Commit graph

60 commits

Author SHA1 Message Date
Rémi Verschelde a2803f3d86
Merge pull request #54072 from KoBeWi/hrcr_is_ded 2021-11-03 17:31:48 +01:00
Rémi Verschelde 3a6be64c12
clang-format: Various fixes to comments alignment from clang-format 13
All reviewed manually and occasionally rewritten to avoid bad auto formatting.
2021-10-28 15:43:36 +02:00
Rémi Verschelde 3b11e33a09
clang-format: Disable alignment of operands, too unreliable
Sets `AlignOperands` to `DontAlign`.

`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
2021-10-28 15:19:35 +02:00
kobewi de4f29f458 Remove node_hrcr hack 2021-10-28 01:43:34 +02:00
reduz d03b7fbe09 Refactored Node3D rotation modes
* Made the Basis euler orders indexed via enum.
* Node3D has a new rotation_order property to choose Euler rotation order.
* Node3D has also a rotation_mode property to choose between Euler, Quaternion and Basis

Exposing these modes as well as the order makes Godot a lot friendlier for animators, which can choose the best way to interpolate rotations.
The new *Basis* mode makes the (exposed) transform property obsolete, so it was removed (can still be accessed by code of course).
2021-10-25 14:34:00 -03:00
reduz b3bf90b3ce Add scene Post-Import Plugin support.
* New plugin system to control the whole import workflow
* Can add options and run code at every import step (general, per node, mesh, animation, material etc.)

This constitutes a first version of these plugins. The ability to interact with the import preview dialog will likely be added later on.
2021-10-15 09:12:04 -03:00
K. S. Ernest (iFire) Lee 8f0c056431 Fix specific warnings issues by Clang
Found by `scons dev=yes` on llvm-mingw.
2021-10-14 14:14:26 -07:00
reduz 2dc823273e Remove REST transform influence in skeleton bones
* Animations and Skeletons are now pose-only.
* Rest transform is kept as reference (when it exists) and for IK
* Improves 3D model compatibility (non uniform transforms will properly work, as well as all animations coming from Autodesk products).
2021-10-13 14:51:29 -03:00
reduz ec19ed3723 Remove animation 3D transform track, replace by loc/rot/scale tracks.
* `Animation.TYPE_TRANSFORM3D` track is gone.
* Added POSITION_3D, ROTATION_3D, SCALE_3D tracks.
* GLTF2, Collada, FBX importers will only import the track types found.
* Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed.
* AnimationPlayer and AnimationTree animate these tracks separately, only when found.
* Removed BakeReset code, is useless with these changes.

This is the first in a series of commits designed to make the animation system in Godot more useful, which includes:

* Better compatibility with Autodesk products
* Better reusability of animations across models (including retargeting).
* Proper animation compression.
* etc.

*Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
2021-10-12 20:08:42 -03:00
K. S. Ernest (iFire) Lee 1463fc889b GLTF for game templates.
Convert GLTF Document to use ImporterMeshInstance3D.

Add a GLTFDocument extension list and an extension for converting the importer mesh instance 3d to mesh instance 3d.

Use GLTF module when the editor tools are disabled.

Modified the render server to be less restrictive on matching blend arrays and have more logging.

Misc bugs with multimesh.

Always index the meshes.
2021-10-03 12:37:52 -07:00
Lightning_A c63b18507d Use range iterators for Map 2021-09-30 15:09:12 -06:00
Aaron Franke d54f2ad7ca
Don't generate empty doc sections and reduce code duplication 2021-09-20 20:59:33 -05:00
Aaron Franke ae1702bee5
Replace HTTP links with HTTPS for sites with HTTPS versions 2021-08-22 20:13:11 -05:00
Max Hilbrunner 81f7d1890b Namespaces instead of underscore prefix for binds
Thanks to neikeq for the initial work.

Co-authored-by: Ignacio Roldán Etcheverry <neikeq@users.noreply.github.com>
2021-08-17 16:10:09 +02:00
Aaron Franke 430ad75963
Some work on double support 2021-08-09 17:43:48 -05:00
luz paz 3564c16cb8
Fix various typos with codespell
Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
2021-07-25 11:21:51 +02:00
Aaron Franke 78b0a7da03
Use is_equal_approx in more places 2021-07-21 00:32:37 -04:00
Rémi Verschelde 06568bbfdf
Misc cleanup of header includes
Was looking for misuse of module headers without checking that the module is
actually enabled and got carried away...
2021-07-15 00:46:43 +02:00
reduz 5ad4f26659 Implement the ability to disable classes
* This PR adds the ability to disable classes when building.
* For now it's only possible to do this via command like:
  `scons disable_classes=RayCast2D,Area3D`
* Eventually, a proper UI will be implemented to create a build config file to do this at large scale, as well as detect what is used in the project.
2021-07-13 09:25:14 -03:00
Rémi Verschelde 671bd64e4a
Merge pull request #49754 from aaronfranke/is-eq-approx-sub-opt
Fix sub-optimal uses of is_equal_approx
2021-06-20 11:44:56 +02:00
Aaron Franke 45c24fd039
Fix sub-optimal uses of is_equal_approx 2021-06-20 03:03:06 -04:00
Lightning_A e28fd07b2b Rename instance()->instantiate() when it's a verb 2021-06-19 20:49:18 -06:00
Marcel Admiraal 2bafcd3422 Consolidate JSON, JSONParseResults and JSONParser into JSON
Renames JSON.parse_string() to parse()
Renames JSON.decode_data() to stringify()
2021-06-19 08:01:40 +01:00
Pedro J. Estébanez 04688b92ff Rename Reference to RefCounted 2021-06-11 18:48:42 +02:00
Rémi Verschelde 9e328bb5b7
Core: Move DirAccess and FileAccess to core/io
File handling APIs are typically considered part of I/O, and we did have most
`FileAccess` implementations in `core/io` already.
2021-06-11 14:52:39 +02:00
Rémi Verschelde c1c76850cb
Style: Cleanup uses of double spaces between words
Or after punctuation. Tried to leave third-party stuff alone, unless it has
been heavily modified for Godot.
2021-06-07 11:03:08 +02:00
Marcel Admiraal 8acd13a456 Rename Quat to Quaternion 2021-06-04 18:14:32 +01:00
Aaron Franke 125d1a7cd3
Rename Animation TYPE_TRANSFORM to TYPE_TRANSFORM3D 2021-06-03 21:11:54 -04:00
Aaron Franke a3c29ed899
Rename files and the exposed name for Transform3D 2021-06-03 07:30:01 -04:00
Aaron Franke de3f6699a5
Rename Transform to Transform3D in core 2021-06-03 07:30:01 -04:00
Marcel Admiraal da5d7db610 Rename File::get_len() get_length() 2021-05-25 11:54:28 +01:00
Rémi Verschelde 4219a4cb6f
Fix typos with codespell
Using codespell 2.0.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
GIRD
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2021-05-20 12:38:56 +02:00
Rémi Verschelde 5b16020846
Replace remaining uses of NULL with nullptr
Follow-up to #38736 (these uses were likely added after this PR was merged).
2021-04-29 11:53:27 +02:00
Rémi Verschelde 83cc6bcf55
Merge pull request #48187 from brakhane/remove-dupe-comments
Remove duplicate comments
2021-04-27 09:42:09 +02:00
Hugo Locurcio 5d124c4a8f
Remove uses of auto for better readability and online code reviews
The current code style guidelines forbid the use of `auto`.

