godot/modules/gltf/gltf_document.cpp
David Nikdel 522f035cb1 GLTF export improvements
- GLBs produced by godot don't pass validation when there's no data in the buffer segment. The segment is dropped but the size of the chunk_header is still reported in total length (incorrectly)

- Remove empty "extensions" JSON object being appended to all nodes (if it's still empty). This is just cutting down on unnecessary bloat and consistent with the rest of the file's attempts to not emit any keys that are equal to their default value.

- Allow the case where root_nodes is empty. This is permitted by the GLTF spec. Moreover it can happen fairly naturally when using the ROOT_NODE_MODE_MULTI_ROOT root node mode on a scene with only a root node (which is valid in godot).

- Don't create an initial buffer until we're ready to write data into it (buffers of byteLength=0 don't pass validation).
2024-05-11 21:42:05 -04:00

7500 lines
270 KiB
C++

/**************************************************************************/
/* gltf_document.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, */
/* 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 "extensions/gltf_spec_gloss.h"
#include "gltf_state.h"
#include "skin_tool.h"
#include "core/config/project_settings.h"
#include "core/crypto/crypto_core.h"
#include "core/io/config_file.h"
#include "core/io/dir_access.h"
#include "core/io/file_access.h"
#include "core/io/file_access_memory.h"
#include "core/io/json.h"
#include "core/io/stream_peer.h"
#include "core/object/object_id.h"
#include "core/version.h"
#include "scene/3d/bone_attachment_3d.h"
#include "scene/3d/camera_3d.h"
#include "scene/3d/importer_mesh_instance_3d.h"
#include "scene/3d/light_3d.h"
#include "scene/3d/mesh_instance_3d.h"
#include "scene/3d/multimesh_instance_3d.h"
#include "scene/resources/3d/skin.h"
#include "scene/resources/image_texture.h"
#include "scene/resources/portable_compressed_texture.h"
#include "scene/resources/surface_tool.h"
#ifdef TOOLS_ENABLED
#include "editor/editor_file_system.h"
#endif
// FIXME: Hardcoded to avoid editor dependency.
#define GLTF_IMPORT_GENERATE_TANGENT_ARRAYS 8
#define GLTF_IMPORT_USE_NAMED_SKIN_BINDS 16
#define GLTF_IMPORT_DISCARD_MESHES_AND_MATERIALS 32
#define GLTF_IMPORT_FORCE_DISABLE_MESH_COMPRESSION 64
#include <stdio.h>
#include <stdlib.h>
#include <cstdint>
static Ref<ImporterMesh> _mesh_to_importer_mesh(Ref<Mesh> p_mesh) {
Ref<ImporterMesh> importer_mesh;
importer_mesh.instantiate();
if (p_mesh.is_null()) {
return importer_mesh;
}
Ref<ArrayMesh> array_mesh = p_mesh;
if (p_mesh->get_blend_shape_count()) {
ArrayMesh::BlendShapeMode shape_mode = ArrayMesh::BLEND_SHAPE_MODE_NORMALIZED;
if (array_mesh.is_valid()) {
shape_mode = array_mesh->get_blend_shape_mode();
}
importer_mesh->set_blend_shape_mode(shape_mode);
for (int morph_i = 0; morph_i < p_mesh->get_blend_shape_count(); morph_i++) {
importer_mesh->add_blend_shape(p_mesh->get_blend_shape_name(morph_i));
}
}
for (int32_t surface_i = 0; surface_i < p_mesh->get_surface_count(); surface_i++) {
Array array = p_mesh->surface_get_arrays(surface_i);
Ref<Material> mat = p_mesh->surface_get_material(surface_i);
String mat_name;
if (mat.is_valid()) {
mat_name = mat->get_name();
} else {
// Assign default material when no material is assigned.
