndex node_index);
Node3D *_generate_spatial(Ref<GLTFState> state, Node *parent_node, const GLTFNodeIndex node_index);
void _assign_scene_names(Ref<GLTFState> state);
template <class T>
T _interpolate_track(const Vector<float> &p_times, const Vector<T> &p_values,
@ -420,8 +426,8 @@ public:
GLTFNodeIndex p_root_node_index,
Ref<GLTFNode> gltf_node, Ref<GLTFState> state);
#endif // MODULE_GRIDMAP_ENABLED
void _convert_mult_mesh_instance_to_gltf(
MultiMeshInstance3D *p_scene_parent,
void _convert_multi_mesh_instance_to_gltf(
MultiMeshInstance3D *p_multi_mesh_instance,
GLTFNodeIndex p_parent_node_index,
GLTFNodeIndex p_root_node_index,
Ref<GLTFNode> gltf_node, Ref<GLTFState> state);

View File

@ -0,0 +1,88 @@
/*************************************************************************/
/* gltf_document_extension.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "gltf_document_extension.h"
#include "gltf_document.h"
void GLTFDocumentExtension::_bind_methods() {
// Import
ClassDB::bind_method(D_METHOD("get_import_setting_keys"),
&GLTFDocumentExtension::get_import_setting_keys);
ClassDB::bind_method(D_METHOD("import_preflight", "document"),
&GLTFDocumentExtension::import_preflight);
ClassDB::bind_method(D_METHOD("get_import_setting", "key"),
&GLTFDocumentExtension::get_import_setting);
ClassDB::bind_method(D_METHOD("set_import_setting", "key", "value"),
&GLTFDocumentExtension::set_import_setting);
ClassDB::bind_method(D_METHOD("import_post", "document", "node"),
&GLTFDocumentExtension::import_post);
// Export
ClassDB::bind_method(D_METHOD("get_export_setting_keys"),
&GLTFDocumentExtension::get_export_setting_keys);
ClassDB::bind_method(D_METHOD("get_export_setting", "key"),
&GLTFDocumentExtension::get_export_setting);
ClassDB::bind_method(D_METHOD("set_export_setting", "key", "value"),
&GLTFDocumentExtension::set_export_setting);
ClassDB::bind_method(D_METHOD("export_preflight", "document", "node"),
&GLTFDocumentExtension::export_preflight);
ClassDB::bind_method(D_METHOD("export_post", "document"),
&GLTFDocumentExtension::export_post);
}
Array GLTFDocumentExtension::get_import_setting_keys() const {
return import_settings.keys();
}
Variant GLTFDocumentExtension::get_import_setting(const StringName &p_key) const {
if (!import_settings.has(p_key)) {
return Variant();
}
return import_settings[p_key];
}
void GLTFDocumentExtension::set_import_setting(const StringName &p_key, Variant p_var) {
import_settings[p_key] = p_var;
}
Array GLTFDocumentExtension::get_export_setting_keys() const {
return import_settings.keys();
}
Variant GLTFDocumentExtension::get_export_setting(const StringName &p_key) const {
if (!import_settings.has(p_key)) {
return Variant();
}
return import_settings[p_key];
}
void GLTFDocumentExtension::set_export_setting(const StringName &p_key, Variant p_var) {
import_settings[p_key] = p_var;
}

View File

@ -0,0 +1,63 @@
/*************************************************************************/
/* gltf_document_extension.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef GLTF_DOCUMENT_EXTENSION_H
#define GLTF_DOCUMENT_EXTENSION_H
#include "core/io/resource.h"
#include "core/variant/dictionary.h"
#include "core/variant/typed_array.h"
#include "core/variant/variant.h"
class GLTFDocument;
class GLTFDocumentExtension : public Resource {
GDCLASS(GLTFDocumentExtension, Resource);
Dictionary import_settings;
Dictionary export_settings;
protected:
static void _bind_methods();
public:
virtual Array get_import_setting_keys() const;
virtual Variant get_import_setting(const StringName &p_key) const;
virtual void set_import_setting(const StringName &p_key, Variant p_var);
virtual Error import_preflight(Ref<GLTFDocument> p_document) { return OK; }
virtual Error import_post(Ref<GLTFDocument> p_document, Node *p_node) { return OK; }
public:
virtual Array get_export_setting_keys() const;
virtual Variant get_export_setting(const StringName &p_key) const;
virtual void set_export_setting(const StringName &p_key, Variant p_var);
virtual Error export_preflight(Ref<GLTFDocument> p_document, Node *p_node) { return OK; }
virtual Error export_post(Ref<GLTFDocument> p_document) { return OK; }
};
#endif // GLTF_DOCUMENT_EXTENSION_H

