godot/modules/gltf/gltf_document.h

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/*************************************************************************/
/* gltf_document.h */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#ifndef GLTF_DOCUMENT_H
#define GLTF_DOCUMENT_H
#include "gltf_animation.h"
#include "editor/import/scene_importer_mesh_node_3d.h"
#include "scene/3d/bone_attachment_3d.h"
#include "scene/3d/light_3d.h"
#include "scene/3d/mesh_instance_3d.h"
#include "scene/3d/node_3d.h"
#include "scene/3d/skeleton_3d.h"
#include "scene/animation/animation_player.h"
#include "scene/resources/material.h"
#include "scene/resources/texture.h"
#include "modules/modules_enabled.gen.h"
#include <cstdint>
class GLTFState;
class GLTFSkin;
class GLTFNode;
class GLTFSpecGloss;
class GLTFSkeleton;
using GLTFAccessorIndex = int;
using GLTFAnimationIndex = int;
using GLTFBufferIndex = int;
using GLTFBufferViewIndex = int;
using GLTFCameraIndex = int;
using GLTFImageIndex = int;
using GLTFMaterialIndex = int;
using GLTFMeshIndex = int;
using GLTFLightIndex = int;
using GLTFNodeIndex = int;
using GLTFSkeletonIndex = int;
using GLTFSkinIndex = int;
using GLTFTextureIndex = int;
class GLTFDocument : public Resource {
GDCLASS(GLTFDocument, Resource);
friend class GLTFState;
friend class GLTFSkin;
friend class GLTFSkeleton;
public:
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const int32_t JOINT_GROUP_SIZE = 4;
enum GLTFType {
TYPE_SCALAR,
TYPE_VEC2,
TYPE_VEC3,
TYPE_VEC4,
TYPE_MAT2,
TYPE_MAT3,
TYPE_MAT4,
};
enum {
ARRAY_BUFFER = 34962,
ELEMENT_ARRAY_BUFFER = 34963,
TYPE_BYTE = 5120,
TYPE_UNSIGNED_BYTE = 5121,
TYPE_SHORT = 5122,
TYPE_UNSIGNED_SHORT = 5123,
TYPE_UNSIGNED_INT = 5125,
TYPE_FLOAT = 5126,
COMPONENT_TYPE_BYTE = 5120,
COMPONENT_TYPE_UNSIGNED_BYTE = 5121,
COMPONENT_TYPE_SHORT = 5122,
COMPONENT_TYPE_UNSIGNED_SHORT = 5123,
COMPONENT_TYPE_INT = 5125,
COMPONENT_TYPE_FLOAT = 5126,
};
protected:
static void _bind_methods();
public:
Node *import_scene(const String &p_path, uint32_t p_flags, int32_t p_bake_fps, Ref<GLTFState> r_state);
Node *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 = nullptr);
Error 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);
private:
template <class T>
static Array to_array(const Vector<T> &p_inp) {
Array ret;
for (int i = 0; i < p_inp.size(); i++) {
ret.push_back(p_inp[i]);
}
return ret;
}
template <class T>
static Array to_array(const Set<T> &p_inp) {
Array ret;
typename Set<T>::Element *elem = p_inp.front();
while (elem) {
ret.push_back(elem->get());
elem = elem->next();
}
return ret;
}
template <class T>
static void set_from_array(Vector<T> &r_out, const Array &p_inp) {
r_out.clear();
for (int i = 0; i < p_inp.size(); i++) {
r_out.push_back(p_inp[i]);
}
}
template <class T>
static void set_from_array(Set<T> &r_out, const Array &p_inp) {
r_out.clear();
for (int i = 0; i < p_inp.size(); i++) {
r_out.insert(p_inp[i]);
}
}
template <class K, class V>
static Dictionary to_dict(const Map<K, V> &p_inp) {
Dictionary ret;
for (typename Map<K, V>::Element *E = p_inp.front(); E; E = E->next()) {
ret[E->key()] = E->value();
}
return ret;
}
template <class K, class V>
static void set_from_dict(Map<K, V> &r_out, const Dictionary &p_inp) {
r_out.clear();
Array keys = p_inp.keys();
for (int i = 0; i < keys.size(); i++) {
r_out[keys[i]] = p_inp[keys[i]];
}
}
void _build_parent_hierachy(Ref<GLTFState> state);
double _filter_number(double p_float);
String _get_component_type_name(const uint32_t p_component);
int _get_component_type_size(const int component_type);
Error _parse_scenes(Ref<GLTFState> state);
Error _parse_nodes(Ref<GLTFState> state);
String _get_type_name(const GLTFType p_component);
String _get_accessor_type_name(const GLTFDocument::GLTFType p_type);
String _gen_unique_name(Ref<GLTFState> state, const String &p_name);