mat = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
}
importer_mesh->add_surface(p_mesh->surface_get_primitive_type(surface_i),
array, p_mesh->surface_get_blend_shape_arrays(surface_i), p_mesh->surface_get_lods(surface_i), mat,
mat_name, p_mesh->surface_get_format(surface_i));
}
return importer_mesh;
}
Error GLTFDocument::_serialize(Ref<GLTFState> p_state) {
for (Ref<GLTFDocumentExtension> ext : document_extensions) {
ERR_CONTINUE(ext.is_null());
Error err = ext->export_preserialize(p_state);
ERR_CONTINUE(err != OK);
}
/* STEP CONVERT MESH INSTANCES */
_convert_mesh_instances(p_state);
/* STEP SERIALIZE CAMERAS */
Error err = _serialize_cameras(p_state);
if (err != OK) {
return Error::FAILED;
}
/* STEP 3 CREATE SKINS */
err = _serialize_skins(p_state);
if (err != OK) {
return Error::FAILED;
}
/* STEP SERIALIZE MESHES (we have enough info now) */
err = _serialize_meshes(p_state);
if (err != OK) {
return Error::FAILED;
}
/* STEP SERIALIZE TEXTURES */
err = _serialize_materials(p_state);
if (err != OK) {
return Error::FAILED;
}
/* STEP SERIALIZE TEXTURE SAMPLERS */
err = _serialize_texture_samplers(p_state);
if (err != OK) {
return Error::FAILED;
}
/* STEP SERIALIZE ANIMATIONS */
err = _serialize_animations(p_state);
if (err != OK) {
return Error::FAILED;
}
/* STEP SERIALIZE ACCESSORS */
err = _encode_accessors(p_state);
if (err != OK) {
return Error::FAILED;
}
/* STEP SERIALIZE IMAGES */
err = _serialize_images(p_state);
if (err != OK) {
return Error::FAILED;
}
/* STEP SERIALIZE TEXTURES */
err = _serialize_textures(p_state);
if (err != OK) {
return Error::FAILED;
}
for (GLTFBufferViewIndex i = 0; i < p_state->buffer_views.size(); i++) {
p_state->buffer_views.write[i]->buffer = 0;
}
/* STEP SERIALIZE BUFFER VIEWS */
err = _encode_buffer_views(p_state);
if (err != OK) {
return Error::FAILED;
}
/* STEP SERIALIZE NODES */
err = _serialize_nodes(p_state);
if (err != OK) {
return Error::FAILED;
}
/* STEP SERIALIZE SCENE */
err = _serialize_scenes(p_state);
if (err != OK) {
return Error::FAILED;
}
/* STEP SERIALIZE LIGHTS */
err = _serialize_lights(p_state);
if (err != OK) {
return Error::FAILED;
}
/* STEP SERIALIZE EXTENSIONS */
err = _serialize_gltf_extensions(p_state);
if (err != OK) {
return Error::FAILED;
}
/* STEP SERIALIZE VERSION */
err = _serialize_asset_header(p_state);
if (err != OK) {
return Error::FAILED;
}
for (Ref<GLTFDocumentExtension> ext : document_extensions) {
ERR_CONTINUE(ext.is_null());
err = ext->export_post(p_state);
ERR_FAIL_COND_V(err != OK, err);
}
return OK;
}
Error GLTFDocument::_serialize_gltf_extensions(Ref<GLTFState> p_state) const {
Vector<String> extensions_used = p_state->extensions_used;
Vector<String> extensions_required = p_state->extensions_required;
if (!p_state->lights.is_empty()) {
extensions_used.push_back("KHR_lights_punctual");
}
if (p_state->use_khr_texture_transform) {
extensions_used.push_back("KHR_texture_transform");
extensions_required.push_back("KHR_texture_transform");
}
if (!extensions_used.is_empty()) {
extensions_used.sort();
p_state->json["extensionsUsed"] = extensions_used;
}
if (!extensions_required.is_empty()) {
extensions_required.sort();
p_state->json["extensionsRequired"] = extensions_required;
}
return OK;
}
Error GLTFDocument::_serialize_scenes(Ref<GLTFState> p_state) {
// Godot only supports one scene per glTF file.
Array scenes;
Dictionary scene_dict;
scenes.append(scene_dict);
p_state->json["scenes"] = scenes;
p_state->json["scene"] = 0;
// Add nodes to the scene dict.
if (!p_state->root_nodes.is_empty()) {
scene_dict["nodes"] = p_state->root_nodes;
}
if (!p_state->scene_name.is_empty()) {
scene_dict["name"] = p_state->scene_name;
}
return OK;
}
Error GLTFDocument::_parse_json(const String &p_path, Ref<GLTFState> p_state) {
Error err;
Ref<FileAccess> file = FileAccess::open(p_path, FileAccess::READ, &err);
if (file.is_null()) {
return err;
}
Vector<uint8_t> array;
array.resize(file->get_length());
file->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(), false, ERR_HANDLER_SCRIPT);
return err;
}
p_state->json = json.get_data();
return OK;
}
Error GLTFDocument::_parse_glb(Ref<FileAccess> p_file, Ref<GLTFState> p_state) {
ERR_FAIL_NULL_V(p_file, ERR_INVALID_PARAMETER);
ERR_FAIL_NULL_V(p_state, ERR_INVALID_PARAMETER);
ERR_FAIL_COND_V(p_file->get_position() != 0, ERR_FILE_CANT_READ);
uint32_t magic = p_file->get_32();
ERR_FAIL_COND_V(magic != 0x46546C67, ERR_FILE_UNRECOGNIZED); //glTF
p_file->get_32(); // version
p_file->get_32(); // length
uint32_t chunk_length = p_file->get_32();
uint32_t chunk_type = p_file->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 = p_file->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;
Error err = json.parse(text);
if (err != OK) {
_err_print_error("", "", json.get_error_line(), json.get_error_message().utf8().get_data(), false, ERR_HANDLER_SCRIPT);
return err;
}
p_state->json = json.get_data();
//data?
