godot/modules/gltf/gltf_document.cpp
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

6897 lines
233 KiB
C++

/*************************************************************************/
/* gltf_document.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.h"
#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"
#include "gltf_skeleton.h"
#include "gltf_skin.h"
#include "gltf_spec_gloss.h"
#include "gltf_state.h"
#include "gltf_texture.h"
#include "core/crypto/crypto_core.h"
#include "core/error/error_macros.h"
#include "core/io/dir_access.h"
#include "core/io/file_access.h"
#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"
#include "core/version_hash.gen.h"
#include "drivers/png/png_driver_common.h"
#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"
#ifdef MODULE_CSG_ENABLED
#include "modules/csg/csg_shape.h"
#endif // MODULE_CSG_ENABLED
#ifdef MODULE_GRIDMAP_ENABLED
#include "modules/gridmap/grid_map.h"
#endif // MODULE_GRIDMAP_ENABLED
#include <stdio.h>
#include <stdlib.h>
#include <cstdint>
#include <limits>
Error GLTFDocument::serialize(Ref<GLTFState> state, Node *p_root, const String &p_path) {
uint64_t begin_time = OS::get_singleton()->get_ticks_usec();
state->skeleton3d_to_gltf_skeleton.clear();
state->skin_and_skeleton3d_to_gltf_skin.clear();
_convert_scene_node(state, p_root, -1, -1);
if (!state->buffers.size()) {
state->buffers.push_back(Vector<uint8_t>());
}
/* STEP 1 CONVERT MESH INSTANCES */
_convert_mesh_instances(state);
/* STEP 2 SERIALIZE CAMERAS */
Error err = _serialize_cameras(state);
if (err != OK) {
return Error::FAILED;
}
/* STEP 3 CREATE SKINS */
err = _serialize_skins(state);
if (err != OK) {
return Error::FAILED;
}
/* STEP 5 SERIALIZE MESHES (we have enough info now) */
err = _serialize_meshes(state);
if (err != OK) {
return Error::FAILED;
}
/* STEP 6 SERIALIZE TEXTURES */
err = _serialize_materials(state);
if (err != OK) {
return Error::FAILED;
}
/* STEP 7 SERIALIZE IMAGES */
err = _serialize_images(state, p_path);
if (err != OK) {
return Error::FAILED;
}
/* STEP 8 SERIALIZE TEXTURES */
err = _serialize_textures(state);
if (err != OK) {
return Error::FAILED;
}
// /* STEP 9 SERIALIZE ANIMATIONS */
err = _serialize_animations(state);
if (err != OK) {
return Error::FAILED;
}
/* STEP 10 SERIALIZE ACCESSORS */
err = _encode_accessors(state);
if (err != OK) {
return Error::FAILED;
}
for (GLTFBufferViewIndex i = 0; i < state->buffer_views.size(); i++) {
state->buffer_views.write[i]->buffer = 0;
}
/* STEP 11 SERIALIZE BUFFER VIEWS */
err = _encode_buffer_views(state);
if (err != OK) {
return Error::FAILED;
}
/* STEP 12 SERIALIZE NODES */
err = _serialize_nodes(state);
if (err != OK) {
return Error::FAILED;
}
/* STEP 13 SERIALIZE SCENE */
err = _serialize_scenes(state);
if (err != OK) {
return Error::FAILED;
}
/* STEP 14 SERIALIZE SCENE */
err = _serialize_lights(state);
if (err != OK) {
return Error::FAILED;
}
/* STEP 15 SERIALIZE EXTENSIONS */
err = _serialize_extensions(state);
if (err != OK) {
return Error::FAILED;
}
/* STEP 16 SERIALIZE VERSION */
err = _serialize_version(state);
if (err != OK) {
return Error::FAILED;
}
/* STEP 17 SERIALIZE FILE */
err = _serialize_file(state, p_path);
if (err != OK) {
return Error::FAILED;
}
uint64_t elapsed = OS::get_singleton()->get_ticks_usec() - begin_time;
float elapsed_sec = double(elapsed) / 1000000.0;
elapsed_sec = Math::snapped(elapsed_sec, 0.01f);
print_line("glTF: Export time elapsed seconds " + rtos(elapsed_sec).pad_decimals(2));
return OK;
}
Error GLTFDocument::_serialize_extensions(Ref<GLTFState> state) const {
const String texture_transform = "KHR_texture_transform";
const String punctual_lights = "KHR_lights_punctual";
Array extensions_used;
extensions_used.push_back(punctual_lights);
extensions_used.push_back(texture_transform);
state->json["extensionsUsed"] = extensions_used;
Array extensions_required;
extensions_required.push_back(texture_transform);
state->json["extensionsRequired"] = extensions_required;
return OK;
}
Error GLTFDocument::_serialize_scenes(Ref<GLTFState> state) {
Array scenes;
const int loaded_scene = 0;
state->json["scene"] = loaded_scene;
if (state->nodes.size()) {
Dictionary s;
if (!state->scene_name.is_empty()) {
s["name"] = state->scene_name;
}
Array nodes;
nodes.push_back(0);
s["nodes"] = nodes;
scenes.push_back(s);
}
state->json["scenes"] = scenes;
return OK;
}
Error GLTFDocument::_parse_json(const String &p_path, Ref<GLTFState> state) {
Error err;
FileAccessRef f = FileAccess::open(p_path, FileAccess::READ, &err);
if (!f) {
return err;
}
Vector<uint8_t> array;
array.resize(f->get_length());
f->get_buffer(array.ptrw(), array.size());
String text;
text.parse_utf8((const char *)array.ptr(), array.size());
JSON json;
err = json.parse(text);
if (err != OK) {
_err_print_error("", p_path.utf8().get_data(), json.get_error_line(), json.get_error_message().utf8().get_data(), ERR_HANDLER_SCRIPT);
return err;
}
state->json = json.get_data();
return OK;
}
Error GLTFDocument::_parse_glb(const String &p_path, Ref<GLTFState> state) {
Error err;
FileAccessRef f = FileAccess::open(p_path, FileAccess::READ, &err);
if (!f) {
return err;
}
uint32_t magic = f->get_32();
ERR_FAIL_COND_V(magic != 0x46546C67, ERR_FILE_UNRECOGNIZED); //glTF
f->get_32(); // version
f->get_32(); // length
uint32_t chunk_length = f->get_32();
uint32_t chunk_type = f->get_32();
ERR_FAIL_COND_V(chunk_type != 0x4E4F534A, ERR_PARSE_ERROR); //JSON
Vector<uint8_t> json_data;
json_data.resize(chunk_length);
uint32_t len = f->get_buffer(json_data.ptrw(), chunk_length);
ERR_FAIL_COND_V(len != chunk_length, ERR_FILE_CORRUPT);
String text;
text.parse_utf8((const char *)json_data.ptr(), json_data.size());
JSON json;
err = json.parse(text);
if (err != OK) {
_err_print_error("", p_path.utf8().get_data(), json.get_error_line(), json.get_error_message().utf8().get_data(), ERR_HANDLER_SCRIPT);
return err;
}
state->json = json.get_data();
//data?
chunk_length = f->get_32();
chunk_type = f->get_32();
if (f->eof_reached()) {
return OK; //all good
}
ERR_FAIL_COND_V(chunk_type != 0x004E4942, ERR_PARSE_ERROR); //BIN
state->glb_data.resize(chunk_length);
len = f->get_buffer(state->glb_data.ptrw(), chunk_length);
ERR_FAIL_COND_V(len != chunk_length, ERR_FILE_CORRUPT);
return OK;
}
static Array _vec3_to_arr(const Vector3 &p_vec3) {
Array array;
array.resize(3);
array[0] = p_vec3.x;
array[1] = p_vec3.y;
array[2] = p_vec3.z;
return array;
}
static Vector3 _arr_to_vec3(const Array &p_array) {
ERR_FAIL_COND_V(p_array.size() != 3, Vector3());
return Vector3(p_array[0], p_array[1], p_array[2]);
}
static Array _quaternion_to_array(const Quaternion &p_quaternion) {
Array array;
array.resize(4);
array[0] = p_quaternion.x;
array[1] = p_quaternion.y;
array[2] = p_quaternion.z;
array[3] = p_quaternion.w;
return array;
}
static Quaternion _arr_to_quaternion(const Array &p_array) {
ERR_FAIL_COND_V(p_array.size() != 4, Quaternion());
return Quaternion(p_array[0], p_array[1], p_array[2], p_array[3]);
}
static Transform3D _arr_to_xform(const Array &p_array) {
ERR_FAIL_COND_V(p_array.size() != 16, Transform3D());
Transform3D xform;
xform.basis.set_axis(Vector3::AXIS_X, Vector3(p_array[0], p_array[1], p_array[2]));
xform.basis.set_axis(Vector3::AXIS_Y, Vector3(p_array[4], p_array[5], p_array[6]));
xform.basis.set_axis(Vector3::AXIS_Z, Vector3(p_array[8], p_array[9], p_array[10]));
xform.set_origin(Vector3(p_array[12], p_array[13], p_array[14]));
return xform;
}
static Vector<real_t> _xform_to_array(const Transform3D p_transform) {
Vector<real_t> array;
array.resize(16);
Vector3 axis_x = p_transform.get_basis().get_axis(Vector3::AXIS_X);
array.write[0] = axis_x.x;
array.write[1] = axis_x.y;
array.write[2] = axis_x.z;
array.write[3] = 0.0f;
Vector3 axis_y = p_transform.get_basis().get_axis(Vector3::AXIS_Y);
array.write[4] = axis_y.x;
array.write[5] = axis_y.y;
array.write[6] = axis_y.z;
array.write[7] = 0.0f;
Vector3 axis_z = p_transform.get_basis().get_axis(Vector3::AXIS_Z);
array.write[8] = axis_z.x;
array.write[9] = axis_z.y;
array.write[10] = axis_z.z;
array.write[11] = 0.0f;
Vector3 origin = p_transform.get_origin();
array.write[12] = origin.x;
array.write[13] = origin.y;
array.write[14] = origin.z;
array.write[15] = 1.0f;
return array;
}
Error GLTFDocument::_serialize_nodes(Ref<GLTFState> state) {
Array nodes;
for (int i = 0; i < state->nodes.size(); i++) {
Dictionary node;
Ref<GLTFNode> n = state->nodes[i];
Dictionary extensions;
node["extensions"] = extensions;
if (!n->get_name().is_empty()) {
node["name"] = n->get_name();
}
if (n->camera != -1) {
node["camera"] = n->camera;
}
if (n->light != -1) {
Dictionary lights_punctual;
extensions["KHR_lights_punctual"] = lights_punctual;
lights_punctual["light"] = n->light;
}
if (n->mesh != -1) {
node["mesh"] = n->mesh;
}
if (n->skin != -1) {
node["skin"] = n->skin;
}
if (n->skeleton != -1 && n->skin < 0) {
}
if (n->xform != Transform3D()) {
node["matrix"] = _xform_to_array(n->xform);
}
if (!n->rotation.is_equal_approx(Quaternion())) {
node["rotation"] = _quaternion_to_array(n->rotation);
}
if (!n->scale.is_equal_approx(Vector3(1.0f, 1.0f, 1.0f))) {
node["scale"] = _vec3_to_arr(n->scale);
}
if (!n->position.is_equal_approx(Vector3())) {
node["translation"] = _vec3_to_arr(n->position);
}
if (n->children.size()) {
Array children;
for (int j = 0; j < n->children.size(); j++) {
children.push_back(n->children[j]);
}
node["children"] = children;
}
nodes.push_back(node);
}
state->json["nodes"] = nodes;
return OK;
}
String GLTFDocument::_gen_unique_name(Ref<GLTFState> state, const String &p_name) {
const String s_name = p_name.validate_node_name();
String name;
int index = 1;
while (true) {
name = s_name;
if (index > 1) {
name += itos(index);
}
if (!state->unique_names.has(name)) {
break;
}
index++;
}
state->unique_names.insert(name);
return name;
}
String GLTFDocument::_sanitize_animation_name(const String &p_name) {
// Animations disallow the normal node invalid characters as well as "," and "["
// (See animation/animation_player.cpp::add_animation)
// TODO: Consider adding invalid_characters or a validate_animation_name to animation_player to mirror Node.
String name = p_name.validate_node_name();
name = name.replace(",", "");
name = name.replace("[", "");
return name;
}
String GLTFDocument::_gen_unique_animation_name(Ref<GLTFState> state, const String &p_name) {
const String s_name = _sanitize_animation_name(p_name);
String name;
int index = 1;
while (true) {
name = s_name;
if (index > 1) {
name += itos(index);
}
if (!state->unique_animation_names.has(name)) {
break;
}
index++;
}
state->unique_animation_names.insert(name);
return name;
}
String GLTFDocument::_sanitize_bone_name(const String &p_name) {
String name = p_name;
name = name.replace(":", "_");
name = name.replace("/", "_");
return name;
}
String GLTFDocument::_gen_unique_bone_name(Ref<GLTFState> state, const GLTFSkeletonIndex skel_i, const String &p_name) {
String s_name = _sanitize_bone_name(p_name);
if (s_name.is_empty()) {
s_name = "bone";
}
String name;
int index = 1;
while (true) {
name = s_name;
if (index > 1) {
name += "_" + itos(index);
}
if (!state->skeletons[skel_i]->unique_names.has(name)) {
break;
}
index++;
}
state->skeletons.write[skel_i]->unique_names.insert(name);
return name;
}
Error GLTFDocument::_parse_scenes(Ref<GLTFState> state) {
ERR_FAIL_COND_V(!state->json.has("scenes"), ERR_FILE_CORRUPT);
const Array &scenes = state->json["scenes"];
int loaded_scene = 0;
if (state->json.has("scene")) {
loaded_scene = state->json["scene"];
} else {
WARN_PRINT("The load-time scene is not defined in the glTF2 file. Picking the first scene.");
}
if (scenes.size()) {
ERR_FAIL_COND_V(loaded_scene >= scenes.size(), ERR_FILE_CORRUPT);
const Dictionary &s = scenes[loaded_scene];
ERR_FAIL_COND_V(!s.has("nodes"), ERR_UNAVAILABLE);
const Array &nodes = s["nodes"];
for (int j = 0; j < nodes.size(); j++) {
state->root_nodes.push_back(nodes[j]);
}
if (s.has("name") && !String(s["name"]).is_empty() && !((String)s["name"]).begins_with("Scene")) {
state->scene_name = _gen_unique_name(state, s["name"]);
} else {
state->scene_name = _gen_unique_name(state, state->filename);
}
}
return OK;
}
Error GLTFDocument::_parse_nodes(Ref<GLTFState> state) {
ERR_FAIL_COND_V(!state->json.has("nodes"), ERR_FILE_CORRUPT);
const Array &nodes = state->json["nodes"];
for (int i = 0; i < nodes.size(); i++) {
Ref<GLTFNode> node;
node.instantiate();
const Dictionary &n = nodes[i];
if (n.has("name")) {
node->set_name(n["name"]);
}
if (n.has("camera")) {
node->camera = n["camera"];
}
if (n.has("mesh")) {
node->mesh = n["mesh"];
}
if (n.has("skin")) {
node->skin = n["skin"];
}
if (n.has("matrix")) {
node->xform = _arr_to_xform(n["matrix"]);
} else {
if (n.has("translation")) {
node->position = _arr_to_vec3(n["translation"]);
}
if (n.has("rotation")) {
node->rotation = _arr_to_quaternion(n["rotation"]);
}
if (n.has("scale")) {
node->scale = _arr_to_vec3(n["scale"]);
}
node->xform.basis.set_quaternion_scale(node->rotation, node->scale);
node->xform.origin = node->position;
}
if (n.has("extensions")) {
Dictionary extensions = n["extensions"];
if (extensions.has("KHR_lights_punctual")) {
Dictionary lights_punctual = extensions["KHR_lights_punctual"];
if (lights_punctual.has("light")) {
GLTFLightIndex light = lights_punctual["light"];
node->light = light;
}
}
}
if (n.has("children")) {
const Array &children = n["children"];
for (int j = 0; j < children.size(); j++) {
node->children.push_back(children[j]);
}
}
state->nodes.push_back(node);
}
// build the hierarchy
for (GLTFNodeIndex node_i = 0; node_i < state->nodes.size(); node_i++) {
for (int j = 0; j < state->nodes[node_i]->children.size(); j++) {
GLTFNodeIndex child_i = state->nodes[node_i]->children[j];
ERR_FAIL_INDEX_V(child_i, state->nodes.size(), ERR_FILE_CORRUPT);
ERR_CONTINUE(state->nodes[child_i]->parent != -1); //node already has a parent, wtf.
state->nodes.write[child_i]->parent = node_i;
}
}
_compute_node_heights(state);
return OK;
}
void GLTFDocument::_compute_node_heights(Ref<GLTFState> state) {
state->root_nodes.clear();
for (GLTFNodeIndex node_i = 0; node_i < state->nodes.size(); ++node_i) {
Ref<GLTFNode> node = state->nodes[node_i];
node->height = 0;
GLTFNodeIndex current_i = node_i;
while (current_i >= 0) {
const GLTFNodeIndex parent_i = state->nodes[current_i]->parent;
if (parent_i >= 0) {
++node->height;
}
current_i = parent_i;
}
if (node->height == 0) {
state->root_nodes.push_back(node_i);
}
}
}
static Vector<uint8_t> _parse_base64_uri(const String &uri) {
int start = uri.find(",");
ERR_FAIL_COND_V(start == -1, Vector<uint8_t>());
CharString substr = uri.substr(start + 1).ascii();
int strlen = substr.length();
Vector<uint8_t> buf;
buf.resize(strlen / 4 * 3 + 1 + 1);
size_t len = 0;
ERR_FAIL_COND_V(CryptoCore::b64_decode(buf.ptrw(), buf.size(), &len, (unsigned char *)substr.get_data(), strlen) != OK, Vector<uint8_t>());
buf.resize(len);
return buf;
}
Error GLTFDocument::_encode_buffer_glb(Ref<GLTFState> state, const String &p_path) {
print_verbose("glTF: Total buffers: " + itos(state->buffers.size()));
if (!state->buffers.size()) {
return OK;
}
Array buffers;
if (state->buffers.size()) {
Vector<uint8_t> buffer_data = state->buffers[0];
Dictionary gltf_buffer;
gltf_buffer["byteLength"] = buffer_data.size();
buffers.push_back(gltf_buffer);
}
for (GLTFBufferIndex i = 1; i < state->buffers.size() - 1; i++) {
Vector<uint8_t> buffer_data = state->buffers[i];
Dictionary gltf_buffer;
String filename = p_path.get_basename().get_file() + itos(i) + ".bin";
String path = p_path.get_base_dir() + "/" + filename;
Error err;
FileAccessRef f = FileAccess::open(path, FileAccess::WRITE, &err);
if (!f) {
return err;
}
if (buffer_data.size() == 0) {
return OK;
}
f->create(FileAccess::ACCESS_RESOURCES);
f->store_buffer(buffer_data.ptr(), buffer_data.size());
f->close();
gltf_buffer["uri"] = filename;
gltf_buffer["byteLength"] = buffer_data.size();
buffers.push_back(gltf_buffer);
}
state->json["buffers"] = buffers;
return OK;
}
Error GLTFDocument::_encode_buffer_bins(Ref<GLTFState> state, const String &p_path) {
print_verbose("glTF: Total buffers: " + itos(state->buffers.size()));
if (!state->buffers.size()) {
return OK;
}
Array buffers;
for (GLTFBufferIndex i = 0; i < state->buffers.size(); i++) {
Vector<uint8_t> buffer_data = state->buffers[i];
Dictionary gltf_buffer;
String filename = p_path.get_basename().get_file() + itos(i) + ".bin";
String path = p_path.get_base_dir() + "/" + filename;
Error err;
FileAccessRef f = FileAccess::open(path, FileAccess::WRITE, &err);
if (!f) {
return err;
}
if (buffer_data.size() == 0) {
return OK;
}
f->create(FileAccess::ACCESS_RESOURCES);
f->store_buffer(buffer_data.ptr(), buffer_data.size());
f->close();
gltf_buffer["uri"] = filename;
gltf_buffer["byteLength"] = buffer_data.size();
buffers.push_back(gltf_buffer);
}
state->json["buffers"] = buffers;
return OK;
}
Error GLTFDocument::_parse_buffers(Ref<GLTFState> state, const String &p_base_path) {
if (!state->json.has("buffers")) {
return OK;
}
const Array &buffers = state->json["buffers"];
for (GLTFBufferIndex i = 0; i < buffers.size(); i++) {
if (i == 0 && state->glb_data.size()) {
state->buffers.push_back(state->glb_data);
} else {
const Dictionary &buffer = buffers[i];
if (buffer.has("uri")) {
Vector<uint8_t> buffer_data;
String uri = buffer["uri"];
if (uri.begins_with("data:")) { // Embedded data using base64.
// Validate data MIME types and throw an error if it's one we don't know/support.
if (!uri.begins_with("data:application/octet-stream;base64") &&
!uri.begins_with("data:application/gltf-buffer;base64")) {
ERR_PRINT("glTF: Got buffer with an unknown URI data type: " + uri);
}
buffer_data = _parse_base64_uri(uri);
} else { // Relative path to an external image file.
uri = p_base_path.plus_file(uri).replace("\\", "/"); // Fix for Windows.
buffer_data = FileAccess::get_file_as_array(uri);
ERR_FAIL_COND_V_MSG(buffer.size() == 0, ERR_PARSE_ERROR, "glTF: Couldn't load binary file as an array: " + uri);
}
ERR_FAIL_COND_V(!buffer.has("byteLength"), ERR_PARSE_ERROR);
int byteLength = buffer["byteLength"];
ERR_FAIL_COND_V(byteLength < buffer_data.size(), ERR_PARSE_ERROR);
state->buffers.push_back(buffer_data);
}
}
}
print_verbose("glTF: Total buffers: " + itos(state->buffers.size()));
return OK;
}
Error GLTFDocument::_encode_buffer_views(Ref<GLTFState> state) {
Array buffers;
for (GLTFBufferViewIndex i = 0; i < state->buffer_views.size(); i++) {
Dictionary d;
Ref<GLTFBufferView> buffer_view = state->buffer_views[i];
d["buffer"] = buffer_view->buffer;
d["byteLength"] = buffer_view->byte_length;
d["byteOffset"] = buffer_view->byte_offset;
if (buffer_view->byte_stride != -1) {
d["byteStride"] = buffer_view->byte_stride;
}
// TODO Sparse
// d["target"] = buffer_view->indices;
ERR_FAIL_COND_V(!d.has("buffer"), ERR_INVALID_DATA);
ERR_FAIL_COND_V(!d.has("byteLength"), ERR_INVALID_DATA);
buffers.push_back(d);
}
print_verbose("glTF: Total buffer views: " + itos(state->buffer_views.size()));
state->json["bufferViews"] = buffers;
return OK;
}
Error GLTFDocument::_parse_buffer_views(Ref<GLTFState> state) {
if (!state->json.has("bufferViews")) {
return OK;
}
const Array &buffers = state->json["bufferViews"];
for (GLTFBufferViewIndex i = 0; i < buffers.size(); i++) {
const Dictionary &d = buffers[i];
Ref<GLTFBufferView> buffer_view;
buffer_view.instantiate();
ERR_FAIL_COND_V(!d.has("buffer"), ERR_PARSE_ERROR);
buffer_view->buffer = d["buffer"];
ERR_FAIL_COND_V(!d.has("byteLength"), ERR_PARSE_ERROR);
buffer_view->byte_length = d["byteLength"];
if (d.has("byteOffset")) {
buffer_view->byte_offset = d["byteOffset"];
}
if (d.has("byteStride")) {
buffer_view->byte_stride = d["byteStride"];
}
if (d.has("target")) {
const int target = d["target"];
buffer_view->indices = target == GLTFDocument::ELEMENT_ARRAY_BUFFER;
}
state->buffer_views.push_back(buffer_view);
}
print_verbose("glTF: Total buffer views: " + itos(state->buffer_views.size()));
return OK;
}
Error GLTFDocument::_encode_accessors(Ref<GLTFState> state) {
Array accessors;
for (GLTFAccessorIndex i = 0; i < state->accessors.size(); i++) {
Dictionary d;
Ref<GLTFAccessor> accessor = state->accessors[i];
d["componentType"] = accessor->component_type;
d["count"] = accessor->count;
d["type"] = _get_accessor_type_name(accessor->type);
d["byteOffset"] = accessor->byte_offset;
d["normalized"] = accessor->normalized;
d["max"] = accessor->max;
d["min"] = accessor->min;
d["bufferView"] = accessor->buffer_view; //optional because it may be sparse...
// Dictionary s;
// s["count"] = accessor->sparse_count;
// ERR_FAIL_COND_V(!s.has("count"), ERR_PARSE_ERROR);
// s["indices"] = accessor->sparse_accessors;
// ERR_FAIL_COND_V(!s.has("indices"), ERR_PARSE_ERROR);
// Dictionary si;
// si["bufferView"] = accessor->sparse_indices_buffer_view;
// ERR_FAIL_COND_V(!si.has("bufferView"), ERR_PARSE_ERROR);
// si["componentType"] = accessor->sparse_indices_component_type;
// if (si.has("byteOffset")) {
// si["byteOffset"] = accessor->sparse_indices_byte_offset;
// }
// ERR_FAIL_COND_V(!si.has("componentType"), ERR_PARSE_ERROR);
// s["indices"] = si;
// Dictionary sv;
// sv["bufferView"] = accessor->sparse_values_buffer_view;
// if (sv.has("byteOffset")) {
// sv["byteOffset"] = accessor->sparse_values_byte_offset;
// }
// ERR_FAIL_COND_V(!sv.has("bufferView"), ERR_PARSE_ERROR);
// s["values"] = sv;
// ERR_FAIL_COND_V(!s.has("values"), ERR_PARSE_ERROR);
// d["sparse"] = s;
accessors.push_back(d);
}
state->json["accessors"] = accessors;
ERR_FAIL_COND_V(!state->json.has("accessors"), ERR_FILE_CORRUPT);
print_verbose("glTF: Total accessors: " + itos(state->accessors.size()));
return OK;
}
String GLTFDocument::_get_accessor_type_name(const GLTFDocument::GLTFType p_type) {
if (p_type == GLTFDocument::TYPE_SCALAR) {
return "SCALAR";
}
if (p_type == GLTFDocument::TYPE_VEC2) {
return "VEC2";
}
if (p_type == GLTFDocument::TYPE_VEC3) {
return "VEC3";
}
if (p_type == GLTFDocument::TYPE_VEC4) {
return "VEC4";
}
if (p_type == GLTFDocument::TYPE_MAT2) {
return "MAT2";
}
if (p_type == GLTFDocument::TYPE_MAT3) {
return "MAT3";
}
if (p_type == GLTFDocument::TYPE_MAT4) {
return "MAT4";
}
ERR_FAIL_V("SCALAR");
}
GLTFDocument::GLTFType GLTFDocument::_get_type_from_str(const String &p_string) {
if (p_string == "SCALAR") {
return GLTFDocument::TYPE_SCALAR;
}
if (p_string == "VEC2") {
return GLTFDocument::TYPE_VEC2;
}
if (p_string == "VEC3") {
return GLTFDocument::TYPE_VEC3;
}
if (p_string == "VEC4") {
return GLTFDocument::TYPE_VEC4;
}
if (p_string == "MAT2") {
return GLTFDocument::TYPE_MAT2;
}
if (p_string == "MAT3") {
return GLTFDocument::TYPE_MAT3;
}
if (p_string == "MAT4") {
return GLTFDocument::TYPE_MAT4;
}
ERR_FAIL_V(GLTFDocument::TYPE_SCALAR);
}
Error GLTFDocument::_parse_accessors(Ref<GLTFState> state) {
if (!state->json.has("accessors")) {
return OK;
}
const Array &accessors = state->json["accessors"];
for (GLTFAccessorIndex i = 0; i < accessors.size(); i++) {
const Dictionary &d = accessors[i];
Ref<GLTFAccessor> accessor;
accessor.instantiate();
ERR_FAIL_COND_V(!d.has("componentType"), ERR_PARSE_ERROR);
accessor->component_type = d["componentType"];
ERR_FAIL_COND_V(!d.has("count"), ERR_PARSE_ERROR);
accessor->count = d["count"];
ERR_FAIL_COND_V(!d.has("type"), ERR_PARSE_ERROR);
accessor->type = _get_type_from_str(d["type"]);
if (d.has("bufferView")) {
accessor->buffer_view = d["bufferView"]; //optional because it may be sparse...
