mirror of
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393 lines
20 KiB
C++
393 lines
20 KiB
C++
/**************************************************************************/
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/* gltf_document.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef GLTF_DOCUMENT_H
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#define GLTF_DOCUMENT_H
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#include "extensions/gltf_document_extension.h"
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#include "extensions/gltf_spec_gloss.h"
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#include "gltf_defines.h"
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#include "gltf_state.h"
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#include "scene/3d/mesh_instance_3d.h"
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#include "scene/3d/multimesh_instance_3d.h"
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#include "modules/modules_enabled.gen.h" // For csg, gridmap.
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#ifdef MODULE_CSG_ENABLED
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#include "modules/csg/csg_shape.h"
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#endif // MODULE_CSG_ENABLED
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#ifdef MODULE_GRIDMAP_ENABLED
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#include "modules/gridmap/grid_map.h"
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#endif // MODULE_GRIDMAP_ENABLED
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class GLTFDocument : public Resource {
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GDCLASS(GLTFDocument, Resource);
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public:
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const int32_t JOINT_GROUP_SIZE = 4;
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enum {
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ARRAY_BUFFER = 34962,
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ELEMENT_ARRAY_BUFFER = 34963,
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};
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enum {
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TEXTURE_TYPE_GENERIC = 0,
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TEXTURE_TYPE_NORMAL = 1,
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};
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enum RootNodeMode {
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ROOT_NODE_MODE_SINGLE_ROOT,
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ROOT_NODE_MODE_KEEP_ROOT,
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ROOT_NODE_MODE_MULTI_ROOT,
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};
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private:
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int _naming_version = 1;
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String _image_format = "PNG";
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float _lossy_quality = 0.75f;
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Ref<GLTFDocumentExtension> _image_save_extension;
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RootNodeMode _root_node_mode = RootNodeMode::ROOT_NODE_MODE_SINGLE_ROOT;
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protected:
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static void _bind_methods();
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String _gen_unique_name(Ref<GLTFState> p_state, const String &p_name);
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static Vector<Ref<GLTFDocumentExtension>> all_document_extensions;
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Vector<Ref<GLTFDocumentExtension>> document_extensions;
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public:
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static void register_gltf_document_extension(Ref<GLTFDocumentExtension> p_extension, bool p_first_priority = false);
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static void unregister_gltf_document_extension(Ref<GLTFDocumentExtension> p_extension);
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static void unregister_all_gltf_document_extensions();
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static Vector<Ref<GLTFDocumentExtension>> get_all_gltf_document_extensions();
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static Vector<String> get_supported_gltf_extensions();
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static HashSet<String> get_supported_gltf_extensions_hashset();
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static NodePath _find_material_node_path(Ref<GLTFState> p_state, Ref<Material> p_material);
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static Ref<GLTFObjectModelProperty> import_object_model_property(Ref<GLTFState> p_state, const String &p_json_pointer);
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static Ref<GLTFObjectModelProperty> export_object_model_property(Ref<GLTFState> p_state, const NodePath &p_node_path, const Node *p_godot_node, GLTFNodeIndex p_gltf_node_index);
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void set_naming_version(int p_version);
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int get_naming_version() const;
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void set_image_format(const String &p_image_format);
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String get_image_format() const;
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void set_lossy_quality(float p_lossy_quality);
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float get_lossy_quality() const;
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void set_root_node_mode(RootNodeMode p_root_node_mode);
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RootNodeMode get_root_node_mode() const;
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static String _gen_unique_name_static(HashSet<String> &r_unique_names, const String &p_name);
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private:
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void _build_parent_hierachy(Ref<GLTFState> p_state);
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double _filter_number(double p_float);
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void _round_min_max_components(Vector<double> &r_type_min, Vector<double> &r_type_max);
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String _get_component_type_name(const GLTFAccessor::GLTFComponentType p_component_type);
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int _get_component_type_size(const GLTFAccessor::GLTFComponentType p_component_type);
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Error _parse_scenes(Ref<GLTFState> p_state);
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Error _parse_nodes(Ref<GLTFState> p_state);
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String _get_accessor_type_name(const GLTFAccessor::GLTFAccessorType p_accessor_type);