chunk_length = p_file->get_32();
chunk_type = p_file->get_32();
if (p_file->eof_reached()) {
return OK; //all good
}
ERR_FAIL_COND_V(chunk_type != 0x004E4942, ERR_PARSE_ERROR); //BIN
p_state->glb_data.resize(chunk_length);
len = p_file->get_buffer(p_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_column(Vector3::AXIS_X, Vector3(p_array[0], p_array[1], p_array[2]));
xform.basis.set_column(Vector3::AXIS_Y, Vector3(p_array[4], p_array[5], p_array[6]));
xform.basis.set_column(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_column(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_column(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_column(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> p_state) {
Array nodes;
const int scene_node_count = p_state->scene_nodes.size();
for (int i = 0; i < p_state->nodes.size(); i++) {
Dictionary node;
Ref<GLTFNode> gltf_node = p_state->nodes[i];
Dictionary extensions;
node["extensions"] = extensions;
if (!gltf_node->get_name().is_empty()) {
node["name"] = gltf_node->get_name();
}
if (gltf_node->camera != -1) {
node["camera"] = gltf_node->camera;
}
if (gltf_node->light != -1) {
Dictionary lights_punctual;
extensions["KHR_lights_punctual"] = lights_punctual;
lights_punctual["light"] = gltf_node->light;
}
if (gltf_node->mesh != -1) {
node["mesh"] = gltf_node->mesh;
}
if (gltf_node->skin != -1) {
node["skin"] = gltf_node->skin;
}
if (gltf_node->skeleton != -1 && gltf_node->skin < 0) {
}
if (gltf_node->transform.basis.is_orthogonal()) {
// An orthogonal transform is decomposable into TRS, so prefer that.
const Vector3 position = gltf_node->get_position();
if (!position.is_zero_approx()) {
node["translation"] = _vec3_to_arr(position);
}
const Quaternion rotation = gltf_node->get_rotation();
if (!rotation.is_equal_approx(Quaternion())) {
node["rotation"] = _quaternion_to_array(rotation);
}
const Vector3 scale = gltf_node->get_scale();
if (!scale.is_equal_approx(Vector3(1.0f, 1.0f, 1.0f))) {
node["scale"] = _vec3_to_arr(scale);
}
} else {
node["matrix"] = _xform_to_array(gltf_node->transform);
}
if (gltf_node->children.size()) {
Array children;
for (int j = 0; j < gltf_node->children.size(); j++) {
children.push_back(gltf_node->children[j]);
}
node["children"] = children;
}
Node *scene_node = nullptr;
if (i < scene_node_count) {
scene_node = p_state->scene_nodes[i];
}
for (Ref<GLTFDocumentExtension> ext : document_extensions) {
ERR_CONTINUE(ext.is_null());
Error err = ext->export_node(p_state, gltf_node, node, scene_node);
ERR_CONTINUE(err != OK);
}
if (extensions.is_empty()) {
node.erase("extensions");
}
nodes.push_back(node);
}
if (!nodes.is_empty()) {
p_state->json["nodes"] = nodes;
}
return OK;
}
String GLTFDocument::_gen_unique_name(Ref<GLTFState> p_state, const String &p_name) {
return _gen_unique_name_static(p_state->unique_names, p_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 anim_name = p_name.validate_node_name();
anim_name = anim_name.replace(",", "");
anim_name = anim_name.replace("[", "");
return anim_name;
}
String GLTFDocument::_gen_unique_animation_name(Ref<GLTFState> p_state, const String &p_name) {
const String s_name = _sanitize_animation_name(p_name);
String u_name;
int index = 1;
while (true) {
u_name = s_name;
if (index > 1) {
u_name += itos(index);
}
if (!p_state->unique_animation_names.has(u_name)) {
break;
}
index++;
}
p_state->unique_animation_names.insert(u_name);
return u_name;
}
String GLTFDocument::_sanitize_bone_name(const String &p_name) {
String bone_name = p_name;
bone_name = bone_name.replace(":", "_");
bone_name = bone_name.replace("/", "_");
return bone_name;
}
String GLTFDocument::_gen_unique_bone_name(Ref<GLTFState> p_state, const GLTFSkeletonIndex p_skel_i, const String &p_name) {
String s_name = _sanitize_bone_name(p_name);
if (s_name.is_empty()) {
s_name = "bone";
}
String u_name;
int index = 1;
while (true) {
u_name = s_name;
if (index > 1) {
u_name += "_" + itos(index);
}
if (!p_state->skeletons[p_skel_i]->unique_names.has(u_name)) {
break;
}
index++;
}
p_state->skeletons.write[p_skel_i]->unique_names.insert(u_name);
return u_name;
}
Error GLTFDocument::_parse_scenes(Ref<GLTFState> p_state) {
p_state->unique_names.insert("Skeleton3D"); // Reserve skeleton name.