}
if (d.has("byteOffset")) {
accessor->byte_offset = d["byteOffset"];
}
if (d.has("normalized")) {
accessor->normalized = d["normalized"];
}
if (d.has("max")) {
accessor->max = d["max"];
}
if (d.has("min")) {
accessor->min = d["min"];
}
if (d.has("sparse")) {
//eeh..
const Dictionary &s = d["sparse"];
ERR_FAIL_COND_V(!s.has("count"), ERR_PARSE_ERROR);
accessor->sparse_count = s["count"];
ERR_FAIL_COND_V(!s.has("indices"), ERR_PARSE_ERROR);
const Dictionary &si = s["indices"];
ERR_FAIL_COND_V(!si.has("bufferView"), ERR_PARSE_ERROR);
accessor->sparse_indices_buffer_view = si["bufferView"];
ERR_FAIL_COND_V(!si.has("componentType"), ERR_PARSE_ERROR);
accessor->sparse_indices_component_type = si["componentType"];
if (si.has("byteOffset")) {
accessor->sparse_indices_byte_offset = si["byteOffset"];
}
ERR_FAIL_COND_V(!s.has("values"), ERR_PARSE_ERROR);
const Dictionary &sv = s["values"];
ERR_FAIL_COND_V(!sv.has("bufferView"), ERR_PARSE_ERROR);
accessor->sparse_values_buffer_view = sv["bufferView"];
if (sv.has("byteOffset")) {
accessor->sparse_values_byte_offset = sv["byteOffset"];
}
}
state->accessors.push_back(accessor);
}
print_verbose("glTF: Total accessors: " + itos(state->accessors.size()));
return OK;
}
double GLTFDocument::_filter_number(double p_float) {
if (Math::is_nan(p_float)) {
return 0.0f;
}
return p_float;
}
String GLTFDocument::_get_component_type_name(const uint32_t p_component) {
switch (p_component) {
case GLTFDocument::COMPONENT_TYPE_BYTE:
return "Byte";
case GLTFDocument::COMPONENT_TYPE_UNSIGNED_BYTE:
return "UByte";
case GLTFDocument::COMPONENT_TYPE_SHORT:
return "Short";
case GLTFDocument::COMPONENT_TYPE_UNSIGNED_SHORT:
return "UShort";
case GLTFDocument::COMPONENT_TYPE_INT:
return "Int";
case GLTFDocument::COMPONENT_TYPE_FLOAT:
return "Float";
}
return "<Error>";
}
String GLTFDocument::_get_type_name(const GLTFType p_component) {
static const char *names[] = {
"float",
"vec2",
"vec3",
"vec4",
"mat2",
"mat3",
"mat4"
};
return names[p_component];
}
Error GLTFDocument::_encode_buffer_view(Ref<GLTFState> state, const double *src, const int count, const GLTFType type, const int component_type, const bool normalized, const int byte_offset, const bool for_vertex, GLTFBufferViewIndex &r_accessor) {
const int component_count_for_type[7] = {
1, 2, 3, 4, 4, 9, 16
};
const int component_count = component_count_for_type[type];
const int component_size = _get_component_type_size(component_type);
ERR_FAIL_COND_V(component_size == 0, FAILED);
int skip_every = 0;
int skip_bytes = 0;
//special case of alignments, as described in spec
switch (component_type) {
case COMPONENT_TYPE_BYTE:
case COMPONENT_TYPE_UNSIGNED_BYTE: {
if (type == TYPE_MAT2) {
skip_every = 2;
skip_bytes = 2;
}
if (type == TYPE_MAT3) {
skip_every = 3;
skip_bytes = 1;
}
} break;
case COMPONENT_TYPE_SHORT:
case COMPONENT_TYPE_UNSIGNED_SHORT: {
if (type == TYPE_MAT3) {
skip_every = 6;
skip_bytes = 4;
}
} break;
default: {
}
}
Ref<GLTFBufferView> bv;
bv.instantiate();
const uint32_t offset = bv->byte_offset = byte_offset;
Vector<uint8_t> &gltf_buffer = state->buffers.write[0];
int stride = _get_component_type_size(component_type);
if (for_vertex && stride % 4) {
stride += 4 - (stride % 4); //according to spec must be multiple of 4
}
//use to debug
print_verbose("glTF: encoding type " + _get_type_name(type) + " component type: " + _get_component_type_name(component_type) + " stride: " + itos(stride) + " amount " + itos(count));
print_verbose("glTF: encoding accessor offset " + itos(byte_offset) + " view offset: " + itos(bv->byte_offset) + " total buffer len: " + itos(gltf_buffer.size()) + " view len " + itos(bv->byte_length));
const int buffer_end = (stride * (count - 1)) + _get_component_type_size(component_type);
// TODO define bv->byte_stride
bv->byte_offset = gltf_buffer.size();
switch (component_type) {
case COMPONENT_TYPE_BYTE: {
Vector<int8_t> buffer;
buffer.resize(count * component_count);
int32_t dst_i = 0;
for (int i = 0; i < count; i++) {
for (int j = 0; j < component_count; j++) {
if (skip_every && j > 0 && (j % skip_every) == 0) {
dst_i += skip_bytes;
}
double d = *src;
if (normalized) {
buffer.write[dst_i] = d * 128.0;
} else {
buffer.write[dst_i] = d;
}
src++;
dst_i++;
}
}
int64_t old_size = gltf_buffer.size();
gltf_buffer.resize(old_size + (buffer.size() * sizeof(int8_t)));
memcpy(gltf_buffer.ptrw() + old_size, buffer.ptrw(), buffer.size() * sizeof(int8_t));
bv->byte_length = buffer.size() * sizeof(int8_t);
} break;
case COMPONENT_TYPE_UNSIGNED_BYTE: {
Vector<uint8_t> buffer;
buffer.resize(count * component_count);
int32_t dst_i = 0;
for (int i = 0; i < count; i++) {
for (int j = 0; j < component_count; j++) {
if (skip_every && j > 0 && (j % skip_every) == 0) {
dst_i += skip_bytes;
}
double d = *src;
if (normalized) {
buffer.write[dst_i] = d * 255.0;
} else {
buffer.write[dst_i] = d;
}
src++;
dst_i++;
}
}
gltf_buffer.append_array(buffer);
bv->byte_length = buffer.size() * sizeof(uint8_t);
} break;
case COMPONENT_TYPE_SHORT: {
Vector<int16_t> buffer;
buffer.resize(count * component_count);
int32_t dst_i = 0;
for (int i = 0; i < count; i++) {
for (int j = 0; j < component_count; j++) {
if (skip_every && j > 0 && (j % skip_every) == 0) {
dst_i += skip_bytes;
}
double d = *src;
if (normalized) {
buffer.write[dst_i] = d * 32768.0;
} else {
buffer.write[dst_i] = d;
}
src++;
dst_i++;
}
}
int64_t old_size = gltf_buffer.size();
gltf_buffer.resize(old_size + (buffer.size() * sizeof(int16_t)));
memcpy(gltf_buffer.ptrw() + old_size, buffer.ptrw(), buffer.size() * sizeof(int16_t));
bv->byte_length = buffer.size() * sizeof(int16_t);
} break;
case COMPONENT_TYPE_UNSIGNED_SHORT: {
Vector<uint16_t> buffer;
buffer.resize(count * component_count);
int32_t dst_i = 0;
for (int i = 0; i < count; i++) {
for (int j = 0; j < component_count; j++) {
if (skip_every && j > 0 && (j % skip_every) == 0) {
dst_i += skip_bytes;
}
double d = *src;
if (normalized) {
buffer.write[dst_i] = d * 65535.0;
} else {
buffer.write[dst_i] = d;
}
src++;
dst_i++;
}
}
int64_t old_size = gltf_buffer.size();
gltf_buffer.resize(old_size + (buffer.size() * sizeof(uint16_t)));
memcpy(gltf_buffer.ptrw() + old_size, buffer.ptrw(), buffer.size() * sizeof(uint16_t));
bv->byte_length = buffer.size() * sizeof(uint16_t);
} break;
case COMPONENT_TYPE_INT: {
Vector<int> buffer;
buffer.resize(count * component_count);
int32_t dst_i = 0;
for (int i = 0; i < count; i++) {
for (int j = 0; j < component_count; j++) {
if (skip_every && j > 0 && (j % skip_every) == 0) {
dst_i += skip_bytes;
}
double d = *src;
buffer.write[dst_i] = d;
src++;
dst_i++;
}
}
int64_t old_size = gltf_buffer.size();
gltf_buffer.resize(old_size + (buffer.size() * sizeof(int32_t)));
memcpy(gltf_buffer.ptrw() + old_size, buffer.ptrw(), buffer.size() * sizeof(int32_t));
bv->byte_length = buffer.size() * sizeof(int32_t);
} break;
case COMPONENT_TYPE_FLOAT: {
Vector<float> buffer;
buffer.resize(count * component_count);
int32_t dst_i = 0;
for (int i = 0; i < count; i++) {
for (int j = 0; j < component_count; j++) {
if (skip_every && j > 0 && (j % skip_every) == 0) {
dst_i += skip_bytes;
}
double d = *src;
buffer.write[dst_i] = d;
src++;
dst_i++;
}
}
int64_t old_size = gltf_buffer.size();
gltf_buffer.resize(old_size + (buffer.size() * sizeof(float)));
memcpy(gltf_buffer.ptrw() + old_size, buffer.ptrw(), buffer.size() * sizeof(float));
bv->byte_length = buffer.size() * sizeof(float);
} break;
}
ERR_FAIL_COND_V(buffer_end > bv->byte_length, ERR_INVALID_DATA);
ERR_FAIL_COND_V((int)(offset + buffer_end) > gltf_buffer.size(), ERR_INVALID_DATA);
r_accessor = bv->buffer = state->buffer_views.size();
state->buffer_views.push_back(bv);
return OK;
}
Error GLTFDocument::_decode_buffer_view(Ref<GLTFState> state, double *dst, const GLTFBufferViewIndex p_buffer_view, const int skip_every, const int skip_bytes, const int element_size, const int count, const GLTFType type, const int component_count, const int component_type, const int component_size, const bool normalized, const int byte_offset, const bool for_vertex) {
const Ref<GLTFBufferView> bv = state->buffer_views[p_buffer_view];
int stride = element_size;
if (bv->byte_stride != -1) {
stride = bv->byte_stride;
}
if (for_vertex && stride % 4) {
stride += 4 - (stride % 4); //according to spec must be multiple of 4
}
ERR_FAIL_INDEX_V(bv->buffer, state->buffers.size(), ERR_PARSE_ERROR);
const uint32_t offset = bv->byte_offset + byte_offset;
Vector<uint8_t> buffer = state->buffers[bv->buffer]; //copy on write, so no performance hit
const uint8_t *bufptr = buffer.ptr();
//use to debug
print_verbose("glTF: type " + _get_type_name(type) + " component type: " + _get_component_type_name(component_type) + " stride: " + itos(stride) + " amount " + itos(count));
print_verbose("glTF: accessor offset " + itos(byte_offset) + " view offset: " + itos(bv->byte_offset) + " total buffer len: " + itos(buffer.size()) + " view len " + itos(bv->byte_length));
const int buffer_end = (stride * (count - 1)) + element_size;
ERR_FAIL_COND_V(buffer_end > bv->byte_length, ERR_PARSE_ERROR);
ERR_FAIL_COND_V((int)(offset + buffer_end) > buffer.size(), ERR_PARSE_ERROR);
//fill everything as doubles
for (int i = 0; i < count; i++) {
const uint8_t *src = &bufptr[offset + i * stride];
for (int j = 0; j < component_count; j++) {
if (skip_every && j > 0 && (j % skip_every) == 0) {
src += skip_bytes;
}
double d = 0;
switch (component_type) {
case COMPONENT_TYPE_BYTE: {
int8_t b = int8_t(*src);
if (normalized) {
d = (double(b) / 128.0);
} else {
d = double(b);
}
} break;
case COMPONENT_TYPE_UNSIGNED_BYTE: {
uint8_t b = *src;
if (normalized) {
d = (double(b) / 255.0);
} else {
d = double(b);
}
} break;
case COMPONENT_TYPE_SHORT: {
int16_t s = *(int16_t *)src;
if (normalized) {
d = (double(s) / 32768.0);
} else {
d = double(s);
}
} break;
case COMPONENT_TYPE_UNSIGNED_SHORT: {
uint16_t s = *(uint16_t *)src;
if (normalized) {
d = (double(s) / 65535.0);
} else {
d = double(s);
}
} break;
case COMPONENT_TYPE_INT: {
d = *(int *)src;
} break;
case COMPONENT_TYPE_FLOAT: {
d = *(float *)src;
} break;
}
*dst++ = d;
src += component_size;
}
}
return OK;
}
int GLTFDocument::_get_component_type_size(const int component_type) {
switch (component_type) {
case COMPONENT_TYPE_BYTE:
case COMPONENT_TYPE_UNSIGNED_BYTE:
return 1;
break;
case COMPONENT_TYPE_SHORT:
case COMPONENT_TYPE_UNSIGNED_SHORT:
return 2;
break;
case COMPONENT_TYPE_INT:
case COMPONENT_TYPE_FLOAT:
return 4;
break;
default: {
ERR_FAIL_V(0);
}
}
return 0;
}
Vector<double> GLTFDocument::_decode_accessor(Ref<GLTFState> state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) {
//spec, for reference:
//https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#data-alignment
ERR_FAIL_INDEX_V(p_accessor, state->accessors.size(), Vector<double>());
const Ref<GLTFAccessor> a = state->accessors[p_accessor];
const int component_count_for_type[7] = {
1, 2, 3, 4, 4, 9, 16
};
const int component_count = component_count_for_type[a->type];
const int component_size = _get_component_type_size(a->component_type);
ERR_FAIL_COND_V(component_size == 0, Vector<double>());
int element_size = component_count * component_size;
int skip_every = 0;
int skip_bytes = 0;
//special case of alignments, as described in spec
switch (a->component_type) {
case COMPONENT_TYPE_BYTE:
case COMPONENT_TYPE_UNSIGNED_BYTE: {
if (a->type == TYPE_MAT2) {
skip_every = 2;
skip_bytes = 2;
element_size = 8; //override for this case
}
if (a->type == TYPE_MAT3) {
skip_every = 3;
skip_bytes = 1;
element_size = 12; //override for this case
}
} break;
case COMPONENT_TYPE_SHORT:
case COMPONENT_TYPE_UNSIGNED_SHORT: {
if (a->type == TYPE_MAT3) {
skip_every = 6;
skip_bytes = 4;
element_size = 16; //override for this case
}
} break;
default: {
}
}
Vector<double> dst_buffer;
dst_buffer.resize(component_count * a->count);
double *dst = dst_buffer.ptrw();
if (a->buffer_view >= 0) {
ERR_FAIL_INDEX_V(a->buffer_view, state->buffer_views.size(), Vector<double>());
const Error err = _decode_buffer_view(state, dst, a->buffer_view, skip_every, skip_bytes, element_size, a->count, a->type, component_count, a->component_type, component_size, a->normalized, a->byte_offset, p_for_vertex);
if (err != OK) {
return Vector<double>();
}
} else {
//fill with zeros, as bufferview is not defined.
for (int i = 0; i < (a->count * component_count); i++) {
dst_buffer.write[i] = 0;
}
}
if (a->sparse_count > 0) {
// I could not find any file using this, so this code is so far untested
Vector<double> indices;
indices.resize(a->sparse_count);
const int indices_component_size = _get_component_type_size(a->sparse_indices_component_type);
Error err = _decode_buffer_view(state, indices.ptrw(), a->sparse_indices_buffer_view, 0, 0, indices_component_size, a->sparse_count, TYPE_SCALAR, 1, a->sparse_indices_component_type, indices_component_size, false, a->sparse_indices_byte_offset, false);
if (err != OK) {
return Vector<double>();
}
Vector<double> data;
data.resize(component_count * a->sparse_count);
err = _decode_buffer_view(state, data.ptrw(), a->sparse_values_buffer_view, skip_every, skip_bytes, element_size, a->sparse_count, a->type, component_count, a->component_type, component_size, a->normalized, a->sparse_values_byte_offset, p_for_vertex);
if (err != OK) {
return Vector<double>();
}
for (int i = 0; i < indices.size(); i++) {
const int write_offset = int(indices[i]) * component_count;
for (int j = 0; j < component_count; j++) {
dst[write_offset + j] = data[i * component_count + j];
}
}
}
return dst_buffer;
}
GLTFAccessorIndex GLTFDocument::_encode_accessor_as_ints(Ref<GLTFState> state, const Vector<int32_t> p_attribs, const bool p_for_vertex) {
if (p_attribs.size() == 0) {
return -1;
}
const int element_count = 1;
const int ret_size = p_attribs.size();
Vector<double> attribs;
attribs.resize(ret_size);
Vector<double> type_max;
type_max.resize(element_count);
Vector<double> type_min;
type_min.resize(element_count);
for (int i = 0; i < p_attribs.size(); i++) {
attribs.write[i] = Math::snapped(p_attribs[i], 1.0);
if (i == 0) {
for (int32_t type_i = 0; type_i < element_count; type_i++) {
type_max.write[type_i] = attribs[(i * element_count) + type_i];
type_min.write[type_i] = attribs[(i * element_count) + type_i];
}
}
for (int32_t type_i = 0; type_i < element_count; type_i++) {
type_max.write[type_i] = MAX(attribs[(i * element_count) + type_i], type_max[type_i]);
type_min.write[type_i] = MIN(attribs[(i * element_count) + type_i], type_min[type_i]);
type_max.write[type_i] = _filter_number(type_max.write[type_i]);
type_min.write[type_i] = _filter_number(type_min.write[type_i]);
}
}
ERR_FAIL_COND_V(attribs.size() == 0, -1);
Ref<GLTFAccessor> accessor;
accessor.instantiate();
GLTFBufferIndex buffer_view_i;
int64_t size = state->buffers[0].size();
const GLTFDocument::GLTFType type = GLTFDocument::TYPE_SCALAR;
const int component_type = GLTFDocument::COMPONENT_TYPE_INT;
accessor->max = type_max;
accessor->min = type_min;
accessor->normalized = false;
accessor->count = ret_size;
accessor->type = type;
accessor->component_type = component_type;
accessor->byte_offset = 0;
Error err = _encode_buffer_view(state, attribs.ptr(), attribs.size(), type, component_type, accessor->normalized, size, p_for_vertex, buffer_view_i);
if (err != OK) {
return -1;
}
accessor->buffer_view = buffer_view_i;
state->accessors.push_back(accessor);
return state->accessors.size() - 1;
}
Vector<int> GLTFDocument::_decode_accessor_as_ints(Ref<GLTFState> state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) {
const Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex);
Vector<int> ret;
if (attribs.size() == 0) {
return ret;
}
const double *attribs_ptr = attribs.ptr();
const int ret_size = attribs.size();
ret.resize(ret_size);
{
for (int i = 0; i < ret_size; i++) {
ret.write[i] = int(attribs_ptr[i]);
}
}
return ret;
}
Vector<float> GLTFDocument::_decode_accessor_as_floats(Ref<GLTFState> state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) {
const Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex);
Vector<float> ret;
if (attribs.size() == 0) {
return ret;
}
const double *attribs_ptr = attribs.ptr();
const int ret_size = attribs.size();
ret.resize(ret_size);
{
for (int i = 0; i < ret_size; i++) {
ret.write[i] = float(attribs_ptr[i]);
}
}
return ret;
}
GLTFAccessorIndex GLTFDocument::_encode_accessor_as_vec2(Ref<GLTFState> state, const Vector<Vector2> p_attribs, const bool p_for_vertex) {
if (p_attribs.size() == 0) {
return -1;
}
const int element_count = 2;
const int ret_size = p_attribs.size() * element_count;
Vector<double> attribs;
attribs.resize(ret_size);
Vector<double> type_max;
type_max.resize(element_count);
Vector<double> type_min;
type_min.resize(element_count);
for (int i = 0; i < p_attribs.size(); i++) {
Vector2 attrib = p_attribs[i];
attribs.write[(i * element_count) + 0] = Math::snapped(attrib.x, CMP_NORMALIZE_TOLERANCE);
attribs.write[(i * element_count) + 1] = Math::snapped(attrib.y, CMP_NORMALIZE_TOLERANCE);
_calc_accessor_min_max(i, element_count, type_max, attribs, type_min);
}
ERR_FAIL_COND_V(attribs.size() % element_count != 0, -1);
Ref<GLTFAccessor> accessor;
accessor.instantiate();
GLTFBufferIndex buffer_view_i;
int64_t size = state->buffers[0].size();
const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC2;
const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
accessor->max = type_max;
accessor->min = type_min;
accessor->normalized = false;
accessor->count = p_attribs.size();
accessor->type = type;
accessor->component_type = component_type;
accessor->byte_offset = 0;
Error err = _encode_buffer_view(state, attribs.ptr(), p_attribs.size(), type, component_type, accessor->normalized, size, p_for_vertex, buffer_view_i);
if (err != OK) {
return -1;
}
accessor->buffer_view = buffer_view_i;
state->accessors.push_back(accessor);
return state->accessors.size() - 1;
}
GLTFAccessorIndex GLTFDocument::_encode_accessor_as_color(Ref<GLTFState> state, const Vector<Color> p_attribs, const bool p_for_vertex) {
if (p_attribs.size() == 0) {
return -1;
}
const int ret_size = p_attribs.size() * 4;
Vector<double> attribs;
attribs.resize(ret_size);
const int element_count = 4;
Vector<double> type_max;
type_max.resize(element_count);
Vector<double> type_min;
type_min.resize(element_count);
for (int i = 0; i < p_attribs.size(); i++) {
Color attrib = p_attribs[i];
attribs.write[(i * element_count) + 0] = Math::snapped(attrib.r, CMP_NORMALIZE_TOLERANCE);
attribs.write[(i * element_count) + 1] = Math::snapped(attrib.g, CMP_NORMALIZE_TOLERANCE);
attribs.write[(i * element_count) + 2] = Math::snapped(attrib.b, CMP_NORMALIZE_TOLERANCE);
attribs.write[(i * element_count) + 3] = Math::snapped(attrib.a, CMP_NORMALIZE_TOLERANCE);
_calc_accessor_min_max(i, element_count, type_max, attribs, type_min);
}
ERR_FAIL_COND_V(attribs.size() % element_count != 0, -1);
Ref<GLTFAccessor> accessor;
accessor.instantiate();
GLTFBufferIndex buffer_view_i;
int64_t size = state->buffers[0].size();
const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC4;
const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
accessor->max = type_max;
accessor->min = type_min;
accessor->normalized = false;
accessor->count = p_attribs.size();
accessor->type = type;
accessor->component_type = component_type;
accessor->byte_offset = 0;
Error err = _encode_buffer_view(state, attribs.ptr(), p_attribs.size(), type, component_type, accessor->normalized, size, p_for_vertex, buffer_view_i);
if (err != OK) {
return -1;
}
accessor->buffer_view = buffer_view_i;
state->accessors.push_back(accessor);
return state->accessors.size() - 1;
}
void GLTFDocument::_calc_accessor_min_max(int i, const int element_count, Vector<double> &type_max, Vector<double> attribs, Vector<double> &type_min) {
if (i == 0) {
for (int32_t type_i = 0; type_i < element_count; type_i++) {
type_max.write[type_i] = attribs[(i * element_count) + type_i];
type_min.write[type_i] = attribs[(i * element_count) + type_i];
}
}
for (int32_t type_i = 0; type_i < element_count; type_i++) {
type_max.write[type_i] = MAX(attribs[(i * element_count) + type_i], type_max[type_i]);
type_min.write[type_i] = MIN(attribs[(i * element_count) + type_i], type_min[type_i]);
type_max.write[type_i] = _filter_number(type_max.write[type_i]);
type_min.write[type_i] = _filter_number(type_min.write[type_i]);
}
}
GLTFAccessorIndex GLTFDocument::_encode_accessor_as_weights(Ref<GLTFState> state, const Vector<Color> p_attribs, const bool p_for_vertex) {
if (p_attribs.size() == 0) {
return -1;
}
const int ret_size = p_attribs.size() * 4;
Vector<double> attribs;
attribs.resize(ret_size);
const int element_count = 4;
Vector<double> type_max;
type_max.resize(element_count);
Vector<double> type_min;
type_min.resize(element_count);
for (int i = 0; i < p_attribs.size(); i++) {
Color attrib = p_attribs[i];
attribs.write[(i * element_count) + 0] = Math::snapped(attrib.r, CMP_NORMALIZE_TOLERANCE);
attribs.write[(i * element_count) + 1] = Math::snapped(attrib.g, CMP_NORMALIZE_TOLERANCE);
attribs.write[(i * element_count) + 2] = Math::snapped(attrib.b, CMP_NORMALIZE_TOLERANCE);
attribs.write[(i * element_count) + 3] = Math::snapped(attrib.a, CMP_NORMALIZE_TOLERANCE);
_calc_accessor_min_max(i, element_count, type_max, attribs, type_min);
}
ERR_FAIL_COND_V(attribs.size() % element_count != 0, -1);
Ref<GLTFAccessor> accessor;
accessor.instantiate();
GLTFBufferIndex buffer_view_i;
int64_t size = state->buffers[0].size();
const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC4;
const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
accessor->max = type_max;
accessor->min = type_min;
accessor->normalized = false;
accessor->count = p_attribs.size();
accessor->type = type;
accessor->component_type = component_type;
accessor->byte_offset = 0;
Error err = _encode_buffer_view(state, attribs.ptr(), p_attribs.size(), type, component_type, accessor->normalized, size, p_for_vertex, buffer_view_i);
if (err != OK) {
return -1;
}
accessor->buffer_view = buffer_view_i;
state->accessors.push_back(accessor);
return state->accessors.size() - 1;
}
GLTFAccessorIndex GLTFDocument::_encode_accessor_as_joints(Ref<GLTFState> state, const Vector<Color> p_attribs, const bool p_for_vertex) {
if (p_attribs.size() == 0) {
return -1;
}
const int element_count = 4;
const int ret_size = p_attribs.size() * element_count;
Vector<double> attribs;
attribs.resize(ret_size);
Vector<double> type_max;
type_max.resize(element_count);
Vector<double> type_min;
type_min.resize(element_count);
for (int i = 0; i < p_attribs.size(); i++) {
Color attrib = p_attribs[i];
attribs.write[(i * element_count) + 0] = Math::snapped(attrib.r, CMP_NORMALIZE_TOLERANCE);
attribs.write[(i * element_count) + 1] = Math::snapped(attrib.g, CMP_NORMALIZE_TOLERANCE);
attribs.write[(i * element_count) + 2] = Math::snapped(attrib.b, CMP_NORMALIZE_TOLERANCE);
attribs.write[(i * element_count) + 3] = Math::snapped(attrib.a, CMP_NORMALIZE_TOLERANCE);
_calc_accessor_min_max(i, element_count, type_max, attribs, type_min);
}
ERR_FAIL_COND_V(attribs.size() % element_count != 0, -1);
Ref<GLTFAccessor> accessor;
accessor.instantiate();
GLTFBufferIndex buffer_view_i;
int64_t size = state->buffers[0].size();
const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC4;
const int component_type = GLTFDocument::COMPONENT_TYPE_UNSIGNED_SHORT;
accessor->max = type_max;
accessor->min = type_min;
accessor->normalized = false;
accessor->count = p_attribs.size();
accessor->type = type;
accessor->component_type = component_type;
accessor->byte_offset = 0;
Error err = _encode_buffer_view(state, attribs.ptr(), p_attribs.size(), type, component_type, accessor->normalized, size, p_for_vertex, buffer_view_i);
if (err != OK) {
return -1;
}
accessor->buffer_view = buffer_view_i;
state->accessors.push_back(accessor);
return state->accessors.size() - 1;
}
GLTFAccessorIndex GLTFDocument::_encode_accessor_as_quaternions(Ref<GLTFState> state, const Vector<Quaternion> p_attribs, const bool p_for_vertex) {
if (p_attribs.size() == 0) {
return -1;
}
const int element_count = 4;
const int ret_size = p_attribs.size() * element_count;
Vector<double> attribs;
attribs.resize(ret_size);
Vector<double> type_max;
type_max.resize(element_count);
Vector<double> type_min;
type_min.resize(element_count);
for (int i = 0; i < p_attribs.size(); i++) {
Quaternion quaternion = p_attribs[i];
attribs.write[(i * element_count) + 0] = Math::snapped(quaternion.x, CMP_NORMALIZE_TOLERANCE);
attribs.write[(i * element_count) + 1] = Math::snapped(quaternion.y, CMP_NORMALIZE_TOLERANCE);
attribs.write[(i * element_count) + 2] = Math::snapped(quaternion.z, CMP_NORMALIZE_TOLERANCE);
attribs.write[(i * element_count) + 3] = Math::snapped(quaternion.w, CMP_NORMALIZE_TOLERANCE);
_calc_accessor_min_max(i, element_count, type_max, attribs, type_min);
}
ERR_FAIL_COND_V(attribs.size() % element_count != 0, -1);
Ref<GLTFAccessor> accessor;
accessor.instantiate();
GLTFBufferIndex buffer_view_i;
int64_t size = state->buffers[0].size();
const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC4;
const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
accessor->max = type_max;
accessor->min = type_min;
accessor->normalized = false;
accessor->count = p_attribs.size();
accessor->type = type;
accessor->component_type = component_type;
accessor->byte_offset = 0;
Error err = _encode_buffer_view(state, attribs.ptr(), p_attribs.size(), type, component_type, accessor->normalized, size, p_for_vertex, buffer_view_i);
if (err != OK) {
return -1;
}
accessor->buffer_view = buffer_view_i;
state->accessors.push_back(accessor);
return state->accessors.size() - 1;
}
Vector<Vector2> GLTFDocument::_decode_accessor_as_vec2(Ref<GLTFState> state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) {
const Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex);
Vector<Vector2> ret;
if (attribs.size() == 0) {
return ret;
}
ERR_FAIL_COND_V(attribs.size() % 2 != 0, ret);
const double *attribs_ptr = attribs.ptr();
const int ret_size = attribs.size() / 2;
ret.resize(ret_size);
{
for (int i = 0; i < ret_size; i++) {
ret.write[i] = Vector2(attribs_ptr[i * 2 + 0], attribs_ptr[i * 2 + 1]);
}
}
return ret;
}
GLTFAccessorIndex GLTFDocument::_encode_accessor_as_floats(Ref<GLTFState> state, const Vector<real_t> p_attribs, const bool p_for_vertex) {
if (p_attribs.size() == 0) {
return -1;
}
const int element_count = 1;
const int ret_size = p_attribs.size();
Vector<double> attribs;
attribs.resize(ret_size);
Vector<double> type_max;
type_max.resize(element_count);
Vector<double> type_min;
type_min.resize(element_count);
for (int i = 0; i < p_attribs.size(); i++) {
attribs.write[i] = Math::snapped(p_attribs[i], CMP_NORMALIZE_TOLERANCE);
_calc_accessor_min_max(i, element_count, type_max, attribs, type_min);
}
ERR_FAIL_COND_V(!attribs.size(), -1);
Ref<GLTFAccessor> accessor;
