1cf7ca87ce
Existing code only did the reparenting when the parent node was a bone. This change fixes that, plus the reparenting code itself, which used the index of the skin instead of the skin index itself to address the skeleton array.
346 lines
9.8 KiB
C++
346 lines
9.8 KiB
C++
/*************************************************************************/
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/* editor_scene_importer_gltf.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef EDITOR_SCENE_IMPORTER_GLTF_H
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#define EDITOR_SCENE_IMPORTER_GLTF_H
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#include "editor/import/resource_importer_scene.h"
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#include "scene/3d/skeleton.h"
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#include "scene/3d/spatial.h"
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class AnimationPlayer;
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class EditorSceneImporterGLTF : public EditorSceneImporter {
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GDCLASS(EditorSceneImporterGLTF, EditorSceneImporter);
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enum {
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ARRAY_BUFFER = 34962,
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ELEMENT_ARRAY_BUFFER = 34963,
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TYPE_BYTE = 5120,
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TYPE_UNSIGNED_BYTE = 5121,
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TYPE_SHORT = 5122,
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TYPE_UNSIGNED_SHORT = 5123,
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TYPE_UNSIGNED_INT = 5125,
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TYPE_FLOAT = 5126,
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COMPONENT_TYPE_BYTE = 5120,
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COMPONENT_TYPE_UNSIGNED_BYTE = 5121,
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COMPONENT_TYPE_SHORT = 5122,
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COMPONENT_TYPE_UNSIGNED_SHORT = 5123,
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COMPONENT_TYPE_INT = 5125,
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COMPONENT_TYPE_FLOAT = 5126,
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};
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String _get_component_type_name(uint32_t p_component);
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int _get_component_type_size(int component_type);
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enum GLTFType {
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TYPE_SCALAR,
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TYPE_VEC2,
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TYPE_VEC3,
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TYPE_VEC4,
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TYPE_MAT2,
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TYPE_MAT3,
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TYPE_MAT4,
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};
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String _get_type_name(GLTFType p_component);
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struct GLTFNode {
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//matrices need to be transformed to this
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int parent;
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Transform xform;
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String name;
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//Node *godot_node;
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//int godot_bone_index;
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int mesh;
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int camera;
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int skin;
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//int skeleton_skin;
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//int child_of_skeleton; // put as children of skeleton
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//Vector<int> skeleton_children; //skeleton put as children of this
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struct Joint {
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int skin;
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int bone;
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int godot_bone_index;
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Joint() {
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skin = -1;
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bone = -1;
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godot_bone_index = -1;
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}
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};
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Vector<Joint> joints;
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//keep them for animation
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Vector3 translation;
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Quat rotation;
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Vector3 scale;
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Vector<int> children;
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Vector<Node *> godot_nodes;
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GLTFNode() :
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parent(-1),
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mesh(-1),
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camera(-1),
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skin(-1),
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//skeleton_skin(-1),
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//child_of_skeleton(-1),
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scale(Vector3(1, 1, 1)) {
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}
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};
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struct GLTFBufferView {
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int buffer;
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int byte_offset;
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int byte_length;
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int byte_stride;
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bool indices;
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//matrices need to be transformed to this
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GLTFBufferView() :
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buffer(0),
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byte_offset(0),
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byte_length(0),
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byte_stride(0),
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indices(false) {
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}
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};
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struct GLTFAccessor {
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int buffer_view;
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int byte_offset;
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int component_type;
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bool normalized;
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int count;
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GLTFType type;
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float min;
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float max;
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int sparse_count;
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int sparse_indices_buffer_view;
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int sparse_indices_byte_offset;
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int sparse_indices_component_type;
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int sparse_values_buffer_view;
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int sparse_values_byte_offset;
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//matrices need to be transformed to this
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GLTFAccessor() {
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buffer_view = 0;
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byte_offset = 0;
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component_type = 0;
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normalized = false;
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count = 0;
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min = 0;
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max = 0;
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sparse_count = 0;
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sparse_indices_byte_offset = 0;
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sparse_values_byte_offset = 0;
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}
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};
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struct GLTFTexture {
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int src_image;
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};
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struct GLTFSkin {
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String name;
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struct Bone {
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Transform inverse_bind;
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int node;
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};
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int skeleton;
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Vector<Bone> bones;
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//matrices need to be transformed to this
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GLTFSkin() {
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skeleton = -1;
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}
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};
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struct GLTFMesh {
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Ref<ArrayMesh> mesh;
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Vector<float> blend_weights;
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};
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struct GLTFCamera {
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bool perspective;
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float fov_size;
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float zfar;
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float znear;
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GLTFCamera() {
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perspective = true;
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fov_size = 65;
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zfar = 500;
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znear = 0.1;
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}
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};
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struct GLTFAnimation {
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enum Interpolation {
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INTERP_LINEAR,
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INTERP_STEP,
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INTERP_CATMULLROMSPLINE,
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INTERP_CUBIC_SPLINE
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};
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template <class T>
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struct Channel {
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Interpolation interpolation;
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Vector<float> times;
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Vector<T> values;
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};
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struct Track {
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Channel<Vector3> translation_track;
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Channel<Quat> rotation_track;
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Channel<Vector3> scale_track;
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Vector<Channel<float> > weight_tracks;
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};
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String name;
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Map<int, Track> tracks;
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};
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struct GLTFState {
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Dictionary json;
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int major_version;
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int minor_version;
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Vector<uint8_t> glb_data;
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Vector<GLTFNode *> nodes;
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Vector<Vector<uint8_t> > buffers;
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Vector<GLTFBufferView> buffer_views;
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Vector<GLTFAccessor> accessors;
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Vector<GLTFMesh> meshes; //meshes are loaded directly, no reason not to.