String _sanitize_animation_name(const String &name);
String _gen_unique_animation_name(Ref<GLTFState> state, const String &p_name);
String _sanitize_bone_name(const String &name);
String _gen_unique_bone_name(Ref<GLTFState> state,
const GLTFSkeletonIndex skel_i,
const String &p_name);
GLTFTextureIndex _set_texture(Ref<GLTFState> state, Ref<Texture2D> p_texture);
Ref<Texture2D> _get_texture(Ref<GLTFState> state,
const GLTFTextureIndex p_texture);
Error _parse_json(const String &p_path, Ref<GLTFState> state);
Error _parse_glb(const String &p_path, Ref<GLTFState> state);
void _compute_node_heights(Ref<GLTFState> state);
Error _parse_buffers(Ref<GLTFState> state, const String &p_base_path);
Error _parse_buffer_views(Ref<GLTFState> state);
GLTFType _get_type_from_str(const String &p_string);
Error _parse_accessors(Ref<GLTFState> state);
Error _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);
Vector<double> _decode_accessor(Ref<GLTFState> state,
const GLTFAccessorIndex p_accessor,
const bool p_for_vertex);
Vector<float> _decode_accessor_as_floats(Ref<GLTFState> state,
const GLTFAccessorIndex p_accessor,
const bool p_for_vertex);
Vector<int> _decode_accessor_as_ints(Ref<GLTFState> state,
const GLTFAccessorIndex p_accessor,
const bool p_for_vertex);
Vector<Vector2> _decode_accessor_as_vec2(Ref<GLTFState> state,
const GLTFAccessorIndex p_accessor,
const bool p_for_vertex);
Vector<Vector3> _decode_accessor_as_vec3(Ref<GLTFState> state,
const GLTFAccessorIndex p_accessor,
const bool p_for_vertex);
Vector<Color> _decode_accessor_as_color(Ref<GLTFState> state,
const GLTFAccessorIndex p_accessor,
const bool p_for_vertex);
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Vector<Quaternion> _decode_accessor_as_quaternion(Ref<GLTFState> state,
const GLTFAccessorIndex p_accessor,
const bool p_for_vertex);
Vector<Transform2D> _decode_accessor_as_xform2d(Ref<GLTFState> state,
const GLTFAccessorIndex p_accessor,
const bool p_for_vertex);
Vector<Basis> _decode_accessor_as_basis(Ref<GLTFState> state,
const GLTFAccessorIndex p_accessor,
const bool p_for_vertex);
Vector<Transform3D> _decode_accessor_as_xform(Ref<GLTFState> state,
const GLTFAccessorIndex p_accessor,
const bool p_for_vertex);
Error _parse_meshes(Ref<GLTFState> state);
Error _serialize_textures(Ref<GLTFState> state);
Error _serialize_images(Ref<GLTFState> state, const String &p_path);
Error _serialize_lights(Ref<GLTFState> state);
Error _parse_images(Ref<GLTFState> state, const String &p_base_path);
Error _parse_textures(Ref<GLTFState> state);
Error _parse_materials(Ref<GLTFState> state);
void _set_texture_transform_uv1(const Dictionary &d, Ref<BaseMaterial3D> material);
void spec_gloss_to_rough_metal(Ref<GLTFSpecGloss> r_spec_gloss,
Ref<BaseMaterial3D> p_material);
static void spec_gloss_to_metal_base_color(const Color &p_specular_factor,
const Color &p_diffuse,
Color &r_base_color,
float &r_metallic);
GLTFNodeIndex _find_highest_node(Ref<GLTFState> state,
const Vector<GLTFNodeIndex> &subset);
bool _capture_nodes_in_skin(Ref<GLTFState> state, Ref<GLTFSkin> skin,
const GLTFNodeIndex node_index);
void _capture_nodes_for_multirooted_skin(Ref<GLTFState> state, Ref<GLTFSkin> skin);
Error _expand_skin(Ref<GLTFState> state, Ref<GLTFSkin> skin);
Error _verify_skin(Ref<GLTFState> state, Ref<GLTFSkin> skin);
Error _parse_skins(Ref<GLTFState> state);
Error _determine_skeletons(Ref<GLTFState> state);
Error _reparent_non_joint_skeleton_subtrees(
Ref<GLTFState> state, Ref<GLTFSkeleton> skeleton,
const Vector<GLTFNodeIndex> &non_joints);
Error _reparent_to_fake_joint(Ref<GLTFState> state, Ref<GLTFSkeleton> skeleton,
const GLTFNodeIndex node_index);
Error _determine_skeleton_roots(Ref<GLTFState> state,
const GLTFSkeletonIndex skel_i);
Error _create_skeletons(Ref<GLTFState> state);