View File

@ -0,0 +1,79 @@
/*************************************************************************/
/* gltf_document_extension_convert_importer_mesh.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "gltf_document_extension_convert_importer_mesh.h"
#include "scene/3d/mesh_instance_3d.h"
#include "scene/resources/importer_mesh.h"
#include <cstddef>
void GLTFDocumentExtensionConvertImporterMesh::_bind_methods() {
}
Error GLTFDocumentExtensionConvertImporterMesh::import_post(Ref<GLTFDocument> p_document, Node *p_node) {
List<Node *> queue;
queue.push_back(p_node);
List<Node *> delete_queue;
while (!queue.is_empty()) {
List<Node *>::Element *E = queue.front();
Node *node = E->get();
{
ImporterMeshInstance3D *mesh_3d = cast_to<ImporterMeshInstance3D>(node);
if (mesh_3d) {
MeshInstance3D *mesh_instance_node_3d = memnew(MeshInstance3D);
Ref<ImporterMesh> mesh = mesh_3d->get_mesh();
if (mesh.is_valid()) {
Ref<ArrayMesh> array_mesh = mesh->get_mesh();
mesh_instance_node_3d->set_name(node->get_name());
mesh_instance_node_3d->set_transform(mesh_3d->get_transform());
mesh_instance_node_3d->set_mesh(array_mesh);
mesh_instance_node_3d->set_skin(mesh_3d->get_skin());
mesh_instance_node_3d->set_skeleton_path(mesh_3d->get_skeleton_path());
node->replace_by(mesh_instance_node_3d);
delete_queue.push_back(node);
} else {
memdelete(mesh_instance_node_3d);
}
}
}
int child_count = node->get_child_count();
for (int i = 0; i < child_count; i++) {
queue.push_back(node->get_child(i));
}
queue.pop_front();
}
while (!queue.is_empty()) {
List<Node *>::Element *E = delete_queue.front();
Node *node = E->get();
memdelete(node);
delete_queue.pop_front();
}
return OK;
}

View File

@ -0,0 +1,55 @@
/*************************************************************************/
/* gltf_document_extension_convert_importer_mesh.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef GLTF_EXTENSION_EDITOR_H
#define GLTF_EXTENSION_EDITOR_H
#include "core/io/resource.h"
#include "core/variant/dictionary.h"
#include "gltf_document.h"
#include "gltf_document_extension.h"
#include "scene/3d/importer_mesh_instance_3d.h"
#include "scene/3d/mesh_instance_3d.h"
#include "scene/main/node.h"
#include "scene/resources/importer_mesh.h"
class GLTFDocumentExtension;
class GLTFDocument;
class GLTFDocumentExtensionConvertImporterMesh : public GLTFDocumentExtension {
GDCLASS(GLTFDocumentExtensionConvertImporterMesh, GLTFDocumentExtension);
protected:
static void _bind_methods();
public:
Error import_post(Ref<GLTFDocument> p_document, Node *p_node) override;
};
#endif // GLTF_EXTENSION_EDITOR_H

View File

@ -29,7 +29,7 @@
/*************************************************************************/
#include "gltf_mesh.h"
#include "editor/import/scene_importer_mesh.h"
#include "scene/resources/importer_mesh.h"
void GLTFMesh::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_mesh"), &GLTFMesh::get_mesh);
@ -41,11 +41,11 @@ void GLTFMesh::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::PACKED_FLOAT32_ARRAY, "blend_weights"), "set_blend_weights", "get_blend_weights"); // Vector<float>
}
Ref<EditorSceneImporterMesh> GLTFMesh::get_mesh() {
Ref<ImporterMesh> GLTFMesh::get_mesh() {
return mesh;
}
void GLTFMesh::set_mesh(Ref<EditorSceneImporterMesh> p_mesh) {
void GLTFMesh::set_mesh(Ref<ImporterMesh> p_mesh) {
mesh = p_mesh;
}

View File

@ -33,22 +33,23 @@
#include "core/io/resource.h"
#include "editor/import/resource_importer_scene.h"
#include "editor/import/scene_importer_mesh.h"
#include "scene/3d/importer_mesh_instance_3d.h"
#include "scene/resources/importer_mesh.h"
#include "scene/resources/mesh.h"
class GLTFMesh : public Resource {
GDCLASS(GLTFMesh, Resource);
private:
Ref<EditorSceneImporterMesh> mesh;
Ref<ImporterMesh> mesh;
Vector<float> blend_weights;
protected:
static void _bind_methods();
public:
Ref<EditorSceneImporterMesh> get_mesh();
void set_mesh(Ref<EditorSceneImporterMesh> p_mesh);
Ref<ImporterMesh> get_mesh();
void set_mesh(Ref<ImporterMesh> p_mesh);
Vector<float> get_blend_weights();
void set_blend_weights(Vector<float> p_blend_weights);
};

View File

@ -36,6 +36,7 @@
#include "gltf_buffer_view.h"
#include "gltf_camera.h"
#include "gltf_document.h"
#include "gltf_document_extension.h"
#include "gltf_light.h"
#include "gltf_mesh.h"
#include "gltf_node.h"