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String _sanitize_animation_name(const String &p_name);
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String _gen_unique_animation_name(Ref<GLTFState> p_state, const String &p_name);
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String _sanitize_bone_name(const String &p_name);
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String _gen_unique_bone_name(Ref<GLTFState> p_state,
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const GLTFSkeletonIndex p_skel_i,
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const String &p_name);
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GLTFTextureIndex _set_texture(Ref<GLTFState> p_state, Ref<Texture2D> p_texture,
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StandardMaterial3D::TextureFilter p_filter_mode, bool p_repeats);
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Ref<Texture2D> _get_texture(Ref<GLTFState> p_state,
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const GLTFTextureIndex p_texture, int p_texture_type);
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GLTFTextureSamplerIndex _set_sampler_for_mode(Ref<GLTFState> p_state,
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StandardMaterial3D::TextureFilter p_filter_mode, bool p_repeats);
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Ref<GLTFTextureSampler> _get_sampler_for_texture(Ref<GLTFState> p_state,
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const GLTFTextureIndex p_texture);
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Error _parse_json(const String &p_path, Ref<GLTFState> p_state);
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Error _parse_glb(Ref<FileAccess> p_file, Ref<GLTFState> p_state);
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void _compute_node_heights(Ref<GLTFState> p_state);
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Error _parse_buffers(Ref<GLTFState> p_state, const String &p_base_path);
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Error _parse_buffer_views(Ref<GLTFState> p_state);
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GLTFAccessor::GLTFAccessorType _get_accessor_type_from_str(const String &p_string);
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Error _parse_accessors(Ref<GLTFState> p_state);
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Error _decode_buffer_view(Ref<GLTFState> p_state, double *p_dst,
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const GLTFBufferViewIndex p_buffer_view,
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const int p_skip_every, const int p_skip_bytes,
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const int p_element_size, const int p_count,
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const GLTFAccessor::GLTFAccessorType p_accessor_type, const int p_component_count,
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const GLTFAccessor::GLTFComponentType p_component_type, const int p_component_size,
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const bool p_normalized, const int p_byte_offset,
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const bool p_for_vertex);
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Vector<double> _decode_accessor(Ref<GLTFState> p_state,
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const GLTFAccessorIndex p_accessor,
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const bool p_for_vertex);
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Vector<float> _decode_accessor_as_floats(Ref<GLTFState> p_state,
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const GLTFAccessorIndex p_accessor,
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const bool p_for_vertex,
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const Vector<int> &p_packed_vertex_ids = Vector<int>());
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Vector<int> _decode_accessor_as_ints(Ref<GLTFState> p_state,
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const GLTFAccessorIndex p_accessor,
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const bool p_for_vertex,
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const Vector<int> &p_packed_vertex_ids = Vector<int>());
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Vector<Vector2> _decode_accessor_as_vec2(Ref<GLTFState> p_state,
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const GLTFAccessorIndex p_accessor,
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const bool p_for_vertex,
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const Vector<int> &p_packed_vertex_ids = Vector<int>());
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Vector<Vector3> _decode_accessor_as_vec3(Ref<GLTFState> p_state,
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const GLTFAccessorIndex p_accessor,
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const bool p_for_vertex,
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const Vector<int> &p_packed_vertex_ids = Vector<int>());
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Vector<Color> _decode_accessor_as_color(Ref<GLTFState> p_state,
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const GLTFAccessorIndex p_accessor,
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const bool p_for_vertex,
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const Vector<int> &p_packed_vertex_ids = Vector<int>());
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Vector<Quaternion> _decode_accessor_as_quaternion(Ref<GLTFState> p_state,
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const GLTFAccessorIndex p_accessor,
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const bool p_for_vertex);
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Vector<Transform2D> _decode_accessor_as_xform2d(Ref<GLTFState> p_state,
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const GLTFAccessorIndex p_accessor,
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const bool p_for_vertex);
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Vector<Basis> _decode_accessor_as_basis(Ref<GLTFState> p_state,
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const GLTFAccessorIndex p_accessor,
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const bool p_for_vertex);
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Vector<Transform3D> _decode_accessor_as_xform(Ref<GLTFState> p_state,
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const GLTFAccessorIndex p_accessor,
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const bool p_for_vertex);
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Vector<Variant> _decode_accessor_as_variant(Ref<GLTFState> p_state,
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const GLTFAccessorIndex p_accessor,
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Variant::Type p_variant_type,
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GLTFAccessor::GLTFAccessorType p_accessor_type);
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GLTFAccessorIndex _encode_accessor_as_variant(Ref<GLTFState> p_state,