ERR_FAIL_COND_V(!p_state->json.has("scenes"), ERR_FILE_CORRUPT);
const Array &scenes = p_state->json["scenes"];
int loaded_scene = 0;
if (p_state->json.has("scene")) {
loaded_scene = p_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 &scene_dict = scenes[loaded_scene];
ERR_FAIL_COND_V(!scene_dict.has("nodes"), ERR_UNAVAILABLE);
const Array &nodes = scene_dict["nodes"];
for (int j = 0; j < nodes.size(); j++) {
p_state->root_nodes.push_back(nodes[j]);
}
// Determine what to use for the scene name.
if (scene_dict.has("name") && !String(scene_dict["name"]).is_empty() && !((String)scene_dict["name"]).begins_with("Scene")) {
p_state->scene_name = scene_dict["name"];
} else if (p_state->scene_name.is_empty()) {
p_state->scene_name = p_state->filename;
}
if (_naming_version == 0) {
p_state->scene_name = _gen_unique_name(p_state, p_state->scene_name);
}
}
return OK;
}
Error GLTFDocument::_parse_nodes(Ref<GLTFState> p_state) {
ERR_FAIL_COND_V(!p_state->json.has("nodes"), ERR_FILE_CORRUPT);
const Array &nodes = p_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_original_name(n["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->transform = _arr_to_xform(n["matrix"]);
} else {
if (n.has("translation")) {
node->set_position(_arr_to_vec3(n["translation"]));
}
if (n.has("rotation")) {
node->set_rotation(_arr_to_quaternion(n["rotation"]));
}
if (n.has("scale")) {
node->set_scale(_arr_to_vec3(n["scale"]));
}
Transform3D godot_rest_transform;
godot_rest_transform.basis.set_quaternion_scale(node->transform.basis.get_rotation_quaternion(), node->transform.basis.get_scale());
godot_rest_transform.origin = node->transform.origin;
node->set_additional_data("GODOT_rest_transform", godot_rest_transform);
}
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;
}
}
for (Ref<GLTFDocumentExtension> ext : document_extensions) {
ERR_CONTINUE(ext.is_null());
Error err = ext->parse_node_extensions(p_state, node, extensions);
ERR_CONTINUE_MSG(err != OK, "GLTF: Encountered error " + itos(err) + " when parsing node extensions for node " + node->get_name() + " in file " + p_state->filename + ". Continuing.");
}
}
if (n.has("children")) {
const Array &children = n["children"];
for (int j = 0; j < children.size(); j++) {
node->children.push_back(children[j]);
}
}
p_state->nodes.push_back(node);
}
// build the hierarchy
for (GLTFNodeIndex node_i = 0; node_i < p_state->nodes.size(); node_i++) {
for (int j = 0; j < p_state->nodes[node_i]->children.size(); j++) {
GLTFNodeIndex child_i = p_state->nodes[node_i]->children[j];
ERR_FAIL_INDEX_V(child_i, p_state->nodes.size(), ERR_FILE_CORRUPT);
ERR_CONTINUE(p_state->nodes[child_i]->parent != -1); //node already has a parent, wtf.
