Commit Graph

115 Commits

Author SHA1 Message Date
Thaddeus Crews
2ed6d12652
Merge pull request #97363 from reduz/deterministic-gen-suberesources-id
Allow passing UID to importer
2024-11-11 14:18:30 -06:00
Juan
fe34c45d2a
Allow passing UID to importer
This helps, for importers spitting out new resources to the res://
filesystem to actually hash them to generate deterministic UIDs.

This PR also fixes the determinism for translations.
2024-11-11 15:22:42 +01:00
Thaddeus Crews
925b690c98
Core: Integrate Ref::instantiate where possible 2024-11-10 12:41:26 -06:00
Thaddeus Crews
3a7efc9edf
Merge pull request #98874 from aaronfranke/gltf-preserve-visibility
GLTF: Preserve node visibility on import
2024-11-07 12:36:35 -06:00
Thaddeus Crews
671d6e3230
Merge pull request #98150 from hunterloftis/fix-default-import-threaded
Fix freeze on non-thread-safe custom importers
2024-11-07 12:36:20 -06:00
Aaron Franke
924732772b
GLTF: Preserve node visibility on import 2024-11-05 19:06:08 -08:00
Arseny Kapoulkine
260287b3a1 Rewrite index optimization code for maximum efficiency
While all the previous fixes to optimizeVertexCache invocation fixed the
vertex transform efficiency, the import code still was missing two
crucial recommendations from meshoptimizer documentation:

- All meshes should be optimized for vertex cache (this reorders
  vertices for maximum fetch efficiency)
- When LODs are used with a shared vertex buffer, the vertex order
  should be generated by doing a vertex fetch optimization on the
  concatenated index buffer from coarse to fine LODs; this maximizes
  fetch efficiency for coarse LODs

The last point is especially crucial for Mali GPUs; unlike other GPUs
where vertex order affects fetch efficiency but not shading, these GPUs
have various shading quirks (depending on the GPU generation) that
really require consecutive index ranges for each LOD, which requires the
second optimization mentioned above. However all of these also help
desktop GPUs and other mobile GPUs as well.

Because this optimization is "global" in the sense that it affects all
LODs and all vertex arrays in concert, I've taken this opportunity to
isolate all optimization code in this function and pull it out of
generate_lods and create_shadow_mesh; this doesn't change the vertex
cache efficiency, but makes the code cleaner. Consequently,
optimize_indices should be called after other functions like
create_shadow_mesh / generate_lods.

This required exposing meshopt_optimizeVertexFetchRemap; as a drive-by,
meshopt_simplifySloppy was never used so it's not exposed anymore - this
will simplify future meshopt upgrades if they end up changing the
function's interface.
2024-11-04 06:58:06 -08:00
Clay John
7187c251da
Merge pull request #98620 from zeux/lodgen-cleanup
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LOD: Remove "Raycast Normals" and associated "Normal Split Angle" settings
2024-10-30 17:13:57 -07:00
Thaddeus Crews
696ca9db3c
Merge pull request #98039 from aaronfranke/button-icon
Rename internal Button `*_icon` functions to `*_button_icon` to match exposed methods
2024-10-29 19:25:59 -05:00
Thaddeus Crews
b7a0971ad2
Merge pull request #97934 from adamscott/give-AThousandShips-a-break
[Codestyle] Set clang-format `RemoveSemicolon` rule to `true`
2024-10-29 19:25:36 -05:00
Aaron Franke
562c666e3d
Rename internal Button icon to button_icon to match exposed methods 2024-10-29 16:23:03 -07:00
Arseny Kapoulkine
494fe2fe21 LOD: Remove "Raycast Normals" and associated "Normal Split Angle" settings
"Raycast Normals" was introduced in 4.4 dev and defaulted to "false".
The limited testing results at the time suggested that raycasting
generally reduces normal quality compared to native simplifier results,
at the same time increasing vertex memory and import time.

To play it safe, we introduced a setting that defaulted to false, with
the goal of removing it later in 4.4 development cycle if no regressions
are noticed. Since we already had three dev snapshots and no reports,
this change removes the setting and associated code.

"Normal Split Angle" was only used when raycast normals were enabled;
this change removes it from the settings, but keeps it in the script
binding for compatibility.