accessor.instantiate();
GLTFBufferIndex buffer_view_i;
int64_t size = state->buffers[0].size();
const GLTFDocument::GLTFType type = GLTFDocument::TYPE_SCALAR;
const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
accessor->max = type_max;
accessor->min = type_min;
accessor->normalized = false;
accessor->count = ret_size;
accessor->type = type;
accessor->component_type = component_type;
accessor->byte_offset = 0;
Error err = _encode_buffer_view(state, attribs.ptr(), attribs.size(), type, component_type, accessor->normalized, size, p_for_vertex, buffer_view_i);
if (err != OK) {
return -1;
}
accessor->buffer_view = buffer_view_i;
state->accessors.push_back(accessor);
return state->accessors.size() - 1;
}
GLTFAccessorIndex GLTFDocument::_encode_accessor_as_vec3(Ref<GLTFState> state, const Vector<Vector3> p_attribs, const bool p_for_vertex) {
if (p_attribs.size() == 0) {
return -1;
}
const int element_count = 3;
const int ret_size = p_attribs.size() * element_count;
Vector<double> attribs;
attribs.resize(ret_size);
Vector<double> type_max;
type_max.resize(element_count);
Vector<double> type_min;
type_min.resize(element_count);
for (int i = 0; i < p_attribs.size(); i++) {
Vector3 attrib = p_attribs[i];
attribs.write[(i * element_count) + 0] = Math::snapped(attrib.x, CMP_NORMALIZE_TOLERANCE);
attribs.write[(i * element_count) + 1] = Math::snapped(attrib.y, CMP_NORMALIZE_TOLERANCE);
attribs.write[(i * element_count) + 2] = Math::snapped(attrib.z, CMP_NORMALIZE_TOLERANCE);
_calc_accessor_min_max(i, element_count, type_max, attribs, type_min);
}
ERR_FAIL_COND_V(attribs.size() % element_count != 0, -1);
Ref<GLTFAccessor> accessor;
accessor.instantiate();
GLTFBufferIndex buffer_view_i;
int64_t size = state->buffers[0].size();
const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC3;
const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
accessor->max = type_max;
accessor->min = type_min;
accessor->normalized = false;
accessor->count = p_attribs.size();
accessor->type = type;
accessor->component_type = component_type;
accessor->byte_offset = 0;
Error err = _encode_buffer_view(state, attribs.ptr(), p_attribs.size(), type, component_type, accessor->normalized, size, p_for_vertex, buffer_view_i);
if (err != OK) {
return -1;
}
accessor->buffer_view = buffer_view_i;
state->accessors.push_back(accessor);
return state->accessors.size() - 1;
}
GLTFAccessorIndex GLTFDocument::_encode_accessor_as_xform(Ref<GLTFState> state, const Vector<Transform3D> p_attribs, const bool p_for_vertex) {
if (p_attribs.size() == 0) {
return -1;
}
const int element_count = 16;
const int ret_size = p_attribs.size() * element_count;
Vector<double> attribs;
attribs.resize(ret_size);
Vector<double> type_max;
type_max.resize(element_count);
Vector<double> type_min;
type_min.resize(element_count);
for (int i = 0; i < p_attribs.size(); i++) {
Transform3D attrib = p_attribs[i];
Basis basis = attrib.get_basis();
Vector3 axis_0 = basis.get_axis(Vector3::AXIS_X);
attribs.write[i * element_count + 0] = Math::snapped(axis_0.x, CMP_NORMALIZE_TOLERANCE);
attribs.write[i * element_count + 1] = Math::snapped(axis_0.y, CMP_NORMALIZE_TOLERANCE);
attribs.write[i * element_count + 2] = Math::snapped(axis_0.z, CMP_NORMALIZE_TOLERANCE);
attribs.write[i * element_count + 3] = 0.0;
Vector3 axis_1 = basis.get_axis(Vector3::AXIS_Y);
attribs.write[i * element_count + 4] = Math::snapped(axis_1.x, CMP_NORMALIZE_TOLERANCE);
attribs.write[i * element_count + 5] = Math::snapped(axis_1.y, CMP_NORMALIZE_TOLERANCE);
attribs.write[i * element_count + 6] = Math::snapped(axis_1.z, CMP_NORMALIZE_TOLERANCE);
attribs.write[i * element_count + 7] = 0.0;
Vector3 axis_2 = basis.get_axis(Vector3::AXIS_Z);
attribs.write[i * element_count + 8] = Math::snapped(axis_2.x, CMP_NORMALIZE_TOLERANCE);
attribs.write[i * element_count + 9] = Math::snapped(axis_2.y, CMP_NORMALIZE_TOLERANCE);
attribs.write[i * element_count + 10] = Math::snapped(axis_2.z, CMP_NORMALIZE_TOLERANCE);
attribs.write[i * element_count + 11] = 0.0;
Vector3 origin = attrib.get_origin();
attribs.write[i * element_count + 12] = Math::snapped(origin.x, CMP_NORMALIZE_TOLERANCE);
attribs.write[i * element_count + 13] = Math::snapped(origin.y, CMP_NORMALIZE_TOLERANCE);
attribs.write[i * element_count + 14] = Math::snapped(origin.z, CMP_NORMALIZE_TOLERANCE);
attribs.write[i * element_count + 15] = 1.0;
_calc_accessor_min_max(i, element_count, type_max, attribs, type_min);
}
ERR_FAIL_COND_V(attribs.size() % element_count != 0, -1);
Ref<GLTFAccessor> accessor;
accessor.instantiate();
GLTFBufferIndex buffer_view_i;
int64_t size = state->buffers[0].size();
const GLTFDocument::GLTFType type = GLTFDocument::TYPE_MAT4;
const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
accessor->max = type_max;
accessor->min = type_min;
accessor->normalized = false;
accessor->count = p_attribs.size();
accessor->type = type;
accessor->component_type = component_type;
accessor->byte_offset = 0;
Error err = _encode_buffer_view(state, attribs.ptr(), p_attribs.size(), type, component_type, accessor->normalized, size, p_for_vertex, buffer_view_i);
if (err != OK) {
return -1;
}
accessor->buffer_view = buffer_view_i;
state->accessors.push_back(accessor);
return state->accessors.size() - 1;
}
Vector<Vector3> GLTFDocument::_decode_accessor_as_vec3(Ref<GLTFState> state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) {
const Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex);
Vector<Vector3> ret;
if (attribs.size() == 0) {
return ret;
}
ERR_FAIL_COND_V(attribs.size() % 3 != 0, ret);
const double *attribs_ptr = attribs.ptr();
const int ret_size = attribs.size() / 3;
ret.resize(ret_size);
{
for (int i = 0; i < ret_size; i++) {
ret.write[i] = Vector3(attribs_ptr[i * 3 + 0], attribs_ptr[i * 3 + 1], attribs_ptr[i * 3 + 2]);
}
}
return ret;
}
Vector<Color> GLTFDocument::_decode_accessor_as_color(Ref<GLTFState> state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) {
const Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex);
Vector<Color> ret;
if (attribs.size() == 0) {
return ret;
}
const int type = state->accessors[p_accessor]->type;
ERR_FAIL_COND_V(!(type == TYPE_VEC3 || type == TYPE_VEC4), ret);
int vec_len = 3;
if (type == TYPE_VEC4) {
vec_len = 4;
}
ERR_FAIL_COND_V(attribs.size() % vec_len != 0, ret);
const double *attribs_ptr = attribs.ptr();
const int ret_size = attribs.size() / vec_len;
ret.resize(ret_size);
{
for (int i = 0; i < ret_size; i++) {
ret.write[i] = Color(attribs_ptr[i * vec_len + 0], attribs_ptr[i * vec_len + 1], attribs_ptr[i * vec_len + 2], vec_len == 4 ? attribs_ptr[i * 4 + 3] : 1.0);
}
}
return ret;
}
Vector<Quaternion> GLTFDocument::_decode_accessor_as_quaternion(Ref<GLTFState> state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) {
const Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex);
Vector<Quaternion> ret;
if (attribs.size() == 0) {
return ret;
}
ERR_FAIL_COND_V(attribs.size() % 4 != 0, ret);
const double *attribs_ptr = attribs.ptr();
const int ret_size = attribs.size() / 4;
ret.resize(ret_size);
{
for (int i = 0; i < ret_size; i++) {
ret.write[i] = Quaternion(attribs_ptr[i * 4 + 0], attribs_ptr[i * 4 + 1], attribs_ptr[i * 4 + 2], attribs_ptr[i * 4 + 3]).normalized();
}
}
return ret;
}
Vector<Transform2D> GLTFDocument::_decode_accessor_as_xform2d(Ref<GLTFState> state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) {
const Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex);
Vector<Transform2D> ret;
if (attribs.size() == 0) {
return ret;
}
ERR_FAIL_COND_V(attribs.size() % 4 != 0, ret);
ret.resize(attribs.size() / 4);
for (int i = 0; i < ret.size(); i++) {
ret.write[i][0] = Vector2(attribs[i * 4 + 0], attribs[i * 4 + 1]);
ret.write[i][1] = Vector2(attribs[i * 4 + 2], attribs[i * 4 + 3]);
}
return ret;
}
Vector<Basis> GLTFDocument::_decode_accessor_as_basis(Ref<GLTFState> state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) {
const Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex);
Vector<Basis> ret;
if (attribs.size() == 0) {
return ret;
}
ERR_FAIL_COND_V(attribs.size() % 9 != 0, ret);
ret.resize(attribs.size() / 9);
for (int i = 0; i < ret.size(); i++) {
ret.write[i].set_axis(0, Vector3(attribs[i * 9 + 0], attribs[i * 9 + 1], attribs[i * 9 + 2]));
ret.write[i].set_axis(1, Vector3(attribs[i * 9 + 3], attribs[i * 9 + 4], attribs[i * 9 + 5]));
ret.write[i].set_axis(2, Vector3(attribs[i * 9 + 6], attribs[i * 9 + 7], attribs[i * 9 + 8]));
}
return ret;
}
Vector<Transform3D> GLTFDocument::_decode_accessor_as_xform(Ref<GLTFState> state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) {
const Vector<double> attribs = _decode_accessor(state, p_accessor, p_for_vertex);
Vector<Transform3D> ret;
if (attribs.size() == 0) {
return ret;
}
ERR_FAIL_COND_V(attribs.size() % 16 != 0, ret);
ret.resize(attribs.size() / 16);
for (int i = 0; i < ret.size(); i++) {
ret.write[i].basis.set_axis(0, Vector3(attribs[i * 16 + 0], attribs[i * 16 + 1], attribs[i * 16 + 2]));
ret.write[i].basis.set_axis(1, Vector3(attribs[i * 16 + 4], attribs[i * 16 + 5], attribs[i * 16 + 6]));
ret.write[i].basis.set_axis(2, Vector3(attribs[i * 16 + 8], attribs[i * 16 + 9], attribs[i * 16 + 10]));
ret.write[i].set_origin(Vector3(attribs[i * 16 + 12], attribs[i * 16 + 13], attribs[i * 16 + 14]));
}
return ret;
}
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<ImporterMesh> import_mesh = state->meshes.write[gltf_mesh_i]->get_mesh();
if (import_mesh.is_null()) {
continue;
}
Array primitives;
Dictionary gltf_mesh;
Array target_names;
Array weights;
for (int morph_i = 0; morph_i < import_mesh->get_blend_shape_count(); morph_i++) {
target_names.push_back(import_mesh->get_blend_shape_name(morph_i));
}
for (int surface_i = 0; surface_i < import_mesh->get_surface_count(); surface_i++) {
Array targets;
Dictionary primitive;
Mesh::PrimitiveType primitive_type = import_mesh->get_surface_primitive_type(surface_i);
switch (primitive_type) {
case Mesh::PRIMITIVE_POINTS: {
primitive["mode"] = 0;
break;
}
case Mesh::PRIMITIVE_LINES: {
primitive["mode"] = 1;
break;
}
// case Mesh::PRIMITIVE_LINE_LOOP: {
// primitive["mode"] = 2;
// break;
// }
case Mesh::PRIMITIVE_LINE_STRIP: {
primitive["mode"] = 3;
break;
}
case Mesh::PRIMITIVE_TRIANGLES: {
primitive["mode"] = 4;
break;
}
case Mesh::PRIMITIVE_TRIANGLE_STRIP: {
primitive["mode"] = 5;
break;
}
// case Mesh::PRIMITIVE_TRIANGLE_FAN: {
// primitive["mode"] = 6;
// break;
// }
default: {
ERR_FAIL_V(FAILED);
}
}
Array array = import_mesh->get_surface_arrays(surface_i);
uint32_t format = import_mesh->get_surface_format(surface_i);
int32_t vertex_num = 0;
Dictionary attributes;
{
Vector<Vector3> a = array[Mesh::ARRAY_VERTEX];
ERR_FAIL_COND_V(!a.size(), ERR_INVALID_DATA);
attributes["POSITION"] = _encode_accessor_as_vec3(state, a, true);
vertex_num = a.size();
}
{
Vector<real_t> a = array[Mesh::ARRAY_TANGENT];
if (a.size()) {
const int ret_size = a.size() / 4;
Vector<Color> attribs;
attribs.resize(ret_size);
for (int i = 0; i < ret_size; i++) {
Color out;
out.r = a[(i * 4) + 0];
out.g = a[(i * 4) + 1];
out.b = a[(i * 4) + 2];
out.a = a[(i * 4) + 3];
attribs.write[i] = out;
}
attributes["TANGENT"] = _encode_accessor_as_color(state, attribs, true);
}
}
{
Vector<Vector3> a = array[Mesh::ARRAY_NORMAL];
if (a.size()) {
const int ret_size = a.size();
Vector<Vector3> attribs;
attribs.resize(ret_size);
for (int i = 0; i < ret_size; i++) {
attribs.write[i] = Vector3(a[i]).normalized();
}
attributes["NORMAL"] = _encode_accessor_as_vec3(state, attribs, true);
}
}
{
Vector<Vector2> a = array[Mesh::ARRAY_TEX_UV];
if (a.size()) {
attributes["TEXCOORD_0"] = _encode_accessor_as_vec2(state, a, true);
}
}
{
Vector<Vector2> a = array[Mesh::ARRAY_TEX_UV2];
if (a.size()) {
attributes["TEXCOORD_1"] = _encode_accessor_as_vec2(state, a, true);
}
}
for (int custom_i = 0; custom_i < 3; custom_i++) {
Vector<float> a = array[Mesh::ARRAY_CUSTOM0 + custom_i];
if (a.size()) {
int num_channels = 4;
int custom_shift = Mesh::ARRAY_FORMAT_CUSTOM0_SHIFT + custom_i * Mesh::ARRAY_FORMAT_CUSTOM_BITS;
switch ((format >> custom_shift) & Mesh::ARRAY_FORMAT_CUSTOM_MASK) {
case Mesh::ARRAY_CUSTOM_R_FLOAT:
num_channels = 1;
break;
case Mesh::ARRAY_CUSTOM_RG_FLOAT:
num_channels = 2;
break;
case Mesh::ARRAY_CUSTOM_RGB_FLOAT:
num_channels = 3;
break;
case Mesh::ARRAY_CUSTOM_RGBA_FLOAT:
num_channels = 4;
break;
}
int texcoord_i = 2 + 2 * custom_i;
String gltf_texcoord_key;
for (int prev_texcoord_i = 0; prev_texcoord_i < texcoord_i; prev_texcoord_i++) {
gltf_texcoord_key = vformat("TEXCOORD_%d", prev_texcoord_i);
if (!attributes.has(gltf_texcoord_key)) {
Vector<Vector2> empty;
empty.resize(vertex_num);
attributes[gltf_texcoord_key] = _encode_accessor_as_vec2(state, empty, true);
}
}
LocalVector<Vector2> first_channel;
first_channel.resize(vertex_num);
LocalVector<Vector2> second_channel;
second_channel.resize(vertex_num);
for (int32_t vert_i = 0; vert_i < vertex_num; vert_i++) {
float u = a[vert_i * num_channels + 0];
float v = (num_channels == 1 ? 0.0f : a[vert_i * num_channels + 1]);
first_channel[vert_i] = Vector2(u, v);
u = 0;
v = 0;
if (num_channels >= 3) {
u = a[vert_i * num_channels + 2];
v = (num_channels == 3 ? 0.0f : a[vert_i * num_channels + 3]);
second_channel[vert_i] = Vector2(u, v);
}
}
gltf_texcoord_key = vformat("TEXCOORD_%d", texcoord_i);
attributes[gltf_texcoord_key] = _encode_accessor_as_vec2(state, first_channel, true);
gltf_texcoord_key = vformat("TEXCOORD_%d", texcoord_i + 1);
attributes[gltf_texcoord_key] = _encode_accessor_as_vec2(state, second_channel, true);
}
}
{
Vector<Color> a = array[Mesh::ARRAY_COLOR];
if (a.size()) {
attributes["COLOR_0"] = _encode_accessor_as_color(state, a, true);
}
}
Map<int, int> joint_i_to_bone_i;
for (GLTFNodeIndex node_i = 0; node_i < state->nodes.size(); node_i++) {
GLTFSkinIndex skin_i = -1;
if (state->nodes[node_i]->mesh == gltf_mesh_i) {
skin_i = state->nodes[node_i]->skin;
}
if (skin_i != -1) {
joint_i_to_bone_i = state->skins[skin_i]->joint_i_to_bone_i;
break;
}
}
{
const Array &a = array[Mesh::ARRAY_BONES];
const Vector<Vector3> &vertex_array = array[Mesh::ARRAY_VERTEX];
if ((a.size() / JOINT_GROUP_SIZE) == vertex_array.size()) {
const int ret_size = a.size() / JOINT_GROUP_SIZE;
Vector<Color> attribs;
attribs.resize(ret_size);
{
for (int array_i = 0; array_i < attribs.size(); array_i++) {
int32_t joint_0 = a[(array_i * JOINT_GROUP_SIZE) + 0];
int32_t joint_1 = a[(array_i * JOINT_GROUP_SIZE) + 1];
int32_t joint_2 = a[(array_i * JOINT_GROUP_SIZE) + 2];
int32_t joint_3 = a[(array_i * JOINT_GROUP_SIZE) + 3];
attribs.write[array_i] = Color(joint_0, joint_1, joint_2, joint_3);
}
}
attributes["JOINTS_0"] = _encode_accessor_as_joints(state, attribs, true);
} else if ((a.size() / (JOINT_GROUP_SIZE * 2)) >= vertex_array.size()) {
Vector<Color> joints_0;
joints_0.resize(vertex_num);
Vector<Color> joints_1;
joints_1.resize(vertex_num);
int32_t weights_8_count = JOINT_GROUP_SIZE * 2;
for (int32_t vertex_i = 0; vertex_i < vertex_num; vertex_i++) {
Color joint_0;
joint_0.r = a[vertex_i * weights_8_count + 0];
joint_0.g = a[vertex_i * weights_8_count + 1];
joint_0.b = a[vertex_i * weights_8_count + 2];
joint_0.a = a[vertex_i * weights_8_count + 3];
joints_0.write[vertex_i] = joint_0;
Color joint_1;
joint_1.r = a[vertex_i * weights_8_count + 4];
joint_1.g = a[vertex_i * weights_8_count + 5];
joint_1.b = a[vertex_i * weights_8_count + 6];
joint_1.a = a[vertex_i * weights_8_count + 7];
joints_1.write[vertex_i] = joint_1;
}
attributes["JOINTS_0"] = _encode_accessor_as_joints(state, joints_0, true);
attributes["JOINTS_1"] = _encode_accessor_as_joints(state, joints_1, true);
}
}
{
const Array &a = array[Mesh::ARRAY_WEIGHTS];
const Vector<Vector3> &vertex_array = array[Mesh::ARRAY_VERTEX];
if ((a.size() / JOINT_GROUP_SIZE) == vertex_array.size()) {
int32_t vertex_count = vertex_array.size();
Vector<Color> attribs;
attribs.resize(vertex_count);
for (int i = 0; i < vertex_count; i++) {
attribs.write[i] = Color(a[(i * JOINT_GROUP_SIZE) + 0], a[(i * JOINT_GROUP_SIZE) + 1], a[(i * JOINT_GROUP_SIZE) + 2], a[(i * JOINT_GROUP_SIZE) + 3]);
}
attributes["WEIGHTS_0"] = _encode_accessor_as_weights(state, attribs, true);
} else if ((a.size() / (JOINT_GROUP_SIZE * 2)) >= vertex_array.size()) {
Vector<Color> weights_0;
weights_0.resize(vertex_num);
Vector<Color> weights_1;
weights_1.resize(vertex_num);
int32_t weights_8_count = JOINT_GROUP_SIZE * 2;
for (int32_t vertex_i = 0; vertex_i < vertex_num; vertex_i++) {
Color weight_0;
weight_0.r = a[vertex_i * weights_8_count + 0];
weight_0.g = a[vertex_i * weights_8_count + 1];
weight_0.b = a[vertex_i * weights_8_count + 2];
weight_0.a = a[vertex_i * weights_8_count + 3];
weights_0.write[vertex_i] = weight_0;
Color weight_1;
weight_1.r = a[vertex_i * weights_8_count + 4];
weight_1.g = a[vertex_i * weights_8_count + 5];
weight_1.b = a[vertex_i * weights_8_count + 6];
weight_1.a = a[vertex_i * weights_8_count + 7];
weights_1.write[vertex_i] = weight_1;
}
attributes["WEIGHTS_0"] = _encode_accessor_as_weights(state, weights_0, true);
attributes["WEIGHTS_1"] = _encode_accessor_as_weights(state, weights_1, true);
}
}
{
Vector<int32_t> mesh_indices = array[Mesh::ARRAY_INDEX];
if (mesh_indices.size()) {
if (primitive_type == Mesh::PRIMITIVE_TRIANGLES) {
//swap around indices, convert ccw to cw for front face
const int is = mesh_indices.size();
for (int k = 0; k < is; k += 3) {
SWAP(mesh_indices.write[k + 0], mesh_indices.write[k + 2]);
}
}
primitive["indices"] = _encode_accessor_as_ints(state, mesh_indices, true);
} else {
if (primitive_type == Mesh::PRIMITIVE_TRIANGLES) {
//generate indices because they need to be swapped for CW/CCW
const Vector<Vector3> &vertices = array[Mesh::ARRAY_VERTEX];
Ref<SurfaceTool> st;
st.instantiate();
st->create_from_triangle_arrays(array);
st->index();
Vector<int32_t> generated_indices = st->commit_to_arrays()[Mesh::ARRAY_INDEX];
const int vs = vertices.size();
generated_indices.resize(vs);
{
for (int k = 0; k < vs; k += 3) {
generated_indices.write[k] = k;
generated_indices.write[k + 1] = k + 2;
generated_indices.write[k + 2] = k + 1;
}
}
primitive["indices"] = _encode_accessor_as_ints(state, generated_indices, true);
}
}
}
primitive["attributes"] = attributes;
//blend shapes
print_verbose("glTF: Mesh has targets");
if (import_mesh->get_blend_shape_count()) {
ArrayMesh::BlendShapeMode shape_mode = import_mesh->get_blend_shape_mode();
for (int morph_i = 0; morph_i < import_mesh->get_blend_shape_count(); morph_i++) {
Array array_morph = import_mesh->get_surface_blend_shape_arrays(surface_i, morph_i);
Dictionary t;
Vector<Vector3> varr = array_morph[Mesh::ARRAY_VERTEX];
Array mesh_arrays = import_mesh->get_surface_arrays(surface_i);
if (varr.size()) {
Vector<Vector3> src_varr = array[Mesh::ARRAY_VERTEX];
if (shape_mode == ArrayMesh::BlendShapeMode::BLEND_SHAPE_MODE_NORMALIZED) {
const int max_idx = src_varr.size();
for (int blend_i = 0; blend_i < max_idx; blend_i++) {
varr.write[blend_i] = Vector3(varr[blend_i]) - src_varr[blend_i];
}
}
t["POSITION"] = _encode_accessor_as_vec3(state, varr, true);
}
Vector<Vector3> narr = array_morph[Mesh::ARRAY_NORMAL];
if (narr.size()) {
t["NORMAL"] = _encode_accessor_as_vec3(state, narr, true);
}
Vector<real_t> tarr = array_morph[Mesh::ARRAY_TANGENT];
if (tarr.size()) {
const int ret_size = tarr.size() / 4;
Vector<Vector3> attribs;
attribs.resize(ret_size);
for (int i = 0; i < ret_size; i++) {
Vector3 vec3;
vec3.x = tarr[(i * 4) + 0];
vec3.y = tarr[(i * 4) + 1];
vec3.z = tarr[(i * 4) + 2];
}
t["TANGENT"] = _encode_accessor_as_vec3(state, attribs, true);
}
targets.push_back(t);
}
}
Ref<BaseMaterial3D> mat = import_mesh->get_surface_material(surface_i);
if (mat.is_valid()) {
Map<Ref<BaseMaterial3D>, GLTFMaterialIndex>::Element *material_cache_i = state->material_cache.find(mat);
if (material_cache_i && material_cache_i->get() != -1) {
primitive["material"] = material_cache_i->get();
} else {
GLTFMaterialIndex mat_i = state->materials.size();
state->materials.push_back(mat);
primitive["material"] = mat_i;
state->material_cache.insert(mat, mat_i);
}
}
if (targets.size()) {
primitive["targets"] = targets;
}
primitives.push_back(primitive);
}
Dictionary e;
e["targetNames"] = target_names;
weights.resize(target_names.size());
for (int name_i = 0; name_i < target_names.size(); name_i++) {
real_t weight = 0.0;
if (name_i < state->meshes.write[gltf_mesh_i]->get_blend_weights().size()) {
weight = state->meshes.write[gltf_mesh_i]->get_blend_weights()[name_i];
}
weights[name_i] = weight;
}
if (weights.size()) {
gltf_mesh["weights"] = weights;
}
ERR_FAIL_COND_V(target_names.size() != weights.size(), FAILED);
gltf_mesh["extras"] = e;
gltf_mesh["primitives"] = primitives;
meshes.push_back(gltf_mesh);
}
state->json["meshes"] = meshes;
print_verbose("glTF: Total meshes: " + itos(meshes.size()));
return OK;
}
Error GLTFDocument::_parse_meshes(Ref<GLTFState> state) {
if (!state->json.has("meshes")) {
return OK;
}
Array meshes = state->json["meshes"];
for (GLTFMeshIndex i = 0; i < meshes.size(); i++) {
print_verbose("glTF: Parsing mesh: " + itos(i));
Dictionary d = meshes[i];
Ref<GLTFMesh> mesh;
mesh.instantiate();
bool has_vertex_color = false;
ERR_FAIL_COND_V(!d.has("primitives"), ERR_PARSE_ERROR);
Array primitives = d["primitives"];
const Dictionary &extras = d.has("extras") ? (Dictionary)d["extras"] :
Dictionary();
Ref<ImporterMesh> import_mesh;
import_mesh.instantiate();
String mesh_name = "mesh";
if (d.has("name") && !String(d["name"]).is_empty()) {
mesh_name = d["name"];
}
import_mesh->set_name(_gen_unique_name(state, vformat("%s_%s", state->scene_name, mesh_name)));
for (int j = 0; j < primitives.size(); j++) {
uint32_t flags = 0;
Dictionary p = primitives[j];
Array array;
array.resize(Mesh::ARRAY_MAX);
ERR_FAIL_COND_V(!p.has("attributes"), ERR_PARSE_ERROR);
Dictionary a = p["attributes"];
Mesh::PrimitiveType primitive = Mesh::PRIMITIVE_TRIANGLES;
if (p.has("mode")) {
const int mode = p["mode"];
ERR_FAIL_INDEX_V(mode, 7, ERR_FILE_CORRUPT);
static const Mesh::PrimitiveType primitives2[7] = {
Mesh::PRIMITIVE_POINTS,
Mesh::PRIMITIVE_LINES,
Mesh::PRIMITIVE_LINES, //loop not supported, should ce converted
Mesh::PRIMITIVE_LINES,
Mesh::PRIMITIVE_TRIANGLES,
Mesh::PRIMITIVE_TRIANGLE_STRIP,
Mesh::PRIMITIVE_TRIANGLES, //fan not supported, should be converted
#ifndef _MSC_VER
#warning line loop and triangle fan are not supported and need to be converted to lines and triangles
#endif
};
primitive = primitives2[mode];
}
ERR_FAIL_COND_V(!a.has("POSITION"), ERR_PARSE_ERROR);
int32_t vertex_num = 0;
if (a.has("POSITION")) {
PackedVector3Array vertices = _decode_accessor_as_vec3(state, a["POSITION"], true);
array[Mesh::ARRAY_VERTEX] = vertices;
vertex_num = vertices.size();
}
if (a.has("NORMAL")) {
array[Mesh::ARRAY_NORMAL] = _decode_accessor_as_vec3(state, a["NORMAL"], true);
}
if (a.has("TANGENT")) {
array[Mesh::ARRAY_TANGENT] = _decode_accessor_as_floats(state, a["TANGENT"], true);
}
if (a.has("TEXCOORD_0")) {
array[Mesh::ARRAY_TEX_UV] = _decode_accessor_as_vec2(state, a["TEXCOORD_0"], true);
}
if (a.has("TEXCOORD_1")) {
array[Mesh::ARRAY_TEX_UV2] = _decode_accessor_as_vec2(state, a["TEXCOORD_1"], true);
}
for (int custom_i = 0; custom_i < 3; custom_i++) {
Vector<float> cur_custom;
Vector<Vector2> texcoord_first;
Vector<Vector2> texcoord_second;
int texcoord_i = 2 + 2 * custom_i;
String gltf_texcoord_key = vformat("TEXCOORD_%d", texcoord_i);
int num_channels = 0;
if (a.has(gltf_texcoord_key)) {
texcoord_first = _decode_accessor_as_vec2(state, a[gltf_texcoord_key], true);
num_channels = 2;
}
gltf_texcoord_key = vformat("TEXCOORD_%d", texcoord_i + 1);
if (a.has(gltf_texcoord_key)) {
texcoord_second = _decode_accessor_as_vec2(state, a[gltf_texcoord_key], true);
num_channels = 4;
}
if (!num_channels) {
break;
}
if (num_channels == 2 || num_channels == 4) {
cur_custom.resize(vertex_num * num_channels);
for (int32_t uv_i = 0; uv_i < texcoord_first.size() && uv_i < vertex_num; uv_i++) {
cur_custom.write[uv_i * num_channels + 0] = texcoord_first[uv_i].x;
cur_custom.write[uv_i * num_channels + 1] = texcoord_first[uv_i].y;
}
// Vector.resize seems to not zero-initialize. Ensure all unused elements are 0:
for (int32_t uv_i = texcoord_first.size(); uv_i < vertex_num; uv_i++) {
cur_custom.write[uv_i * num_channels + 0] = 0;
cur_custom.write[uv_i * num_channels + 1] = 0;
}
}
if (num_channels == 4) {
for (int32_t uv_i = 0; uv_i < texcoord_second.size() && uv_i < vertex_num; uv_i++) {
// num_channels must be 4
cur_custom.write[uv_i * num_channels + 2] = texcoord_second[uv_i].x;
cur_custom.write[uv_i * num_channels + 3] = texcoord_second[uv_i].y;
}
// Vector.resize seems to not zero-initialize. Ensure all unused elements are 0:
for (int32_t uv_i = texcoord_second.size(); uv_i < vertex_num; uv_i++) {
cur_custom.write[uv_i * num_channels + 2] = 0;
cur_custom.write[uv_i * num_channels + 3] = 0;
}
}
if (cur_custom.size() > 0) {
array[Mesh::ARRAY_CUSTOM0 + custom_i] = cur_custom;
int custom_shift = Mesh::ARRAY_FORMAT_CUSTOM0_SHIFT + custom_i * Mesh::ARRAY_FORMAT_CUSTOM_BITS;
if (num_channels == 2) {
flags |= Mesh::ARRAY_CUSTOM_RG_FLOAT << custom_shift;
} else {
flags |= Mesh::ARRAY_CUSTOM_RGBA_FLOAT << custom_shift;
}
}
}
if (a.has("COLOR_0")) {
array[Mesh::ARRAY_COLOR] = _decode_accessor_as_color(state, a["COLOR_0"], true);
has_vertex_color = true;
}
if (a.has("JOINTS_0") && !a.has("JOINTS_1")) {
array[Mesh::ARRAY_BONES] = _decode_accessor_as_ints(state, a["JOINTS_0"], true);
} else if (a.has("JOINTS_0") && a.has("JOINTS_1")) {
PackedInt32Array joints_0 = _decode_accessor_as_ints(state, a["JOINTS_0"], true);
PackedInt32Array joints_1 = _decode_accessor_as_ints(state, a["JOINTS_1"], true);
ERR_FAIL_COND_V(joints_0.size() != joints_0.size(), ERR_INVALID_DATA);
int32_t weight_8_count = JOINT_GROUP_SIZE * 2;
Vector<int> joints;
joints.resize(vertex_num * weight_8_count);
for (int32_t vertex_i = 0; vertex_i < vertex_num; vertex_i++) {
joints.write[vertex_i * weight_8_count + 0] = joints_0[vertex_i * JOINT_GROUP_SIZE + 0];
joints.write[vertex_i * weight_8_count + 1] = joints_0[vertex_i * JOINT_GROUP_SIZE + 1];
joints.write[vertex_i * weight_8_count + 2] = joints_0[vertex_i * JOINT_GROUP_SIZE + 2];
joints.write[vertex_i * weight_8_count + 3] = joints_0[vertex_i * JOINT_GROUP_SIZE + 3];
joints.write[vertex_i * weight_8_count + 4] = joints_1[vertex_i * JOINT_GROUP_SIZE + 0];
joints.write[vertex_i * weight_8_count + 5] = joints_1[vertex_i * JOINT_GROUP_SIZE + 1];
joints.write[vertex_i * weight_8_count + 6] = joints_1[vertex_i * JOINT_GROUP_SIZE + 2];
joints.write[vertex_i * weight_8_count + 7] = joints_1[vertex_i * JOINT_GROUP_SIZE + 3];
}
array[Mesh::ARRAY_BONES] = joints;
}
if (a.has("WEIGHTS_0") && !a.has("WEIGHTS_1")) {
Vector<float> weights = _decode_accessor_as_floats(state, a["WEIGHTS_0"], true);
{ //gltf does not seem to normalize the weights for some reason..