Some uses of `auto` are still present, such as in UWP code (which
can't be currently tested) and macros (where removing `auto` isn't
easy).
2021-04-26 14:59:28 +02:00
Dennis Brakhane 31d41d83c3 Remove duplicate comments
A few single line comments were duplicated, probably due to bad merges.

This commit removes the obviously duplicate ones.
2021-04-25 20:03:52 +02:00
Rémi Verschelde 93b7406138
fbx: Fix include for zlib that broke unbundling
It's possible to link against system zlib on Linux, so we should use system paths.
2021-04-22 02:18:44 +02:00
Gordon MacPherson 061b77e5e6 This stops using FBXPropertyTable as a pointer.
The base object will inherit the property table, for every FBX object, if it doesn't exist it will be ignored.

The previous code was dangerous and not simple to understand, this makes the code simpler and should result in no leaks with PropertyTable.

Features/Fixes:

Adds ability for multiple millions of polygons to be loaded.
Fixes memory leaks with tokens
Fixes memory leaks with property table
Fixes loading some corrupt files
Fixes meshes not having a unique name to the mesh node.
Opens up loading for two more versions: 7100 and 7200, up to 2020.
Preliminary support for Cinema4D files in parser now, before this was not possible it would cause memory corruption, which is gone now.

FBXProperties not being pointers presented simpler challenges in the long run also, fixed a bunch of bugs.
2021-04-15 05:54:50 +01:00
Lyuma 7d8e981262 Fix crash on importing empty .fbx file 2021-04-08 02:50:01 -07:00
Rémi Verschelde e261c2dd9d
Merge pull request #46877 from W4RH4WK/always-dynamically-allocate-property-table
Always dynamically allocate PropertyTable
2021-04-07 11:25:38 +02:00
Rémi Verschelde d83761ba80
Style: Apply clang-tidy's readability-braces-around-statements 2021-04-05 14:09:59 +02:00
Rémi Verschelde 9bbe51dc27
Style: Apply clang-tidy's modernize-use-nullptr 2021-04-05 14:05:07 +02:00
Rémi Verschelde 65a2888057
Style: Apply clang-tidy's modernize-use-default-member-init 2021-04-05 13:37:27 +02:00
Rémi Verschelde 0f0c0e5933
Style: Apply clang-tidy's modernize-use-bool-literals 2021-04-05 13:16:35 +02:00
Rémi Verschelde d71eed2865
FBX: Fix first bone getting unnecessary '_1' suffix
Fixes #43820.

Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
2021-03-29 17:25:12 +02:00
Marcel Admiraal fd30c36985 Rename Texture.get_data() to get_image() 2021-03-28 13:00:46 +01:00
Juan Linietsky 97a3a66220 Improved 3D Scene Importer
* Added option for importers to show an Advanced settings dialog
* Created advanced settings dialog for Scene Importer
* Cleaned up importers (remove many old/unused options)
* Added the ability to customize every node, material, mesh and animation individually
* Saving to animations and meshes to files is now a manual process, making it more predictable
* Added the ability for materials to be replaced by external files (or to be made external, up to you).
* When doubleclicking an impoted scene in the filesystem dock, it automatically shows the import settings instead of asking to open it.

WARNING: Lightmap UV unwrap is not working, it needs to be re-made.
2021-03-22 12:16:40 -03:00
Rémi Verschelde 07f076fa4f
Merge pull request #47194 from W4RH4WK/fbx-normalize-rotations
FBX Import: Normalize rotation quaternions
2021-03-21 08:48:53 +01:00
Alex Hirsch d03f4cefea FBX Import: Check bone map access for valid cluster target node id
fix #47184
2021-03-20 18:07:51 +01:00
Alex Hirsch 72d3bfc88c FBX Import: Normalize rotation quaternions
fix #47174
2021-03-20 17:46:25 +01:00