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Vector<Variant> p_attribs,
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Variant::Type p_variant_type,
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GLTFAccessor::GLTFAccessorType p_accessor_type,
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GLTFAccessor::GLTFComponentType p_component_type = GLTFAccessor::COMPONENT_TYPE_SINGLE_FLOAT);
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Error _parse_meshes(Ref<GLTFState> p_state);
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Error _serialize_textures(Ref<GLTFState> p_state);
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Error _serialize_texture_samplers(Ref<GLTFState> p_state);
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Error _serialize_images(Ref<GLTFState> p_state);
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Error _serialize_lights(Ref<GLTFState> p_state);
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Ref<Image> _parse_image_bytes_into_image(Ref<GLTFState> p_state, const Vector<uint8_t> &p_bytes, const String &p_mime_type, int p_index, String &r_file_extension);
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void _parse_image_save_image(Ref<GLTFState> p_state, const Vector<uint8_t> &p_bytes, const String &p_file_extension, int p_index, Ref<Image> p_image);
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Error _parse_images(Ref<GLTFState> p_state, const String &p_base_path);
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Error _parse_textures(Ref<GLTFState> p_state);
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Error _parse_texture_samplers(Ref<GLTFState> p_state);
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Error _parse_materials(Ref<GLTFState> p_state);
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void _set_texture_transform_uv1(const Dictionary &d, Ref<BaseMaterial3D> p_material);
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void spec_gloss_to_rough_metal(Ref<GLTFSpecGloss> r_spec_gloss,
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Ref<BaseMaterial3D> p_material);
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static void spec_gloss_to_metal_base_color(const Color &p_specular_factor,
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const Color &p_diffuse,
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Color &r_base_color,
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float &r_metallic);
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Error _parse_skins(Ref<GLTFState> p_state);
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Error _serialize_skins(Ref<GLTFState> p_state);
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Error _create_skins(Ref<GLTFState> p_state);
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bool _skins_are_same(const Ref<Skin> p_skin_a, const Ref<Skin> p_skin_b);
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void _remove_duplicate_skins(Ref<GLTFState> p_state);
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Error _serialize_cameras(Ref<GLTFState> p_state);
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Error _parse_cameras(Ref<GLTFState> p_state);
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Error _parse_lights(Ref<GLTFState> p_state);
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Error _parse_animations(Ref<GLTFState> p_state);
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void _parse_animation_pointer(Ref<GLTFState> p_state, const String &p_animation_json_pointer, const Ref<GLTFAnimation> p_gltf_animation, const GLTFAnimation::Interpolation p_interp, const Vector<double> &p_times, const int p_output_value_accessor_index);
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Error _serialize_animations(Ref<GLTFState> p_state);
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BoneAttachment3D *_generate_bone_attachment(Ref<GLTFState> p_state,
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Skeleton3D *p_skeleton,
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const GLTFNodeIndex p_node_index,
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const GLTFNodeIndex p_bone_index);
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ImporterMeshInstance3D *_generate_mesh_instance(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index);
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Camera3D *_generate_camera(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index);
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Light3D *_generate_light(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index);
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Node3D *_generate_spatial(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index);
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void _assign_node_names(Ref<GLTFState> p_state);
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template <typename T>
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T _interpolate_track(const Vector<double> &p_times, const Vector<T> &p_values,
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const float p_time,
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const GLTFAnimation::Interpolation p_interp);
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GLTFAccessorIndex _encode_accessor_as_quaternions(Ref<GLTFState> p_state,
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const Vector<Quaternion> p_attribs,
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const bool p_for_vertex);
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GLTFAccessorIndex _encode_accessor_as_weights(Ref<GLTFState> p_state,
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const Vector<Color> p_attribs,
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const bool p_for_vertex);
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GLTFAccessorIndex _encode_accessor_as_joints(Ref<GLTFState> p_state,
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const Vector<Color> p_attribs,
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const bool p_for_vertex);
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GLTFAccessorIndex _encode_accessor_as_floats(Ref<GLTFState> p_state,
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const Vector<double> p_attribs,
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const bool p_for_vertex);
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GLTFAccessorIndex _encode_accessor_as_vec2(Ref<GLTFState> p_state,
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const Vector<Vector2> p_attribs,
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const bool p_for_vertex);
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void _calc_accessor_vec2_min_max(int p_i, const int p_element_count, Vector<double> &p_type_max, Vector2 p_attribs, Vector<double> &p_type_min) {
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if (p_i == 0) {
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for (int32_t type_i = 0; type_i < p_element_count; type_i++) {
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p_type_max.write[type_i] = p_attribs[(p_i * p_element_count) + type_i];