Existing meshes import exactly the same after this change (unless they
chose to override raycasting which would be surprising).

split_normals helper was only used in this code path and is also removed
for simplicity; it is unlikely that this code will be useful as is, as
it can only regenerate normals without fixing tangents or updating
positions.
2024-10-28 10:14:04 -07:00
Adam Scott
0d350e7108
Set clang-format RemoveSemicolon rule to true
- Set clang-format `Standard` rule to `c++20`
2024-10-25 13:49:43 -04:00
Hugo Locurcio
b8ee61f45d
Add Generate LODs, Shadow Mesh and Lightmap UV2 options to OBJ mesh import
This puts OBJ mesh import on parity with 3D scene import. It's now
possible to have the same level of optimization as imported 3D scenes
while using the OBJ mesh workflow.

`optimize_indices_for_cache()` is now always called on import as well,
similar to what the 3D scene import already does.
2024-10-25 02:48:42 +02:00
Hunter Loftis
bbb8c1703b Fix freeze on non-thread-safe custom importers 2024-10-15 11:46:14 -04:00
clayjohn
07546006e8 Fix crash when importing a surface with no UVs after another surface in the same OBJ file that had UVs 2024-09-20 19:29:11 -07:00
Aaron Franke
b0f99099b4
Add "Use Node Type Suffixes" scene import option 2024-09-09 01:12:14 -07:00
Rémi Verschelde
82688e9e2e
Merge pull request #96094 from SaracenOne/add_3d_skeleton_to_advanced_importer
Add 3D Skeleton Preview to Advanced Importer
2024-09-08 23:21:28 +02:00
Saracen
6532eff7a7 Various improvements to advanced importer skeleton preview.
Better size calculation in advanced importer preview.
Uses the skeleton mesh to calculate the scene's bounding box.
This improves some situations where a mesh instances' scale
does not match its visual representation when a skeleton
is applied.

Advanced importer skeletal preview UX improvement.
Make the visibility of the skeletal preview in the advanced importer
when selecting an animation dependent on a new dedicated toggle button
rather than carrying over whether a skeletal node was or was not previously
selected before selecting the animation.

Advanced importer skeletal preview fix.
Fixes the preview on scaled skeletons in the advanced importer by applying the node's scale
to the preview and generating a skin for it.
2024-09-07 02:09:47 +01:00
Rémi Verschelde
d15de6f264
Merge pull request #96292 from AThousandShips/null_check_ref_fix
Cleanup of raw `nullptr` checks with `Ref`
2024-09-03 16:13:55 +02:00
Saracen
107f2aea88 Enforce correct type for silhouette filter. 2024-08-31 20:35:09 +01:00
A Thousand Ships
194bdde947
Cleanup of raw nullptr checks with Ref
Using `is_valid/null` over checks with `nullptr` or `ERR_FAIL_NULL` etc.
2024-08-31 15:01:09 +02:00
Rémi Verschelde
7f86ca057a
Merge pull request #96308 from SaracenOne/attempt_to_reset_imported_scene
Attempt applying RESET pose during import.
2024-08-30 09:59:59 +02:00
Saracen
31253257b3 Attempt applying RESET pose during import. 2024-08-29 22:58:26 +01:00
demolke
c409e6d722 Import/export GLTF extras to node->meta
This is useful for custom tagging of objects with properties (for example in Blender) and having this available in the editor for scripting.

