godot/modules/gltf/extensions/gltf_light.cpp
K. S. Ernest (iFire) Lee 04d43947bf
Add ufbx for FBX importing
This update introduces a new import method for FBX files using ufbx. If the fbx2gltf import fails, it will use the most recently cached scene from the ufbx import. The process is sped up by introducing threads to load the ufbx portion.

Key changes include:

- Support for importing geometry helper nodes in FBX files.
- Addition of cameras and lights with updated names.
- Removal of the fbx importer manager.
- Introduction of ModelDocument3D and updates to its methods.
- Changes to FBX import options and visibility.
- Updating the documentation and handling some errors.
- Store the original non-unique node, mesh and animation names in FBX and glTF.

Co-Authored-By: bqqbarbhg <bqqbarbhg@gmail.com>
2024-02-23 22:33:04 +01:00

233 lines
9.9 KiB
C++

/**************************************************************************/
/* gltf_light.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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, */
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/* 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 */
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/* 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. */
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/**************************************************************************/
#include "gltf_light.h"
#include "scene/3d/light_3d.h"
void GLTFLight::_bind_methods() {
ClassDB::bind_static_method("GLTFLight", D_METHOD("from_node", "light_node"), &GLTFLight::from_node);
ClassDB::bind_method(D_METHOD("to_node"), &GLTFLight::to_node);
ClassDB::bind_static_method("GLTFLight", D_METHOD("from_dictionary", "dictionary"), &GLTFLight::from_dictionary);
ClassDB::bind_method(D_METHOD("to_dictionary"), &GLTFLight::to_dictionary);
ClassDB::bind_method(D_METHOD("get_color"), &GLTFLight::get_color);
ClassDB::bind_method(D_METHOD("set_color", "color"), &GLTFLight::set_color);
ClassDB::bind_method(D_METHOD("get_intensity"), &GLTFLight::get_intensity);
ClassDB::bind_method(D_METHOD("set_intensity", "intensity"), &GLTFLight::set_intensity);
ClassDB::bind_method(D_METHOD("get_light_type"), &GLTFLight::get_light_type);
ClassDB::bind_method(D_METHOD("set_light_type", "light_type"), &GLTFLight::set_light_type);
ClassDB::bind_method(D_METHOD("get_range"), &GLTFLight::get_range);
ClassDB::bind_method(D_METHOD("set_range", "range"), &GLTFLight::set_range);
ClassDB::bind_method(D_METHOD("get_inner_cone_angle"), &GLTFLight::get_inner_cone_angle);
ClassDB::bind_method(D_METHOD("set_inner_cone_angle", "inner_cone_angle"), &GLTFLight::set_inner_cone_angle);
ClassDB::bind_method(D_METHOD("get_outer_cone_angle"), &GLTFLight::get_outer_cone_angle);
ClassDB::bind_method(D_METHOD("set_outer_cone_angle", "outer_cone_angle"), &GLTFLight::set_outer_cone_angle);
ClassDB::bind_method(D_METHOD("get_additional_data", "extension_name"), &GLTFLight::get_additional_data);
ClassDB::bind_method(D_METHOD("set_additional_data", "extension_name", "additional_data"), &GLTFLight::set_additional_data);
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color"); // Color
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "intensity"), "set_intensity", "get_intensity"); // float
ADD_PROPERTY(PropertyInfo(Variant::STRING, "light_type"), "set_light_type", "get_light_type"); // String
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "range"), "set_range", "get_range"); // float
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "inner_cone_angle"), "set_inner_cone_angle", "get_inner_cone_angle"); // float
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "outer_cone_angle"), "set_outer_cone_angle", "get_outer_cone_angle"); // float
}
Color GLTFLight::get_color() {
return color;
}
void GLTFLight::set_color(Color p_color) {
color = p_color;
}
float GLTFLight::get_intensity() {
return intensity;
}
void GLTFLight::set_intensity(float p_intensity) {
intensity = p_intensity;
}
String GLTFLight::get_light_type() {
return light_type;
}
void GLTFLight::set_light_type(String p_light_type) {
light_type = p_light_type;
}
float GLTFLight::get_range() {
return range;
}
void GLTFLight::set_range(float p_range) {