int wc = weights.size();
float *w = weights.ptrw();
for (int k = 0; k < wc; k += 4) {
float total = 0.0;
total += w[k + 0];
total += w[k + 1];
total += w[k + 2];
total += w[k + 3];
if (total > 0.0) {
w[k + 0] /= total;
w[k + 1] /= total;
w[k + 2] /= total;
w[k + 3] /= total;
}
}
}
array[Mesh::ARRAY_WEIGHTS] = weights;
} else if (a.has("WEIGHTS_0") && a.has("WEIGHTS_1")) {
Vector<float> weights_0 = _decode_accessor_as_floats(state, a["WEIGHTS_0"], true);
Vector<float> weights_1 = _decode_accessor_as_floats(state, a["WEIGHTS_1"], true);
Vector<float> weights;
ERR_FAIL_COND_V(weights_0.size() != weights_1.size(), ERR_INVALID_DATA);
int32_t weight_8_count = JOINT_GROUP_SIZE * 2;
weights.resize(vertex_num * weight_8_count);
for (int32_t vertex_i = 0; vertex_i < vertex_num; vertex_i++) {
weights.write[vertex_i * weight_8_count + 0] = weights_0[vertex_i * JOINT_GROUP_SIZE + 0];
weights.write[vertex_i * weight_8_count + 1] = weights_0[vertex_i * JOINT_GROUP_SIZE + 1];
weights.write[vertex_i * weight_8_count + 2] = weights_0[vertex_i * JOINT_GROUP_SIZE + 2];
weights.write[vertex_i * weight_8_count + 3] = weights_0[vertex_i * JOINT_GROUP_SIZE + 3];
weights.write[vertex_i * weight_8_count + 4] = weights_1[vertex_i * JOINT_GROUP_SIZE + 0];
weights.write[vertex_i * weight_8_count + 5] = weights_1[vertex_i * JOINT_GROUP_SIZE + 1];
weights.write[vertex_i * weight_8_count + 6] = weights_1[vertex_i * JOINT_GROUP_SIZE + 2];
weights.write[vertex_i * weight_8_count + 7] = weights_1[vertex_i * JOINT_GROUP_SIZE + 3];
}
{ //gltf does not seem to normalize the weights for some reason..
int wc = weights.size();
float *w = weights.ptrw();
for (int k = 0; k < wc; k += weight_8_count) {
float total = 0.0;
total += w[k + 0];
total += w[k + 1];
total += w[k + 2];
total += w[k + 3];
total += w[k + 4];
total += w[k + 5];
total += w[k + 6];
total += w[k + 7];
if (total > 0.0) {
w[k + 0] /= total;
w[k + 1] /= total;
w[k + 2] /= total;
w[k + 3] /= total;
w[k + 4] /= total;
w[k + 5] /= total;
w[k + 6] /= total;
w[k + 7] /= total;
}
}
}
array[Mesh::ARRAY_WEIGHTS] = weights;
}
if (p.has("indices")) {
Vector<int> indices = _decode_accessor_as_ints(state, p["indices"], false);
if (primitive == Mesh::PRIMITIVE_TRIANGLES) {
//swap around indices, convert ccw to cw for front face
const int is = indices.size();
int *w = indices.ptrw();
for (int k = 0; k < is; k += 3) {
SWAP(w[k + 1], w[k + 2]);
}
}
array[Mesh::ARRAY_INDEX] = indices;
} else if (primitive == Mesh::PRIMITIVE_TRIANGLES) {
//generate indices because they need to be swapped for CW/CCW
const Vector<Vector3> &vertices = array[Mesh::ARRAY_VERTEX];
ERR_FAIL_COND_V(vertices.size() == 0, ERR_PARSE_ERROR);
Vector<int> indices;
const int vs = vertices.size();
indices.resize(vs);
{
int *w = indices.ptrw();
for (int k = 0; k < vs; k += 3) {
w[k] = k;
w[k + 1] = k + 2;
w[k + 2] = k + 1;
}
}
array[Mesh::ARRAY_INDEX] = indices;
}
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..
mesh_surface_tool->generate_tangents();
}
array = mesh_surface_tool->commit_to_arrays();
Array morphs;
//blend shapes
if (p.has("targets")) {
print_verbose("glTF: Mesh has targets");
const Array &targets = p["targets"];
//ideally BLEND_SHAPE_MODE_RELATIVE since gltf2 stores in displacement
//but it could require a larger refactor?
import_mesh->set_blend_shape_mode(Mesh::BLEND_SHAPE_MODE_NORMALIZED);
if (j == 0) {
const Array &target_names = extras.has("targetNames") ? (Array)extras["targetNames"] : Array();
for (int k = 0; k < targets.size(); k++) {
const String name = k < target_names.size() ? (String)target_names[k] : String("morph_") + itos(k);
import_mesh->add_blend_shape(name);
}
}
for (int k = 0; k < targets.size(); k++) {
const Dictionary &t = targets[k];
Array array_copy;
array_copy.resize(Mesh::ARRAY_MAX);
for (int l = 0; l < Mesh::ARRAY_MAX; l++) {
array_copy[l] = array[l];
}
if (t.has("POSITION")) {
Vector<Vector3> varr = _decode_accessor_as_vec3(state, t["POSITION"], true);
const Vector<Vector3> src_varr = array[Mesh::ARRAY_VERTEX];
const int size = src_varr.size();
ERR_FAIL_COND_V(size == 0, ERR_PARSE_ERROR);
{
const int max_idx = varr.size();
varr.resize(size);
Vector3 *w_varr = varr.ptrw();
const Vector3 *r_varr = varr.ptr();
const Vector3 *r_src_varr = src_varr.ptr();
for (int l = 0; l < size; l++) {
if (l < max_idx) {
w_varr[l] = r_varr[l] + r_src_varr[l];
} else {
w_varr[l] = r_src_varr[l];
}
}
}
array_copy[Mesh::ARRAY_VERTEX] = varr;
}
if (t.has("NORMAL")) {
Vector<Vector3> narr = _decode_accessor_as_vec3(state, t["NORMAL"], true);
const Vector<Vector3> src_narr = array[Mesh::ARRAY_NORMAL];
int size = src_narr.size();
ERR_FAIL_COND_V(size == 0, ERR_PARSE_ERROR);
{
int max_idx = narr.size();
narr.resize(size);
Vector3 *w_narr = narr.ptrw();
const Vector3 *r_narr = narr.ptr();
const Vector3 *r_src_narr = src_narr.ptr();
for (int l = 0; l < size; l++) {
if (l < max_idx) {
w_narr[l] = r_narr[l] + r_src_narr[l];
} else {
w_narr[l] = r_src_narr[l];
}
}
}
array_copy[Mesh::ARRAY_NORMAL] = narr;
}
if (t.has("TANGENT")) {
const Vector<Vector3> tangents_v3 = _decode_accessor_as_vec3(state, t["TANGENT"], true);
const Vector<float> src_tangents = array[Mesh::ARRAY_TANGENT];
ERR_FAIL_COND_V(src_tangents.size() == 0, ERR_PARSE_ERROR);
Vector<float> tangents_v4;
{
int max_idx = tangents_v3.size();
int size4 = src_tangents.size();
tangents_v4.resize(size4);
float *w4 = tangents_v4.ptrw();
const Vector3 *r3 = tangents_v3.ptr();
const float *r4 = src_tangents.ptr();
for (int l = 0; l < size4 / 4; l++) {
if (l < max_idx) {
w4[l * 4 + 0] = r3[l].x + r4[l * 4 + 0];
w4[l * 4 + 1] = r3[l].y + r4[l * 4 + 1];
w4[l * 4 + 2] = r3[l].z + r4[l * 4 + 2];
} else {
w4[l * 4 + 0] = r4[l * 4 + 0];
w4[l * 4 + 1] = r4[l * 4 + 1];
w4[l * 4 + 2] = r4[l * 4 + 2];
}
w4[l * 4 + 3] = r4[l * 4 + 3]; //copy flip value
}
}
array_copy[Mesh::ARRAY_TANGENT] = tangents_v4;
}
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);
}
}
//just add it
Ref<BaseMaterial3D> mat;
if (p.has("material")) {
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 {
Ref<StandardMaterial3D> mat3d;
mat3d.instantiate();
if (has_vertex_color) {
mat3d->set_flag(BaseMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
}
mat = mat3d;
}
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;
blend_weights.resize(import_mesh->get_blend_shape_count());
for (int32_t weight_i = 0; weight_i < blend_weights.size(); weight_i++) {
blend_weights.write[weight_i] = 0.0f;
}
if (d.has("weights")) {
const Array &weights = d["weights"];
for (int j = 0; j < weights.size(); j++) {
if (j >= blend_weights.size()) {
break;
}
blend_weights.write[j] = weights[j];
}
}
mesh->set_blend_weights(blend_weights);
mesh->set_mesh(import_mesh);
state->meshes.push_back(mesh);
}
print_verbose("glTF: Total meshes: " + itos(state->meshes.size()));
return OK;
}
Error GLTFDocument::_serialize_images(Ref<GLTFState> state, const String &p_path) {
Array images;
for (int i = 0; i < state->images.size(); i++) {
Dictionary d;
ERR_CONTINUE(state->images[i].is_null());
Ref<Image> image = state->images[i]->get_image();
ERR_CONTINUE(image.is_null());
if (p_path.to_lower().ends_with("glb")) {
GLTFBufferViewIndex bvi;
Ref<GLTFBufferView> bv;
bv.instantiate();
const GLTFBufferIndex bi = 0;
bv->buffer = bi;
bv->byte_offset = state->buffers[bi].size();
ERR_FAIL_INDEX_V(bi, state->buffers.size(), ERR_PARAMETER_RANGE_ERROR);
Vector<uint8_t> buffer;
Ref<ImageTexture> img_tex = image;
if (img_tex.is_valid()) {
image = img_tex->get_image();
}
Error err = PNGDriverCommon::image_to_png(image, buffer);
ERR_FAIL_COND_V_MSG(err, err, "Can't convert image to PNG.");
bv->byte_length = buffer.size();
state->buffers.write[bi].resize(state->buffers[bi].size() + bv->byte_length);
memcpy(&state->buffers.write[bi].write[bv->byte_offset], buffer.ptr(), buffer.size());
ERR_FAIL_COND_V(bv->byte_offset + bv->byte_length > state->buffers[bi].size(), ERR_FILE_CORRUPT);
state->buffer_views.push_back(bv);
bvi = state->buffer_views.size() - 1;
d["bufferView"] = bvi;
d["mimeType"] = "image/png";
} else {
String name = state->images[i]->get_name();
if (name.is_empty()) {
name = itos(i);
}
name = _gen_unique_name(state, name);
name = name.pad_zeros(3) + ".png";
String texture_dir = "textures";
String new_texture_dir = p_path.get_base_dir() + "/" + texture_dir;
DirAccessRef da = DirAccess::open(p_path.get_base_dir());
if (!da->dir_exists(new_texture_dir)) {
da->make_dir(new_texture_dir);
}
image->save_png(new_texture_dir.plus_file(name));
d["uri"] = texture_dir.plus_file(name);
}
images.push_back(d);
}
print_verbose("Total images: " + itos(state->images.size()));
if (!images.size()) {
return OK;
}
state->json["images"] = images;
return OK;
}
Error GLTFDocument::_parse_images(Ref<GLTFState> state, const String &p_base_path) {
if (!state->json.has("images")) {
return OK;
}
// Ref: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#images
const Array &images = state->json["images"];
for (int i = 0; i < images.size(); i++) {
const Dictionary &d = images[i];
// glTF 2.0 supports PNG and JPEG types, which can be specified as (from spec):
// "- a URI to an external file in one of the supported images formats, or
// - a URI with embedded base64-encoded data, or
// - a reference to a bufferView; in that case mimeType must be defined."
// Since mimeType is optional for external files and base64 data, we'll have to
// fall back on letting Godot parse the data to figure out if it's PNG or JPEG.
// We'll assume that we use either URI or bufferView, so let's warn the user
// if their image somehow uses both. And fail if it has neither.
ERR_CONTINUE_MSG(!d.has("uri") && !d.has("bufferView"), "Invalid image definition in glTF file, it should specific an 'uri' or 'bufferView'.");
if (d.has("uri") && d.has("bufferView")) {
WARN_PRINT("Invalid image definition in glTF file using both 'uri' and 'bufferView'. 'bufferView' will take precedence.");
}
String mimetype;
if (d.has("mimeType")) { // Should be "image/png" or "image/jpeg".
mimetype = d["mimeType"];
}
Vector<uint8_t> data;
const uint8_t *data_ptr = nullptr;
int data_size = 0;
if (d.has("uri")) {
// Handles the first two bullet points from the spec (embedded data, or external file).
String uri = d["uri"];
if (uri.begins_with("data:")) { // Embedded data using base64.
// Validate data MIME types and throw a warning if it's one we don't know/support.
if (!uri.begins_with("data:application/octet-stream;base64") &&
!uri.begins_with("data:application/gltf-buffer;base64") &&
!uri.begins_with("data:image/png;base64") &&
!uri.begins_with("data:image/jpeg;base64")) {
WARN_PRINT(vformat("glTF: Image index '%d' uses an unsupported URI data type: %s. Skipping it.", i, uri));
state->images.push_back(Ref<Texture2D>()); // Placeholder to keep count.
continue;
}
data = _parse_base64_uri(uri);
data_ptr = data.ptr();
data_size = data.size();
// mimeType is optional, but if we have it defined in the URI, let's use it.
if (mimetype.is_empty()) {
if (uri.begins_with("data:image/png;base64")) {
mimetype = "image/png";
} else if (uri.begins_with("data:image/jpeg;base64")) {
mimetype = "image/jpeg";
}
}
} else { // Relative path to an external image file.
uri = uri.uri_decode();
uri = p_base_path.plus_file(uri).replace("\\", "/"); // Fix for Windows.
// ResourceLoader will rely on the file extension to use the relevant loader.
// The spec says that if mimeType is defined, it should take precedence (e.g.
// there could be a `.png` image which is actually JPEG), but there's no easy
// API for that in Godot, so we'd have to load as a buffer (i.e. embedded in
// the material), so we do this only as fallback.
Ref<Texture2D> texture = ResourceLoader::load(uri);
if (texture.is_valid()) {
state->images.push_back(texture);
continue;
} else if (mimetype == "image/png" || mimetype == "image/jpeg") {
// Fallback to loading as byte array.
// This enables us to support the spec's requirement that we honor mimetype
// regardless of file URI.
data = FileAccess::get_file_as_array(uri);
if (data.size() == 0) {
WARN_PRINT(vformat("glTF: Image index '%d' couldn't be loaded as a buffer of MIME type '%s' from URI: %s. Skipping it.", i, mimetype, uri));
state->images.push_back(Ref<Texture2D>()); // Placeholder to keep count.
continue;
}
data_ptr = data.ptr();
data_size = data.size();
} else {
WARN_PRINT(vformat("glTF: Image index '%d' couldn't be loaded from URI: %s. Skipping it.", i, uri));
state->images.push_back(Ref<Texture2D>()); // Placeholder to keep count.
continue;
}
}
} else if (d.has("bufferView")) {
// Handles the third bullet point from the spec (bufferView).
ERR_FAIL_COND_V_MSG(mimetype.is_empty(), ERR_FILE_CORRUPT,
vformat("glTF: Image index '%d' specifies 'bufferView' but no 'mimeType', which is invalid.", i));
const GLTFBufferViewIndex bvi = d["bufferView"];
ERR_FAIL_INDEX_V(bvi, state->buffer_views.size(), ERR_PARAMETER_RANGE_ERROR);
Ref<GLTFBufferView> bv = state->buffer_views[bvi];
const GLTFBufferIndex bi = bv->buffer;
ERR_FAIL_INDEX_V(bi, state->buffers.size(), ERR_PARAMETER_RANGE_ERROR);
ERR_FAIL_COND_V(bv->byte_offset + bv->byte_length > state->buffers[bi].size(), ERR_FILE_CORRUPT);
data_ptr = &state->buffers[bi][bv->byte_offset];
data_size = bv->byte_length;
}
Ref<Image> img;
// First we honor the mime types if they were defined.
if (mimetype == "image/png") { // Load buffer as PNG.
ERR_FAIL_COND_V(Image::_png_mem_loader_func == nullptr, ERR_UNAVAILABLE);
img = Image::_png_mem_loader_func(data_ptr, data_size);
} else if (mimetype == "image/jpeg") { // Loader buffer as JPEG.
ERR_FAIL_COND_V(Image::_jpg_mem_loader_func == nullptr, ERR_UNAVAILABLE);
img = Image::_jpg_mem_loader_func(data_ptr, data_size);
}
// If we didn't pass the above tests, we attempt loading as PNG and then
// JPEG directly.
// This covers URIs with base64-encoded data with application/* type but
// no optional mimeType property, or bufferViews with a bogus mimeType
// (e.g. `image/jpeg` but the data is actually PNG).
// That's not *exactly* what the spec mandates but this lets us be
// lenient with bogus glb files which do exist in production.
if (img.is_null()) { // Try PNG first.
ERR_FAIL_COND_V(Image::_png_mem_loader_func == nullptr, ERR_UNAVAILABLE);
img = Image::_png_mem_loader_func(data_ptr, data_size);
}
if (img.is_null()) { // And then JPEG.
ERR_FAIL_COND_V(Image::_jpg_mem_loader_func == nullptr, ERR_UNAVAILABLE);
img = Image::_jpg_mem_loader_func(data_ptr, data_size);
}
// Now we've done our best, fix your scenes.
if (img.is_null()) {
ERR_PRINT(vformat("glTF: Couldn't load image index '%d' with its given mimetype: %s.", i, mimetype));
state->images.push_back(Ref<Texture2D>());
continue;
}
Ref<ImageTexture> t;
t.instantiate();
t->create_from_image(img);
state->images.push_back(t);
}
print_verbose("glTF: Total images: " + itos(state->images.size()));
return OK;
}
Error GLTFDocument::_serialize_textures(Ref<GLTFState> state) {
if (!state->textures.size()) {
return OK;
}
Array textures;
for (int32_t i = 0; i < state->textures.size(); i++) {
Dictionary d;
Ref<GLTFTexture> t = state->textures[i];
ERR_CONTINUE(t->get_src_image() == -1);
d["source"] = t->get_src_image();
textures.push_back(d);
}
state->json["textures"] = textures;
return OK;
}
Error GLTFDocument::_parse_textures(Ref<GLTFState> state) {
if (!state->json.has("textures")) {
return OK;
}
const Array &textures = state->json["textures"];
for (GLTFTextureIndex i = 0; i < textures.size(); i++) {
const Dictionary &d = textures[i];
ERR_FAIL_COND_V(!d.has("source"), ERR_PARSE_ERROR);
Ref<GLTFTexture> t;
t.instantiate();
t->set_src_image(d["source"]);
state->textures.push_back(t);
}
return OK;
}
GLTFTextureIndex GLTFDocument::_set_texture(Ref<GLTFState> state, Ref<Texture2D> p_texture) {
ERR_FAIL_COND_V(p_texture.is_null(), -1);
Ref<GLTFTexture> gltf_texture;
gltf_texture.instantiate();
ERR_FAIL_COND_V(p_texture->get_image().is_null(), -1);
GLTFImageIndex gltf_src_image_i = state->images.size();
state->images.push_back(p_texture);
gltf_texture->set_src_image(gltf_src_image_i);
GLTFTextureIndex gltf_texture_i = state->textures.size();
state->textures.push_back(gltf_texture);
return gltf_texture_i;
}
Ref<Texture2D> GLTFDocument::_get_texture(Ref<GLTFState> state, const GLTFTextureIndex p_texture) {
ERR_FAIL_INDEX_V(p_texture, state->textures.size(), Ref<Texture2D>());
const GLTFImageIndex image = state->textures[p_texture]->get_src_image();
ERR_FAIL_INDEX_V(image, state->images.size(), Ref<Texture2D>());
return state->images[image];
}
Error GLTFDocument::_serialize_materials(Ref<GLTFState> state) {
Array materials;
for (int32_t i = 0; i < state->materials.size(); i++) {
Dictionary d;
Ref<BaseMaterial3D> material = state->materials[i];
if (material.is_null()) {
materials.push_back(d);
continue;
}
if (!material->get_name().is_empty()) {
d["name"] = _gen_unique_name(state, material->get_name());
}
{
Dictionary mr;
{
Array arr;
const Color c = material->get_albedo().to_linear();
arr.push_back(c.r);
arr.push_back(c.g);
arr.push_back(c.b);
arr.push_back(c.a);
mr["baseColorFactor"] = arr;
}
{
Dictionary bct;
Ref<Texture2D> albedo_texture = material->get_texture(BaseMaterial3D::TEXTURE_ALBEDO);
GLTFTextureIndex gltf_texture_index = -1;
if (albedo_texture.is_valid() && albedo_texture->get_image().is_valid()) {
albedo_texture->set_name(material->get_name() + "_albedo");
gltf_texture_index = _set_texture(state, albedo_texture);
}
if (gltf_texture_index != -1) {
bct["index"] = gltf_texture_index;
bct["extensions"] = _serialize_texture_transform_uv1(material);
mr["baseColorTexture"] = bct;
}
}
mr["metallicFactor"] = material->get_metallic();
mr["roughnessFactor"] = material->get_roughness();
bool has_roughness = material->get_texture(BaseMaterial3D::TEXTURE_ROUGHNESS).is_valid() && material->get_texture(BaseMaterial3D::TEXTURE_ROUGHNESS)->get_image().is_valid();
bool has_ao = material->get_feature(BaseMaterial3D::FEATURE_AMBIENT_OCCLUSION) && material->get_texture(BaseMaterial3D::TEXTURE_AMBIENT_OCCLUSION).is_valid();
bool has_metalness = material->get_texture(BaseMaterial3D::TEXTURE_METALLIC).is_valid() && material->get_texture(BaseMaterial3D::TEXTURE_METALLIC)->get_image().is_valid();
if (has_ao || has_roughness || has_metalness) {
Dictionary mrt;
Ref<Texture2D> roughness_texture = material->get_texture(BaseMaterial3D::TEXTURE_ROUGHNESS);
BaseMaterial3D::TextureChannel roughness_channel = material->get_roughness_texture_channel();
Ref<Texture2D> metallic_texture = material->get_texture(BaseMaterial3D::TEXTURE_METALLIC);
BaseMaterial3D::TextureChannel metalness_channel = material->get_metallic_texture_channel();
Ref<Texture2D> ao_texture = material->get_texture(BaseMaterial3D::TEXTURE_AMBIENT_OCCLUSION);
BaseMaterial3D::TextureChannel ao_channel = material->get_ao_texture_channel();
Ref<ImageTexture> orm_texture;
orm_texture.instantiate();
Ref<Image> orm_image;
orm_image.instantiate();
int32_t height = 0;
int32_t width = 0;
Ref<Image> ao_image;
if (has_ao) {
height = ao_texture->get_height();
width = ao_texture->get_width();
ao_image = ao_texture->get_image();
Ref<ImageTexture> img_tex = ao_image;
if (img_tex.is_valid()) {
ao_image = img_tex->get_image();
}
if (ao_image->is_compressed()) {
ao_image->decompress();
}
}
Ref<Image> roughness_image;
if (has_roughness) {
height = roughness_texture->get_height();
width = roughness_texture->get_width();
roughness_image = roughness_texture->get_image();
Ref<ImageTexture> img_tex = roughness_image;
if (img_tex.is_valid()) {
roughness_image = img_tex->get_image();
}
if (roughness_image->is_compressed()) {
roughness_image->decompress();
}
}
Ref<Image> metallness_image;
if (has_metalness) {
height = metallic_texture->get_height();
width = metallic_texture->get_width();
metallness_image = metallic_texture->get_image();
Ref<ImageTexture> img_tex = metallness_image;
if (img_tex.is_valid()) {
metallness_image = img_tex->get_image();
}
if (metallness_image->is_compressed()) {
metallness_image->decompress();
}
}
Ref<Texture2D> albedo_texture = material->get_texture(BaseMaterial3D::TEXTURE_ALBEDO);
if (albedo_texture.is_valid() && albedo_texture->get_image().is_valid()) {
height = albedo_texture->get_height();
width = albedo_texture->get_width();
}
orm_image->create(width, height, false, Image::FORMAT_RGBA8);
if (ao_image.is_valid() && ao_image->get_size() != Vector2(width, height)) {
ao_image->resize(width, height, Image::INTERPOLATE_LANCZOS);
}
if (roughness_image.is_valid() && roughness_image->get_size() != Vector2(width, height)) {
roughness_image->resize(width, height, Image::INTERPOLATE_LANCZOS);
}
if (metallness_image.is_valid() && metallness_image->get_size() != Vector2(width, height)) {
metallness_image->resize(width, height, Image::INTERPOLATE_LANCZOS);
}
for (int32_t h = 0; h < height; h++) {
for (int32_t w = 0; w < width; w++) {
Color c = Color(1.0f, 1.0f, 1.0f);
if (has_ao) {
if (BaseMaterial3D::TextureChannel::TEXTURE_CHANNEL_RED == ao_channel) {
c.r = ao_image->get_pixel(w, h).r;
} else if (BaseMaterial3D::TextureChannel::TEXTURE_CHANNEL_GREEN == ao_channel) {
c.r = ao_image->get_pixel(w, h).g;
} else if (BaseMaterial3D::TextureChannel::TEXTURE_CHANNEL_BLUE == ao_channel) {
c.r = ao_image->get_pixel(w, h).b;
} else if (BaseMaterial3D::TextureChannel::TEXTURE_CHANNEL_ALPHA == ao_channel) {
c.r = ao_image->get_pixel(w, h).a;
}
}
if (has_roughness) {
if (BaseMaterial3D::TextureChannel::TEXTURE_CHANNEL_RED == roughness_channel) {
c.g = roughness_image->get_pixel(w, h).r;
} else if (BaseMaterial3D::TextureChannel::TEXTURE_CHANNEL_GREEN == roughness_channel) {
c.g = roughness_image->get_pixel(w, h).g;
} else if (BaseMaterial3D::TextureChannel::TEXTURE_CHANNEL_BLUE == roughness_channel) {
c.g = roughness_image->get_pixel(w, h).b;
} else if (BaseMaterial3D::TextureChannel::TEXTURE_CHANNEL_ALPHA == roughness_channel) {
c.g = roughness_image->get_pixel(w, h).a;
}
}
if (has_metalness) {
if (BaseMaterial3D::TextureChannel::TEXTURE_CHANNEL_RED == metalness_channel) {
c.b = metallness_image->get_pixel(w, h).r;
} else if (BaseMaterial3D::TextureChannel::TEXTURE_CHANNEL_GREEN == metalness_channel) {
c.b = metallness_image->get_pixel(w, h).g;
} else if (BaseMaterial3D::TextureChannel::TEXTURE_CHANNEL_BLUE == metalness_channel) {
c.b = metallness_image->get_pixel(w, h).b;
} else if (BaseMaterial3D::TextureChannel::TEXTURE_CHANNEL_ALPHA == metalness_channel) {
c.b = metallness_image->get_pixel(w, h).a;
}
}
orm_image->set_pixel(w, h, c);
}
}
orm_image->generate_mipmaps();
orm_texture->create_from_image(orm_image);
GLTFTextureIndex orm_texture_index = -1;
if (has_ao || has_roughness || has_metalness) {
orm_texture->set_name(material->get_name() + "_orm");
orm_texture_index = _set_texture(state, orm_texture);
}
if (has_ao) {
Dictionary ot;
ot["index"] = orm_texture_index;
d["occlusionTexture"] = ot;
}
if (has_roughness || has_metalness) {
mrt["index"] = orm_texture_index;
mrt["extensions"] = _serialize_texture_transform_uv1(material);
mr["metallicRoughnessTexture"] = mrt;
}
}
d["pbrMetallicRoughness"] = mr;
}
if (material->get_feature(BaseMaterial3D::FEATURE_NORMAL_MAPPING)) {
Dictionary nt;
Ref<ImageTexture> tex;
tex.instantiate();
{
Ref<Texture2D> normal_texture = material->get_texture(BaseMaterial3D::TEXTURE_NORMAL);
// Code for uncompressing RG normal maps
Ref<Image> img = normal_texture->get_image();
Ref<ImageTexture> img_tex = img;
if (img_tex.is_valid()) {
img = img_tex->get_image();
}
img->decompress();
img->convert(Image::FORMAT_RGBA8);
img->convert_ra_rgba8_to_rg();
for (int32_t y = 0; y < img->get_height(); y++) {
for (int32_t x = 0; x < img->get_width(); x++) {
Color c = img->get_pixel(x, y);
Vector2 red_green = Vector2(c.r, c.g);
red_green = red_green * Vector2(2.0f, 2.0f) - Vector2(1.0f, 1.0f);
float blue = 1.0f - red_green.dot(red_green);
blue = MAX(0.0f, blue);
c.b = Math::sqrt(blue);
img->set_pixel(x, y, c);
}
}
tex->create_from_image(img);
}
Ref<Texture2D> normal_texture = material->get_texture(BaseMaterial3D::TEXTURE_NORMAL);
GLTFTextureIndex gltf_texture_index = -1;
if (tex.is_valid() && tex->get_image().is_valid()) {
tex->set_name(material->get_name() + "_normal");
gltf_texture_index = _set_texture(state, tex);
}
nt["scale"] = material->get_normal_scale();
if (gltf_texture_index != -1) {
nt["index"] = gltf_texture_index;
d["normalTexture"] = nt;
}
}
if (material->get_feature(BaseMaterial3D::FEATURE_EMISSION)) {
const Color c = material->get_emission().to_srgb();
Array arr;
arr.push_back(c.r);
arr.push_back(c.g);
arr.push_back(c.b);
d["emissiveFactor"] = arr;