View File

@ -38,6 +38,8 @@
#include "gltf_buffer_view.h"
#include "gltf_camera.h"
#include "gltf_document.h"
#include "gltf_document_extension.h"
#include "gltf_document_extension_convert_importer_mesh.h"
#include "gltf_light.h"
#include "gltf_mesh.h"
#include "gltf_node.h"
@ -79,6 +81,8 @@ void register_gltf_types() {
GDREGISTER_CLASS(GLTFCamera);
GDREGISTER_CLASS(GLTFLight);
GDREGISTER_CLASS(GLTFState);
GDREGISTER_CLASS(GLTFDocumentExtensionConvertImporterMesh);
GDREGISTER_CLASS(GLTFDocumentExtension);
GDREGISTER_CLASS(GLTFDocument);
#endif
}

View File

@ -1,5 +1,5 @@
/*************************************************************************/
/* scene_importer_mesh_node_3d.cpp */
/* importer_mesh_instance_3d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@ -28,23 +28,25 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "scene_importer_mesh_node_3d.h"
#include "importer_mesh_instance_3d.h"
void EditorSceneImporterMeshNode3D::set_mesh(const Ref<EditorSceneImporterMesh> &p_mesh) {
#include "scene/resources/importer_mesh.h"
void ImporterMeshInstance3D::set_mesh(const Ref<ImporterMesh> &p_mesh) {
mesh = p_mesh;
}
Ref<EditorSceneImporterMesh> EditorSceneImporterMeshNode3D::get_mesh() const {
Ref<ImporterMesh> ImporterMeshInstance3D::get_mesh() const {
return mesh;
}
void EditorSceneImporterMeshNode3D::set_skin(const Ref<Skin> &p_skin) {
void ImporterMeshInstance3D::set_skin(const Ref<Skin> &p_skin) {
skin = p_skin;
}
Ref<Skin> EditorSceneImporterMeshNode3D::get_skin() const {
Ref<Skin> ImporterMeshInstance3D::get_skin() const {
return skin;
}
void EditorSceneImporterMeshNode3D::set_surface_material(int p_idx, const Ref<Material> &p_material) {
void ImporterMeshInstance3D::set_surface_material(int p_idx, const Ref<Material> &p_material) {
ERR_FAIL_COND(p_idx < 0);
if (p_idx >= surface_materials.size()) {
surface_materials.resize(p_idx + 1);
@ -52,7 +54,7 @@ void EditorSceneImporterMeshNode3D::set_surface_material(int p_idx, const Ref<Ma
surface_materials.write[p_idx] = p_material;
}
Ref<Material> EditorSceneImporterMeshNode3D::get_surface_material(int p_idx) const {
Ref<Material> ImporterMeshInstance3D::get_surface_material(int p_idx) const {
ERR_FAIL_COND_V(p_idx < 0, Ref<Material>());
if (p_idx >= surface_materials.size()) {
return Ref<Material>();
@ -60,24 +62,24 @@ Ref<Material> EditorSceneImporterMeshNode3D::get_surface_material(int p_idx) con
return surface_materials[p_idx];
}
void EditorSceneImporterMeshNode3D::set_skeleton_path(const NodePath &p_path) {
void ImporterMeshInstance3D::set_skeleton_path(const NodePath &p_path) {
skeleton_path = p_path;
}
NodePath EditorSceneImporterMeshNode3D::get_skeleton_path() const {
NodePath ImporterMeshInstance3D::get_skeleton_path() const {
return skeleton_path;
}
void EditorSceneImporterMeshNode3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &EditorSceneImporterMeshNode3D::set_mesh);
ClassDB::bind_method(D_METHOD("get_mesh"), &EditorSceneImporterMeshNode3D::get_mesh);
void ImporterMeshInstance3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &ImporterMeshInstance3D::set_mesh);
ClassDB::bind_method(D_METHOD("get_mesh"), &ImporterMeshInstance3D::get_mesh);
ClassDB::bind_method(D_METHOD("set_skin", "skin"), &EditorSceneImporterMeshNode3D::set_skin);
ClassDB::bind_method(D_METHOD("get_skin"), &EditorSceneImporterMeshNode3D::get_skin);
ClassDB::bind_method(D_METHOD("set_skin", "skin"), &ImporterMeshInstance3D::set_skin);
ClassDB::bind_method(D_METHOD("get_skin"), &ImporterMeshInstance3D::get_skin);
ClassDB::bind_method(D_METHOD("set_skeleton_path", "skeleton_path"), &EditorSceneImporterMeshNode3D::set_skeleton_path);
ClassDB::bind_method(D_METHOD("get_skeleton_path"), &EditorSceneImporterMeshNode3D::get_skeleton_path);
ClassDB::bind_method(D_METHOD("set_skeleton_path", "skeleton_path"), &ImporterMeshInstance3D::set_skeleton_path);
ClassDB::bind_method(D_METHOD("get_skeleton_path"), &ImporterMeshInstance3D::get_skeleton_path);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "EditorSceneImporterMesh"), "set_mesh", "get_mesh");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "ImporterMesh"), "set_mesh", "get_mesh");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "skin", PROPERTY_HINT_RESOURCE_TYPE, "Skin"), "set_skin", "get_skin");
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "skeleton_path", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Skeleton"), "set_skeleton_path", "get_skeleton_path");
}