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Vector<Ref<Material> > materials;
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String scene_name;
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Vector<int> root_nodes;
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Vector<GLTFTexture> textures;
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Vector<Ref<Texture> > images;
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Vector<GLTFSkin> skins;
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Vector<GLTFCamera> cameras;
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Set<String> unique_names;
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Vector<GLTFAnimation> animations;
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Map<int, Vector<int> > skeleton_nodes;
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//Map<int, Vector<int> > skin_users; //cache skin users
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~GLTFState() {
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for (int i = 0; i < nodes.size(); i++) {
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memdelete(nodes[i]);
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}
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}
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};
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String _gen_unique_name(GLTFState &state, const String &p_name);
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Ref<Texture> _get_texture(GLTFState &state, int p_texture);
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Error _parse_json(const String &p_path, GLTFState &state);
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Error _parse_glb(const String &p_path, GLTFState &state);
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Error _parse_scenes(GLTFState &state);
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Error _parse_nodes(GLTFState &state);
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Error _parse_buffers(GLTFState &state, const String &p_base_path);
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Error _parse_buffer_views(GLTFState &state);
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GLTFType _get_type_from_str(const String &p_string);
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Error _parse_accessors(GLTFState &state);
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Error _decode_buffer_view(GLTFState &state, int p_buffer_view, double *dst, int skip_every, int skip_bytes, int element_size, int count, GLTFType type, int component_count, int component_type, int component_size, bool normalized, int byte_offset, bool for_vertex);
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Vector<double> _decode_accessor(GLTFState &state, int p_accessor, bool p_for_vertex);
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PoolVector<float> _decode_accessor_as_floats(GLTFState &state, int p_accessor, bool p_for_vertex);
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PoolVector<int> _decode_accessor_as_ints(GLTFState &state, int p_accessor, bool p_for_vertex);
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PoolVector<Vector2> _decode_accessor_as_vec2(GLTFState &state, int p_accessor, bool p_for_vertex);
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PoolVector<Vector3> _decode_accessor_as_vec3(GLTFState &state, int p_accessor, bool p_for_vertex);
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PoolVector<Color> _decode_accessor_as_color(GLTFState &state, int p_accessor, bool p_for_vertex);
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Vector<Quat> _decode_accessor_as_quat(GLTFState &state, int p_accessor, bool p_for_vertex);
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Vector<Transform2D> _decode_accessor_as_xform2d(GLTFState &state, int p_accessor, bool p_for_vertex);
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Vector<Basis> _decode_accessor_as_basis(GLTFState &state, int p_accessor, bool p_for_vertex);
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Vector<Transform> _decode_accessor_as_xform(GLTFState &state, int p_accessor, bool p_for_vertex);
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void _reparent_skeleton(GLTFState &state, int p_node, Vector<Skeleton *> &skeletons, Node *p_parent_node);
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void _generate_bone(GLTFState &state, int p_node, Vector<Skeleton *> &skeletons, Node *p_parent_node);
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void _generate_node(GLTFState &state, int p_node, Node *p_parent, Node *p_owner, Vector<Skeleton *> &skeletons);
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void _import_animation(GLTFState &state, AnimationPlayer *ap, int index, int bake_fps, Vector<Skeleton *> skeletons);
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Spatial *_generate_scene(GLTFState &state, int p_bake_fps);
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Error _parse_meshes(GLTFState &state);
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Error _parse_images(GLTFState &state, const String &p_base_path);
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Error _parse_textures(GLTFState &state);
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Error _parse_materials(GLTFState &state);
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Error _parse_skins(GLTFState &state);
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Error _parse_cameras(GLTFState &state);
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Error _parse_animations(GLTFState &state);
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void _assign_scene_names(GLTFState &state);
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template <class T>
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T _interpolate_track(const Vector<float> &p_times, const Vector<T> &p_values, float p_time, GLTFAnimation::Interpolation p_interp);
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public:
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virtual uint32_t get_import_flags() const;
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virtual void get_extensions(List<String> *r_extensions) const;
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virtual Node *import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps, List<String> *r_missing_deps = NULL, Error *r_err = NULL);
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virtual Ref<Animation> import_animation(const String &p_path, uint32_t p_flags, int p_bake_fps);
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EditorSceneImporterGLTF();
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};
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#endif // EDITOR_SCENE_IMPORTER_GLTF_H
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