p_state->nodes.write[child_i]->parent = node_i;
}
}
_compute_node_heights(p_state);
return OK;
}
void GLTFDocument::_compute_node_heights(Ref<GLTFState> p_state) {
p_state->root_nodes.clear();
for (GLTFNodeIndex node_i = 0; node_i < p_state->nodes.size(); ++node_i) {
Ref<GLTFNode> node = p_state->nodes[node_i];
node->height = 0;
GLTFNodeIndex current_i = node_i;
while (current_i >= 0) {
const GLTFNodeIndex parent_i = p_state->nodes[current_i]->parent;
if (parent_i >= 0) {
++node->height;
}
current_i = parent_i;
}
if (node->height == 0) {
p_state->root_nodes.push_back(node_i);
}
}
}
static Vector<uint8_t> _parse_base64_uri(const String &p_uri) {
int start = p_uri.find(",");
ERR_FAIL_COND_V(start == -1, Vector<uint8_t>());
CharString substr = p_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> p_state, const String &p_path) {
print_verbose("glTF: Total buffers: " + itos(p_state->buffers.size()));
if (p_state->buffers.is_empty()) {
return OK;
}
Array buffers;
if (!p_state->buffers.is_empty()) {
Vector<uint8_t> buffer_data = p_state->buffers[0];
Dictionary gltf_buffer;
gltf_buffer["byteLength"] = buffer_data.size();
buffers.push_back(gltf_buffer);
}
for (GLTFBufferIndex i = 1; i < p_state->buffers.size() - 1; i++) {
Vector<uint8_t> buffer_data = p_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;
Ref<FileAccess> file = FileAccess::open(path, FileAccess::WRITE, &err);
if (file.is_null()) {
return err;
}
if (buffer_data.size() == 0) {
return OK;
}
file->create(FileAccess::ACCESS_RESOURCES);
file->store_buffer(buffer_data.ptr(), buffer_data.size());
gltf_buffer["uri"] = filename;
gltf_buffer["byteLength"] = buffer_data.size();
buffers.push_back(gltf_buffer);
}
p_state->json["buffers"] = buffers;
return OK;
}
Error GLTFDocument::_encode_buffer_bins(Ref<GLTFState> p_state, const String &p_path) {
print_verbose("glTF: Total buffers: " + itos(p_state->buffers.size()));
if (p_state->buffers.is_empty()) {
return OK;
}
Array buffers;
for (GLTFBufferIndex i = 0; i < p_state->buffers.size(); i++) {
Vector<uint8_t> buffer_data = p_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;
Ref<FileAccess> file = FileAccess::open(path, FileAccess::WRITE, &err);
if (file.is_null()) {
return err;
}
if (buffer_data.size() == 0) {
return OK;
}
file->create(FileAccess::ACCESS_RESOURCES);
file->store_buffer(buffer_data.ptr(), buffer_data.size());
gltf_buffer["uri"] = filename;
gltf_buffer["byteLength"] = buffer_data.size();
buffers.push_back(gltf_buffer);
}
p_state->json["buffers"] = buffers;
return OK;
}
Error GLTFDocument::_parse_buffers(Ref<GLTFState> p_state, const String &p_base_path) {
if (!p_state->json.has("buffers")) {
return OK;
}
const Array &buffers = p_state->json["buffers"];
for (GLTFBufferIndex i = 0; i < buffers.size(); i++) {
if (i == 0 && p_state->glb_data.size()) {
p_state->buffers.push_back(p_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.
ERR_FAIL_COND_V(p_base_path.is_empty(), ERR_INVALID_PARAMETER);
uri = uri.uri_decode();
uri = p_base_path.path_join(uri).replace("\\", "/"); // Fix for Windows.
buffer_data = FileAccess::get_file_as_bytes(uri);
ERR_FAIL_COND_V_MSG(buffer.is_empty(), 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);
p_state->buffers.push_back(buffer_data);
}
}
}
print_verbose("glTF: Total buffers: " + itos(p_state->buffers.size()));
return OK;
}
Error GLTFDocument::_encode_buffer_views(Ref<GLTFState> p_state) {
Array buffers;
for (GLTFBufferViewIndex i = 0; i < p_state->buffer_views.size(); i++) {
Dictionary d;
Ref<GLTFBufferView> buffer_view = p_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;
}
if (buffer_view->indices) {
d["target"] = GLTFDocument::ELEMENT_ARRAY_BUFFER;
} else if (buffer_view->vertex_attributes) {
d["target"] = GLTFDocument::ARRAY_BUFFER;
}
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(p_state->buffer_views.size()));
if (!buffers.size()) {
return OK;
}
p_state->json["bufferViews"] = buffers;
return OK;
}
Error GLTFDocument::_parse_buffer_views(Ref<GLTFState> p_state) {
if (!p_state->json.has("bufferViews")) {
return OK;
}
const Array &buffers = p_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;
buffer_view->vertex_attributes = target == GLTFDocument::ARRAY_BUFFER;
}
p_state->buffer_views.push_back(buffer_view);
}
print_verbose("glTF: Total buffer views: " + itos(p_state->buffer_views.size()));
return OK;
}
Error GLTFDocument::_encode_accessors(Ref<GLTFState> p_state) {
Array accessors;
for (GLTFAccessorIndex i = 0; i < p_state->accessors.size(); i++) {
Dictionary d;
Ref<GLTFAccessor> accessor = p_state->accessors[i];
d["componentType"] = accessor->component_type;
d["count"] = accessor->count;
d["type"] = _get_accessor_type_name(accessor->type);
d["normalized"] = accessor->normalized;
d["max"] = accessor->max;
d["min"] = accessor->min;
if (accessor->buffer_view != -1) {
// bufferView may be omitted to zero-initialize the buffer. When this happens, byteOffset MUST also be omitted.