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p_type_min.write[type_i] = p_attribs[(p_i * p_element_count) + type_i];
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}
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}
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for (int32_t type_i = 0; type_i < p_element_count; type_i++) {
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p_type_max.write[type_i] = MAX(p_attribs[(p_i * p_element_count) + type_i], p_type_max[type_i]);
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p_type_min.write[type_i] = MIN(p_attribs[(p_i * p_element_count) + type_i], p_type_min[type_i]);
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p_type_max.write[type_i] = _filter_number(p_type_max.write[type_i]);
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p_type_min.write[type_i] = _filter_number(p_type_min.write[type_i]);
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}
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}
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GLTFAccessorIndex _encode_accessor_as_vec3(Ref<GLTFState> p_state,
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const Vector<Vector3> p_attribs,
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const bool p_for_vertex);
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GLTFAccessorIndex _encode_sparse_accessor_as_vec3(Ref<GLTFState> p_state, const Vector<Vector3> p_attribs, const Vector<Vector3> p_reference_attribs, const float p_reference_multiplier, const bool p_for_vertex, const GLTFAccessorIndex p_reference_accessor);
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GLTFAccessorIndex _encode_accessor_as_color(Ref<GLTFState> p_state,
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const Vector<Color> p_attribs,
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const bool p_for_vertex);
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void _calc_accessor_min_max(int p_i, const int p_element_count, Vector<double> &p_type_max, Vector<double> p_attribs, Vector<double> &p_type_min);
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GLTFAccessorIndex _encode_accessor_as_ints(Ref<GLTFState> p_state,
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const Vector<int32_t> p_attribs,
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const bool p_for_vertex,
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const bool p_for_indices);
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GLTFAccessorIndex _encode_accessor_as_xform(Ref<GLTFState> p_state,
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const Vector<Transform3D> p_attribs,
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const bool p_for_vertex);
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Error _encode_buffer_view(Ref<GLTFState> p_state, const double *p_src,
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const int p_count, const GLTFAccessor::GLTFAccessorType p_accessor_type,
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const GLTFAccessor::GLTFComponentType p_component_type, const bool p_normalized,
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const int p_byte_offset, const bool p_for_vertex,
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GLTFBufferViewIndex &r_accessor, const bool p_for_indices = false);
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Error _encode_accessors(Ref<GLTFState> p_state);
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Error _encode_buffer_views(Ref<GLTFState> p_state);
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Error _serialize_materials(Ref<GLTFState> p_state);
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Error _serialize_meshes(Ref<GLTFState> p_state);
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Error _serialize_nodes(Ref<GLTFState> p_state);
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Error _serialize_scenes(Ref<GLTFState> p_state);
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String interpolation_to_string(const GLTFAnimation::Interpolation p_interp);
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Error _encode_buffer_bins(Ref<GLTFState> p_state, const String &p_path);
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Error _encode_buffer_glb(Ref<GLTFState> p_state, const String &p_path);
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PackedByteArray _serialize_glb_buffer(Ref<GLTFState> p_state, Error *r_err);
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Dictionary _serialize_texture_transform_uv1(Ref<BaseMaterial3D> p_material);
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Dictionary _serialize_texture_transform_uv2(Ref<BaseMaterial3D> p_material);
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Error _serialize_asset_header(Ref<GLTFState> p_state);
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Error _serialize_file(Ref<GLTFState> p_state, const String p_path);
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Error _serialize_gltf_extensions(Ref<GLTFState> p_state) const;
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public:
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// https://www.itu.int/rec/R-REC-BT.601
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// https://www.itu.int/dms_pubrec/itu-r/rec/bt/R-REC-BT.601-7-201103-I!!PDF-E.pdf
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static constexpr float R_BRIGHTNESS_COEFF = 0.299f;
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static constexpr float G_BRIGHTNESS_COEFF = 0.587f;
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static constexpr float B_BRIGHTNESS_COEFF = 0.114f;
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private:
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// https://github.com/microsoft/glTF-SDK/blob/master/GLTFSDK/Source/PBRUtils.cpp#L9
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// https://bghgary.github.io/glTF/convert-between-workflows-bjs/js/babylon.pbrUtilities.js
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static float solve_metallic(float p_dielectric_specular, float p_diffuse,
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float p_specular,
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float p_one_minus_specular_strength);
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static float get_perceived_brightness(const Color p_color);
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static float get_max_component(const Color &p_color);
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public:
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virtual Error append_from_file(String p_path, Ref<GLTFState> p_state, uint32_t p_flags = 0, String p_base_path = String());
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virtual Error append_from_buffer(PackedByteArray p_bytes, String p_base_path, Ref<GLTFState> p_state, uint32_t p_flags = 0);
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virtual Error append_from_scene(Node *p_node, Ref<GLTFState> p_state, uint32_t p_flags = 0);