Error _map_skin_joints_indices_to_skeleton_bone_indices(Ref<GLTFState> state);
Error _serialize_skins(Ref<GLTFState> state);
Error _create_skins(Ref<GLTFState> state);
bool _skins_are_same(const Ref<Skin> skin_a, const Ref<Skin> skin_b);
void _remove_duplicate_skins(Ref<GLTFState> state);
Error _serialize_cameras(Ref<GLTFState> state);
Error _parse_cameras(Ref<GLTFState> state);
Error _parse_lights(Ref<GLTFState> state);
Error _parse_animations(Ref<GLTFState> state);
Error _serialize_animations(Ref<GLTFState> state);
BoneAttachment3D *_generate_bone_attachment(Ref<GLTFState> state,
Skeleton3D *skeleton,
const GLTFNodeIndex node_index,
const GLTFNodeIndex bone_index);
EditorSceneImporterMeshNode3D *_generate_mesh_instance(Ref<GLTFState> state, Node *scene_parent, const GLTFNodeIndex node_index);
Camera3D *_generate_camera(Ref<GLTFState> state, Node *scene_parent,
const GLTFNodeIndex node_index);
Node3D *_generate_light(Ref<GLTFState> state, Node *scene_parent, const GLTFNodeIndex node_index);
Node3D *_generate_spatial(Ref<GLTFState> state, Node *scene_parent,
const GLTFNodeIndex node_index);
void _assign_scene_names(Ref<GLTFState> state);
template <class T>
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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GLTFAccessorIndex _encode_accessor_as_quaternions(Ref<GLTFState> state,
const Vector<Quaternion> p_attribs,
const bool p_for_vertex);
GLTFAccessorIndex _encode_accessor_as_weights(Ref<GLTFState> state,
const Vector<Color> p_attribs,
const bool p_for_vertex);
GLTFAccessorIndex _encode_accessor_as_joints(Ref<GLTFState> state,
const Vector<Color> p_attribs,
const bool p_for_vertex);
GLTFAccessorIndex _encode_accessor_as_floats(Ref<GLTFState> state,
const Vector<real_t> p_attribs,
const bool p_for_vertex);
GLTFAccessorIndex _encode_accessor_as_vec2(Ref<GLTFState> state,
const Vector<Vector2> p_attribs,
const bool p_for_vertex);
void _calc_accessor_vec2_min_max(int i, const int element_count, Vector<double> &type_max, Vector2 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 _encode_accessor_as_vec3(Ref<GLTFState> state,
const Vector<Vector3> p_attribs,
const bool p_for_vertex);
GLTFAccessorIndex _encode_accessor_as_color(Ref<GLTFState> state,
const Vector<Color> p_attribs,
const bool p_for_vertex);
void _calc_accessor_min_max(int p_i, const int p_element_count, Vector<double> &p_type_max, Vector<double> p_attribs, Vector<double> &p_type_min);
GLTFAccessorIndex _encode_accessor_as_ints(Ref<GLTFState> state,
const Vector<int32_t> p_attribs,
const bool p_for_vertex);
GLTFAccessorIndex _encode_accessor_as_xform(Ref<GLTFState> state,
const Vector<Transform3D> p_attribs,
const bool p_for_vertex);
Error _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);
Error _encode_accessors(Ref<GLTFState> state);
Error _encode_buffer_views(Ref<GLTFState> state);
Error _serialize_materials(Ref<GLTFState> state);
Error _serialize_meshes(Ref<GLTFState> state);
Error _serialize_nodes(Ref<GLTFState> state);
Error _serialize_scenes(Ref<GLTFState> state);
String interpolation_to_string(const GLTFAnimation::Interpolation p_interp);
GLTFAnimation::Track _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);
Error _encode_buffer_bins(Ref<GLTFState> state, const String &p_path);
Error _encode_buffer_glb(Ref<GLTFState> state, const String &p_path);
Error _serialize_bone_attachment(Ref<GLTFState> state);
Dictionary _serialize_texture_transform_uv1(Ref<BaseMaterial3D> p_material);
Dictionary _serialize_texture_transform_uv2(Ref<BaseMaterial3D> p_material);
Error _serialize_version(Ref<GLTFState> state);
Error _serialize_file(Ref<GLTFState> state, const String p_path);
Error _serialize_extensions(Ref<GLTFState> state) const;
public:
// https://www.itu.int/rec/R-REC-BT.601
// https://www.itu.int/dms_pubrec/itu-r/rec/bt/R-REC-BT.601-7-201103-I!!PDF-E.pdf