}
if (material->get_feature(BaseMaterial3D::FEATURE_EMISSION)) {
Dictionary et;
Ref<Texture2D> emission_texture = material->get_texture(BaseMaterial3D::TEXTURE_EMISSION);
GLTFTextureIndex gltf_texture_index = -1;
if (emission_texture.is_valid() && emission_texture->get_image().is_valid()) {
emission_texture->set_name(material->get_name() + "_emission");
gltf_texture_index = _set_texture(state, emission_texture);
}
if (gltf_texture_index != -1) {
et["index"] = gltf_texture_index;
d["emissiveTexture"] = et;
}
}
const bool ds = material->get_cull_mode() == BaseMaterial3D::CULL_DISABLED;
if (ds) {
d["doubleSided"] = ds;
}
if (material->get_transparency() == BaseMaterial3D::TRANSPARENCY_ALPHA_SCISSOR) {
d["alphaMode"] = "MASK";
d["alphaCutoff"] = material->get_alpha_scissor_threshold();
} else if (material->get_transparency() != BaseMaterial3D::TRANSPARENCY_DISABLED) {
d["alphaMode"] = "BLEND";
}
materials.push_back(d);
}
state->json["materials"] = materials;
print_verbose("Total materials: " + itos(state->materials.size()));
return OK;
}
Error GLTFDocument::_parse_materials(Ref<GLTFState> state) {
if (!state->json.has("materials")) {
return OK;
}
const Array &materials = state->json["materials"];
for (GLTFMaterialIndex i = 0; i < materials.size(); i++) {
const Dictionary &d = materials[i];
Ref<StandardMaterial3D> material;
material.instantiate();
if (d.has("name") && !String(d["name"]).is_empty()) {
material->set_name(d["name"]);
} else {
material->set_name(vformat("material_%s", itos(i)));
}
material->set_flag(BaseMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
Dictionary pbr_spec_gloss_extensions;
if (d.has("extensions")) {
pbr_spec_gloss_extensions = d["extensions"];
}
if (pbr_spec_gloss_extensions.has("KHR_materials_pbrSpecularGlossiness")) {
WARN_PRINT("Material uses a specular and glossiness workflow. Textures will be converted to roughness and metallic workflow, which may not be 100% accurate.");
Dictionary sgm = pbr_spec_gloss_extensions["KHR_materials_pbrSpecularGlossiness"];
Ref<GLTFSpecGloss> spec_gloss;
spec_gloss.instantiate();
if (sgm.has("diffuseTexture")) {
const Dictionary &diffuse_texture_dict = sgm["diffuseTexture"];
if (diffuse_texture_dict.has("index")) {
Ref<Texture2D> diffuse_texture = _get_texture(state, diffuse_texture_dict["index"]);
if (diffuse_texture.is_valid()) {
spec_gloss->diffuse_img = diffuse_texture->get_image();
material->set_texture(BaseMaterial3D::TEXTURE_ALBEDO, diffuse_texture);
}
}
}
if (sgm.has("diffuseFactor")) {
const Array &arr = sgm["diffuseFactor"];
ERR_FAIL_COND_V(arr.size() != 4, ERR_PARSE_ERROR);
const Color c = Color(arr[0], arr[1], arr[2], arr[3]).to_srgb();
spec_gloss->diffuse_factor = c;
material->set_albedo(spec_gloss->diffuse_factor);
}
if (sgm.has("specularFactor")) {
const Array &arr = sgm["specularFactor"];
ERR_FAIL_COND_V(arr.size() != 3, ERR_PARSE_ERROR);
spec_gloss->specular_factor = Color(arr[0], arr[1], arr[2]);
}
if (sgm.has("glossinessFactor")) {
spec_gloss->gloss_factor = sgm["glossinessFactor"];
material->set_roughness(1.0f - CLAMP(spec_gloss->gloss_factor, 0.0f, 1.0f));
}
if (sgm.has("specularGlossinessTexture")) {
const Dictionary &spec_gloss_texture = sgm["specularGlossinessTexture"];
if (spec_gloss_texture.has("index")) {
const Ref<Texture2D> orig_texture = _get_texture(state, spec_gloss_texture["index"]);
if (orig_texture.is_valid()) {
spec_gloss->spec_gloss_img = orig_texture->get_image();
}
}
}
spec_gloss_to_rough_metal(spec_gloss, material);
} else if (d.has("pbrMetallicRoughness")) {
const Dictionary &mr = d["pbrMetallicRoughness"];
if (mr.has("baseColorFactor")) {
const Array &arr = mr["baseColorFactor"];
ERR_FAIL_COND_V(arr.size() != 4, ERR_PARSE_ERROR);
const Color c = Color(arr[0], arr[1], arr[2], arr[3]).to_srgb();
material->set_albedo(c);
}
if (mr.has("baseColorTexture")) {
const Dictionary &bct = mr["baseColorTexture"];
if (bct.has("index")) {
material->set_texture(BaseMaterial3D::TEXTURE_ALBEDO, _get_texture(state, bct["index"]));
}
if (!mr.has("baseColorFactor")) {
material->set_albedo(Color(1, 1, 1));
}
_set_texture_transform_uv1(bct, material);
}
if (mr.has("metallicFactor")) {
material->set_metallic(mr["metallicFactor"]);
} else {
material->set_metallic(1.0);
}
if (mr.has("roughnessFactor")) {
material->set_roughness(mr["roughnessFactor"]);
} else {
material->set_roughness(1.0);
}
if (mr.has("metallicRoughnessTexture")) {
const Dictionary &bct = mr["metallicRoughnessTexture"];
if (bct.has("index")) {
const Ref<Texture2D> t = _get_texture(state, bct["index"]);
material->set_texture(BaseMaterial3D::TEXTURE_METALLIC, t);
material->set_metallic_texture_channel(BaseMaterial3D::TEXTURE_CHANNEL_BLUE);
material->set_texture(BaseMaterial3D::TEXTURE_ROUGHNESS, t);
material->set_roughness_texture_channel(BaseMaterial3D::TEXTURE_CHANNEL_GREEN);
if (!mr.has("metallicFactor")) {
material->set_metallic(1);
}
if (!mr.has("roughnessFactor")) {
material->set_roughness(1);
}
}
}
}
if (d.has("normalTexture")) {
const Dictionary &bct = d["normalTexture"];
if (bct.has("index")) {
material->set_texture(BaseMaterial3D::TEXTURE_NORMAL, _get_texture(state, bct["index"]));
material->set_feature(BaseMaterial3D::FEATURE_NORMAL_MAPPING, true);
}
if (bct.has("scale")) {
material->set_normal_scale(bct["scale"]);
}
}
if (d.has("occlusionTexture")) {
const Dictionary &bct = d["occlusionTexture"];
if (bct.has("index")) {
material->set_texture(BaseMaterial3D::TEXTURE_AMBIENT_OCCLUSION, _get_texture(state, bct["index"]));
material->set_ao_texture_channel(BaseMaterial3D::TEXTURE_CHANNEL_RED);
material->set_feature(BaseMaterial3D::FEATURE_AMBIENT_OCCLUSION, true);
}
}
if (d.has("emissiveFactor")) {
const Array &arr = d["emissiveFactor"];
ERR_FAIL_COND_V(arr.size() != 3, ERR_PARSE_ERROR);
const Color c = Color(arr[0], arr[1], arr[2]).to_srgb();
material->set_feature(BaseMaterial3D::FEATURE_EMISSION, true);
material->set_emission(c);
}
if (d.has("emissiveTexture")) {
const Dictionary &bct = d["emissiveTexture"];
if (bct.has("index")) {
material->set_texture(BaseMaterial3D::TEXTURE_EMISSION, _get_texture(state, bct["index"]));
material->set_feature(BaseMaterial3D::FEATURE_EMISSION, true);
material->set_emission(Color(0, 0, 0));
}
}
if (d.has("doubleSided")) {
const bool ds = d["doubleSided"];
if (ds) {
material->set_cull_mode(BaseMaterial3D::CULL_DISABLED);
}
}
if (d.has("alphaMode")) {
const String &am = d["alphaMode"];
if (am == "BLEND") {
material->set_transparency(BaseMaterial3D::TRANSPARENCY_ALPHA_DEPTH_PRE_PASS);
} else if (am == "MASK") {
material->set_transparency(BaseMaterial3D::TRANSPARENCY_ALPHA_SCISSOR);
if (d.has("alphaCutoff")) {
material->set_alpha_scissor_threshold(d["alphaCutoff"]);
} else {
material->set_alpha_scissor_threshold(0.5f);
}
}
}
state->materials.push_back(material);
}
print_verbose("Total materials: " + itos(state->materials.size()));
return OK;
}
void GLTFDocument::_set_texture_transform_uv1(const Dictionary &d, Ref<BaseMaterial3D> material) {
if (d.has("extensions")) {
const Dictionary &extensions = d["extensions"];
if (extensions.has("KHR_texture_transform")) {
const Dictionary &texture_transform = extensions["KHR_texture_transform"];
const Array &offset_arr = texture_transform["offset"];
if (offset_arr.size() == 2) {
const Vector3 offset_vector3 = Vector3(offset_arr[0], offset_arr[1], 0.0f);
material->set_uv1_offset(offset_vector3);
}
const Array &scale_arr = texture_transform["scale"];
if (scale_arr.size() == 2) {
const Vector3 scale_vector3 = Vector3(scale_arr[0], scale_arr[1], 1.0f);
material->set_uv1_scale(scale_vector3);
}
}
}
}
void GLTFDocument::spec_gloss_to_rough_metal(Ref<GLTFSpecGloss> r_spec_gloss, Ref<BaseMaterial3D> p_material) {
if (r_spec_gloss->spec_gloss_img.is_null()) {
return;
}
if (r_spec_gloss->diffuse_img.is_null()) {
return;
}
Ref<Image> rm_img;
rm_img.instantiate();
bool has_roughness = false;
bool has_metal = false;
p_material->set_roughness(1.0f);
p_material->set_metallic(1.0f);
rm_img->create(r_spec_gloss->spec_gloss_img->get_width(), r_spec_gloss->spec_gloss_img->get_height(), false, Image::FORMAT_RGBA8);
r_spec_gloss->spec_gloss_img->decompress();
if (r_spec_gloss->diffuse_img.is_valid()) {
r_spec_gloss->diffuse_img->decompress();
r_spec_gloss->diffuse_img->resize(r_spec_gloss->spec_gloss_img->get_width(), r_spec_gloss->spec_gloss_img->get_height(), Image::INTERPOLATE_LANCZOS);
r_spec_gloss->spec_gloss_img->resize(r_spec_gloss->diffuse_img->get_width(), r_spec_gloss->diffuse_img->get_height(), Image::INTERPOLATE_LANCZOS);
}
for (int32_t y = 0; y < r_spec_gloss->spec_gloss_img->get_height(); y++) {
for (int32_t x = 0; x < r_spec_gloss->spec_gloss_img->get_width(); x++) {
const Color specular_pixel = r_spec_gloss->spec_gloss_img->get_pixel(x, y).to_linear();
Color specular = Color(specular_pixel.r, specular_pixel.g, specular_pixel.b);
specular *= r_spec_gloss->specular_factor;
Color diffuse = Color(1.0f, 1.0f, 1.0f);
diffuse *= r_spec_gloss->diffuse_img->get_pixel(x, y).to_linear();
float metallic = 0.0f;
Color base_color;
spec_gloss_to_metal_base_color(specular, diffuse, base_color, metallic);
Color mr = Color(1.0f, 1.0f, 1.0f);
mr.g = specular_pixel.a;
mr.b = metallic;
if (!Math::is_equal_approx(mr.g, 1.0f)) {
has_roughness = true;
}
if (!Math::is_zero_approx(mr.b)) {
has_metal = true;
}
mr.g *= r_spec_gloss->gloss_factor;
mr.g = 1.0f - mr.g;
rm_img->set_pixel(x, y, mr);
if (r_spec_gloss->diffuse_img.is_valid()) {
r_spec_gloss->diffuse_img->set_pixel(x, y, base_color.to_srgb());
}
}
}
rm_img->generate_mipmaps();
r_spec_gloss->diffuse_img->generate_mipmaps();
Ref<ImageTexture> diffuse_image_texture;
diffuse_image_texture.instantiate();
diffuse_image_texture->create_from_image(r_spec_gloss->diffuse_img);
p_material->set_texture(BaseMaterial3D::TEXTURE_ALBEDO, diffuse_image_texture);
Ref<ImageTexture> rm_image_texture;
rm_image_texture.instantiate();
rm_image_texture->create_from_image(rm_img);
if (has_roughness) {
p_material->set_texture(BaseMaterial3D::TEXTURE_ROUGHNESS, rm_image_texture);
p_material->set_roughness_texture_channel(BaseMaterial3D::TEXTURE_CHANNEL_GREEN);
}
if (has_metal) {
p_material->set_texture(BaseMaterial3D::TEXTURE_METALLIC, rm_image_texture);
p_material->set_metallic_texture_channel(BaseMaterial3D::TEXTURE_CHANNEL_BLUE);
}
}
void GLTFDocument::spec_gloss_to_metal_base_color(const Color &p_specular_factor, const Color &p_diffuse, Color &r_base_color, float &r_metallic) {
const Color DIELECTRIC_SPECULAR = Color(0.04f, 0.04f, 0.04f);
Color specular = Color(p_specular_factor.r, p_specular_factor.g, p_specular_factor.b);
const float one_minus_specular_strength = 1.0f - get_max_component(specular);
const float dielectric_specular_red = DIELECTRIC_SPECULAR.r;
float brightness_diffuse = get_perceived_brightness(p_diffuse);
const float brightness_specular = get_perceived_brightness(specular);
r_metallic = solve_metallic(dielectric_specular_red, brightness_diffuse, brightness_specular, one_minus_specular_strength);
const float one_minus_metallic = 1.0f - r_metallic;
const Color base_color_from_diffuse = p_diffuse * (one_minus_specular_strength / (1.0f - dielectric_specular_red) / MAX(one_minus_metallic, CMP_EPSILON));
const Color base_color_from_specular = (specular - (DIELECTRIC_SPECULAR * (one_minus_metallic))) * (1.0f / MAX(r_metallic, CMP_EPSILON));
r_base_color.r = Math::lerp(base_color_from_diffuse.r, base_color_from_specular.r, r_metallic * r_metallic);
r_base_color.g = Math::lerp(base_color_from_diffuse.g, base_color_from_specular.g, r_metallic * r_metallic);
r_base_color.b = Math::lerp(base_color_from_diffuse.b, base_color_from_specular.b, r_metallic * r_metallic);
r_base_color.a = p_diffuse.a;
r_base_color = r_base_color.clamp();
}
GLTFNodeIndex GLTFDocument::_find_highest_node(Ref<GLTFState> state, const Vector<GLTFNodeIndex> &subset) {
int highest = -1;
GLTFNodeIndex best_node = -1;
for (int i = 0; i < subset.size(); ++i) {
const GLTFNodeIndex node_i = subset[i];
const Ref<GLTFNode> node = state->nodes[node_i];
if (highest == -1 || node->height < highest) {
highest = node->height;
best_node = node_i;
}
}
return best_node;
}
bool GLTFDocument::_capture_nodes_in_skin(Ref<GLTFState> state, Ref<GLTFSkin> skin, const GLTFNodeIndex node_index) {
bool found_joint = false;
for (int i = 0; i < state->nodes[node_index]->children.size(); ++i) {
found_joint |= _capture_nodes_in_skin(state, skin, state->nodes[node_index]->children[i]);
}
if (found_joint) {
// Mark it if we happen to find another skins joint...
if (state->nodes[node_index]->joint && skin->joints.find(node_index) < 0) {
skin->joints.push_back(node_index);
} else if (skin->non_joints.find(node_index) < 0) {
skin->non_joints.push_back(node_index);
}
}
if (skin->joints.find(node_index) > 0) {
return true;
}
return false;
}
void GLTFDocument::_capture_nodes_for_multirooted_skin(Ref<GLTFState> state, Ref<GLTFSkin> skin) {
DisjointSet<GLTFNodeIndex> disjoint_set;
for (int i = 0; i < skin->joints.size(); ++i) {
const GLTFNodeIndex node_index = skin->joints[i];
const GLTFNodeIndex parent = state->nodes[node_index]->parent;
disjoint_set.insert(node_index);
if (skin->joints.find(parent) >= 0) {
disjoint_set.create_union(parent, node_index);
}
}
Vector<GLTFNodeIndex> roots;
disjoint_set.get_representatives(roots);
if (roots.size() <= 1) {
return;
}
int maxHeight = -1;
// Determine the max height rooted tree
for (int i = 0; i < roots.size(); ++i) {
const GLTFNodeIndex root = roots[i];
if (maxHeight == -1 || state->nodes[root]->height < maxHeight) {
maxHeight = state->nodes[root]->height;
}
}
// Go up the tree till all of the multiple roots of the skin are at the same hierarchy level.
// This sucks, but 99% of all game engines (not just Godot) would have this same issue.
for (int i = 0; i < roots.size(); ++i) {
GLTFNodeIndex current_node = roots[i];
while (state->nodes[current_node]->height > maxHeight) {
GLTFNodeIndex parent = state->nodes[current_node]->parent;
if (state->nodes[parent]->joint && skin->joints.find(parent) < 0) {
skin->joints.push_back(parent);
} else if (skin->non_joints.find(parent) < 0) {
skin->non_joints.push_back(parent);
}
current_node = parent;
}
// replace the roots
roots.write[i] = current_node;
}
// Climb up the tree until they all have the same parent
bool all_same;
do {
all_same = true;
const GLTFNodeIndex first_parent = state->nodes[roots[0]]->parent;
for (int i = 1; i < roots.size(); ++i) {
all_same &= (first_parent == state->nodes[roots[i]]->parent);
}
if (!all_same) {
for (int i = 0; i < roots.size(); ++i) {
const GLTFNodeIndex current_node = roots[i];
const GLTFNodeIndex parent = state->nodes[current_node]->parent;
if (state->nodes[parent]->joint && skin->joints.find(parent) < 0) {
skin->joints.push_back(parent);
} else if (skin->non_joints.find(parent) < 0) {
skin->non_joints.push_back(parent);
}
roots.write[i] = parent;
}
}
} while (!all_same);
}
Error GLTFDocument::_expand_skin(Ref<GLTFState> state, Ref<GLTFSkin> skin) {
_capture_nodes_for_multirooted_skin(state, skin);
// Grab all nodes that lay in between skin joints/nodes
DisjointSet<GLTFNodeIndex> disjoint_set;
Vector<GLTFNodeIndex> all_skin_nodes;
all_skin_nodes.append_array(skin->joints);
all_skin_nodes.append_array(skin->non_joints);
for (int i = 0; i < all_skin_nodes.size(); ++i) {
const GLTFNodeIndex node_index = all_skin_nodes[i];
const GLTFNodeIndex parent = state->nodes[node_index]->parent;
disjoint_set.insert(node_index);
if (all_skin_nodes.find(parent) >= 0) {
disjoint_set.create_union(parent, node_index);
}
}
Vector<GLTFNodeIndex> out_owners;
disjoint_set.get_representatives(out_owners);
Vector<GLTFNodeIndex> out_roots;
for (int i = 0; i < out_owners.size(); ++i) {
Vector<GLTFNodeIndex> set;
disjoint_set.get_members(set, out_owners[i]);
const GLTFNodeIndex root = _find_highest_node(state, set);
ERR_FAIL_COND_V(root < 0, FAILED);
out_roots.push_back(root);
}
out_roots.sort();
for (int i = 0; i < out_roots.size(); ++i) {
_capture_nodes_in_skin(state, skin, out_roots[i]);
}
skin->roots = out_roots;
return OK;
}
Error GLTFDocument::_verify_skin(Ref<GLTFState> state, Ref<GLTFSkin> skin) {
// This may seem duplicated from expand_skins, but this is really a sanity check! (so it kinda is)
// In case additional interpolating logic is added to the skins, this will help ensure that you
// do not cause it to self implode into a fiery blaze
// We are going to re-calculate the root nodes and compare them to the ones saved in the skin,
// then ensure the multiple trees (if they exist) are on the same sublevel
// Grab all nodes that lay in between skin joints/nodes
DisjointSet<GLTFNodeIndex> disjoint_set;
Vector<GLTFNodeIndex> all_skin_nodes;
all_skin_nodes.append_array(skin->joints);
all_skin_nodes.append_array(skin->non_joints);
for (int i = 0; i < all_skin_nodes.size(); ++i) {
const GLTFNodeIndex node_index = all_skin_nodes[i];
const GLTFNodeIndex parent = state->nodes[node_index]->parent;
disjoint_set.insert(node_index);
if (all_skin_nodes.find(parent) >= 0) {
disjoint_set.create_union(parent, node_index);
}
}
Vector<GLTFNodeIndex> out_owners;
disjoint_set.get_representatives(out_owners);
Vector<GLTFNodeIndex> out_roots;
for (int i = 0; i < out_owners.size(); ++i) {
Vector<GLTFNodeIndex> set;
disjoint_set.get_members(set, out_owners[i]);
const GLTFNodeIndex root = _find_highest_node(state, set);
ERR_FAIL_COND_V(root < 0, FAILED);
out_roots.push_back(root);
}
out_roots.sort();
ERR_FAIL_COND_V(out_roots.size() == 0, FAILED);
// Make sure the roots are the exact same (they better be)
ERR_FAIL_COND_V(out_roots.size() != skin->roots.size(), FAILED);
for (int i = 0; i < out_roots.size(); ++i) {
ERR_FAIL_COND_V(out_roots[i] != skin->roots[i], FAILED);
}
// Single rooted skin? Perfectly ok!
if (out_roots.size() == 1) {
return OK;
}
// Make sure all parents of a multi-rooted skin are the SAME
const GLTFNodeIndex parent = state->nodes[out_roots[0]]->parent;
for (int i = 1; i < out_roots.size(); ++i) {
if (state->nodes[out_roots[i]]->parent != parent) {
return FAILED;
}
}
return OK;
}
Error GLTFDocument::_parse_skins(Ref<GLTFState> state) {
if (!state->json.has("skins")) {
return OK;
}
const Array &skins = state->json["skins"];
// Create the base skins, and mark nodes that are joints
for (int i = 0; i < skins.size(); i++) {
const Dictionary &d = skins[i];
Ref<GLTFSkin> skin;
skin.instantiate();
ERR_FAIL_COND_V(!d.has("joints"), ERR_PARSE_ERROR);
const Array &joints = d["joints"];
if (d.has("inverseBindMatrices")) {
skin->inverse_binds = _decode_accessor_as_xform(state, d["inverseBindMatrices"], false);
ERR_FAIL_COND_V(skin->inverse_binds.size() != joints.size(), ERR_PARSE_ERROR);
}
for (int j = 0; j < joints.size(); j++) {
const GLTFNodeIndex node = joints[j];
ERR_FAIL_INDEX_V(node, state->nodes.size(), ERR_PARSE_ERROR);
skin->joints.push_back(node);
skin->joints_original.push_back(node);
state->nodes.write[node]->joint = true;
}
if (d.has("name") && !String(d["name"]).is_empty()) {
skin->set_name(d["name"]);
} else {
skin->set_name(vformat("skin_%s", itos(i)));
}
if (d.has("skeleton")) {
skin->skin_root = d["skeleton"];
}
state->skins.push_back(skin);
}
for (GLTFSkinIndex i = 0; i < state->skins.size(); ++i) {
Ref<GLTFSkin> skin = state->skins.write[i];
// Expand the skin to capture all the extra non-joints that lie in between the actual joints,
// and expand the hierarchy to ensure multi-rooted trees lie on the same height level
ERR_FAIL_COND_V(_expand_skin(state, skin), ERR_PARSE_ERROR);
ERR_FAIL_COND_V(_verify_skin(state, skin), ERR_PARSE_ERROR);
}
print_verbose("glTF: Total skins: " + itos(state->skins.size()));
return OK;
}
Error GLTFDocument::_determine_skeletons(Ref<GLTFState> state) {
// Using a disjoint set, we are going to potentially combine all skins that are actually branches
// of a main skeleton, or treat skins defining the same set of nodes as ONE skeleton.
// This is another unclear issue caused by the current glTF specification.
DisjointSet<GLTFNodeIndex> skeleton_sets;
for (GLTFSkinIndex skin_i = 0; skin_i < state->skins.size(); ++skin_i) {
const Ref<GLTFSkin> skin = state->skins[skin_i];
Vector<GLTFNodeIndex> all_skin_nodes;
all_skin_nodes.append_array(skin->joints);
all_skin_nodes.append_array(skin->non_joints);
for (int i = 0; i < all_skin_nodes.size(); ++i) {
const GLTFNodeIndex node_index = all_skin_nodes[i];
const GLTFNodeIndex parent = state->nodes[node_index]->parent;
skeleton_sets.insert(node_index);
if (all_skin_nodes.find(parent) >= 0) {
skeleton_sets.create_union(parent, node_index);
}
}
// We are going to connect the separate skin subtrees in each skin together
// so that the final roots are entire sets of valid skin trees
for (int i = 1; i < skin->roots.size(); ++i) {
skeleton_sets.create_union(skin->roots[0], skin->roots[i]);
}
}
{ // attempt to joint all touching subsets (siblings/parent are part of another skin)
Vector<GLTFNodeIndex> groups_representatives;
skeleton_sets.get_representatives(groups_representatives);
Vector<GLTFNodeIndex> highest_group_members;
Vector<Vector<GLTFNodeIndex>> groups;
for (int i = 0; i < groups_representatives.size(); ++i) {
Vector<GLTFNodeIndex> group;
skeleton_sets.get_members(group, groups_representatives[i]);
highest_group_members.push_back(_find_highest_node(state, group));
groups.push_back(group);
}
for (int i = 0; i < highest_group_members.size(); ++i) {
const GLTFNodeIndex node_i = highest_group_members[i];
// Attach any siblings together (this needs to be done n^2/2 times)
for (int j = i + 1; j < highest_group_members.size(); ++j) {
const GLTFNodeIndex node_j = highest_group_members[j];
// Even if they are siblings under the root! :)
if (state->nodes[node_i]->parent == state->nodes[node_j]->parent) {
skeleton_sets.create_union(node_i, node_j);
}
}
// Attach any parenting going on together (we need to do this n^2 times)
const GLTFNodeIndex node_i_parent = state->nodes[node_i]->parent;
if (node_i_parent >= 0) {
for (int j = 0; j < groups.size() && i != j; ++j) {
const Vector<GLTFNodeIndex> &group = groups[j];
if (group.find(node_i_parent) >= 0) {
const GLTFNodeIndex node_j = highest_group_members[j];
skeleton_sets.create_union(node_i, node_j);
}
}
}
}
}
// At this point, the skeleton groups should be finalized
Vector<GLTFNodeIndex> skeleton_owners;
skeleton_sets.get_representatives(skeleton_owners);
// Mark all the skins actual skeletons, after we have merged them
for (GLTFSkeletonIndex skel_i = 0; skel_i < skeleton_owners.size(); ++skel_i) {
const GLTFNodeIndex skeleton_owner = skeleton_owners[skel_i];
Ref<GLTFSkeleton> skeleton;
skeleton.instantiate();
Vector<GLTFNodeIndex> skeleton_nodes;
skeleton_sets.get_members(skeleton_nodes, skeleton_owner);
for (GLTFSkinIndex skin_i = 0; skin_i < state->skins.size(); ++skin_i) {
Ref<GLTFSkin> skin = state->skins.write[skin_i];
// If any of the the skeletons nodes exist in a skin, that skin now maps to the skeleton
for (int i = 0; i < skeleton_nodes.size(); ++i) {
GLTFNodeIndex skel_node_i = skeleton_nodes[i];
if (skin->joints.find(skel_node_i) >= 0 || skin->non_joints.find(skel_node_i) >= 0) {
skin->skeleton = skel_i;
continue;
}
}
}
Vector<GLTFNodeIndex> non_joints;
for (int i = 0; i < skeleton_nodes.size(); ++i) {
const GLTFNodeIndex node_i = skeleton_nodes[i];
if (state->nodes[node_i]->joint) {
skeleton->joints.push_back(node_i);
} else {
non_joints.push_back(node_i);
}
}
state->skeletons.push_back(skeleton);
_reparent_non_joint_skeleton_subtrees(state, state->skeletons.write[skel_i], non_joints);
}
for (GLTFSkeletonIndex skel_i = 0; skel_i < state->skeletons.size(); ++skel_i) {
Ref<GLTFSkeleton> skeleton = state->skeletons.write[skel_i];
for (int i = 0; i < skeleton->joints.size(); ++i) {
const GLTFNodeIndex node_i = skeleton->joints[i];
Ref<GLTFNode> node = state->nodes[node_i];
ERR_FAIL_COND_V(!node->joint, ERR_PARSE_ERROR);
ERR_FAIL_COND_V(node->skeleton >= 0, ERR_PARSE_ERROR);
node->skeleton = skel_i;
}
ERR_FAIL_COND_V(_determine_skeleton_roots(state, skel_i), ERR_PARSE_ERROR);
}
return OK;
}
Error GLTFDocument::_reparent_non_joint_skeleton_subtrees(Ref<GLTFState> state, Ref<GLTFSkeleton> skeleton, const Vector<GLTFNodeIndex> &non_joints) {
DisjointSet<GLTFNodeIndex> subtree_set;
// Populate the disjoint set with ONLY non joints that are in the skeleton hierarchy (non_joints vector)
// This way we can find any joints that lie in between joints, as the current glTF specification
// mentions nothing about non-joints being in between joints of the same skin. Hopefully one day we
// can remove this code.