- Adds import logic to propagate the parsed GLTF extras all the way to the resulting Node->meta
- Adds export logic to save Godot Object meta into GLTF extras
- Supports `nodes`, `meshes` and `materials` (in GLTF sense of the words)
2024-08-29 19:17:04 +02:00
Aaron Franke
9dd71c6414
ResourceImporterScene: Replace animation bool with an import type string enum 2024-08-27 14:58:18 -07:00
Jeronimo Schreyer
030fd71da2 add support for visualizing bones in Advanced Import Settings
When an imported model Skeleton3D type node is selected, the bones are drawn using lines or octahedrons to provide a clearer reference to their position.
Refactored Skeleton3DGizmoPlugin::redraw now uses a static function to generate bone meshes
2024-08-27 02:10:16 +01:00
Rémi Verschelde
7e8fffa008
Merge pull request #96122 from SaracenOne/fix_post_import_regression
Prevent empty post-import script paths throwing errors.
2024-08-26 22:46:14 +02:00
Saracen
2453911013
Revert "Fix importer preview for models with scaled armatures"
This reverts commit 06709e6865.
2024-08-26 22:25:25 +02:00
Saracen
064f471103 Prevent empty post-import script paths throwing errors. 2024-08-26 16:42:39 +01:00
Rémi Verschelde
ac4410ce34
Merge pull request #96079 from adamscott/relative-import-script-path
Add import tab `import_script/path` relative path support
2024-08-25 22:24:28 +02:00
Adam Scott
7e580150f9
Add import tab "import_script/path" relative path support 2024-08-25 12:50:50 -04:00
Saracen
06709e6865 Fix importer preview for models with scaled armatures. 2024-08-25 13:15:26 +01:00
Arseny Kapoulkine
0fde03c0e0 Optimize base and shadow meshes for cache
Previously, vertex cache optimization was ran for the LOD meshes, but
was never ran for the base mesh or for the shadow meshes, including
shadow LOD chain (shadow LOD chain would sometimes get implicitly
optimized for vertex cache as a byproduct of base LOD optimization, but
not always). This could significantly affect the rendering performance
of geometry heavy scenes, especially for depth or shadow passes where
the fragment load is light.
2024-08-16 07:36:12 -07:00
Rémi Verschelde
5847d362de
Merge pull request #95505 from lyuma/import_null_external_animation_library
Avoid `[]` for `external_animation_library` import option
2024-08-16 14:35:20 +02:00
Rémi Verschelde
e52cf86661
Merge pull request #94100 from Calinou/obj-import-remove-unused-optimize-mesh
Remove unused Optimize Mesh import option from OBJ mesh import
2024-08-16 10:34:16 +02:00
Rémi Verschelde
e58a7530aa
Merge pull request #93727 from zeux/raycast-opt
Disable normal raycaster for LOD generation by default
2024-08-16 10:34:03 +02:00
Lyuma
e7de6f8725 Avoid [] for external_animation_library import option
Some uses of operator[] were causing "rest_pose/external_animation_library": null to be added to the .import file.
2024-08-13 17:53:46 -07:00
Rémi Verschelde
39fc116c5f
Merge pull request #94968 from jsjtxietian/obj-import
Fix obj's name set in wrong order when importing
2024-08-12 18:24:27 +02:00
Rémi Verschelde
9fe4cb6a76
Merge pull request #93284 from rune-scape/missing-import-settings-crash
Avoid crashing when scene import settings are empty
2024-07-31 11:37:34 +02:00
jsjtxietian
eab49cf256 Fix obj's name set in wrong order when importing 2024-07-31 14:50:02 +08:00
Rémi Verschelde
2380ed5e1b
Merge pull request #94058 from Hilderin/fix-scene-project-importation-settings
Fix missing options in Project Import Defaults
2024-07-17 11:42:59 +02:00
Hilderin
169e732518 Fix missing options in Project Import Defaults 2024-07-09 09:33:39 -04:00
Hugo Locurcio
bbf68306c5
Fix error message being printed when importing an OBJ with no surfaces
An OBJ with no surfaces is valid, and typically happens when
you import an OBJ mesh with no associated MTL file.
2024-07-08 23:14:52 +02:00
Hugo Locurcio
5ee4100e4c
Remove unused Optimize Mesh import option from OBJ mesh import
This option was enabled by default, but it did nothing regardless
of whether it was enabled or not.
2024-07-08 22:58:51 +02:00
Arseny Kapoulkine
a13a64eacd Disable normal raycaster for LOD generation by default
Normal raycaster makes LOD generation process >2x slower and often
generates normals that look significantly worse compared to what the
simplifier comes up with by default. This was likely different before
last meshoptimizer upgrade, as the attribute metric was not functioning
properly, but now it looks like it's doing more harm than good.

This change makes it disabled by default but keeps an easy option to
re-enable it per mesh using LOD parameters for now until we get more
confidence and can remove the code outright.

Because the long term plan would be to disable this feature entirely,
the scripting API isn't changed, and it's just off-by-default there with
no way to re-enable.
2024-07-02 10:18:15 -07:00
Bastiaan Olij
ab0c974f28 Fix default collision shape on imported rigidbody 2024-06-24 10:16:58 +10:00
Rémi Verschelde
558054f707
Merge pull request #92640 from AThousandShips/text_value_changed_sname
[Scene] Add `SceneStringNames::text/value_changed`
2024-06-19 10:10:00 +02:00
Rémi Verschelde
0cc321b144
Merge pull request #92639 from AThousandShips/confirmed_sname
[Scene] Add `SceneStringNames::confirmed`
2024-06-19 10:09:56 +02:00
A Thousand Ships
fbb879debd
[Scene] Add SceneStringNames::text/value_changed 2024-06-19 09:44:38 +02:00