range = p_range;
}
float GLTFLight::get_inner_cone_angle() {
return inner_cone_angle;
}
void GLTFLight::set_inner_cone_angle(float p_inner_cone_angle) {
inner_cone_angle = p_inner_cone_angle;
}
float GLTFLight::get_outer_cone_angle() {
return outer_cone_angle;
}
void GLTFLight::set_outer_cone_angle(float p_outer_cone_angle) {
outer_cone_angle = p_outer_cone_angle;
}
Ref<GLTFLight> GLTFLight::from_node(const Light3D *p_light) {
Ref<GLTFLight> l;
l.instantiate();
ERR_FAIL_NULL_V_MSG(p_light, l, "Tried to create a GLTFLight from a Light3D node, but the given node was null.");
l->color = p_light->get_color();
if (cast_to<DirectionalLight3D>(p_light)) {
l->light_type = "directional";
const DirectionalLight3D *light = cast_to<const 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<const OmniLight3D>(p_light)) {
l->light_type = "point";
const OmniLight3D *light = cast_to<const OmniLight3D>(p_light);
l->range = light->get_param(OmniLight3D::PARAM_RANGE);
l->intensity = light->get_param(OmniLight3D::PARAM_ENERGY);
} else if (cast_to<const SpotLight3D>(p_light)) {
l->light_type = "spot";
const SpotLight3D *light = cast_to<const SpotLight3D>(p_light);
l->range = light->get_param(SpotLight3D::PARAM_RANGE);
l->intensity = light->get_param(SpotLight3D::PARAM_ENERGY);
l->outer_cone_angle = Math::deg_to_rad(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;
}
return l;
}
Light3D *GLTFLight::to_node() const {
if (light_type == "directional") {
DirectionalLight3D *light = memnew(DirectionalLight3D);
light->set_param(Light3D::PARAM_ENERGY, intensity);
light->set_color(color);
return light;
}
if (light_type == "point") {
OmniLight3D *light = memnew(OmniLight3D);
light->set_param(OmniLight3D::PARAM_ENERGY, intensity);
light->set_param(OmniLight3D::PARAM_RANGE, CLAMP(range, 0, 4096));
light->set_color(color);
return light;
}
if (light_type == "spot") {
SpotLight3D *light = memnew(SpotLight3D);
light->set_param(SpotLight3D::PARAM_ENERGY, intensity);
light->set_param(SpotLight3D::PARAM_RANGE, CLAMP(range, 0, 4096));
light->set_param(SpotLight3D::PARAM_SPOT_ANGLE, Math::rad_to_deg(outer_cone_angle));
light->set_color(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 = inner_cone_angle / 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(Light3D);
}
Ref<GLTFLight> GLTFLight::from_dictionary(const Dictionary p_dictionary) {
ERR_FAIL_COND_V_MSG(!p_dictionary.has("type"), Ref<GLTFLight>(), "Failed to parse GLTF light, missing required field 'type'.");
Ref<GLTFLight> light;
light.instantiate();
const String &type = p_dictionary["type"];
light->light_type = type;
if (p_dictionary.has("color")) {
const Array &arr = p_dictionary["color"];
if (arr.size() == 3) {
light->color = Color(arr[0], arr[1], arr[2]).linear_to_srgb();
} else {
ERR_PRINT("Error parsing GLTF light: The color must have exactly 3 numbers.");
}
}
if (p_dictionary.has("intensity")) {
light->intensity = p_dictionary["intensity"];
}
if (p_dictionary.has("range")) {
light->range = p_dictionary["range"];
}
if (type == "spot") {
const Dictionary &spot = p_dictionary["spot"];
light->inner_cone_angle = spot["innerConeAngle"];
light->outer_cone_angle = spot["outerConeAngle"];
if (light->inner_cone_angle >= light->outer_cone_angle) {
ERR_PRINT("Error parsing GLTF light: The inner angle must be smaller than the outer angle.");
}
} else if (type != "point" && type != "directional") {
ERR_PRINT("Error parsing GLTF light: Light type '" + type + "' is unknown.");
}
return light;
}
Dictionary GLTFLight::to_dictionary() const {
Dictionary d;
Array color_array;
color_array.resize(3);
color_array[0] = color.r;
color_array[1] = color.g;
color_array[2] = color.b;
d["color"] = color_array;
d["type"] = light_type;
if (light_type == "spot") {
Dictionary spot_dict;
spot_dict["innerConeAngle"] = inner_cone_angle;
spot_dict["outerConeAngle"] = outer_cone_angle;
d["spot"] = spot_dict;
}
d["intensity"] = intensity;
d["range"] = range;
return d;
}
Variant GLTFLight::get_additional_data(const StringName &p_extension_name) {
return additional_data[p_extension_name];
}
void GLTFLight::set_additional_data(const StringName &p_extension_name, Variant p_additional_data) {
additional_data[p_extension_name] = p_additional_data;
}