// skinD depicted here explains this issue:
// https://github.com/KhronosGroup/glTF-Asset-Generator/blob/master/Output/Positive/Animation_Skin
for (int i = 0; i < non_joints.size(); ++i) {
const GLTFNodeIndex node_i = non_joints[i];
subtree_set.insert(node_i);
const GLTFNodeIndex parent_i = state->nodes[node_i]->parent;
if (parent_i >= 0 && non_joints.find(parent_i) >= 0 && !state->nodes[parent_i]->joint) {
subtree_set.create_union(parent_i, node_i);
}
}
// Find all the non joint subtrees and re-parent them to a new "fake" joint
Vector<GLTFNodeIndex> non_joint_subtree_roots;
subtree_set.get_representatives(non_joint_subtree_roots);
for (int root_i = 0; root_i < non_joint_subtree_roots.size(); ++root_i) {
const GLTFNodeIndex subtree_root = non_joint_subtree_roots[root_i];
Vector<GLTFNodeIndex> subtree_nodes;
subtree_set.get_members(subtree_nodes, subtree_root);
for (int subtree_i = 0; subtree_i < subtree_nodes.size(); ++subtree_i) {
Ref<GLTFNode> node = state->nodes[subtree_nodes[subtree_i]];
node->joint = true;
// Add the joint to the skeletons joints
skeleton->joints.push_back(subtree_nodes[subtree_i]);
}
}
return OK;
}
Error GLTFDocument::_determine_skeleton_roots(Ref<GLTFState> state, const GLTFSkeletonIndex skel_i) {
DisjointSet<GLTFNodeIndex> disjoint_set;
for (GLTFNodeIndex i = 0; i < state->nodes.size(); ++i) {
const Ref<GLTFNode> node = state->nodes[i];
if (node->skeleton != skel_i) {
continue;
}
disjoint_set.insert(i);
if (node->parent >= 0 && state->nodes[node->parent]->skeleton == skel_i) {
disjoint_set.create_union(node->parent, i);
}
}
Ref<GLTFSkeleton> skeleton = state->skeletons.write[skel_i];
Vector<GLTFNodeIndex> owners;
disjoint_set.get_representatives(owners);
Vector<GLTFNodeIndex> roots;
for (int i = 0; i < owners.size(); ++i) {
Vector<GLTFNodeIndex> set;
disjoint_set.get_members(set, owners[i]);
const GLTFNodeIndex root = _find_highest_node(state, set);
ERR_FAIL_COND_V(root < 0, FAILED);
roots.push_back(root);
}
roots.sort();
skeleton->roots = roots;
if (roots.size() == 0) {
return FAILED;
} else if (roots.size() == 1) {
return OK;
}
// Check that the subtrees have the same parent root
const GLTFNodeIndex parent = state->nodes[roots[0]]->parent;
for (int i = 1; i < roots.size(); ++i) {
if (state->nodes[roots[i]]->parent != parent) {
return FAILED;
}
}
return OK;
}
Error GLTFDocument::_create_skeletons(Ref<GLTFState> state) {
for (GLTFSkeletonIndex skel_i = 0; skel_i < state->skeletons.size(); ++skel_i) {
Ref<GLTFSkeleton> gltf_skeleton = state->skeletons.write[skel_i];
Skeleton3D *skeleton = memnew(Skeleton3D);
gltf_skeleton->godot_skeleton = skeleton;
state->skeleton3d_to_gltf_skeleton[skeleton->get_instance_id()] = skel_i;
// Make a unique name, no gltf node represents this skeleton
skeleton->set_name(_gen_unique_name(state, "Skeleton3D"));
List<GLTFNodeIndex> bones;
for (int i = 0; i < gltf_skeleton->roots.size(); ++i) {
bones.push_back(gltf_skeleton->roots[i]);
}
// Make the skeleton creation deterministic by going through the roots in
// a sorted order, and DEPTH FIRST
bones.sort();
while (!bones.is_empty()) {
const GLTFNodeIndex node_i = bones.front()->get();
bones.pop_front();
Ref<GLTFNode> node = state->nodes[node_i];
ERR_FAIL_COND_V(node->skeleton != skel_i, FAILED);
{ // Add all child nodes to the stack (deterministically)
Vector<GLTFNodeIndex> child_nodes;
for (int i = 0; i < node->children.size(); ++i) {
const GLTFNodeIndex child_i = node->children[i];
if (state->nodes[child_i]->skeleton == skel_i) {
child_nodes.push_back(child_i);
}
}
// Depth first insertion
child_nodes.sort();
for (int i = child_nodes.size() - 1; i >= 0; --i) {
bones.push_front(child_nodes[i]);
}
}
const int bone_index = skeleton->get_bone_count();
if (node->get_name().is_empty()) {
node->set_name("bone");
}
node->set_name(_gen_unique_bone_name(state, skel_i, node->get_name()));
skeleton->add_bone(node->get_name());
skeleton->set_bone_rest(bone_index, node->xform);
if (node->parent >= 0 && state->nodes[node->parent]->skeleton == skel_i) {
const int bone_parent = skeleton->find_bone(state->nodes[node->parent]->get_name());
ERR_FAIL_COND_V(bone_parent < 0, FAILED);
skeleton->set_bone_parent(bone_index, skeleton->find_bone(state->nodes[node->parent]->get_name()));
}
state->scene_nodes.insert(node_i, skeleton);
}
}
ERR_FAIL_COND_V(_map_skin_joints_indices_to_skeleton_bone_indices(state), ERR_PARSE_ERROR);
return OK;
}
Error GLTFDocument::_map_skin_joints_indices_to_skeleton_bone_indices(Ref<GLTFState> state) {
for (GLTFSkinIndex skin_i = 0; skin_i < state->skins.size(); ++skin_i) {
Ref<GLTFSkin> skin = state->skins.write[skin_i];
Ref<GLTFSkeleton> skeleton = state->skeletons[skin->skeleton];
for (int joint_index = 0; joint_index < skin->joints_original.size(); ++joint_index) {
const GLTFNodeIndex node_i = skin->joints_original[joint_index];
const Ref<GLTFNode> node = state->nodes[node_i];
const int bone_index = skeleton->godot_skeleton->find_bone(node->get_name());
ERR_FAIL_COND_V(bone_index < 0, FAILED);
skin->joint_i_to_bone_i.insert(joint_index, bone_index);
}
}
return OK;
}
Error GLTFDocument::_serialize_skins(Ref<GLTFState> state) {
_remove_duplicate_skins(state);
Array json_skins;
for (int skin_i = 0; skin_i < state->skins.size(); skin_i++) {
Ref<GLTFSkin> gltf_skin = state->skins[skin_i];
Dictionary json_skin;
json_skin["inverseBindMatrices"] = _encode_accessor_as_xform(state, gltf_skin->inverse_binds, false);
json_skin["joints"] = gltf_skin->get_joints();
json_skin["name"] = gltf_skin->get_name();
json_skins.push_back(json_skin);
}
state->json["skins"] = json_skins;
return OK;
}
Error GLTFDocument::_create_skins(Ref<GLTFState> state) {
for (GLTFSkinIndex skin_i = 0; skin_i < state->skins.size(); ++skin_i) {
Ref<GLTFSkin> gltf_skin = state->skins.write[skin_i];
Ref<Skin> skin;
skin.instantiate();
// Some skins don't have IBM's! What absolute monsters!
const bool has_ibms = !gltf_skin->inverse_binds.is_empty();
for (int joint_i = 0; joint_i < gltf_skin->joints_original.size(); ++joint_i) {
GLTFNodeIndex node = gltf_skin->joints_original[joint_i];
String bone_name = state->nodes[node]->get_name();
Transform3D xform;
if (has_ibms) {
xform = gltf_skin->inverse_binds[joint_i];
}
if (state->use_named_skin_binds) {
skin->add_named_bind(bone_name, xform);
} else {
int32_t bone_i = gltf_skin->joint_i_to_bone_i[joint_i];
skin->add_bind(bone_i, xform);
}
}
gltf_skin->godot_skin = skin;
}
// Purge the duplicates!
_remove_duplicate_skins(state);
// Create unique names now, after removing duplicates
for (GLTFSkinIndex skin_i = 0; skin_i < state->skins.size(); ++skin_i) {
Ref<Skin> skin = state->skins.write[skin_i]->godot_skin;
if (skin->get_name().is_empty()) {
// Make a unique name, no gltf node represents this skin
skin->set_name(_gen_unique_name(state, "Skin"));
}
}
return OK;
}
bool GLTFDocument::_skins_are_same(const Ref<Skin> skin_a, const Ref<Skin> skin_b) {
if (skin_a->get_bind_count() != skin_b->get_bind_count()) {
return false;
}
for (int i = 0; i < skin_a->get_bind_count(); ++i) {
if (skin_a->get_bind_bone(i) != skin_b->get_bind_bone(i)) {
return false;
}
if (skin_a->get_bind_name(i) != skin_b->get_bind_name(i)) {
return false;
}
Transform3D a_xform = skin_a->get_bind_pose(i);
Transform3D b_xform = skin_b->get_bind_pose(i);
if (a_xform != b_xform) {
return false;
}
}
return true;
}
void GLTFDocument::_remove_duplicate_skins(Ref<GLTFState> state) {
for (int i = 0; i < state->skins.size(); ++i) {
for (int j = i + 1; j < state->skins.size(); ++j) {
const Ref<Skin> skin_i = state->skins[i]->godot_skin;
const Ref<Skin> skin_j = state->skins[j]->godot_skin;
if (_skins_are_same(skin_i, skin_j)) {
// replace it and delete the old
state->skins.write[j]->godot_skin = skin_i;
}
}
}
}
Error GLTFDocument::_serialize_lights(Ref<GLTFState> state) {
Array lights;
for (GLTFLightIndex i = 0; i < state->lights.size(); i++) {
Dictionary d;
Ref<GLTFLight> light = state->lights[i];
Array color;
color.resize(3);
color[0] = light->color.r;
color[1] = light->color.g;
color[2] = light->color.b;
d["color"] = color;
d["type"] = light->light_type;
if (light->light_type == "spot") {
Dictionary s;
float inner_cone_angle = light->inner_cone_angle;
s["innerConeAngle"] = inner_cone_angle;
float outer_cone_angle = light->outer_cone_angle;
s["outerConeAngle"] = outer_cone_angle;
d["spot"] = s;
}
float intensity = light->intensity;
d["intensity"] = intensity;
float range = light->range;
d["range"] = range;
lights.push_back(d);
}
if (!state->lights.size()) {
return OK;
}
Dictionary extensions;
if (state->json.has("extensions")) {
extensions = state->json["extensions"];
} else {
state->json["extensions"] = extensions;
}
Dictionary lights_punctual;
extensions["KHR_lights_punctual"] = lights_punctual;
lights_punctual["lights"] = lights;
print_verbose("glTF: Total lights: " + itos(state->lights.size()));
return OK;
}
Error GLTFDocument::_serialize_cameras(Ref<GLTFState> state) {
Array cameras;
cameras.resize(state->cameras.size());
for (GLTFCameraIndex i = 0; i < state->cameras.size(); i++) {
Dictionary d;
Ref<GLTFCamera> camera = state->cameras[i];
if (camera->get_perspective() == false) {
Dictionary og;
og["ymag"] = Math::deg2rad(camera->get_fov_size());
og["xmag"] = Math::deg2rad(camera->get_fov_size());
og["zfar"] = camera->get_depth_far();
og["znear"] = camera->get_depth_near();
d["orthographic"] = og;
d["type"] = "orthographic";
} else if (camera->get_perspective()) {
Dictionary ppt;
// GLTF spec is in radians, Godot's camera is in degrees.
ppt["yfov"] = Math::deg2rad(camera->get_fov_size());
ppt["zfar"] = camera->get_depth_far();
ppt["znear"] = camera->get_depth_near();
d["perspective"] = ppt;
d["type"] = "perspective";
}
cameras[i] = d;
}
if (!state->cameras.size()) {
return OK;
}
state->json["cameras"] = cameras;
print_verbose("glTF: Total cameras: " + itos(state->cameras.size()));
return OK;
}
Error GLTFDocument::_parse_lights(Ref<GLTFState> state) {
if (!state->json.has("extensions")) {
return OK;
}
Dictionary extensions = state->json["extensions"];
if (!extensions.has("KHR_lights_punctual")) {
return OK;
}
Dictionary lights_punctual = extensions["KHR_lights_punctual"];
if (!lights_punctual.has("lights")) {
return OK;
}
const Array &lights = lights_punctual["lights"];
for (GLTFLightIndex light_i = 0; light_i < lights.size(); light_i++) {
const Dictionary &d = lights[light_i];
Ref<GLTFLight> light;
light.instantiate();
ERR_FAIL_COND_V(!d.has("type"), ERR_PARSE_ERROR);
const String &type = d["type"];
light->light_type = type;
if (d.has("color")) {
const Array &arr = d["color"];
ERR_FAIL_COND_V(arr.size() != 3, ERR_PARSE_ERROR);
const Color c = Color(arr[0], arr[1], arr[2]).to_srgb();
light->color = c;
}
if (d.has("intensity")) {
light->intensity = d["intensity"];
}
if (d.has("range")) {
light->range = d["range"];
}
if (type == "spot") {
const Dictionary &spot = d["spot"];
light->inner_cone_angle = spot["innerConeAngle"];
light->outer_cone_angle = spot["outerConeAngle"];
ERR_CONTINUE_MSG(light->inner_cone_angle >= light->outer_cone_angle, "The inner angle must be smaller than the outer angle.");
} else if (type != "point" && type != "directional") {
ERR_CONTINUE_MSG(ERR_PARSE_ERROR, "Light type is unknown.");
}
state->lights.push_back(light);
}
print_verbose("glTF: Total lights: " + itos(state->lights.size()));
return OK;
}
Error GLTFDocument::_parse_cameras(Ref<GLTFState> state) {
if (!state->json.has("cameras")) {
return OK;
}
const Array cameras = state->json["cameras"];
for (GLTFCameraIndex i = 0; i < cameras.size(); i++) {
const Dictionary &d = cameras[i];
Ref<GLTFCamera> camera;
camera.instantiate();
ERR_FAIL_COND_V(!d.has("type"), ERR_PARSE_ERROR);
const String &type = d["type"];
if (type == "orthographic") {
camera->set_perspective(false);
if (d.has("orthographic")) {
const Dictionary &og = d["orthographic"];
// GLTF spec is in radians, Godot's camera is in degrees.
camera->set_fov_size(Math::rad2deg(real_t(og["ymag"])));
camera->set_depth_far(og["zfar"]);
camera->set_depth_near(og["znear"]);
} else {
camera->set_fov_size(10);
}
} else if (type == "perspective") {
camera->set_perspective(true);
if (d.has("perspective")) {
const Dictionary &ppt = d["perspective"];
// GLTF spec is in radians, Godot's camera is in degrees.
camera->set_fov_size(Math::rad2deg(real_t(ppt["yfov"])));
camera->set_depth_far(ppt["zfar"]);
camera->set_depth_near(ppt["znear"]);
} else {
camera->set_fov_size(10);
}
} else {
ERR_FAIL_V_MSG(ERR_PARSE_ERROR, "Camera3D should be in 'orthographic' or 'perspective'");
}
state->cameras.push_back(camera);
}
print_verbose("glTF: Total cameras: " + itos(state->cameras.size()));
return OK;
}
String GLTFDocument::interpolation_to_string(const GLTFAnimation::Interpolation p_interp) {
String interp = "LINEAR";
if (p_interp == GLTFAnimation::INTERP_STEP) {
interp = "STEP";
} else if (p_interp == GLTFAnimation::INTERP_LINEAR) {
interp = "LINEAR";
} else if (p_interp == GLTFAnimation::INTERP_CATMULLROMSPLINE) {
interp = "CATMULLROMSPLINE";
} else if (p_interp == GLTFAnimation::INTERP_CUBIC_SPLINE) {
interp = "CUBICSPLINE";
}
return interp;
}
Error GLTFDocument::_serialize_animations(Ref<GLTFState> state) {
if (!state->animation_players.size()) {
return OK;
}
for (int32_t player_i = 0; player_i < state->animation_players.size(); player_i++) {
List<StringName> animation_names;
AnimationPlayer *animation_player = state->animation_players[player_i];
animation_player->get_animation_list(&animation_names);
if (animation_names.size()) {
for (int animation_name_i = 0; animation_name_i < animation_names.size(); animation_name_i++) {
_convert_animation(state, animation_player, animation_names[animation_name_i]);
}
}
}
Array animations;
for (GLTFAnimationIndex animation_i = 0; animation_i < state->animations.size(); animation_i++) {
Dictionary d;
Ref<GLTFAnimation> gltf_animation = state->animations[animation_i];
if (!gltf_animation->get_tracks().size()) {
continue;
}
if (!gltf_animation->get_name().is_empty()) {
d["name"] = gltf_animation->get_name();
}
Array channels;
Array samplers;
for (KeyValue<int, GLTFAnimation::Track> &track_i : gltf_animation->get_tracks()) {
GLTFAnimation::Track track = track_i.value;
if (track.position_track.times.size()) {
Dictionary t;
t["sampler"] = samplers.size();
Dictionary s;
s["interpolation"] = interpolation_to_string(track.position_track.interpolation);
Vector<real_t> times = Variant(track.position_track.times);
s["input"] = _encode_accessor_as_floats(state, times, false);
Vector<Vector3> values = Variant(track.position_track.values);
s["output"] = _encode_accessor_as_vec3(state, values, false);
samplers.push_back(s);
Dictionary target;
target["path"] = "translation";
target["node"] = track_i.key;
t["target"] = target;
channels.push_back(t);
}
if (track.rotation_track.times.size()) {
Dictionary t;
t["sampler"] = samplers.size();
Dictionary s;
s["interpolation"] = interpolation_to_string(track.rotation_track.interpolation);
Vector<real_t> times = Variant(track.rotation_track.times);
s["input"] = _encode_accessor_as_floats(state, times, false);
Vector<Quaternion> values = track.rotation_track.values;
s["output"] = _encode_accessor_as_quaternions(state, values, false);
samplers.push_back(s);
Dictionary target;
target["path"] = "rotation";
target["node"] = track_i.key;
t["target"] = target;
channels.push_back(t);
}
if (track.scale_track.times.size()) {
Dictionary t;
t["sampler"] = samplers.size();
Dictionary s;
s["interpolation"] = interpolation_to_string(track.scale_track.interpolation);
Vector<real_t> times = Variant(track.scale_track.times);
s["input"] = _encode_accessor_as_floats(state, times, false);
Vector<Vector3> values = Variant(track.scale_track.values);
s["output"] = _encode_accessor_as_vec3(state, values, false);
samplers.push_back(s);
Dictionary target;
target["path"] = "scale";
target["node"] = track_i.key;
t["target"] = target;
channels.push_back(t);
}
if (track.weight_tracks.size()) {
double length = 0.0f;
for (int32_t track_idx = 0; track_idx < track.weight_tracks.size(); track_idx++) {
int32_t last_time_index = track.weight_tracks[track_idx].times.size() - 1;
length = MAX(length, track.weight_tracks[track_idx].times[last_time_index]);
}
Dictionary t;
t["sampler"] = samplers.size();
Dictionary s;
Vector<real_t> times;
const double increment = 1.0 / BAKE_FPS;
{
double time = 0.0;
bool last = false;
while (true) {
times.push_back(time);
if (last) {
break;
}
time += increment;
if (time >= length) {
last = true;
time = length;
}
}
}
for (int32_t track_idx = 0; track_idx < track.weight_tracks.size(); track_idx++) {
double time = 0.0;
bool last = false;
Vector<real_t> weight_track;
while (true) {
float weight = _interpolate_track<float>(track.weight_tracks[track_idx].times,
track.weight_tracks[track_idx].values,
time,
track.weight_tracks[track_idx].interpolation);
weight_track.push_back(weight);
if (last) {
break;
}
time += increment;
if (time >= length) {
last = true;
time = length;
}
}
track.weight_tracks.write[track_idx].times = times;
track.weight_tracks.write[track_idx].values = weight_track;
}
Vector<real_t> all_track_times = times;
Vector<real_t> all_track_values;
int32_t values_size = track.weight_tracks[0].values.size();
int32_t weight_tracks_size = track.weight_tracks.size();
all_track_values.resize(weight_tracks_size * values_size);
for (int k = 0; k < track.weight_tracks.size(); k++) {
Vector<float> wdata = track.weight_tracks[k].values;
for (int l = 0; l < wdata.size(); l++) {
int32_t index = l * weight_tracks_size + k;
ERR_BREAK(index >= all_track_values.size());
all_track_values.write[index] = wdata.write[l];
}
}
s["interpolation"] = interpolation_to_string(track.weight_tracks[track.weight_tracks.size() - 1].interpolation);
s["input"] = _encode_accessor_as_floats(state, all_track_times, false);
s["output"] = _encode_accessor_as_floats(state, all_track_values, false);
samplers.push_back(s);
Dictionary target;
target["path"] = "weights";
target["node"] = track_i.key;
t["target"] = target;
channels.push_back(t);
}
}
if (channels.size() && samplers.size()) {
d["channels"] = channels;
d["samplers"] = samplers;
animations.push_back(d);
}
}
state->json["animations"] = animations;
print_verbose("glTF: Total animations '" + itos(state->animations.size()) + "'.");
return OK;
}
Error GLTFDocument::_parse_animations(Ref<GLTFState> state) {
if (!state->json.has("animations")) {
return OK;
}
const Array &animations = state->json["animations"];
for (GLTFAnimationIndex i = 0; i < animations.size(); i++) {
const Dictionary &d = animations[i];
Ref<GLTFAnimation> animation;
animation.instantiate();
if (!d.has("channels") || !d.has("samplers")) {
continue;
}
Array channels = d["channels"];
Array samplers = d["samplers"];
if (d.has("name")) {
const String name = d["name"];
if (name.begins_with("loop") || name.ends_with("loop") || name.begins_with("cycle") || name.ends_with("cycle")) {
animation->set_loop(true);
}
animation->set_name(_gen_unique_animation_name(state, name));
}
for (int j = 0; j < channels.size(); j++) {
const Dictionary &c = channels[j];
if (!c.has("target")) {
continue;
}
const Dictionary &t = c["target"];
if (!t.has("node") || !t.has("path")) {
continue;
}
ERR_FAIL_COND_V(!c.has("sampler"), ERR_PARSE_ERROR);
const int sampler = c["sampler"];
ERR_FAIL_INDEX_V(sampler, samplers.size(), ERR_PARSE_ERROR);
GLTFNodeIndex node = t["node"];
String path = t["path"];
ERR_FAIL_INDEX_V(node, state->nodes.size(), ERR_PARSE_ERROR);
GLTFAnimation::Track *track = nullptr;
if (!animation->get_tracks().has(node)) {
animation->get_tracks()[node] = GLTFAnimation::Track();
}
track = &animation->get_tracks()[node];
const Dictionary &s = samplers[sampler];
ERR_FAIL_COND_V(!s.has("input"), ERR_PARSE_ERROR);
ERR_FAIL_COND_V(!s.has("output"), ERR_PARSE_ERROR);
const int input = s["input"];
const int output = s["output"];
GLTFAnimation::Interpolation interp = GLTFAnimation::INTERP_LINEAR;
int output_count = 1;
if (s.has("interpolation")) {
const String &in = s["interpolation"];
if (in == "STEP") {
interp = GLTFAnimation::INTERP_STEP;
} else if (in == "LINEAR") {
interp = GLTFAnimation::INTERP_LINEAR;
} else if (in == "CATMULLROMSPLINE") {
interp = GLTFAnimation::INTERP_CATMULLROMSPLINE;
output_count = 3;
} else if (in == "CUBICSPLINE") {
interp = GLTFAnimation::INTERP_CUBIC_SPLINE;
output_count = 3;
}
}
const Vector<float> times = _decode_accessor_as_floats(state, input, false);
if (path == "translation") {
const Vector<Vector3> positions = _decode_accessor_as_vec3(state, output, false);
track->position_track.interpolation = interp;
track->position_track.times = Variant(times); //convert via variant
track->position_track.values = Variant(positions); //convert via variant
} else if (path == "rotation") {
const Vector<Quaternion> rotations = _decode_accessor_as_quaternion(state, output, false);
track->rotation_track.interpolation = interp;
track->rotation_track.times = Variant(times); //convert via variant
track->rotation_track.values = rotations;
} else if (path == "scale") {
const Vector<Vector3> scales = _decode_accessor_as_vec3(state, output, false);
track->scale_track.interpolation = interp;
track->scale_track.times = Variant(times); //convert via variant
track->scale_track.values = Variant(scales); //convert via variant
} else if (path == "weights") {
const Vector<float> weights = _decode_accessor_as_floats(state, output, false);
ERR_FAIL_INDEX_V(state->nodes[node]->mesh, state->meshes.size(), ERR_PARSE_ERROR);
Ref<GLTFMesh> mesh = state->meshes[state->nodes[node]->mesh];
ERR_CONTINUE(!mesh->get_blend_weights().size());
const int wc = mesh->get_blend_weights().size();
track->weight_tracks.resize(wc);
const int expected_value_count = times.size() * output_count * wc;
ERR_CONTINUE_MSG(weights.size() != expected_value_count, "Invalid weight data, expected " + itos(expected_value_count) + " weight values, got " + itos(weights.size()) + " instead.");
const int wlen = weights.size() / wc;
for (int k = 0; k < wc; k++) { //separate tracks, having them together is not such a good idea
GLTFAnimation::Channel<float> cf;
cf.interpolation = interp;
cf.times = Variant(times);
Vector<float> wdata;
wdata.resize(wlen);
for (int l = 0; l < wlen; l++) {
wdata.write[l] = weights[l * wc + k];
}
cf.values = wdata;
track->weight_tracks.write[k] = cf;
}
} else {
WARN_PRINT("Invalid path '" + path + "'.");
}
}
state->animations.push_back(animation);
}
print_verbose("glTF: Total animations '" + itos(state->animations.size()) + "'.");
return OK;
}
void GLTFDocument::_assign_scene_names(Ref<GLTFState> state) {
for (int i = 0; i < state->nodes.size(); i++) {
Ref<GLTFNode> n = state->nodes[i];
// Any joints get unique names generated when the skeleton is made, unique to the skeleton
if (n->skeleton >= 0) {
continue;
}
if (n->get_name().is_empty()) {
if (n->mesh >= 0) {
n->set_name(_gen_unique_name(state, "Mesh"));
} else if (n->camera >= 0) {
n->set_name(_gen_unique_name(state, "Camera3D"));
} else {
n->set_name(_gen_unique_name(state, "Node"));
}
}
n->set_name(_gen_unique_name(state, n->get_name()));
}
}
BoneAttachment3D *GLTFDocument::_generate_bone_attachment(Ref<GLTFState> state, Skeleton3D *skeleton, const GLTFNodeIndex node_index, const GLTFNodeIndex bone_index) {
Ref<GLTFNode> gltf_node = state->nodes[node_index];
Ref<GLTFNode> bone_node = state->nodes[bone_index];
BoneAttachment3D *bone_attachment = memnew(BoneAttachment3D);
print_verbose("glTF: Creating bone attachment for: " + gltf_node->get_name());
ERR_FAIL_COND_V(!bone_node->joint, nullptr);
bone_attachment->set_bone_name(bone_node->get_name());
return bone_attachment;
}
GLTFMeshIndex GLTFDocument::_convert_mesh_to_gltf(Ref<GLTFState> state, MeshInstance3D *p_mesh_instance) {
ERR_FAIL_NULL_V(p_mesh_instance, -1);
if (p_mesh_instance->get_mesh().is_null()) {
return -1;
}
Ref<ImporterMesh> current_mesh;
current_mesh.instantiate();
Vector<float> blend_weights;
{
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));
}
}
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));
}
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;
}
}
Ref<GLTFMesh> gltf_mesh;
gltf_mesh.instantiate();
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;
}
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);
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<ImporterMesh> import_mesh = mesh->get_mesh();
if (import_mesh.is_null()) {
return mi;
}
mi->set_mesh(import_mesh);
return mi;
}
Node3D *GLTFDocument::_generate_light(Ref<GLTFState> state, Node *scene_parent, const GLTFNodeIndex node_index) {
Ref<GLTFNode> gltf_node = state->nodes[node_index];
ERR_FAIL_INDEX_V(gltf_node->light, state->lights.size(), nullptr);
print_verbose("glTF: Creating light for: " + gltf_node->get_name());
Ref<GLTFLight> l = state->lights[gltf_node->light];
float intensity = l->intensity;
if (intensity > 10) {
// GLTF spec has the default around 1, but Blender defaults lights to 100.
// The only sane way to handle this is to check where it came from and
// handle it accordingly. If it's over 10, it probably came from Blender.
intensity /= 100;
}
if (l->light_type == "directional") {
DirectionalLight3D *light = memnew(DirectionalLight3D);
light->set_param(Light3D::PARAM_ENERGY, intensity);
light->set_color(l->color);
return light;
}
const float range = CLAMP(l->range, 0, 4096);
// Doubling the range will double the effective brightness, so we need double attenuation (half brightness).
// We want to have double intensity give double brightness, so we need half the attenuation.
const float attenuation = range / (intensity * 2048);
if (l->light_type == "point") {
OmniLight3D *light = memnew(OmniLight3D);
light->set_param(OmniLight3D::PARAM_ATTENUATION, attenuation);
light->set_param(OmniLight3D::PARAM_RANGE, range);
light->set_color(l->color);
return light;
}
if (l->light_type == "spot") {
SpotLight3D *light = memnew(SpotLight3D);
light->set_param(SpotLight3D::PARAM_ATTENUATION, attenuation);
light->set_param(SpotLight3D::PARAM_RANGE, range);
light->set_param(SpotLight3D::PARAM_SPOT_ANGLE, Math::rad2deg(l->outer_cone_angle));
light->set_color(l->color);
// Line of best fit derived from guessing, see https://www.desmos.com/calculator/biiflubp8b
// The points in desmos are not exact, except for (1, infinity).
float angle_ratio = l->inner_cone_angle / l->outer_cone_angle;
float angle_attenuation = 0.2 / (1 - angle_ratio) - 0.1;
light->set_param(SpotLight3D::PARAM_SPOT_ATTENUATION, angle_attenuation);
return light;
}
return memnew(Node3D);
}
Camera3D *GLTFDocument::_generate_camera(Ref<GLTFState> state, Node *scene_parent, const GLTFNodeIndex node_index) {
Ref<GLTFNode> gltf_node = state->nodes[node_index];
ERR_FAIL_INDEX_V(gltf_node->camera, state->cameras.size(), nullptr);
Camera3D *camera = memnew(Camera3D);
print_verbose("glTF: Creating camera for: " + gltf_node->get_name());
Ref<GLTFCamera> c = state->cameras[gltf_node->camera];
if (c->get_perspective()) {
camera->set_perspective(c->get_fov_size(), c->get_depth_near(), c->get_depth_far());
} else {
camera->set_orthogonal(c->get_fov_size(), c->get_depth_near(), c->get_depth_far());
}
return camera;
}
GLTFCameraIndex GLTFDocument::_convert_camera(Ref<GLTFState> state, Camera3D *p_camera) {
print_verbose("glTF: Converting camera: " + p_camera->get_name());
Ref<GLTFCamera> c;
c.instantiate();
if (p_camera->get_projection() == Camera3D::Projection::PROJECTION_PERSPECTIVE) {
c->set_perspective(true);
}
c->set_fov_size(p_camera->get_fov());
c->set_depth_far(p_camera->get_far());
c->set_depth_near(p_camera->get_near());
GLTFCameraIndex camera_index = state->cameras.size();
state->cameras.push_back(c);
return camera_index;
}
GLTFLightIndex GLTFDocument::_convert_light(Ref<GLTFState> state, Light3D *p_light) {
print_verbose("glTF: Converting light: " + p_light->get_name());
Ref<GLTFLight> l;
l.instantiate();
l->color = p_light->get_color();
if (cast_to<DirectionalLight3D>(p_light)) {
l->light_type = "directional";
DirectionalLight3D *light = cast_to<DirectionalLight3D>(p_light);
l->intensity = light->get_param(DirectionalLight3D::PARAM_ENERGY);
l->range = FLT_MAX; // Range for directional lights is infinite in Godot.