View File

@ -1,5 +1,5 @@
/*************************************************************************/
/* scene_importer_mesh_node_3d.h */
/* importer_mesh_instance_3d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@ -28,19 +28,19 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef EDITOR_SCENE_IMPORTER_MESH_NODE_3D_H
#define EDITOR_SCENE_IMPORTER_MESH_NODE_3D_H
#ifndef SCENE_IMPORTER_MESH_INSTANCE_3D_H
#define SCENE_IMPORTER_MESH_INSTANCE_3D_H
#include "editor/import/scene_importer_mesh.h"
#include "scene/3d/node_3d.h"
#include "scene/resources/immediate_mesh.h"
#include "scene/resources/skin.h"
class EditorSceneImporterMesh;
class ImporterMesh;
class EditorSceneImporterMeshNode3D : public Node3D {
GDCLASS(EditorSceneImporterMeshNode3D, Node3D)
class ImporterMeshInstance3D : public Node3D {
GDCLASS(ImporterMeshInstance3D, Node3D)
Ref<EditorSceneImporterMesh> mesh;
Ref<ImporterMesh> mesh;
Ref<Skin> skin;
NodePath skeleton_path;
Vector<Ref<Material>> surface_materials;
@ -49,8 +49,8 @@ protected:
static void _bind_methods();
public:
void set_mesh(const Ref<EditorSceneImporterMesh> &p_mesh);
Ref<EditorSceneImporterMesh> get_mesh() const;
void set_mesh(const Ref<ImporterMesh> &p_mesh);
Ref<ImporterMesh> get_mesh() const;
void set_skin(const Ref<Skin> &p_skin);
Ref<Skin> get_skin() const;

View File

@ -215,6 +215,7 @@
#include "scene/3d/decal.h"
#include "scene/3d/gpu_particles_3d.h"
#include "scene/3d/gpu_particles_collision_3d.h"
#include "scene/3d/importer_mesh_instance_3d.h"
#include "scene/3d/joint_3d.h"
#include "scene/3d/light_3d.h"
#include "scene/3d/lightmap_gi.h"
@ -244,6 +245,7 @@
#include "scene/3d/world_environment.h"
#include "scene/3d/xr_nodes.h"
#include "scene/resources/environment.h"
#include "scene/resources/importer_mesh.h"
#include "scene/resources/mesh_library.h"
#endif
@ -441,6 +443,8 @@ void register_scene_types() {
GDREGISTER_CLASS(Skin);
GDREGISTER_VIRTUAL_CLASS(SkinReference);
GDREGISTER_CLASS(Skeleton3D);
GDREGISTER_CLASS(ImporterMesh);
GDREGISTER_CLASS(ImporterMeshInstance3D);
GDREGISTER_VIRTUAL_CLASS(VisualInstance3D);
GDREGISTER_VIRTUAL_CLASS(GeometryInstance3D);
GDREGISTER_CLASS(Camera3D);