d["byteOffset"] = accessor->byte_offset;
d["bufferView"] = accessor->buffer_view;
}
if (accessor->sparse_count > 0) {
Dictionary s;
s["count"] = accessor->sparse_count;
Dictionary si;
si["bufferView"] = accessor->sparse_indices_buffer_view;
si["componentType"] = accessor->sparse_indices_component_type;
if (accessor->sparse_indices_byte_offset != -1) {
si["byteOffset"] = accessor->sparse_indices_byte_offset;
}
ERR_FAIL_COND_V(!si.has("bufferView") || !si.has("componentType"), ERR_PARSE_ERROR);
s["indices"] = si;
Dictionary sv;
sv["bufferView"] = accessor->sparse_values_buffer_view;
if (accessor->sparse_values_byte_offset != -1) {
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("count") || !s.has("indices") || !s.has("values"), ERR_PARSE_ERROR);
d["sparse"] = s;
}
accessors.push_back(d);
}
if (!accessors.size()) {
return OK;
}
p_state->json["accessors"] = accessors;
ERR_FAIL_COND_V(!p_state->json.has("accessors"), ERR_FILE_CORRUPT);
print_verbose("glTF: Total accessors: " + itos(p_state->accessors.size()));
return OK;
}
String GLTFDocument::_get_accessor_type_name(const GLTFType p_type) {
if (p_type == GLTFType::TYPE_SCALAR) {
return "SCALAR";
}
if (p_type == GLTFType::TYPE_VEC2) {
return "VEC2";
}
if (p_type == GLTFType::TYPE_VEC3) {
return "VEC3";
}
if (p_type == GLTFType::TYPE_VEC4) {
return "VEC4";
}
if (p_type == GLTFType::TYPE_MAT2) {
return "MAT2";
}
if (p_type == GLTFType::TYPE_MAT3) {
return "MAT3";
}
if (p_type == GLTFType::TYPE_MAT4) {
return "MAT4";
}
ERR_FAIL_V("SCALAR");
}
GLTFType GLTFDocument::_get_type_from_str(const String &p_string) {
if (p_string == "SCALAR") {
return GLTFType::TYPE_SCALAR;
}
if (p_string == "VEC2") {
return GLTFType::TYPE_VEC2;
}
if (p_string == "VEC3") {
return GLTFType::TYPE_VEC3;
}
if (p_string == "VEC4") {
return GLTFType::TYPE_VEC4;
}
if (p_string == "MAT2") {
return GLTFType::TYPE_MAT2;
}
if (p_string == "MAT3") {
return GLTFType::TYPE_MAT3;
}
if (p_string == "MAT4") {
return GLTFType::TYPE_MAT4;
}
ERR_FAIL_V(GLTFType::TYPE_SCALAR);
}
Error GLTFDocument::_parse_accessors(Ref<GLTFState> p_state) {
if (!p_state->json.has("accessors")) {
return OK;
}
const Array &accessors = p_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")) {
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"];
}
}
p_state->accessors.push_back(accessor);
}
print_verbose("glTF: Total accessors: " + itos(p_state->accessors.size()));
return OK;
}
double GLTFDocument::_filter_number(double p_float) {
if (!Math::is_finite(p_float)) {
// 3.6.2.2. "Values of NaN, +Infinity, and -Infinity MUST NOT be present."
return 0.0f;
}
return (double)(float)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> p_state, const double *p_src, const int p_count, const GLTFType p_type, const int p_component_type, const bool p_normalized, const int p_byte_offset, const bool p_for_vertex, GLTFBufferViewIndex &r_accessor, const bool p_for_vertex_indices) {
const int component_count_for_type[7] = {
1, 2, 3, 4, 4, 9, 16
};
const int component_count = component_count_for_type[p_type];
const int component_size = _get_component_type_size(p_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 (p_component_type) {
case COMPONENT_TYPE_BYTE:
case COMPONENT_TYPE_UNSIGNED_BYTE: {
if (p_type == TYPE_MAT2) {
skip_every = 2;
skip_bytes = 2;
}
if (p_type == TYPE_MAT3) {
skip_every = 3;
skip_bytes = 1;
}
} break;
case COMPONENT_TYPE_SHORT:
case COMPONENT_TYPE_UNSIGNED_SHORT: {
if (p_type == TYPE_MAT3) {
skip_every = 6;
skip_bytes = 4;
}
} break;
default: {
}
}
Ref<GLTFBufferView> bv;
bv.instantiate();
const uint32_t offset = bv->byte_offset = p_byte_offset;
Vector<uint8_t> &gltf_buffer = p_state->buffers.write[0];
int stride = component_count * component_size;
if (p_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(p_type) + " component type: " + _get_component_type_name(p_component_type) + " stride: " + itos(stride) + " amount " + itos(p_count));
print_verbose("glTF: encoding accessor offset " + itos(p_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 * (p_count - 1)) + component_size;
// TODO define bv->byte_stride
bv->byte_offset = gltf_buffer.size();
if (p_for_vertex_indices) {
bv->indices = true;
} else if (p_for_vertex) {
bv->vertex_attributes = true;
bv->byte_stride = stride;
}
switch (p_component_type) {
case COMPONENT_TYPE_BYTE: {
Vector<int8_t> buffer;
buffer.resize(p_count * component_count);