} else if (cast_to<OmniLight3D>(p_light)) {
l->light_type = "point";
OmniLight3D *light = cast_to<OmniLight3D>(p_light);
l->range = light->get_param(OmniLight3D::PARAM_RANGE);
float attenuation = p_light->get_param(OmniLight3D::PARAM_ATTENUATION);
l->intensity = l->range / (attenuation * 2048);
} else if (cast_to<SpotLight3D>(p_light)) {
l->light_type = "spot";
SpotLight3D *light = cast_to<SpotLight3D>(p_light);
l->range = light->get_param(SpotLight3D::PARAM_RANGE);
float attenuation = light->get_param(SpotLight3D::PARAM_ATTENUATION);
l->intensity = l->range / (attenuation * 2048);
l->outer_cone_angle = Math::deg2rad(light->get_param(SpotLight3D::PARAM_SPOT_ANGLE));
// This equation is the inverse of the import equation (which has a desmos link).
float angle_ratio = 1 - (0.2 / (0.1 + light->get_param(SpotLight3D::PARAM_SPOT_ATTENUATION)));
angle_ratio = MAX(0, angle_ratio);
l->inner_cone_angle = l->outer_cone_angle * angle_ratio;
}
GLTFLightIndex light_index = state->lights.size();
state->lights.push_back(l);
return light_index;
}
void GLTFDocument::_convert_spatial(Ref<GLTFState> state, Node3D *p_spatial, Ref<GLTFNode> p_node) {
Transform3D xform = p_spatial->get_transform();
p_node->scale = xform.basis.get_scale();
p_node->rotation = xform.basis.get_rotation_quaternion();
p_node->position = xform.origin;
}
Node3D *GLTFDocument::_generate_spatial(Ref<GLTFState> state, Node *scene_parent, const GLTFNodeIndex node_index) {
Ref<GLTFNode> gltf_node = state->nodes[node_index];
Node3D *spatial = memnew(Node3D);
print_verbose("glTF: Converting spatial: " + gltf_node->get_name());
return spatial;
}
void GLTFDocument::_convert_scene_node(Ref<GLTFState> state, Node *p_current, const GLTFNodeIndex p_gltf_parent, const GLTFNodeIndex p_gltf_root) {
bool retflag = true;
_check_visibility(p_current, retflag);
if (retflag) {
return;
}
Ref<GLTFNode> gltf_node;
gltf_node.instantiate();
gltf_node->set_name(_gen_unique_name(state, p_current->get_name()));
if (cast_to<Node3D>(p_current)) {
Node3D *spatial = cast_to<Node3D>(p_current);
_convert_spatial(state, spatial, gltf_node);
}
if (cast_to<MeshInstance3D>(p_current)) {
MeshInstance3D *mi = cast_to<MeshInstance3D>(p_current);
_convert_mesh_instance_to_gltf(mi, state, gltf_node);
} else if (cast_to<BoneAttachment3D>(p_current)) {
BoneAttachment3D *bone = cast_to<BoneAttachment3D>(p_current);
_convert_bone_attachment_to_gltf(bone, state, p_gltf_parent, p_gltf_root, gltf_node);
return;
} else if (cast_to<Skeleton3D>(p_current)) {
Skeleton3D *skel = cast_to<Skeleton3D>(p_current);
_convert_skeleton_to_gltf(skel, state, p_gltf_parent, p_gltf_root, gltf_node);
// We ignore the Godot Engine node that is the skeleton.
return;
} else if (cast_to<MultiMeshInstance3D>(p_current)) {
MultiMeshInstance3D *multi = cast_to<MultiMeshInstance3D>(p_current);
_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);
if (shape->get_parent() && shape->is_root_shape()) {
_convert_csg_shape_to_gltf(shape, p_gltf_parent, gltf_node, state);
}
#endif // MODULE_CSG_ENABLED
#ifdef MODULE_GRIDMAP_ENABLED
} else if (cast_to<GridMap>(p_current)) {
GridMap *gridmap = Object::cast_to<GridMap>(p_current);
_convert_grid_map_to_gltf(gridmap, p_gltf_parent, p_gltf_root, gltf_node, state);
#endif // MODULE_GRIDMAP_ENABLED
} else if (cast_to<Camera3D>(p_current)) {
Camera3D *camera = Object::cast_to<Camera3D>(p_current);
_convert_camera_to_gltf(camera, state, gltf_node);
} else if (cast_to<Light3D>(p_current)) {
Light3D *light = Object::cast_to<Light3D>(p_current);
_convert_light_to_gltf(light, state, gltf_node);
} else if (cast_to<AnimationPlayer>(p_current)) {
AnimationPlayer *animation_player = Object::cast_to<AnimationPlayer>(p_current);
_convert_animation_player_to_gltf(animation_player, state, p_gltf_parent, p_gltf_root, gltf_node, p_current);
}
GLTFNodeIndex current_node_i = state->nodes.size();
GLTFNodeIndex gltf_root = p_gltf_root;
if (gltf_root == -1) {
gltf_root = current_node_i;
Array scenes;
scenes.push_back(gltf_root);
state->json["scene"] = scenes;
}
_create_gltf_node(state, p_current, current_node_i, p_gltf_parent, gltf_root, gltf_node);
for (int node_i = 0; node_i < p_current->get_child_count(); node_i++) {
_convert_scene_node(state, p_current->get_child(node_i), current_node_i, gltf_root);
}
}
#ifdef MODULE_CSG_ENABLED
void GLTFDocument::_convert_csg_shape_to_gltf(CSGShape3D *p_current, GLTFNodeIndex p_gltf_parent, Ref<GLTFNode> gltf_node, Ref<GLTFState> state) {
CSGShape3D *csg = p_current;
csg->call("_update_shape");
Array meshes = csg->get_meshes();
if (meshes.size() != 2) {
return;
}
Ref<Material> mat;
if (csg->get_material_override().is_valid()) {
mat = csg->get_material_override();
}
Ref<GLTFMesh> gltf_mesh;
gltf_mesh.instantiate();
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;
gltf_node->xform = csg->get_meshes()[0];
gltf_node->set_name(_gen_unique_name(state, csg->get_name()));
}
#endif // MODULE_CSG_ENABLED
void GLTFDocument::_create_gltf_node(Ref<GLTFState> state, Node *p_scene_parent, GLTFNodeIndex current_node_i,
GLTFNodeIndex p_parent_node_index, GLTFNodeIndex p_root_gltf_node, Ref<GLTFNode> gltf_node) {
state->scene_nodes.insert(current_node_i, p_scene_parent);
state->nodes.push_back(gltf_node);
ERR_FAIL_COND(current_node_i == p_parent_node_index);
state->nodes.write[current_node_i]->parent = p_parent_node_index;
if (p_parent_node_index == -1) {
return;
}
state->nodes.write[p_parent_node_index]->children.push_back(current_node_i);
}
void GLTFDocument::_convert_animation_player_to_gltf(AnimationPlayer *animation_player, Ref<GLTFState> state, GLTFNodeIndex p_gltf_current, GLTFNodeIndex p_gltf_root_index, Ref<GLTFNode> p_gltf_node, Node *p_scene_parent) {
ERR_FAIL_COND(!animation_player);
state->animation_players.push_back(animation_player);
print_verbose(String("glTF: Converting animation player: ") + animation_player->get_name());
}
void GLTFDocument::_check_visibility(Node *p_node, bool &retflag) {
retflag = true;
Node3D *spatial = Object::cast_to<Node3D>(p_node);
Node2D *node_2d = Object::cast_to<Node2D>(p_node);
if (node_2d && !node_2d->is_visible()) {
return;
}
if (spatial && !spatial->is_visible()) {
return;
}
retflag = false;
}
void GLTFDocument::_convert_camera_to_gltf(Camera3D *camera, Ref<GLTFState> state, Ref<GLTFNode> gltf_node) {
ERR_FAIL_COND(!camera);
GLTFCameraIndex camera_index = _convert_camera(state, camera);
if (camera_index != -1) {
gltf_node->camera = camera_index;
}
}
void GLTFDocument::_convert_light_to_gltf(Light3D *light, Ref<GLTFState> state, Ref<GLTFNode> gltf_node) {
ERR_FAIL_COND(!light);
GLTFLightIndex light_index = _convert_light(state, light);
if (light_index != -1) {
gltf_node->light = light_index;
}
}
#ifdef MODULE_GRIDMAP_ENABLED
void GLTFDocument::_convert_grid_map_to_gltf(GridMap *p_grid_map, GLTFNodeIndex p_parent_node_index, GLTFNodeIndex p_root_node_index, Ref<GLTFNode> gltf_node, Ref<GLTFState> state) {
Array cells = p_grid_map->get_used_cells();
for (int32_t k = 0; k < cells.size(); k++) {
GLTFNode *new_gltf_node = memnew(GLTFNode);
gltf_node->children.push_back(state->nodes.size());
state->nodes.push_back(new_gltf_node);
Vector3 cell_location = cells[k];
int32_t cell = p_grid_map->get_cell_item(
Vector3(cell_location.x, cell_location.y, cell_location.z));
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(
p_grid_map->get_cell_item_orientation(
Vector3(cell_location.x, cell_location.y, cell_location.z)));
cell_xform.basis.scale(Vector3(p_grid_map->get_cell_scale(),
p_grid_map->get_cell_scale(),
p_grid_map->get_cell_scale()));
cell_xform.set_origin(p_grid_map->map_to_world(
Vector3(cell_location.x, cell_location.y, cell_location.z)));
Ref<GLTFMesh> gltf_mesh;
gltf_mesh.instantiate();
gltf_mesh = import_mesh_node;
new_gltf_node->mesh = state->meshes.size();
state->meshes.push_back(gltf_mesh);
new_gltf_node->xform = cell_xform * p_grid_map->get_transform();
new_gltf_node->set_name(_gen_unique_name(state, p_grid_map->get_mesh_library()->get_item_name(cell)));
}
}
#endif // MODULE_GRIDMAP_ENABLED
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_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) {
Skeleton3D *skeleton = p_skeleton3d;
Ref<GLTFSkeleton> gltf_skeleton;
gltf_skeleton.instantiate();
// GLTFSkeleton is only used to hold internal state data. It will not be written to the document.
//
gltf_skeleton->godot_skeleton = skeleton;
GLTFSkeletonIndex skeleton_i = state->skeletons.size();
state->skeleton3d_to_gltf_skeleton[skeleton->get_instance_id()] = skeleton_i;
state->skeletons.push_back(gltf_skeleton);
BoneId bone_count = skeleton->get_bone_count();
for (BoneId bone_i = 0; bone_i < bone_count; bone_i++) {
Ref<GLTFNode> joint_node;
joint_node.instantiate();
// Note that we cannot use _gen_unique_bone_name here, because glTF spec requires all node
// names to be unique regardless of whether or not they are used as joints.
joint_node->set_name(_gen_unique_name(state, skeleton->get_bone_name(bone_i)));
Transform3D xform = skeleton->get_bone_rest(bone_i) * skeleton->get_bone_pose(bone_i);
joint_node->scale = xform.basis.get_scale();
joint_node->rotation = xform.basis.get_rotation_quaternion();
joint_node->position = xform.origin;
joint_node->joint = true;
GLTFNodeIndex current_node_i = state->nodes.size();
state->scene_nodes.insert(current_node_i, skeleton);
state->nodes.push_back(joint_node);
gltf_skeleton->joints.push_back(current_node_i);
if (skeleton->get_bone_parent(bone_i) == -1) {
gltf_skeleton->roots.push_back(current_node_i);
}
gltf_skeleton->godot_bone_node.insert(bone_i, current_node_i);
}
for (BoneId bone_i = 0; bone_i < bone_count; bone_i++) {
GLTFNodeIndex current_node_i = gltf_skeleton->godot_bone_node[bone_i];
BoneId parent_bone_id = skeleton->get_bone_parent(bone_i);
if (parent_bone_id == -1) {
if (p_parent_node_index != -1) {
state->nodes.write[current_node_i]->parent = p_parent_node_index;
state->nodes.write[p_parent_node_index]->children.push_back(current_node_i);
}
} else {
GLTFNodeIndex parent_node_i = gltf_skeleton->godot_bone_node[parent_bone_id];
state->nodes.write[current_node_i]->parent = parent_node_i;
state->nodes.write[parent_node_i]->children.push_back(current_node_i);
}
}
// Remove placeholder skeleton3d node by not creating the gltf node
// Skins are per mesh
for (int node_i = 0; node_i < skeleton->get_child_count(); node_i++) {
_convert_scene_node(state, skeleton->get_child(node_i), p_parent_node_index, p_root_node_index);
}
}
void GLTFDocument::_convert_bone_attachment_to_gltf(BoneAttachment3D *p_bone_attachment, Ref<GLTFState> state, GLTFNodeIndex p_parent_node_index, GLTFNodeIndex p_root_node_index, Ref<GLTFNode> gltf_node) {
Skeleton3D *skeleton;
// Note that relative transforms to external skeletons and pose overrides are not supported.
if (p_bone_attachment->get_use_external_skeleton()) {
skeleton = cast_to<Skeleton3D>(p_bone_attachment->get_node_or_null(p_bone_attachment->get_external_skeleton()));
} else {
skeleton = cast_to<Skeleton3D>(p_bone_attachment->get_parent());
}
GLTFSkeletonIndex skel_gltf_i = -1;
if (skeleton != nullptr && state->skeleton3d_to_gltf_skeleton.has(skeleton->get_instance_id())) {
skel_gltf_i = state->skeleton3d_to_gltf_skeleton[skeleton->get_instance_id()];
}
int bone_idx = -1;
if (skeleton != nullptr) {
bone_idx = p_bone_attachment->get_bone_idx();
if (bone_idx == -1) {
bone_idx = skeleton->find_bone(p_bone_attachment->get_bone_name());
}
}
GLTFNodeIndex par_node_index = p_parent_node_index;
if (skeleton != nullptr && bone_idx != -1 && skel_gltf_i != -1) {
Ref<GLTFSkeleton> gltf_skeleton = state->skeletons.write[skel_gltf_i];
gltf_skeleton->bone_attachments.push_back(p_bone_attachment);
par_node_index = gltf_skeleton->joints[bone_idx];
}
for (int node_i = 0; node_i < p_bone_attachment->get_child_count(); node_i++) {
_convert_scene_node(state, p_bone_attachment->get_child(node_i), par_node_index, p_root_node_index);
}
}
void GLTFDocument::_convert_mesh_instance_to_gltf(MeshInstance3D *p_scene_parent, Ref<GLTFState> state, Ref<GLTFNode> gltf_node) {
GLTFMeshIndex gltf_mesh_index = _convert_mesh_to_gltf(state, p_scene_parent);
if (gltf_mesh_index != -1) {
gltf_node->mesh = gltf_mesh_index;
}
}
void GLTFDocument::_generate_scene_node(Ref<GLTFState> state, Node *scene_parent, Node3D *scene_root, const GLTFNodeIndex node_index) {
Ref<GLTFNode> gltf_node = state->nodes[node_index];
if (gltf_node->skeleton >= 0) {
_generate_skeleton_bone_node(state, scene_parent, scene_root, node_index);
return;
}
Node3D *current_node = nullptr;
// Is our parent a skeleton
Skeleton3D *active_skeleton = Object::cast_to<Skeleton3D>(scene_parent);
const bool non_bone_parented_to_skeleton = active_skeleton;
// skinned meshes must not be placed in a bone attachment.
if (non_bone_parented_to_skeleton && gltf_node->skin < 0) {
// Bone Attachment - Parent Case
BoneAttachment3D *bone_attachment = _generate_bone_attachment(state, active_skeleton, node_index, gltf_node->parent);
scene_parent->add_child(bone_attachment);
bone_attachment->set_owner(scene_root);
// There is no gltf_node that represent this, so just directly create a unique name
bone_attachment->set_name(_gen_unique_name(state, "BoneAttachment3D"));
// We change the scene_parent to our bone attachment now. We do not set current_node because we want to make the node
// and attach it to the bone_attachment
scene_parent = bone_attachment;
}
if (gltf_node->mesh >= 0) {
current_node = _generate_mesh_instance(state, scene_parent, node_index);
} else if (gltf_node->camera >= 0) {
current_node = _generate_camera(state, scene_parent, node_index);
} else if (gltf_node->light >= 0) {
current_node = _generate_light(state, scene_parent, node_index);
}
// We still have not managed to make a node.
if (!current_node) {
current_node = _generate_spatial(state, scene_parent, node_index);
}
scene_parent->add_child(current_node);
if (current_node != scene_root) {
current_node->set_owner(scene_root);
}
current_node->set_transform(gltf_node->xform);
current_node->set_name(gltf_node->get_name());
state->scene_nodes.insert(node_index, current_node);
for (int i = 0; i < gltf_node->children.size(); ++i) {
_generate_scene_node(state, current_node, scene_root, gltf_node->children[i]);
}
}
void GLTFDocument::_generate_skeleton_bone_node(Ref<GLTFState> state, Node *scene_parent, Node3D *scene_root, const GLTFNodeIndex node_index) {
Ref<GLTFNode> gltf_node = state->nodes[node_index];
Node3D *current_node = nullptr;
Skeleton3D *skeleton = state->skeletons[gltf_node->skeleton]->godot_skeleton;
// In this case, this node is already a bone in skeleton.
const bool is_skinned_mesh = (gltf_node->skin >= 0 && gltf_node->mesh >= 0);
const bool requires_extra_node = (gltf_node->mesh >= 0 || gltf_node->camera >= 0 || gltf_node->light >= 0);
Skeleton3D *active_skeleton = Object::cast_to<Skeleton3D>(scene_parent);
if (active_skeleton != skeleton) {
if (active_skeleton) {
// Bone Attachment - Direct Parented Skeleton Case
BoneAttachment3D *bone_attachment = _generate_bone_attachment(state, active_skeleton, node_index, gltf_node->parent);
scene_parent->add_child(bone_attachment);
bone_attachment->set_owner(scene_root);
// There is no gltf_node that represent this, so just directly create a unique name
bone_attachment->set_name(_gen_unique_name(state, "BoneAttachment3D"));
// We change the scene_parent to our bone attachment now. We do not set current_node because we want to make the node
// and attach it to the bone_attachment
scene_parent = bone_attachment;
WARN_PRINT(vformat("glTF: Generating scene detected direct parented Skeletons at node %d", node_index));
}
// Add it to the scene if it has not already been added
if (skeleton->get_parent() == nullptr) {
scene_parent->add_child(skeleton);
skeleton->set_owner(scene_root);
}
}
active_skeleton = skeleton;
current_node = skeleton;
if (requires_extra_node) {
// skinned meshes must not be placed in a bone attachment.
if (!is_skinned_mesh) {
// Bone Attachment - Same Node Case
BoneAttachment3D *bone_attachment = _generate_bone_attachment(state, active_skeleton, node_index, node_index);
scene_parent->add_child(bone_attachment);
bone_attachment->set_owner(scene_root);
// There is no gltf_node that represent this, so just directly create a unique name
bone_attachment->set_name(_gen_unique_name(state, "BoneAttachment3D"));
// We change the scene_parent to our bone attachment now. We do not set current_node because we want to make the node
// and attach it to the bone_attachment
scene_parent = bone_attachment;
}
// We still have not managed to make a node
if (gltf_node->mesh >= 0) {
current_node = _generate_mesh_instance(state, scene_parent, node_index);
} else if (gltf_node->camera >= 0) {
current_node = _generate_camera(state, scene_parent, node_index);
} else if (gltf_node->light >= 0) {
current_node = _generate_light(state, scene_parent, node_index);
}
scene_parent->add_child(current_node);
if (current_node != scene_root) {
current_node->set_owner(scene_root);
}
// Do not set transform here. Transform is already applied to our bone.
current_node->set_name(gltf_node->get_name());
}
state->scene_nodes.insert(node_index, current_node);
for (int i = 0; i < gltf_node->children.size(); ++i) {
_generate_scene_node(state, active_skeleton, scene_root, gltf_node->children[i]);
}
}
template <class T>
struct EditorSceneImporterGLTFInterpolate {
T lerp(const T &a, const T &b, float c) const {
return a + (b - a) * c;
}
T catmull_rom(const T &p0, const T &p1, const T &p2, const T &p3, float t) {
const float t2 = t * t;
const float t3 = t2 * t;
return 0.5f * ((2.0f * p1) + (-p0 + p2) * t + (2.0f * p0 - 5.0f * p1 + 4.0f * p2 - p3) * t2 + (-p0 + 3.0f * p1 - 3.0f * p2 + p3) * t3);
}
T bezier(T start, T control_1, T control_2, T end, float t) {
/* Formula from Wikipedia article on Bezier curves. */
const real_t omt = (1.0 - t);
const real_t omt2 = omt * omt;
const real_t omt3 = omt2 * omt;
const real_t t2 = t * t;
const real_t t3 = t2 * t;
return start * omt3 + control_1 * omt2 * t * 3.0 + control_2 * omt * t2 * 3.0 + end * t3;
}
};
// thank you for existing, partial specialization
template <>
struct EditorSceneImporterGLTFInterpolate<Quaternion> {
Quaternion lerp(const Quaternion &a, const Quaternion &b, const float c) const {
ERR_FAIL_COND_V_MSG(!a.is_normalized(), Quaternion(), "The quaternion \"a\" must be normalized.");
ERR_FAIL_COND_V_MSG(!b.is_normalized(), Quaternion(), "The quaternion \"b\" must be normalized.");
return a.slerp(b, c).normalized();
}
Quaternion catmull_rom(const Quaternion &p0, const Quaternion &p1, const Quaternion &p2, const Quaternion &p3, const float c) {
ERR_FAIL_COND_V_MSG(!p1.is_normalized(), Quaternion(), "The quaternion \"p1\" must be normalized.");
ERR_FAIL_COND_V_MSG(!p2.is_normalized(), Quaternion(), "The quaternion \"p2\" must be normalized.");
return p1.slerp(p2, c).normalized();
}
Quaternion bezier(const Quaternion start, const Quaternion control_1, const Quaternion control_2, const Quaternion end, const float t) {
ERR_FAIL_COND_V_MSG(!start.is_normalized(), Quaternion(), "The start quaternion must be normalized.");
ERR_FAIL_COND_V_MSG(!end.is_normalized(), Quaternion(), "The end quaternion must be normalized.");
return start.slerp(end, t).normalized();
}
};
template <class T>
T GLTFDocument::_interpolate_track(const Vector<float> &p_times, const Vector<T> &p_values, const float p_time, const GLTFAnimation::Interpolation p_interp) {
ERR_FAIL_COND_V(!p_values.size(), T());
if (p_times.size() != p_values.size()) {
ERR_PRINT_ONCE("The interpolated values are not corresponding to its times.");
return p_values[0];
}
//could use binary search, worth it?
int idx = -1;
for (int i = 0; i < p_times.size(); i++) {
if (p_times[i] > p_time) {
break;
}
idx++;
}
EditorSceneImporterGLTFInterpolate<T> interp;
switch (p_interp) {
case GLTFAnimation::INTERP_LINEAR: {
if (idx == -1) {
return p_values[0];
} else if (idx >= p_times.size() - 1) {
return p_values[p_times.size() - 1];
}
const float c = (p_time - p_times[idx]) / (p_times[idx + 1] - p_times[idx]);
return interp.lerp(p_values[idx], p_values[idx + 1], c);
} break;
case GLTFAnimation::INTERP_STEP: {
if (idx == -1) {
return p_values[0];
} else if (idx >= p_times.size() - 1) {
return p_values[p_times.size() - 1];
}
return p_values[idx];
} break;
case GLTFAnimation::INTERP_CATMULLROMSPLINE: {
if (idx == -1) {
return p_values[1];
} else if (idx >= p_times.size() - 1) {
return p_values[1 + p_times.size() - 1];
}
const float c = (p_time - p_times[idx]) / (p_times[idx + 1] - p_times[idx]);
return interp.catmull_rom(p_values[idx - 1], p_values[idx], p_values[idx + 1], p_values[idx + 3], c);
} break;
case GLTFAnimation::INTERP_CUBIC_SPLINE: {
if (idx == -1) {
return p_values[1];
} else if (idx >= p_times.size() - 1) {
return p_values[(p_times.size() - 1) * 3 + 1];
}
const float c = (p_time - p_times[idx]) / (p_times[idx + 1] - p_times[idx]);
const T from = p_values[idx * 3 + 1];
const T c1 = from + p_values[idx * 3 + 2];
const T to = p_values[idx * 3 + 4];
const T c2 = to + p_values[idx * 3 + 3];
return interp.bezier(from, c1, c2, to, c);
} break;
}
ERR_FAIL_V(p_values[0]);
}
void GLTFDocument::_import_animation(Ref<GLTFState> state, AnimationPlayer *ap, const GLTFAnimationIndex index, const int bake_fps) {
Ref<GLTFAnimation> anim = state->animations[index];
String name = anim->get_name();
if (name.is_empty()) {
// No node represent these, and they are not in the hierarchy, so just make a unique name
name = _gen_unique_name(state, "Animation");
}
Ref<Animation> animation;
animation.instantiate();
animation->set_name(name);
if (anim->get_loop()) {
animation->set_loop(true);
}
float length = 0.0;
for (const KeyValue<int, GLTFAnimation::Track> &track_i : anim->get_tracks()) {
const GLTFAnimation::Track &track = track_i.value;
//need to find the path: for skeletons, weight tracks will affect the mesh
NodePath node_path;
//for skeletons, transform tracks always affect bones
NodePath transform_node_path;
GLTFNodeIndex node_index = track_i.key;
const Ref<GLTFNode> gltf_node = state->nodes[track_i.key];
Node *root = ap->get_parent();
ERR_FAIL_COND(root == nullptr);
Map<GLTFNodeIndex, Node *>::Element *node_element = state->scene_nodes.find(node_index);
ERR_CONTINUE_MSG(node_element == nullptr, vformat("Unable to find node %d for animation", node_index));
node_path = root->get_path_to(node_element->get());
if (gltf_node->skeleton >= 0) {
const Skeleton3D *sk = state->skeletons[gltf_node->skeleton]->godot_skeleton;
ERR_FAIL_COND(sk == nullptr);
const String path = ap->get_parent()->get_path_to(sk);
const String bone = gltf_node->get_name();
transform_node_path = path + ":" + bone;
} else {
transform_node_path = node_path;
}
for (int i = 0; i < track.rotation_track.times.size(); i++) {
length = MAX(length, track.rotation_track.times[i]);
}
for (int i = 0; i < track.position_track.times.size(); i++) {
length = MAX(length, track.position_track.times[i]);
}
for (int i = 0; i < track.scale_track.times.size(); i++) {
length = MAX(length, track.scale_track.times[i]);
}
for (int i = 0; i < track.weight_tracks.size(); i++) {
for (int j = 0; j < track.weight_tracks[i].times.size(); j++) {
length = MAX(length, track.weight_tracks[i].times[j]);
}
}
// Animated TRS properties will not affect a skinned mesh.
const bool transform_affects_skinned_mesh_instance = gltf_node->skeleton < 0 && gltf_node->skin >= 0;
if ((track.rotation_track.values.size() || track.position_track.values.size() || track.scale_track.values.size()) && !transform_affects_skinned_mesh_instance) {
//make transform track
int track_idx = animation->get_track_count();
animation->add_track(Animation::TYPE_TRANSFORM3D);
animation->track_set_path(track_idx, transform_node_path);
//first determine animation length
const double increment = 1.0 / bake_fps;
double time = 0.0;
Vector3 base_pos;
Quaternion base_rot;
Vector3 base_scale = Vector3(1, 1, 1);
if (!track.rotation_track.values.size()) {
base_rot = state->nodes[track_i.key]->rotation.normalized();
}
if (!track.position_track.values.size()) {
base_pos = state->nodes[track_i.key]->position;
}
if (!track.scale_track.values.size()) {
base_scale = state->nodes[track_i.key]->scale;
}
bool last = false;
while (true) {
Vector3 pos = base_pos;
Quaternion rot = base_rot;
Vector3 scale = base_scale;
if (track.position_track.times.size()) {
pos = _interpolate_track<Vector3>(track.position_track.times, track.position_track.values, time, track.position_track.interpolation);
}
if (track.rotation_track.times.size()) {
rot = _interpolate_track<Quaternion>(track.rotation_track.times, track.rotation_track.values, time, track.rotation_track.interpolation);
}
if (track.scale_track.times.size()) {
scale = _interpolate_track<Vector3>(track.scale_track.times, track.scale_track.values, time, track.scale_track.interpolation);
}
if (gltf_node->skeleton >= 0) {
Transform3D xform;
xform.basis.set_quaternion_scale(rot, scale);
xform.origin = pos;
const Skeleton3D *skeleton = state->skeletons[gltf_node->skeleton]->godot_skeleton;
const int bone_idx = skeleton->find_bone(gltf_node->get_name());
xform = skeleton->get_bone_rest(bone_idx).affine_inverse() * xform;
rot = xform.basis.get_rotation_quaternion();
rot.normalize();
scale = xform.basis.get_scale();
pos = xform.origin;
}
animation->transform_track_insert_key(track_idx, time, pos, rot, scale);
if (last) {
break;
}
time += increment;
if (time >= length) {
last = true;
time = length;
}
}
}
for (int i = 0; i < track.weight_tracks.size(); i++) {
ERR_CONTINUE(gltf_node->mesh < 0 || gltf_node->mesh >= state->meshes.size());
Ref<GLTFMesh> mesh = state->meshes[gltf_node->mesh];
ERR_CONTINUE(mesh.is_null());
ERR_CONTINUE(mesh->get_mesh().is_null());
ERR_CONTINUE(mesh->get_mesh()->get_mesh().is_null());
const String prop = "blend_shapes/" + mesh->get_mesh()->get_blend_shape_name(i);
const String blend_path = String(node_path) + ":" + prop;
const int track_idx = animation->get_track_count();
animation->add_track(Animation::TYPE_VALUE);
animation->track_set_path(track_idx, blend_path);
// Only LINEAR and STEP (NEAREST) can be supported out of the box by Godot's Animation,
// the other modes have to be baked.