View File

@ -1,5 +1,5 @@
/*************************************************************************/
/* scene_importer_mesh.cpp */
/* importer_mesh.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@ -28,7 +28,7 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "scene_importer_mesh.h"
#include "importer_mesh.h"
#include "core/math/random_pcg.h"
#include "core/math/static_raycaster.h"
@ -36,7 +36,7 @@
#include <cstdint>
void EditorSceneImporterMesh::Surface::split_normals(const LocalVector<int> &p_indices, const LocalVector<Vector3> &p_normals) {
void ImporterMesh::Surface::split_normals(const LocalVector<int> &p_indices, const LocalVector<Vector3> &p_normals) {
ERR_FAIL_COND(arrays.size() != RS::ARRAY_MAX);
const PackedVector3Array &vertices = arrays[RS::ARRAY_VERTEX];
@ -124,29 +124,29 @@ void EditorSceneImporterMesh::Surface::split_normals(const LocalVector<int> &p_i
}
}
void EditorSceneImporterMesh::add_blend_shape(const String &p_name) {
void ImporterMesh::add_blend_shape(const String &p_name) {
ERR_FAIL_COND(surfaces.size() > 0);
blend_shapes.push_back(p_name);
}
int EditorSceneImporterMesh::get_blend_shape_count() const {
int ImporterMesh::get_blend_shape_count() const {
return blend_shapes.size();
}
String EditorSceneImporterMesh::get_blend_shape_name(int p_blend_shape) const {
String ImporterMesh::get_blend_shape_name(int p_blend_shape) const {
ERR_FAIL_INDEX_V(p_blend_shape, blend_shapes.size(), String());
return blend_shapes[p_blend_shape];
}
void EditorSceneImporterMesh::set_blend_shape_mode(Mesh::BlendShapeMode p_blend_shape_mode) {
void ImporterMesh::set_blend_shape_mode(Mesh::BlendShapeMode p_blend_shape_mode) {
blend_shape_mode = p_blend_shape_mode;
}
Mesh::BlendShapeMode EditorSceneImporterMesh::get_blend_shape_mode() const {
Mesh::BlendShapeMode ImporterMesh::get_blend_shape_mode() const {
return blend_shape_mode;
}
void EditorSceneImporterMesh::add_surface(Mesh::PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes, const Dictionary &p_lods, const Ref<Material> &p_material, const String &p_name, const uint32_t p_flags) {
void ImporterMesh::add_surface(Mesh::PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes, const Dictionary &p_lods, const Ref<Material> &p_material, const String &p_name, const uint32_t p_flags) {
ERR_FAIL_COND(p_blend_shapes.size() != blend_shapes.size());
ERR_FAIL_COND(p_arrays.size() != Mesh::ARRAY_MAX);
Surface s;
@ -186,67 +186,67 @@ void EditorSceneImporterMesh::add_surface(Mesh::PrimitiveType p_primitive, const
mesh.unref();
}
int EditorSceneImporterMesh::get_surface_count() const {
int ImporterMesh::get_surface_count() const {
return surfaces.size();
}
Mesh::PrimitiveType EditorSceneImporterMesh::get_surface_primitive_type(int p_surface) {
Mesh::PrimitiveType ImporterMesh::get_surface_primitive_type(int p_surface) {
ERR_FAIL_INDEX_V(p_surface, surfaces.size(), Mesh::PRIMITIVE_MAX);
return surfaces[p_surface].primitive;
}
Array EditorSceneImporterMesh::get_surface_arrays(int p_surface) const {
Array ImporterMesh::get_surface_arrays(int p_surface) const {
ERR_FAIL_INDEX_V(p_surface, surfaces.size(), Array());
return surfaces[p_surface].arrays;
}
String EditorSceneImporterMesh::get_surface_name(int p_surface) const {
String ImporterMesh::get_surface_name(int p_surface) const {
ERR_FAIL_INDEX_V(p_surface, surfaces.size(), String());
return surfaces[p_surface].name;
}
void EditorSceneImporterMesh::set_surface_name(int p_surface, const String &p_name) {
void ImporterMesh::set_surface_name(int p_surface, const String &p_name) {
ERR_FAIL_INDEX(p_surface, surfaces.size());
surfaces.write[p_surface].name = p_name;
mesh.unref();
}
Array EditorSceneImporterMesh::get_surface_blend_shape_arrays(int p_surface, int p_blend_shape) const {
Array ImporterMesh::get_surface_blend_shape_arrays(int p_surface, int p_blend_shape) const {
ERR_FAIL_INDEX_V(p_surface, surfaces.size(), Array());
ERR_FAIL_INDEX_V(p_blend_shape, surfaces[p_surface].blend_shape_data.size(), Array());
return surfaces[p_surface].blend_shape_data[p_blend_shape].arrays;
}
int EditorSceneImporterMesh::get_surface_lod_count(int p_surface) const {
int ImporterMesh::get_surface_lod_count(int p_surface) const {
ERR_FAIL_INDEX_V(p_surface, surfaces.size(), 0);
return surfaces[p_surface].lods.size();
}
Vector<int> EditorSceneImporterMesh::get_surface_lod_indices(int p_surface, int p_lod) const {
Vector<int> ImporterMesh::get_surface_lod_indices(int p_surface, int p_lod) const {
ERR_FAIL_INDEX_V(p_surface, surfaces.size(), Vector<int>());
ERR_FAIL_INDEX_V(p_lod, surfaces[p_surface].lods.size(), Vector<int>());
return surfaces[p_surface].lods[p_lod].indices;
}
float EditorSceneImporterMesh::get_surface_lod_size(int p_surface, int p_lod) const {
float ImporterMesh::get_surface_lod_size(int p_surface, int p_lod) const {
ERR_FAIL_INDEX_V(p_surface, surfaces.size(), 0);
ERR_FAIL_INDEX_V(p_lod, surfaces[p_surface].lods.size(), 0);
return surfaces[p_surface].lods[p_lod].distance;
}
uint32_t EditorSceneImporterMesh::get_surface_format(int p_surface) const {
uint32_t ImporterMesh::get_surface_format(int p_surface) const {
ERR_FAIL_INDEX_V(p_surface, surfaces.size(), 0);
return surfaces[p_surface].flags;
}
Ref<Material> EditorSceneImporterMesh::get_surface_material(int p_surface) const {