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virtual Node *generate_scene(Ref<GLTFState> p_state, float p_bake_fps = 30.0f, bool p_trimming = false, bool p_remove_immutable_tracks = true);
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virtual PackedByteArray generate_buffer(Ref<GLTFState> p_state);
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virtual Error write_to_filesystem(Ref<GLTFState> p_state, const String &p_path);
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public:
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Error _parse_gltf_state(Ref<GLTFState> p_state, const String &p_search_path);
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Error _parse_asset_header(Ref<GLTFState> p_state);
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Error _parse_gltf_extensions(Ref<GLTFState> p_state);
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void _process_mesh_instances(Ref<GLTFState> p_state, Node *p_scene_root);
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Node *_generate_scene_node_tree(Ref<GLTFState> p_state);
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void _generate_scene_node(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index, Node *p_scene_parent, Node *p_scene_root);
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void _generate_skeleton_bone_node(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index, Node *p_scene_parent, Node *p_scene_root);
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void _import_animation(Ref<GLTFState> p_state, AnimationPlayer *p_animation_player,
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const GLTFAnimationIndex p_index, const bool p_trimming, const bool p_remove_immutable_tracks);
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void _convert_mesh_instances(Ref<GLTFState> p_state);
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GLTFCameraIndex _convert_camera(Ref<GLTFState> p_state, Camera3D *p_camera);
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void _convert_light_to_gltf(Light3D *p_light, Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node);
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GLTFLightIndex _convert_light(Ref<GLTFState> p_state, Light3D *p_light);
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void _convert_spatial(Ref<GLTFState> p_state, Node3D *p_spatial, Ref<GLTFNode> p_node);
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void _convert_scene_node(Ref<GLTFState> p_state, Node *p_current,
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const GLTFNodeIndex p_gltf_current,
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const GLTFNodeIndex p_gltf_root);
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#ifdef MODULE_CSG_ENABLED
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void _convert_csg_shape_to_gltf(CSGShape3D *p_current, GLTFNodeIndex p_gltf_parent, Ref<GLTFNode> p_gltf_node, Ref<GLTFState> p_state);
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#endif // MODULE_CSG_ENABLED
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void _check_visibility(Node *p_node, bool &r_retflag);
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void _convert_camera_to_gltf(Camera3D *p_camera, Ref<GLTFState> p_state,
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Ref<GLTFNode> p_gltf_node);
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#ifdef MODULE_GRIDMAP_ENABLED
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void _convert_grid_map_to_gltf(
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GridMap *p_grid_map,
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GLTFNodeIndex p_parent_node_index,
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GLTFNodeIndex p_root_node_index,
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Ref<GLTFNode> p_gltf_node, Ref<GLTFState> p_state);
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#endif // MODULE_GRIDMAP_ENABLED
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void _convert_multi_mesh_instance_to_gltf(
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MultiMeshInstance3D *p_multi_mesh_instance,
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GLTFNodeIndex p_parent_node_index,
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GLTFNodeIndex p_root_node_index,
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Ref<GLTFNode> p_gltf_node, Ref<GLTFState> p_state);
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void _convert_skeleton_to_gltf(
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Skeleton3D *p_scene_parent, Ref<GLTFState> p_state,
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GLTFNodeIndex p_parent_node_index,
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GLTFNodeIndex p_root_node_index,
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Ref<GLTFNode> p_gltf_node);
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void _convert_bone_attachment_to_gltf(BoneAttachment3D *p_bone_attachment,
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Ref<GLTFState> p_state,
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GLTFNodeIndex p_parent_node_index,
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GLTFNodeIndex p_root_node_index,
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Ref<GLTFNode> p_gltf_node);
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void _convert_mesh_instance_to_gltf(MeshInstance3D *p_mesh_instance,
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Ref<GLTFState> p_state,
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Ref<GLTFNode> p_gltf_node);
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GLTFMeshIndex _convert_mesh_to_gltf(Ref<GLTFState> p_state,
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MeshInstance3D *p_mesh_instance);
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GLTFNodeIndex _node_and_or_bone_to_gltf_node_index(Ref<GLTFState> p_state, const Vector<StringName> &p_node_subpath, const Node *p_godot_node);
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bool _convert_animation_node_track(Ref<GLTFState> p_state,
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GLTFAnimation::NodeTrack &p_gltf_node_track,
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const Ref<Animation> &p_godot_animation,
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int32_t p_godot_anim_track_index,
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Vector<double> &p_times);
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void _convert_animation(Ref<GLTFState> p_state, AnimationPlayer *p_animation_player, const String &p_animation_track_name);
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Error _serialize(Ref<GLTFState> p_state);
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Error _parse(Ref<GLTFState> p_state, String p_path, Ref<FileAccess> p_file);
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};
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VARIANT_ENUM_CAST(GLTFDocument::RootNodeMode);
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#endif // GLTF_DOCUMENT_H
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