int32_t dst_i = 0;
for (int i = 0; i < p_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 = *p_src;
if (p_normalized) {
buffer.write[dst_i] = d * 128.0;
} else {
buffer.write[dst_i] = d;
}
p_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(p_count * component_count);
int32_t dst_i = 0;
for (int i = 0; i < p_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 = *p_src;
if (p_normalized) {
buffer.write[dst_i] = d * 255.0;
} else {
buffer.write[dst_i] = d;
}
p_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(p_count * component_count);
int32_t dst_i = 0;
for (int i = 0; i < p_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 = *p_src;
if (p_normalized) {
buffer.write[dst_i] = d * 32768.0;
} else {
buffer.write[dst_i] = d;
}
p_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(p_count * component_count);
int32_t dst_i = 0;
for (int i = 0; i < p_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 = *p_src;
if (p_normalized) {
buffer.write[dst_i] = d * 65535.0;
} else {
buffer.write[dst_i] = d;
}
p_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(p_count * component_count);
int32_t dst_i = 0;
for (int i = 0; i < p_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 = *p_src;
buffer.write[dst_i] = d;
p_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(p_count * component_count);
int32_t dst_i = 0;
for (int i = 0; i < p_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 = *p_src;
buffer.write[dst_i] = d;
p_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);
int pad_bytes = (4 - gltf_buffer.size()) & 3;
for (int i = 0; i < pad_bytes; i++) {
gltf_buffer.push_back(0);
}
r_accessor = bv->buffer = p_state->buffer_views.size();
p_state->buffer_views.push_back(bv);
return OK;
}
Error GLTFDocument::_decode_buffer_view(Ref<GLTFState> p_state, double *p_dst, const GLTFBufferViewIndex p_buffer_view, const int p_skip_every, const int p_skip_bytes, const int p_element_size, const int p_count, const GLTFType p_type, const int p_component_count, const int p_component_type, const int p_component_size, const bool p_normalized, const int p_byte_offset, const bool p_for_vertex) {
const Ref<GLTFBufferView> bv = p_state->buffer_views[p_buffer_view];
int stride = p_element_size;
if (bv->byte_stride != -1) {
stride = bv->byte_stride;
}
if (p_for_vertex && stride % 4) {
stride += 4 - (stride % 4); //according to spec must be multiple of 4
}
ERR_FAIL_INDEX_V(bv->buffer, p_state->buffers.size(), ERR_PARSE_ERROR);
const uint32_t offset = bv->byte_offset + p_byte_offset;
Vector<uint8_t> buffer = p_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(p_type) + " component type: " + _get_component_type_name(p_component_type) + " stride: " + itos(stride) + " amount " + itos(p_count));
print_verbose("glTF: accessor offset " + itos(p_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 * (p_count - 1)) + p_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 < p_count; i++) {
const uint8_t *src = &bufptr[offset + i * stride];
for (int j = 0; j < p_component_count; j++) {
if (p_skip_every && j > 0 && (j % p_skip_every) == 0) {
src += p_skip_bytes;
}
double d = 0;
switch (p_component_type) {
case COMPONENT_TYPE_BYTE: {
int8_t b = int8_t(*src);
if (p_normalized) {
d = (double(b) / 128.0);
} else {
d = double(b);
}
} break;
case COMPONENT_TYPE_UNSIGNED_BYTE: {
uint8_t b = *src;
if (p_normalized) {
d = (double(b) / 255.0);
} else {
d = double(b);
}
} break;
case COMPONENT_TYPE_SHORT: {
int16_t s = *(int16_t *)src;
if (p_normalized) {
d = (double(s) / 32768.0);
} else {
d = double(s);
}
} break;
case COMPONENT_TYPE_UNSIGNED_SHORT: {
uint16_t s = *(uint16_t *)src;
if (p_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;
}
*p_dst++ = d;
src += p_component_size;
}
}
return OK;
}
int GLTFDocument::_get_component_type_size(const int p_component_type) {
switch (p_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> p_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, p_state->accessors.size(), Vector<double>());
const Ref<GLTFAccessor> a = p_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, p_state->buffer_views.size(), Vector<double>());
const Error err = _decode_buffer_view(p_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(p_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(p_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> p_state, const Vector<int32_t> p_attribs, const bool p_for_vertex, const bool p_for_vertex_indices) {
