This makes it possible to view far away objects without having to tweak any settings. This results in a more usable editor when working on large-scale levels. This change should have no impact on performance, but note that Z-fighting will be visible at a distance. This can be made less visible by increasing the Znear value (however, doing so will cause nearby surfaces to disappear). This change was also applied to the editor, but it will only apply to newly created scenes. This also changes the default camera settings in the glTF importer to match the Camera node's defaults.
384 lines
13 KiB
C++
384 lines
13 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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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/light_3d.h"
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#include "scene/3d/node_3d.h"
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#include "scene/3d/skeleton_3d.h"
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class AnimationPlayer;
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class BoneAttachment3D;
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class EditorSceneImporterMeshNode;
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class EditorSceneImporterGLTF : public EditorSceneImporter {
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GDCLASS(EditorSceneImporterGLTF, EditorSceneImporter);
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typedef int GLTFAccessorIndex;
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typedef int GLTFAnimationIndex;
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typedef int GLTFBufferIndex;
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typedef int GLTFBufferViewIndex;
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typedef int GLTFCameraIndex;
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typedef int GLTFImageIndex;
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typedef int GLTFMaterialIndex;
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typedef int GLTFMeshIndex;
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typedef int GLTFLightIndex;
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typedef int GLTFNodeIndex;
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typedef int GLTFSkeletonIndex;
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typedef int GLTFSkinIndex;
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typedef int GLTFTextureIndex;
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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(const uint32_t p_component);
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int _get_component_type_size(const 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(const GLTFType p_component);
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struct GLTFNode {
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//matrices need to be transformed to this
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GLTFNodeIndex parent = -1;
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int height = -1;
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Transform xform;
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String name;
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GLTFMeshIndex mesh = -1;
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GLTFCameraIndex camera = -1;
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GLTFSkinIndex skin = -1;
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GLTFSkeletonIndex skeleton = -1;
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bool joint = false;
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Vector3 translation;
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Quat rotation;
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Vector3 scale = Vector3(1, 1, 1);
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Vector<int> children;
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GLTFNodeIndex fake_joint_parent = -1;
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GLTFLightIndex light = -1;
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};
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struct GLTFBufferView {
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GLTFBufferIndex buffer = -1;
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int byte_offset = 0;
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int byte_length = 0;
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int byte_stride = 0;
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bool indices = false;
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//matrices need to be transformed to this
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};
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struct GLTFAccessor {
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GLTFBufferViewIndex buffer_view = 0;
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int byte_offset = 0;
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int component_type = 0;
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bool normalized = false;
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int count = 0;
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GLTFType type = GLTFType::TYPE_SCALAR;
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float min = 0;
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float max = 0;
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int sparse_count = 0;
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int sparse_indices_buffer_view = 0;
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int sparse_indices_byte_offset = 0;
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int sparse_indices_component_type = 0;
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int sparse_values_buffer_view = 0;
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int sparse_values_byte_offset = 0;
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};
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struct GLTFTexture {
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GLTFImageIndex src_image;
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};
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struct GLTFSkeleton {
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// The *synthesized* skeletons joints
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Vector<GLTFNodeIndex> joints;
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// The roots of the skeleton. If there are multiple, each root must have the same parent
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// (ie roots are siblings)
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Vector<GLTFNodeIndex> roots;
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// The created Skeleton for the scene
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Skeleton3D *godot_skeleton = nullptr;
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// Set of unique bone names for the skeleton
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Set<String> unique_names;
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};
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struct GLTFSkin {
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String name;
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// The "skeleton" property defined in the gltf spec. -1 = Scene Root
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GLTFNodeIndex skin_root = -1;
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Vector<GLTFNodeIndex> joints_original;
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Vector<Transform> inverse_binds;
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// Note: joints + non_joints should form a complete subtree, or subtrees with a common parent
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// All nodes that are skins that are caught in-between the original joints
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// (inclusive of joints_original)
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Vector<GLTFNodeIndex> joints;
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// All Nodes that are caught in-between skin joint nodes, and are not defined
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// as joints by any skin
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Vector<GLTFNodeIndex> non_joints;
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// The roots of the skin. In the case of multiple roots, their parent *must*
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// be the same (the roots must be siblings)
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Vector<GLTFNodeIndex> roots;
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// The GLTF Skeleton this Skin points to (after we determine skeletons)
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GLTFSkeletonIndex skeleton = -1;
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// A mapping from the joint indices (in the order of joints_original) to the
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// Godot Skeleton's bone_indices
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Map<int, int> joint_i_to_bone_i;
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Map<int, StringName> joint_i_to_name;
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// The Actual Skin that will be created as a mapping between the IBM's of this skin
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// to the generated skeleton for the mesh instances.