Ref<Material> ImporterMesh::get_surface_material(int p_surface) const {
ERR_FAIL_INDEX_V(p_surface, surfaces.size(), Ref<Material>());
return surfaces[p_surface].material;
}
void EditorSceneImporterMesh::set_surface_material(int p_surface, const Ref<Material> &p_material) {
void ImporterMesh::set_surface_material(int p_surface, const Ref<Material> &p_material) {
ERR_FAIL_INDEX(p_surface, surfaces.size());
surfaces.write[p_surface].material = p_material;
mesh.unref();
}
void EditorSceneImporterMesh::generate_lods(float p_normal_merge_angle, float p_normal_split_angle) {
void ImporterMesh::generate_lods(float p_normal_merge_angle, float p_normal_split_angle) {
if (!SurfaceTool::simplify_scale_func) {
return;
}
@ -608,11 +608,11 @@ void EditorSceneImporterMesh::generate_lods(float p_normal_merge_angle, float p_
}
}
bool EditorSceneImporterMesh::has_mesh() const {
bool ImporterMesh::has_mesh() const {
return mesh.is_valid();
}
Ref<ArrayMesh> EditorSceneImporterMesh::get_mesh(const Ref<ArrayMesh> &p_base) {
Ref<ArrayMesh> ImporterMesh::get_mesh(const Ref<ArrayMesh> &p_base) {
ERR_FAIL_COND_V(surfaces.size() == 0, Ref<ArrayMesh>());
if (mesh.is_null()) {
@ -664,13 +664,13 @@ Ref<ArrayMesh> EditorSceneImporterMesh::get_mesh(const Ref<ArrayMesh> &p_base) {
return mesh;
}
void EditorSceneImporterMesh::clear() {
void ImporterMesh::clear() {
surfaces.clear();
blend_shapes.clear();
mesh.unref();
}
void EditorSceneImporterMesh::create_shadow_mesh() {
void ImporterMesh::create_shadow_mesh() {
if (shadow_mesh.is_valid()) {
shadow_mesh.unref();
}
@ -763,11 +763,11 @@ void EditorSceneImporterMesh::create_shadow_mesh() {
}
}
Ref<EditorSceneImporterMesh> EditorSceneImporterMesh::get_shadow_mesh() const {
Ref<ImporterMesh> ImporterMesh::get_shadow_mesh() const {
return shadow_mesh;
}
void EditorSceneImporterMesh::_set_data(const Dictionary &p_data) {
void ImporterMesh::_set_data(const Dictionary &p_data) {
clear();
if (p_data.has("blend_shape_names")) {
blend_shapes = p_data["blend_shape_names"];
@ -805,7 +805,7 @@ void EditorSceneImporterMesh::_set_data(const Dictionary &p_data) {
}
}
}
Dictionary EditorSceneImporterMesh::_get_data() const {
Dictionary ImporterMesh::_get_data() const {
Dictionary data;
if (blend_shapes.size()) {
data["blend_shape_names"] = blend_shapes;
@ -848,7 +848,7 @@ Dictionary EditorSceneImporterMesh::_get_data() const {
return data;
}
Vector<Face3> EditorSceneImporterMesh::get_faces() const {
Vector<Face3> ImporterMesh::get_faces() const {
Vector<Face3> faces;
for (int i = 0; i < surfaces.size(); i++) {
if (surfaces[i].primitive == Mesh::PRIMITIVE_TRIANGLES) {
@ -877,7 +877,7 @@ Vector<Face3> EditorSceneImporterMesh::get_faces() const {
return faces;
}
Vector<Ref<Shape3D>> EditorSceneImporterMesh::convex_decompose(const Mesh::ConvexDecompositionSettings &p_settings) const {
Vector<Ref<Shape3D>> ImporterMesh::convex_decompose(const Mesh::ConvexDecompositionSettings &p_settings) const {
ERR_FAIL_COND_V(!Mesh::convex_decomposition_function, Vector<Ref<Shape3D>>());
const Vector<Face3> faces = get_faces();
@ -924,7 +924,7 @@ Vector<Ref<Shape3D>> EditorSceneImporterMesh::convex_decompose(const Mesh::Conve
return ret;
}
Ref<Shape3D> EditorSceneImporterMesh::create_trimesh_shape() const {
Ref<Shape3D> ImporterMesh::create_trimesh_shape() const {
Vector<Face3> faces = get_faces();
if (faces.size() == 0) {
return Ref<Shape3D>();
@ -945,7 +945,7 @@ Ref<Shape3D> EditorSceneImporterMesh::create_trimesh_shape() const {
return shape;
}
Ref<NavigationMesh> EditorSceneImporterMesh::create_navigation_mesh() {
Ref<NavigationMesh> ImporterMesh::create_navigation_mesh() {
Vector<Face3> faces = get_faces();
if (faces.size() == 0) {
return Ref<NavigationMesh>();
@ -1000,7 +1000,7 @@ struct EditorSceneImporterMeshLightmapSurface {
String name;
};
Error EditorSceneImporterMesh::lightmap_unwrap_cached(const Transform3D &p_base_transform, float p_texel_size, const Vector<uint8_t> &p_src_cache, Vector<uint8_t> &r_dst_cache) {
Error ImporterMesh::lightmap_unwrap_cached(const Transform3D &p_base_transform, float p_texel_size, const Vector<uint8_t> &p_src_cache, Vector<uint8_t> &r_dst_cache) {
ERR_FAIL_COND_V(!array_mesh_lightmap_unwrap_callback, ERR_UNCONFIGURED);
ERR_FAIL_COND_V_MSG(blend_shapes.size() != 0, ERR_UNAVAILABLE, "Can't unwrap mesh with blend shapes.");
@ -1197,46 +1197,46 @@ Error EditorSceneImporterMesh::lightmap_unwrap_cached(const Transform3D &p_base_
return OK;
}
void EditorSceneImporterMesh::set_lightmap_size_hint(const Size2i &p_size) {
void ImporterMesh::set_lightmap_size_hint(const Size2i &p_size) {
lightmap_size_hint = p_size;
}
Size2i EditorSceneImporterMesh::get_lightmap_size_hint() const {
Size2i ImporterMesh::get_lightmap_size_hint() const {
return lightmap_size_hint;
}
void EditorSceneImporterMesh::_bind_methods() {
ClassDB::bind_method(D_METHOD("add_blend_shape", "name"), &EditorSceneImporterMesh::add_blend_shape);
ClassDB::bind_method(D_METHOD("get_blend_shape_count"), &EditorSceneImporterMesh::get_blend_shape_count);
ClassDB::bind_method(D_METHOD("get_blend_shape_name", "blend_shape_idx"), &EditorSceneImporterMesh::get_blend_shape_name);
void ImporterMesh::_bind_methods() {
ClassDB::bind_method(D_METHOD("add_blend_shape", "name"), &ImporterMesh::add_blend_shape);