GLTFAnimation::Interpolation gltf_interp = track.weight_tracks[i].interpolation;
if (gltf_interp == GLTFAnimation::INTERP_LINEAR || gltf_interp == GLTFAnimation::INTERP_STEP) {
animation->track_set_interpolation_type(track_idx, gltf_interp == GLTFAnimation::INTERP_STEP ? Animation::INTERPOLATION_NEAREST : Animation::INTERPOLATION_LINEAR);
for (int j = 0; j < track.weight_tracks[i].times.size(); j++) {
const float t = track.weight_tracks[i].times[j];
const float attribs = track.weight_tracks[i].values[j];
animation->track_insert_key(track_idx, t, attribs);
}
} else {
// CATMULLROMSPLINE or CUBIC_SPLINE have to be baked, apologies.
const double increment = 1.0 / bake_fps;
double time = 0.0;
bool last = false;
while (true) {
_interpolate_track<float>(track.weight_tracks[i].times, track.weight_tracks[i].values, time, gltf_interp);
if (last) {
break;
}
time += increment;
if (time >= length) {
last = true;
time = length;
}
}
}
}
}
animation->set_length(length);
ap->add_animation(name, animation);
}
void GLTFDocument::_convert_mesh_instances(Ref<GLTFState> state) {
for (GLTFNodeIndex mi_node_i = 0; mi_node_i < state->nodes.size(); ++mi_node_i) {
Ref<GLTFNode> node = state->nodes[mi_node_i];
if (node->mesh < 0) {
continue;
}
Map<GLTFNodeIndex, Node *>::Element *mi_element = state->scene_nodes.find(mi_node_i);
if (!mi_element) {
continue;
}
MeshInstance3D *mi = Object::cast_to<MeshInstance3D>(mi_element->get());
ERR_CONTINUE(!mi);
Transform3D mi_xform = mi->get_transform();
node->scale = mi_xform.basis.get_scale();
node->rotation = mi_xform.basis.get_rotation_quaternion();
node->position = mi_xform.origin;
Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(mi->get_node(mi->get_skeleton_path()));
if (!skeleton) {
continue;
}
if (!skeleton->get_bone_count()) {
continue;
}
Ref<Skin> skin = mi->get_skin();
Ref<GLTFSkin> gltf_skin;
gltf_skin.instantiate();
Array json_joints;
NodePath skeleton_path = mi->get_skeleton_path();
Node *skel_node = mi->get_node_or_null(skeleton_path);
Skeleton3D *godot_skeleton = nullptr;
if (skel_node != nullptr) {
godot_skeleton = cast_to<Skeleton3D>(skel_node);
}
if (godot_skeleton != nullptr && state->skeleton3d_to_gltf_skeleton.has(godot_skeleton->get_instance_id())) {
// This is a skinned mesh. If the mesh has no ARRAY_WEIGHTS or ARRAY_BONES, it will be invisible.
const GLTFSkeletonIndex skeleton_gltf_i = state->skeleton3d_to_gltf_skeleton[godot_skeleton->get_instance_id()];
Ref<GLTFSkeleton> gltf_skeleton = state->skeletons[skeleton_gltf_i];
int bone_cnt = skeleton->get_bone_count();
ERR_FAIL_COND(bone_cnt != gltf_skeleton->joints.size());
ObjectID gltf_skin_key = skin->get_instance_id();
ObjectID gltf_skel_key = godot_skeleton->get_instance_id();
GLTFSkinIndex skin_gltf_i = -1;
GLTFNodeIndex root_gltf_i = -1;
if (!gltf_skeleton->roots.is_empty()) {
root_gltf_i = gltf_skeleton->roots[0];
}
if (state->skin_and_skeleton3d_to_gltf_skin.has(gltf_skin_key) && state->skin_and_skeleton3d_to_gltf_skin[gltf_skin_key].has(gltf_skel_key)) {
skin_gltf_i = state->skin_and_skeleton3d_to_gltf_skin[gltf_skin_key][gltf_skel_key];
} else {
if (skin.is_null()) {
// Note that gltf_skin_key should remain null, so these can share a reference.
skin = skeleton->register_skin(nullptr)->get_skin();
}
gltf_skin.instantiate();
gltf_skin->godot_skin = skin;
gltf_skin->set_name(skin->get_name());
gltf_skin->skeleton = skeleton_gltf_i;
gltf_skin->skin_root = root_gltf_i;
//gltf_state->godot_to_gltf_node[skel_node]
HashMap<StringName, int> bone_name_to_idx;
for (int bone_i = 0; bone_i < bone_cnt; bone_i++) {
bone_name_to_idx[skeleton->get_bone_name(bone_i)] = bone_i;
}
for (int bind_i = 0, cnt = skin->get_bind_count(); bind_i < cnt; bind_i++) {
int bone_i = skin->get_bind_bone(bind_i);
Transform3D bind_pose = skin->get_bind_pose(bind_i);
StringName bind_name = skin->get_bind_name(bind_i);
if (bind_name != StringName()) {
bone_i = bone_name_to_idx[bind_name];
}
ERR_CONTINUE(bone_i < 0 || bone_i >= bone_cnt);
if (bind_name == StringName()) {
bind_name = skeleton->get_bone_name(bone_i);
}
GLTFNodeIndex skeleton_bone_i = gltf_skeleton->joints[bone_i];
gltf_skin->joints_original.push_back(skeleton_bone_i);
gltf_skin->joints.push_back(skeleton_bone_i);
gltf_skin->inverse_binds.push_back(bind_pose);
if (skeleton->get_bone_parent(bone_i) == -1) {
gltf_skin->roots.push_back(skeleton_bone_i);
}
gltf_skin->joint_i_to_bone_i[bind_i] = bone_i;
gltf_skin->joint_i_to_name[bind_i] = bind_name;
}
skin_gltf_i = state->skins.size();
state->skins.push_back(gltf_skin);
state->skin_and_skeleton3d_to_gltf_skin[gltf_skin_key][gltf_skel_key] = skin_gltf_i;
}
node->skin = skin_gltf_i;
node->skeleton = skeleton_gltf_i;
}
}
}
float GLTFDocument::solve_metallic(float p_dielectric_specular, float diffuse, float specular, float p_one_minus_specular_strength) {
if (specular <= p_dielectric_specular) {
return 0.0f;
}
const float a = p_dielectric_specular;
const float b = diffuse * p_one_minus_specular_strength / (1.0f - p_dielectric_specular) + specular - 2.0f * p_dielectric_specular;
const float c = p_dielectric_specular - specular;
const float D = b * b - 4.0f * a * c;
return CLAMP((-b + Math::sqrt(D)) / (2.0f * a), 0.0f, 1.0f);
}
float GLTFDocument::get_perceived_brightness(const Color p_color) {
const Color coeff = Color(R_BRIGHTNESS_COEFF, G_BRIGHTNESS_COEFF, B_BRIGHTNESS_COEFF);
const Color value = coeff * (p_color * p_color);
const float r = value.r;
const float g = value.g;
const float b = value.b;
return Math::sqrt(r + g + b);
}
float GLTFDocument::get_max_component(const Color &p_color) {
const float r = p_color.r;
const float g = p_color.g;
const float b = p_color.b;
return MAX(MAX(r, g), b);
}
void GLTFDocument::_process_mesh_instances(Ref<GLTFState> state, Node *scene_root) {
for (GLTFNodeIndex node_i = 0; node_i < state->nodes.size(); ++node_i) {
Ref<GLTFNode> node = state->nodes[node_i];
if (node->skin >= 0 && node->mesh >= 0) {
const GLTFSkinIndex skin_i = node->skin;
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));
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];
Skeleton3D *skeleton = gltf_skeleton->godot_skeleton;
ERR_CONTINUE_MSG(skeleton == nullptr, vformat("Unable to find Skeleton for node %d skin %d", node_i, skin_i));
mi->get_parent()->remove_child(mi);
skeleton->add_child(mi);
mi->set_owner(skeleton->get_owner());
mi->set_skin(state->skins.write[skin_i]->godot_skin);
mi->set_skeleton_path(mi->get_path_to(skeleton));
mi->set_transform(Transform3D());
}
}
}
GLTFAnimation::Track GLTFDocument::_convert_animation_track(Ref<GLTFState> state, GLTFAnimation::Track p_track, Ref<Animation> p_animation, Transform3D p_bone_rest, int32_t p_track_i, GLTFNodeIndex p_node_i) {
Animation::InterpolationType interpolation = p_animation->track_get_interpolation_type(p_track_i);
GLTFAnimation::Interpolation gltf_interpolation = GLTFAnimation::INTERP_LINEAR;
if (interpolation == Animation::InterpolationType::INTERPOLATION_LINEAR) {
gltf_interpolation = GLTFAnimation::INTERP_LINEAR;
} else if (interpolation == Animation::InterpolationType::INTERPOLATION_NEAREST) {
gltf_interpolation = GLTFAnimation::INTERP_STEP;
} else if (interpolation == Animation::InterpolationType::INTERPOLATION_CUBIC) {
gltf_interpolation = GLTFAnimation::INTERP_CUBIC_SPLINE;
}
Animation::TrackType track_type = p_animation->track_get_type(p_track_i);
int32_t key_count = p_animation->track_get_key_count(p_track_i);
Vector<float> times;
times.resize(key_count);
String path = p_animation->track_get_path(p_track_i);
for (int32_t key_i = 0; key_i < key_count; key_i++) {
times.write[key_i] = p_animation->track_get_key_time(p_track_i, key_i);
}
if (track_type == Animation::TYPE_TRANSFORM3D) {
p_track.position_track.times = times;
p_track.position_track.interpolation = gltf_interpolation;
p_track.rotation_track.times = times;
p_track.rotation_track.interpolation = gltf_interpolation;
p_track.scale_track.times = times;
p_track.scale_track.interpolation = gltf_interpolation;
p_track.scale_track.values.resize(key_count);
p_track.scale_track.interpolation = gltf_interpolation;
p_track.position_track.values.resize(key_count);
p_track.position_track.interpolation = gltf_interpolation;
p_track.rotation_track.values.resize(key_count);
p_track.rotation_track.interpolation = gltf_interpolation;
for (int32_t key_i = 0; key_i < key_count; key_i++) {
Vector3 position;
Quaternion rotation;
Vector3 scale;
Error err = p_animation->transform_track_get_key(p_track_i, key_i, &position, &rotation, &scale);
ERR_CONTINUE(err != OK);
Transform3D xform;
xform.basis.set_quaternion_scale(rotation, scale);
xform.origin = position;
xform = p_bone_rest * xform;
p_track.position_track.values.write[key_i] = xform.get_origin();
p_track.rotation_track.values.write[key_i] = xform.basis.get_rotation_quaternion();
p_track.scale_track.values.write[key_i] = xform.basis.get_scale();
}
} else if (path.find(":transform") != -1) {
p_track.position_track.times = times;
p_track.position_track.interpolation = gltf_interpolation;
p_track.rotation_track.times = times;
p_track.rotation_track.interpolation = gltf_interpolation;
p_track.scale_track.times = times;
p_track.scale_track.interpolation = gltf_interpolation;
p_track.scale_track.values.resize(key_count);
p_track.scale_track.interpolation = gltf_interpolation;
p_track.position_track.values.resize(key_count);
p_track.position_track.interpolation = gltf_interpolation;
p_track.rotation_track.values.resize(key_count);
p_track.rotation_track.interpolation = gltf_interpolation;
for (int32_t key_i = 0; key_i < key_count; key_i++) {
Transform3D xform = p_animation->track_get_key_value(p_track_i, key_i);
p_track.position_track.values.write[key_i] = xform.get_origin();
p_track.rotation_track.values.write[key_i] = xform.basis.get_rotation_quaternion();
p_track.scale_track.values.write[key_i] = xform.basis.get_scale();
}
} else if (track_type == Animation::TYPE_VALUE) {
if (path.find("/rotation_quat") != -1) {
p_track.rotation_track.times = times;
p_track.rotation_track.interpolation = gltf_interpolation;
p_track.rotation_track.values.resize(key_count);
p_track.rotation_track.interpolation = gltf_interpolation;
for (int32_t key_i = 0; key_i < key_count; key_i++) {
Quaternion rotation_track = p_animation->track_get_key_value(p_track_i, key_i);
p_track.rotation_track.values.write[key_i] = rotation_track;
}
} else if (path.find(":position") != -1) {
p_track.position_track.times = times;
p_track.position_track.interpolation = gltf_interpolation;
p_track.position_track.values.resize(key_count);
p_track.position_track.interpolation = gltf_interpolation;
for (int32_t key_i = 0; key_i < key_count; key_i++) {
Vector3 position = p_animation->track_get_key_value(p_track_i, key_i);
p_track.position_track.values.write[key_i] = position;
}
} else if (path.find(":rotation") != -1) {
p_track.rotation_track.times = times;
p_track.rotation_track.interpolation = gltf_interpolation;
p_track.rotation_track.values.resize(key_count);
p_track.rotation_track.interpolation = gltf_interpolation;
for (int32_t key_i = 0; key_i < key_count; key_i++) {
Vector3 rotation_radian = p_animation->track_get_key_value(p_track_i, key_i);
p_track.rotation_track.values.write[key_i] = Quaternion(rotation_radian);
}
} else if (path.find(":scale") != -1) {
p_track.scale_track.times = times;
p_track.scale_track.interpolation = gltf_interpolation;
p_track.scale_track.values.resize(key_count);
p_track.scale_track.interpolation = gltf_interpolation;
for (int32_t key_i = 0; key_i < key_count; key_i++) {
Vector3 scale_track = p_animation->track_get_key_value(p_track_i, key_i);
p_track.scale_track.values.write[key_i] = scale_track;
}
}
} else if (track_type == Animation::TYPE_BEZIER) {
if (path.find("/scale") != -1) {
const int32_t keys = p_animation->track_get_key_time(p_track_i, key_count - 1) * BAKE_FPS;
if (!p_track.scale_track.times.size()) {
Vector<float> new_times;
new_times.resize(keys);
for (int32_t key_i = 0; key_i < keys; key_i++) {
new_times.write[key_i] = key_i / BAKE_FPS;
}
p_track.scale_track.times = new_times;
p_track.scale_track.interpolation = gltf_interpolation;
p_track.scale_track.values.resize(keys);
for (int32_t key_i = 0; key_i < keys; key_i++) {
p_track.scale_track.values.write[key_i] = Vector3(1.0f, 1.0f, 1.0f);
}
p_track.scale_track.interpolation = gltf_interpolation;
}
for (int32_t key_i = 0; key_i < keys; key_i++) {
Vector3 bezier_track = p_track.scale_track.values[key_i];
if (path.find("/scale:x") != -1) {
bezier_track.x = p_animation->bezier_track_interpolate(p_track_i, key_i / BAKE_FPS);
bezier_track.x = p_bone_rest.affine_inverse().basis.get_scale().x * bezier_track.x;
} else if (path.find("/scale:y") != -1) {
bezier_track.y = p_animation->bezier_track_interpolate(p_track_i, key_i / BAKE_FPS);
bezier_track.y = p_bone_rest.affine_inverse().basis.get_scale().y * bezier_track.y;
} else if (path.find("/scale:z") != -1) {
bezier_track.z = p_animation->bezier_track_interpolate(p_track_i, key_i / BAKE_FPS);
bezier_track.z = p_bone_rest.affine_inverse().basis.get_scale().z * bezier_track.z;
}
p_track.scale_track.values.write[key_i] = bezier_track;
}
} else if (path.find("/position") != -1) {
const int32_t keys = p_animation->track_get_key_time(p_track_i, key_count - 1) * BAKE_FPS;
if (!p_track.position_track.times.size()) {
Vector<float> new_times;
new_times.resize(keys);
for (int32_t key_i = 0; key_i < keys; key_i++) {
new_times.write[key_i] = key_i / BAKE_FPS;
}
p_track.position_track.times = new_times;
p_track.position_track.interpolation = gltf_interpolation;
p_track.position_track.values.resize(keys);
p_track.position_track.interpolation = gltf_interpolation;
}
for (int32_t key_i = 0; key_i < keys; key_i++) {
Vector3 bezier_track = p_track.position_track.values[key_i];
if (path.find("/position:x") != -1) {
bezier_track.x = p_animation->bezier_track_interpolate(p_track_i, key_i / BAKE_FPS);
bezier_track.x = p_bone_rest.affine_inverse().origin.x * bezier_track.x;
} else if (path.find("/position:y") != -1) {
bezier_track.y = p_animation->bezier_track_interpolate(p_track_i, key_i / BAKE_FPS);
bezier_track.y = p_bone_rest.affine_inverse().origin.y * bezier_track.y;
} else if (path.find("/position:z") != -1) {
bezier_track.z = p_animation->bezier_track_interpolate(p_track_i, key_i / BAKE_FPS);
bezier_track.z = p_bone_rest.affine_inverse().origin.z * bezier_track.z;
}
p_track.position_track.values.write[key_i] = bezier_track;
}
}
}
return p_track;
}
void GLTFDocument::_convert_animation(Ref<GLTFState> state, AnimationPlayer *ap, String p_animation_track_name) {
Ref<Animation> animation = ap->get_animation(p_animation_track_name);
Ref<GLTFAnimation> gltf_animation;
gltf_animation.instantiate();
gltf_animation->set_name(_gen_unique_name(state, p_animation_track_name));
for (int32_t track_i = 0; track_i < animation->get_track_count(); track_i++) {
if (!animation->track_is_enabled(track_i)) {
continue;
}
String orig_track_path = animation->track_get_path(track_i);
if (String(orig_track_path).find(":position") != -1) {
const Vector<String> node_suffix = String(orig_track_path).split(":position");
const NodePath path = node_suffix[0];
const Node *node = ap->get_parent()->get_node_or_null(path);
for (const KeyValue<GLTFNodeIndex, Node *> &position_scene_node_i : state->scene_nodes) {
if (position_scene_node_i.value == node) {
GLTFNodeIndex node_index = position_scene_node_i.key;
Map<int, GLTFAnimation::Track>::Element *position_track_i = gltf_animation->get_tracks().find(node_index);
GLTFAnimation::Track track;
if (position_track_i) {
track = position_track_i->get();
}
track = _convert_animation_track(state, track, animation, Transform3D(), track_i, node_index);
gltf_animation->get_tracks().insert(node_index, track);
}
}
} else if (String(orig_track_path).find(":rotation_degrees") != -1) {
const Vector<String> node_suffix = String(orig_track_path).split(":rotation_degrees");
const NodePath path = node_suffix[0];
const Node *node = ap->get_parent()->get_node_or_null(path);
for (const KeyValue<GLTFNodeIndex, Node *> &rotation_degree_scene_node_i : state->scene_nodes) {
if (rotation_degree_scene_node_i.value == node) {
GLTFNodeIndex node_index = rotation_degree_scene_node_i.key;
Map<int, GLTFAnimation::Track>::Element *rotation_degree_track_i = gltf_animation->get_tracks().find(node_index);
GLTFAnimation::Track track;
if (rotation_degree_track_i) {
track = rotation_degree_track_i->get();
}
track = _convert_animation_track(state, track, animation, Transform3D(), track_i, node_index);
gltf_animation->get_tracks().insert(node_index, track);
}
}
} else if (String(orig_track_path).find(":scale") != -1) {
const Vector<String> node_suffix = String(orig_track_path).split(":scale");
const NodePath path = node_suffix[0];
const Node *node = ap->get_parent()->get_node_or_null(path);
for (const KeyValue<GLTFNodeIndex, Node *> &scale_scene_node_i : state->scene_nodes) {
if (scale_scene_node_i.value == node) {
GLTFNodeIndex node_index = scale_scene_node_i.key;
Map<int, GLTFAnimation::Track>::Element *scale_track_i = gltf_animation->get_tracks().find(node_index);
GLTFAnimation::Track track;
if (scale_track_i) {
track = scale_track_i->get();
}
track = _convert_animation_track(state, track, animation, Transform3D(), track_i, node_index);
gltf_animation->get_tracks().insert(node_index, track);
}
}
} else if (String(orig_track_path).find(":transform") != -1) {
const Vector<String> node_suffix = String(orig_track_path).split(":transform");
const NodePath path = node_suffix[0];
const Node *node = ap->get_parent()->get_node_or_null(path);
for (const KeyValue<GLTFNodeIndex, Node *> &transform_track_i : state->scene_nodes) {
if (transform_track_i.value == node) {
GLTFAnimation::Track track;
track = _convert_animation_track(state, track, animation, Transform3D(), track_i, transform_track_i.key);
gltf_animation->get_tracks().insert(transform_track_i.key, track);
}
}
} else if (String(orig_track_path).find(":blend_shapes/") != -1) {
const Vector<String> node_suffix = String(orig_track_path).split(":blend_shapes/");
const NodePath path = node_suffix[0];
const String suffix = node_suffix[1];
Node *node = ap->get_parent()->get_node_or_null(path);
MeshInstance3D *mi = cast_to<MeshInstance3D>(node);
Ref<Mesh> mesh = mi->get_mesh();
ERR_CONTINUE(mesh.is_null());
int32_t mesh_index = -1;
for (const KeyValue<GLTFNodeIndex, Node *> &mesh_track_i : state->scene_nodes) {
if (mesh_track_i.value == node) {
mesh_index = mesh_track_i.key;
}
}
ERR_CONTINUE(mesh_index == -1);
Map<int, GLTFAnimation::Track> &tracks = gltf_animation->get_tracks();
GLTFAnimation::Track track = gltf_animation->get_tracks().has(mesh_index) ? gltf_animation->get_tracks()[mesh_index] : GLTFAnimation::Track();
if (!tracks.has(mesh_index)) {
for (int32_t shape_i = 0; shape_i < mesh->get_blend_shape_count(); shape_i++) {
String shape_name = mesh->get_blend_shape_name(shape_i);
NodePath shape_path = String(path) + ":blend_shapes/" + shape_name;
int32_t shape_track_i = animation->find_track(shape_path);
if (shape_track_i == -1) {
GLTFAnimation::Channel<float> weight;
weight.interpolation = GLTFAnimation::INTERP_LINEAR;
weight.times.push_back(0.0f);
weight.times.push_back(0.0f);
weight.values.push_back(0.0f);
weight.values.push_back(0.0f);
track.weight_tracks.push_back(weight);
continue;
}
Animation::InterpolationType interpolation = animation->track_get_interpolation_type(track_i);
GLTFAnimation::Interpolation gltf_interpolation = GLTFAnimation::INTERP_LINEAR;
if (interpolation == Animation::InterpolationType::INTERPOLATION_LINEAR) {
gltf_interpolation = GLTFAnimation::INTERP_LINEAR;
} else if (interpolation == Animation::InterpolationType::INTERPOLATION_NEAREST) {
gltf_interpolation = GLTFAnimation::INTERP_STEP;
} else if (interpolation == Animation::InterpolationType::INTERPOLATION_CUBIC) {
gltf_interpolation = GLTFAnimation::INTERP_CUBIC_SPLINE;
}
int32_t key_count = animation->track_get_key_count(shape_track_i);
GLTFAnimation::Channel<float> weight;
weight.interpolation = gltf_interpolation;
weight.times.resize(key_count);
for (int32_t time_i = 0; time_i < key_count; time_i++) {
weight.times.write[time_i] = animation->track_get_key_time(shape_track_i, time_i);
}
weight.values.resize(key_count);
for (int32_t value_i = 0; value_i < key_count; value_i++) {
weight.values.write[value_i] = animation->track_get_key_value(shape_track_i, value_i);
}
track.weight_tracks.push_back(weight);
}
tracks[mesh_index] = track;
}
} else if (String(orig_track_path).find(":") != -1) {
//Process skeleton
const Vector<String> node_suffix = String(orig_track_path).split(":");
const String node = node_suffix[0];
const NodePath node_path = node;
const String suffix = node_suffix[1];
Node *godot_node = ap->get_parent()->get_node_or_null(node_path);
Skeleton3D *skeleton = nullptr;
GLTFSkeletonIndex skeleton_gltf_i = -1;
for (GLTFSkeletonIndex skeleton_i = 0; skeleton_i < state->skeletons.size(); skeleton_i++) {
if (state->skeletons[skeleton_i]->godot_skeleton == cast_to<Skeleton3D>(godot_node)) {
skeleton = state->skeletons[skeleton_i]->godot_skeleton;
skeleton_gltf_i = skeleton_i;
ERR_CONTINUE(!skeleton);
Ref<GLTFSkeleton> skeleton_gltf = state->skeletons[skeleton_gltf_i];
int32_t bone = skeleton->find_bone(suffix);
ERR_CONTINUE(bone == -1);
Transform3D xform = skeleton->get_bone_rest(bone);
if (!skeleton_gltf->godot_bone_node.has(bone)) {
continue;
}
GLTFNodeIndex node_i = skeleton_gltf->godot_bone_node[bone];
Map<int, GLTFAnimation::Track>::Element *property_track_i = gltf_animation->get_tracks().find(node_i);
GLTFAnimation::Track track;
if (property_track_i) {
track = property_track_i->get();
}
track = _convert_animation_track(state, track, animation, xform, track_i, node_i);
gltf_animation->get_tracks()[node_i] = track;
}
}
} else if (String(orig_track_path).find(":") == -1) {
ERR_CONTINUE(!ap->get_parent());
for (int32_t node_i = 0; node_i < ap->get_parent()->get_child_count(); node_i++) {
const Node *child = ap->get_parent()->get_child(node_i);
const Node *node = child->get_node_or_null(orig_track_path);
for (const KeyValue<GLTFNodeIndex, Node *> &scene_node_i : state->scene_nodes) {
if (scene_node_i.value == node) {
GLTFNodeIndex node_index = scene_node_i.key;
Map<int, GLTFAnimation::Track>::Element *node_track_i = gltf_animation->get_tracks().find(node_index);
GLTFAnimation::Track track;
if (node_track_i) {
track = node_track_i->get();
}
track = _convert_animation_track(state, track, animation, Transform3D(), track_i, node_index);
gltf_animation->get_tracks().insert(node_index, track);
break;
}
}
}
}
}
if (gltf_animation->get_tracks().size()) {
state->animations.push_back(gltf_animation);
}
}
Error GLTFDocument::parse(Ref<GLTFState> state, String p_path, bool p_read_binary) {
Error err;
FileAccessRef f = FileAccess::open(p_path, FileAccess::READ, &err);
if (!f) {
return err;
}
uint32_t magic = f->get_32();
if (magic == 0x46546C67) {
//binary file
//text file
err = _parse_glb(p_path, state);
if (err) {
return FAILED;
}
} else {
//text file
err = _parse_json(p_path, state);
if (err) {
return FAILED;
}
}
f->close();
// get file's name, use for scene name if none
state->filename = p_path.get_file().get_slice(".", 0);
ERR_FAIL_COND_V(!state->json.has("asset"), Error::FAILED);
Dictionary asset = state->json["asset"];
ERR_FAIL_COND_V(!asset.has("version"), Error::FAILED);
String version = asset["version"];
state->major_version = version.get_slice(".", 0).to_int();
state->minor_version = version.get_slice(".", 1).to_int();
/* STEP 0 PARSE SCENE */
err = _parse_scenes(state);
if (err != OK) {
return Error::FAILED;
}
/* STEP 1 PARSE NODES */
err = _parse_nodes(state);
if (err != OK) {
return Error::FAILED;
}
/* STEP 2 PARSE BUFFERS */
err = _parse_buffers(state, p_path.get_base_dir());
if (err != OK) {
return Error::FAILED;
}
/* STEP 3 PARSE BUFFER VIEWS */
err = _parse_buffer_views(state);
if (err != OK) {
return Error::FAILED;
}
/* STEP 4 PARSE ACCESSORS */
err = _parse_accessors(state);
if (err != OK) {
return Error::FAILED;
}
/* STEP 5 PARSE IMAGES */
err = _parse_images(state, p_path.get_base_dir());
if (err != OK) {
return Error::FAILED;
}
/* STEP 6 PARSE TEXTURES */
err = _parse_textures(state);
if (err != OK) {
return Error::FAILED;
}
/* STEP 7 PARSE TEXTURES */
err = _parse_materials(state);
if (err != OK) {
return Error::FAILED;
}
/* STEP 9 PARSE SKINS */
err = _parse_skins(state);
if (err != OK) {
return Error::FAILED;
}
/* STEP 10 DETERMINE SKELETONS */
err = _determine_skeletons(state);
if (err != OK) {
return Error::FAILED;
}
/* STEP 11 CREATE SKELETONS */
err = _create_skeletons(state);
if (err != OK) {
return Error::FAILED;
}
/* STEP 12 CREATE SKINS */
err = _create_skins(state);
if (err != OK) {
return Error::FAILED;
}
/* STEP 13 PARSE MESHES (we have enough info now) */
err = _parse_meshes(state);
if (err != OK) {
return Error::FAILED;
}
/* STEP 14 PARSE LIGHTS */
err = _parse_lights(state);
if (err != OK) {
return Error::FAILED;
}
/* STEP 15 PARSE CAMERAS */
err = _parse_cameras(state);
if (err != OK) {
return Error::FAILED;
}
/* STEP 16 PARSE ANIMATIONS */
err = _parse_animations(state);
if (err != OK) {
return Error::FAILED;
}
/* STEP 17 ASSIGN SCENE NAMES */
_assign_scene_names(state);
return OK;
}
Dictionary GLTFDocument::_serialize_texture_transform_uv2(Ref<BaseMaterial3D> p_material) {
Dictionary extension;
Ref<BaseMaterial3D> mat = p_material;
if (mat.is_valid()) {
Dictionary texture_transform;
Array offset;
offset.resize(2);
offset[0] = mat->get_uv2_offset().x;
offset[1] = mat->get_uv2_offset().y;
texture_transform["offset"] = offset;
Array scale;
scale.resize(2);
scale[0] = mat->get_uv2_scale().x;
scale[1] = mat->get_uv2_scale().y;
texture_transform["scale"] = scale;
// Godot doesn't support texture rotation
extension["KHR_texture_transform"] = texture_transform;
}
return extension;
}
Dictionary GLTFDocument::_serialize_texture_transform_uv1(Ref<BaseMaterial3D> p_material) {
Dictionary extension;
if (p_material.is_valid()) {
Dictionary texture_transform;
Array offset;
offset.resize(2);
offset[0] = p_material->get_uv1_offset().x;
offset[1] = p_material->get_uv1_offset().y;
texture_transform["offset"] = offset;
Array scale;
scale.resize(2);
scale[0] = p_material->get_uv1_scale().x;
scale[1] = p_material->get_uv1_scale().y;
texture_transform["scale"] = scale;
// Godot doesn't support texture rotation
extension["KHR_texture_transform"] = texture_transform;
}
return extension;
}
Error GLTFDocument::_serialize_version(Ref<GLTFState> state) {
const String version = "2.0";
state->major_version = version.get_slice(".", 0).to_int();
state->minor_version = version.get_slice(".", 1).to_int();
Dictionary asset;
asset["version"] = version;
String hash = VERSION_HASH;
asset["generator"] = String(VERSION_FULL_NAME) + String("@") + (hash.length() == 0 ? String("unknown") : hash);
state->json["asset"] = asset;
ERR_FAIL_COND_V(!asset.has("version"), Error::FAILED);
ERR_FAIL_COND_V(!state->json.has("asset"), Error::FAILED);
return OK;
}
Error GLTFDocument::_serialize_file(Ref<GLTFState> state, const String p_path) {
Error err = FAILED;
if (p_path.to_lower().ends_with("glb")) {
err = _encode_buffer_glb(state, p_path);
ERR_FAIL_COND_V(err != OK, err);
FileAccessRef f = FileAccess::open(p_path, FileAccess::WRITE, &err);
ERR_FAIL_COND_V(!f, FAILED);
String json = Variant(state->json).to_json_string();
const uint32_t magic = 0x46546C67; // GLTF
const int32_t header_size = 12;
const int32_t chunk_header_size = 8;
for (int32_t pad_i = 0; pad_i < (chunk_header_size + json.utf8().length()) % 4; pad_i++) {
json += " ";
}
CharString cs = json.utf8();
const uint32_t text_chunk_length = cs.length();
const uint32_t text_chunk_type = 0x4E4F534A; //JSON
int32_t binary_data_length = 0;
if (state->buffers.size()) {
binary_data_length = state->buffers[0].size();
}
const int32_t binary_chunk_length = binary_data_length;
const int32_t binary_chunk_type = 0x004E4942; //BIN
f->create(FileAccess::ACCESS_RESOURCES);
f->store_32(magic);
f->store_32(state->major_version); // version
f->store_32(header_size + chunk_header_size + text_chunk_length + chunk_header_size + binary_data_length); // length
f->store_32(text_chunk_length);
f->store_32(text_chunk_type);
f->store_buffer((uint8_t *)&cs[0], cs.length());
if (binary_chunk_length) {
f->store_32(binary_chunk_length);
f->store_32(binary_chunk_type);
f->store_buffer(state->buffers[0].ptr(), binary_data_length);
}
f->close();
} else {
err = _encode_buffer_bins(state, p_path);
ERR_FAIL_COND_V(err != OK, err);
FileAccessRef f = FileAccess::open(p_path, FileAccess::WRITE, &err);
ERR_FAIL_COND_V(!f, FAILED);
f->create(FileAccess::ACCESS_RESOURCES);
String json = Variant(state->json).to_json_string();
f->store_string(json);
f->close();
}
return err;
}
Error GLTFDocument::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) {
ERR_FAIL_NULL_V(p_node, ERR_INVALID_PARAMETER);
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();
}
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) {
// TODO Add missing texture and missing .bin file paths to r_missing_deps 2021-09-10 fire
if (r_state == Ref<GLTFState>()) {
r_state.instantiate();
}
r_state->use_named_skin_binds =
p_flags & EditorSceneImporter::IMPORT_USE_NAMED_SKIN_BINDS;
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;
}
ERR_FAIL_COND_V(err != Error::OK, nullptr);
Node3D *root = memnew(Node3D);
for (int32_t root_i = 0; root_i < r_state->root_nodes.size(); root_i++) {
gltf_document->_generate_scene_node(r_state, root, root, r_state->root_nodes[root_i]);
}
gltf_document->_process_mesh_instances(r_state, root);
if (r_state->animations.size()) {
AnimationPlayer *ap = memnew(AnimationPlayer);
root->add_child(ap);
ap->set_owner(root);
for (int i = 0; i < r_state->animations.size(); i++) {
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;
}
void GLTFDocument::_bind_methods() {
ClassDB::bind_method(D_METHOD("save_scene", "node", "path", "src_path", "flags", "bake_fps", "state"),
&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) {
// build the hierarchy
for (GLTFNodeIndex node_i = 0; node_i < state->nodes.size(); node_i++) {
for (int j = 0; j < state->nodes[node_i]->children.size(); j++) {
GLTFNodeIndex child_i = state->nodes[node_i]->children[j];
ERR_FAIL_INDEX(child_i, state->nodes.size());
if (state->nodes.write[child_i]->parent != -1) {
continue;
}
state->nodes.write[child_i]->parent = node_i;
}
}
}
Node *GLTFDocument::import_scene(const String &p_path, uint32_t p_flags, int32_t p_bake_fps, Ref<GLTFState> r_state) {
Error err = FAILED;
List<String> deps;
Node *node = import_scene_gltf(p_path, p_flags, p_bake_fps, r_state, &deps, &err);
if (err != OK) {
return nullptr;
}
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);
}