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Ref<Skin> godot_skin;
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};
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struct GLTFMesh {
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Ref<EditorSceneImporterMesh> 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 = true;
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float fov_size = 75;
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float zfar = 4000;
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float znear = 0.05;
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};
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struct GLTFLight {
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Color color = Color(1.0f, 1.0f, 1.0f);
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float intensity = 1.0f;
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String type = "";
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float range = Math_INF;
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float inner_cone_angle = 0.0f;
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float outer_cone_angle = Math_PI / 4.0;
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};
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struct GLTFAnimation {
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bool loop = false;
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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 = 0;
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int minor_version = 0;
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Vector<uint8_t> glb_data;
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bool use_named_skin_binds = false;
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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<StandardMaterial3D>> 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<Texture2D>> images;
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Vector<GLTFSkin> skins;
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Vector<GLTFCamera> cameras;
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Vector<GLTFLight> lights;
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Set<String> unique_names;
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Vector<GLTFSkeleton> skeletons;
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Vector<GLTFAnimation> animations;
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Map<GLTFNodeIndex, Node *> scene_nodes;
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// EditorSceneImporter::ImportFlags
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uint32_t import_flags;
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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 _sanitize_scene_name(const String &name);
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String _gen_unique_name(GLTFState &state, const String &p_name);
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String _sanitize_bone_name(const String &name);
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String _gen_unique_bone_name(GLTFState &state, const GLTFSkeletonIndex skel_i, const String &p_name);
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Ref<Texture2D> _get_texture(GLTFState &state, const GLTFTextureIndex 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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void _compute_node_heights(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, 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);
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Vector<double> _decode_accessor(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
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Vector<float> _decode_accessor_as_floats(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
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Vector<int> _decode_accessor_as_ints(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
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Vector<Vector2> _decode_accessor_as_vec2(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
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Vector<Vector3> _decode_accessor_as_vec3(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
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Vector<Color> _decode_accessor_as_color(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
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Vector<Quat> _decode_accessor_as_quat(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
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Vector<Transform2D> _decode_accessor_as_xform2d(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
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Vector<Basis> _decode_accessor_as_basis(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
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Vector<Transform> _decode_accessor_as_xform(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
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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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GLTFNodeIndex _find_highest_node(GLTFState &state, const Vector<GLTFNodeIndex> &subset);
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bool _capture_nodes_in_skin(GLTFState &state, GLTFSkin &skin, const GLTFNodeIndex node_index);
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void _capture_nodes_for_multirooted_skin(GLTFState &state, GLTFSkin &skin);
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Error _expand_skin(GLTFState &state, GLTFSkin &skin);
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Error _verify_skin(GLTFState &state, GLTFSkin &skin);
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Error _parse_skins(GLTFState &state);
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Error _determine_skeletons(GLTFState &state);
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Error _reparent_non_joint_skeleton_subtrees(GLTFState &state, GLTFSkeleton &skeleton, const Vector<GLTFNodeIndex> &non_joints);
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Error _reparent_to_fake_joint(GLTFState &state, GLTFSkeleton &skeleton, const GLTFNodeIndex node_index);
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Error _determine_skeleton_roots(GLTFState &state, const GLTFSkeletonIndex skel_i);
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Error _create_skeletons(GLTFState &state);
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Error _map_skin_joints_indices_to_skeleton_bone_indices(GLTFState &state);
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Error _create_skins(GLTFState &state);
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bool _skins_are_same(const Ref<Skin> &skin_a, const Ref<Skin> &skin_b);
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void _remove_duplicate_skins(GLTFState &state);
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Error _parse_cameras(GLTFState &state);
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Error _parse_lights(GLTFState &state);
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Error _parse_animations(GLTFState &state);
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BoneAttachment3D *_generate_bone_attachment(GLTFState &state, Skeleton3D *skeleton, const GLTFNodeIndex node_index);
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EditorSceneImporterMeshNode *_generate_mesh_instance(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index);
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Camera3D *_generate_camera(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index);
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Light3D *_generate_light(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index);
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Node3D *_generate_spatial(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index);
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void _generate_scene_node(GLTFState &state, Node *scene_parent, Node3D *scene_root, const GLTFNodeIndex node_index);
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Node3D *_generate_scene(GLTFState &state, const int p_bake_fps);
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void _process_mesh_instances(GLTFState &state, Node3D *scene_root);
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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, const float p_time, const GLTFAnimation::Interpolation p_interp);
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void _import_animation(GLTFState &state, AnimationPlayer *ap, const GLTFAnimationIndex index, const int bake_fps);
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public:
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virtual uint32_t get_import_flags() const override;
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virtual void get_extensions(List<String> *r_extensions) const override;
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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 = nullptr, Error *r_err = nullptr) override;
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virtual Ref<Animation> import_animation(const String &p_path, uint32_t p_flags, int p_bake_fps) override;
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EditorSceneImporterGLTF();
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};
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#endif // EDITOR_SCENE_IMPORTER_GLTF_H
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