ClassDB::bind_method(D_METHOD("get_blend_shape_count"), &ImporterMesh::get_blend_shape_count);
ClassDB::bind_method(D_METHOD("get_blend_shape_name", "blend_shape_idx"), &ImporterMesh::get_blend_shape_name);
ClassDB::bind_method(D_METHOD("set_blend_shape_mode", "mode"), &EditorSceneImporterMesh::set_blend_shape_mode);
ClassDB::bind_method(D_METHOD("get_blend_shape_mode"), &EditorSceneImporterMesh::get_blend_shape_mode);
ClassDB::bind_method(D_METHOD("set_blend_shape_mode", "mode"), &ImporterMesh::set_blend_shape_mode);
ClassDB::bind_method(D_METHOD("get_blend_shape_mode"), &ImporterMesh::get_blend_shape_mode);
ClassDB::bind_method(D_METHOD("add_surface", "primitive", "arrays", "blend_shapes", "lods", "material", "name", "flags"), &EditorSceneImporterMesh::add_surface, DEFVAL(Array()), DEFVAL(Dictionary()), DEFVAL(Ref<Material>()), DEFVAL(String()), DEFVAL(0));
ClassDB::bind_method(D_METHOD("add_surface", "primitive", "arrays", "blend_shapes", "lods", "material", "name", "flags"), &ImporterMesh::add_surface, DEFVAL(Array()), DEFVAL(Dictionary()), DEFVAL(Ref<Material>()), DEFVAL(String()), DEFVAL(0));
ClassDB::bind_method(D_METHOD("get_surface_count"), &EditorSceneImporterMesh::get_surface_count);
ClassDB::bind_method(D_METHOD("get_surface_primitive_type", "surface_idx"), &EditorSceneImporterMesh::get_surface_primitive_type);
ClassDB::bind_method(D_METHOD("get_surface_name", "surface_idx"), &EditorSceneImporterMesh::get_surface_name);
ClassDB::bind_method(D_METHOD("get_surface_arrays", "surface_idx"), &EditorSceneImporterMesh::get_surface_arrays);
ClassDB::bind_method(D_METHOD("get_surface_blend_shape_arrays", "surface_idx", "blend_shape_idx"), &EditorSceneImporterMesh::get_surface_blend_shape_arrays);
ClassDB::bind_method(D_METHOD("get_surface_lod_count", "surface_idx"), &EditorSceneImporterMesh::get_surface_lod_count);
ClassDB::bind_method(D_METHOD("get_surface_lod_size", "surface_idx", "lod_idx"), &EditorSceneImporterMesh::get_surface_lod_size);
ClassDB::bind_method(D_METHOD("get_surface_lod_indices", "surface_idx", "lod_idx"), &EditorSceneImporterMesh::get_surface_lod_indices);
ClassDB::bind_method(D_METHOD("get_surface_material", "surface_idx"), &EditorSceneImporterMesh::get_surface_material);
ClassDB::bind_method(D_METHOD("get_surface_format", "surface_idx"), &EditorSceneImporterMesh::get_surface_format);
ClassDB::bind_method(D_METHOD("get_surface_count"), &ImporterMesh::get_surface_count);
ClassDB::bind_method(D_METHOD("get_surface_primitive_type", "surface_idx"), &ImporterMesh::get_surface_primitive_type);
ClassDB::bind_method(D_METHOD("get_surface_name", "surface_idx"), &ImporterMesh::get_surface_name);
ClassDB::bind_method(D_METHOD("get_surface_arrays", "surface_idx"), &ImporterMesh::get_surface_arrays);
ClassDB::bind_method(D_METHOD("get_surface_blend_shape_arrays", "surface_idx", "blend_shape_idx"), &ImporterMesh::get_surface_blend_shape_arrays);
ClassDB::bind_method(D_METHOD("get_surface_lod_count", "surface_idx"), &ImporterMesh::get_surface_lod_count);
ClassDB::bind_method(D_METHOD("get_surface_lod_size", "surface_idx", "lod_idx"), &ImporterMesh::get_surface_lod_size);
ClassDB::bind_method(D_METHOD("get_surface_lod_indices", "surface_idx", "lod_idx"), &ImporterMesh::get_surface_lod_indices);
ClassDB::bind_method(D_METHOD("get_surface_material", "surface_idx"), &ImporterMesh::get_surface_material);
ClassDB::bind_method(D_METHOD("get_surface_format", "surface_idx"), &ImporterMesh::get_surface_format);
ClassDB::bind_method(D_METHOD("set_surface_name", "surface_idx", "name"), &EditorSceneImporterMesh::set_surface_name);
ClassDB::bind_method(D_METHOD("set_surface_material", "surface_idx", "material"), &EditorSceneImporterMesh::set_surface_material);
ClassDB::bind_method(D_METHOD("set_surface_name", "surface_idx", "name"), &ImporterMesh::set_surface_name);
ClassDB::bind_method(D_METHOD("set_surface_material", "surface_idx", "material"), &ImporterMesh::set_surface_material);
ClassDB::bind_method(D_METHOD("get_mesh", "base_mesh"), &EditorSceneImporterMesh::get_mesh, DEFVAL(Ref<ArrayMesh>()));
ClassDB::bind_method(D_METHOD("clear"), &EditorSceneImporterMesh::clear);
ClassDB::bind_method(D_METHOD("get_mesh", "base_mesh"), &ImporterMesh::get_mesh, DEFVAL(Ref<ArrayMesh>()));
ClassDB::bind_method(D_METHOD("clear"), &ImporterMesh::clear);
ClassDB::bind_method(D_METHOD("_set_data", "data"), &EditorSceneImporterMesh::_set_data);
ClassDB::bind_method(D_METHOD("_get_data"), &EditorSceneImporterMesh::_get_data);
ClassDB::bind_method(D_METHOD("_set_data", "data"), &ImporterMesh::_set_data);
ClassDB::bind_method(D_METHOD("_get_data"), &ImporterMesh::_get_data);
ClassDB::bind_method(D_METHOD("set_lightmap_size_hint", "size"), &EditorSceneImporterMesh::set_lightmap_size_hint);
ClassDB::bind_method(D_METHOD("get_lightmap_size_hint"), &EditorSceneImporterMesh::get_lightmap_size_hint);
ClassDB::bind_method(D_METHOD("set_lightmap_size_hint", "size"), &ImporterMesh::set_lightmap_size_hint);
ClassDB::bind_method(D_METHOD("get_lightmap_size_hint"), &ImporterMesh::get_lightmap_size_hint);
ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "_data", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "_set_data", "_get_data");
}