static constexpr float R_BRIGHTNESS_COEFF = 0.299f;
static constexpr float G_BRIGHTNESS_COEFF = 0.587f;
static constexpr float B_BRIGHTNESS_COEFF = 0.114f;
private:
// https://github.com/microsoft/glTF-SDK/blob/master/GLTFSDK/Source/PBRUtils.cpp#L9
// https://bghgary.github.io/glTF/convert-between-workflows-bjs/js/babylon.pbrUtilities.js
static float solve_metallic(float p_dielectric_specular, float diffuse,
float specular,
float p_one_minus_specular_strength);
static float get_perceived_brightness(const Color p_color);
static float get_max_component(const Color &p_color);
public:
void _process_mesh_instances(Ref<GLTFState> state, Node *scene_root);
void _generate_scene_node(Ref<GLTFState> state, Node *scene_parent,
Node3D *scene_root,
const GLTFNodeIndex node_index);
void _generate_skeleton_bone_node(Ref<GLTFState> state, Node *scene_parent, Node3D *scene_root, const GLTFNodeIndex node_index);
void _import_animation(Ref<GLTFState> state, AnimationPlayer *ap,
const GLTFAnimationIndex index, const int bake_fps);
GLTFMeshIndex _convert_mesh_instance(Ref<GLTFState> state,
MeshInstance3D *p_mesh_instance);
void _convert_mesh_instances(Ref<GLTFState> state);
GLTFCameraIndex _convert_camera(Ref<GLTFState> state, Camera3D *p_camera);
void _convert_light_to_gltf(Light3D *light, Ref<GLTFState> state, Node3D *spatial, Ref<GLTFNode> gltf_node);
GLTFLightIndex _convert_light(Ref<GLTFState> state, Light3D *p_light);
GLTFSkeletonIndex _convert_skeleton(Ref<GLTFState> state, Skeleton3D *p_skeleton);
void _convert_spatial(Ref<GLTFState> state, Node3D *p_spatial, Ref<GLTFNode> p_node);
void _convert_scene_node(Ref<GLTFState> state, Node *p_current, Node *p_root,
const GLTFNodeIndex p_gltf_current,
const GLTFNodeIndex p_gltf_root);
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#ifdef MODULE_CSG_ENABLED
void _convert_csg_shape_to_gltf(Node *p_current, GLTFNodeIndex p_gltf_parent, Ref<GLTFNode> gltf_node, Ref<GLTFState> state);
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#endif // MODULE_CSG_ENABLED
void _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);
void _convert_animation_player_to_gltf(
AnimationPlayer *animation_player, Ref<GLTFState> state,
const GLTFNodeIndex &p_gltf_current,
const GLTFNodeIndex &p_gltf_root_index,
Ref<GLTFNode> p_gltf_node, Node *p_scene_parent,
Node *p_root);
void _check_visibility(Node *p_node, bool &retflag);
void _convert_camera_to_gltf(Camera3D *camera, Ref<GLTFState> state,
Node3D *spatial,
Ref<GLTFNode> gltf_node);
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#ifdef MODULE_GRIDMAP_ENABLED
void _convert_grid_map_to_gltf(
Node *p_scene_parent,
const GLTFNodeIndex &p_parent_node_index,
const GLTFNodeIndex &p_root_node_index,
Ref<GLTFNode> gltf_node, Ref<GLTFState> state,
Node *p_root_node);
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#endif // MODULE_GRIDMAP_ENABLED
void _convert_mult_mesh_instance_to_gltf(
Node *p_scene_parent,
const GLTFNodeIndex &p_parent_node_index,
const GLTFNodeIndex &p_root_node_index,
Ref<GLTFNode> gltf_node, Ref<GLTFState> state,
Node *p_root_node);
void _convert_skeleton_to_gltf(
Node *p_scene_parent, Ref<GLTFState> state,
const GLTFNodeIndex &p_parent_node_index,
const GLTFNodeIndex &p_root_node_index,
Ref<GLTFNode> gltf_node, Node *p_root_node);
void _convert_bone_attachment_to_gltf(Node *p_scene_parent,
Ref<GLTFState> state,
Ref<GLTFNode> gltf_node,
bool &retflag);
void _convert_mesh_to_gltf(Node *p_scene_parent,
Ref<GLTFState> state, Node3D *spatial,
Ref<GLTFNode> gltf_node);
void _convert_animation(Ref<GLTFState> state, AnimationPlayer *ap,
String p_animation_track_name);
Error serialize(Ref<GLTFState> state, Node *p_root, const String &p_path);
Error parse(Ref<GLTFState> state, String p_paths, bool p_read_binary = false);
};
#endif // GLTF_DOCUMENT_H