View File

@ -1,5 +1,5 @@
/*************************************************************************/
/* scene_importer_mesh.h */
/* importer_mesh.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@ -28,8 +28,8 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef EDITOR_SCENE_IMPORTER_MESH_H
#define EDITOR_SCENE_IMPORTER_MESH_H
#ifndef SCENE_IMPORTER_MESH_H
#define SCENE_IMPORTER_MESH_H
#include "core/io/resource.h"
#include "core/templates/local_vector.h"
@ -44,8 +44,8 @@
// so the data is not registered (hence, quality loss), importing happens faster and
// its easier to modify before saving
class EditorSceneImporterMesh : public Resource {
GDCLASS(EditorSceneImporterMesh, Resource)
class ImporterMesh : public Resource {
GDCLASS(ImporterMesh, Resource)
struct Surface {
Mesh::PrimitiveType primitive;
@ -77,7 +77,7 @@ class EditorSceneImporterMesh : public Resource {
Ref<ArrayMesh> mesh;
Ref<EditorSceneImporterMesh> shadow_mesh;
Ref<ImporterMesh> shadow_mesh;
Size2i lightmap_size_hint;
@ -114,7 +114,7 @@ public:
void generate_lods(float p_normal_merge_angle, float p_normal_split_angle);
void create_shadow_mesh();
Ref<EditorSceneImporterMesh> get_shadow_mesh() const;
Ref<ImporterMesh> get_shadow_mesh() const;
Vector<Face3> get_faces() const;
Vector<Ref<Shape3D>> convex_decompose(const Mesh::ConvexDecompositionSettings &p_settings) const;
@ -129,4 +129,4 @@ public:
Ref<ArrayMesh> get_mesh(const Ref<ArrayMesh> &p_base = Ref<ArrayMesh>());
void clear();
};
#endif // EDITOR_SCENE_IMPORTER_MESH_H
#endif // SCENE_IMPORTER_MESH_H

View File

@ -934,7 +934,7 @@ Error RenderingServer::mesh_create_surface_data_from_arrays(SurfaceData *r_surfa
}
}
ERR_FAIL_COND_V((bsformat) != (format & (RS::ARRAY_FORMAT_INDEX - 1)), ERR_INVALID_PARAMETER);
ERR_FAIL_COND_V_MSG((bsformat) != (format & (ARRAY_FORMAT_VERTEX | ARRAY_FORMAT_NORMAL | ARRAY_FORMAT_TANGENT)), ERR_INVALID_PARAMETER, "Blend shape format must match the main array format for Vertex, Normal and Tangent arrays.");
}
}