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);
int max_index = 0;
for (int i = 0; i < p_attribs.size(); i++) {
attribs.write[i] = p_attribs[i];
if (p_attribs[i] > max_index) {
max_index = p_attribs[i];
}
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]);
}
}
ERR_FAIL_COND_V(attribs.is_empty(), -1);
Ref<GLTFAccessor> accessor;
accessor.instantiate();
GLTFBufferIndex buffer_view_i;
if (p_state->buffers.is_empty()) {
p_state->buffers.push_back(Vector<uint8_t>());
}
int64_t size = p_state->buffers[0].size();
const GLTFType type = GLTFType::TYPE_SCALAR;
int component_type;
if (max_index > 65535 || p_for_vertex) {
component_type = GLTFDocument::COMPONENT_TYPE_INT;
} else {
component_type = GLTFDocument::COMPONENT_TYPE_UNSIGNED_SHORT;
}
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(p_state, attribs.ptr(), attribs.size(), type, component_type, accessor->normalized, size, p_for_vertex, buffer_view_i, p_for_vertex_indices);
if (err != OK) {
return -1;
}
accessor->buffer_view = buffer_view_i;
p_state->accessors.push_back(accessor);
return p_state->accessors.size() - 1;
}
Vector<int> GLTFDocument::_decode_accessor_as_ints(Ref<GLTFState> p_state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex, const Vector<int> &p_packed_vertex_ids) {
const Vector<double> attribs = _decode_accessor(p_state, p_accessor, p_for_vertex);
Vector<int> ret;
if (attribs.size() == 0) {
return ret;
}
const double *attribs_ptr = attribs.ptr();
int ret_size = attribs.size();
if (!p_packed_vertex_ids.is_empty()) {
ERR_FAIL_COND_V(p_packed_vertex_ids[p_packed_vertex_ids.size() - 1] >= ret_size, ret);
ret_size = p_packed_vertex_ids.size();
}
ret.resize(ret_size);
for (int i = 0; i < ret_size; i++) {
int src_i = i;
if (!p_packed_vertex_ids.is_empty()) {
src_i = p_packed_vertex_ids[i];
}
ret.write[i] = int(attribs_ptr[src_i]);
}
return ret;
}
Vector<float> GLTFDocument::_decode_accessor_as_floats(Ref<GLTFState> p_state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex, const Vector<int> &p_packed_vertex_ids) {
const Vector<double> attribs = _decode_accessor(p_state, p_accessor, p_for_vertex);
Vector<float> ret;
if (attribs.size() == 0) {
return ret;
}
const double *attribs_ptr = attribs.ptr();
int ret_size = attribs.size();
if (!p_packed_vertex_ids.is_empty()) {
ERR_FAIL_COND_V(p_packed_vertex_ids[p_packed_vertex_ids.size() - 1] >= ret_size, ret);
ret_size = p_packed_vertex_ids.size();
}
ret.resize(ret_size);
for (int i = 0; i < ret_size; i++) {
int src_i = i;
if (!p_packed_vertex_ids.is_empty()) {
src_i = p_packed_vertex_ids[i];
}
ret.write[i] = float(attribs_ptr[src_i]);
}
return ret;
}
void GLTFDocument::_round_min_max_components(Vector<double> &r_type_min, Vector<double> &r_type_max) {
// 3.6.2.5: For floating-point components, JSON-stored minimum and maximum values represent single precision
// floats and SHOULD be rounded to single precision before usage to avoid any potential boundary mismatches.
for (int32_t type_i = 0; type_i < r_type_min.size(); type_i++) {
r_type_min.write[type_i] = (double)(float)r_type_min[type_i];
r_type_max.write[type_i] = (double)(float)r_type_max[type_i];
}
}
GLTFAccessorIndex GLTFDocument::_encode_accessor_as_vec2(Ref<GLTFState> p_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] = _filter_number(attrib.x);
attribs.write[(i * element_count) + 1] = _filter_number(attrib.y);
_calc_accessor_min_max(i, element_count, type_max, attribs, type_min);
}
_round_min_max_components(type_min, type_max);
ERR_FAIL_COND_V(attribs.size() % element_count != 0, -1);
Ref<GLTFAccessor> accessor;
accessor.instantiate();
GLTFBufferIndex buffer_view_i;
if (p_state->buffers.is_empty()) {
p_state->buffers.push_back(Vector<uint8_t>());
}
int64_t size = p_state->buffers[0].size();
const GLTFType type = GLTFType::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(p_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;
p_state->accessors.push_back(accessor);
return p_state->accessors.size() - 1;
}
GLTFAccessorIndex GLTFDocument::_encode_accessor_as_color(Ref<GLTFState> p_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] = _filter_number(attrib.r);
attribs.write[(i * element_count) + 1] = _filter_number(attrib.g);
attribs.write[(i * element_count) + 2] = _filter_number(attrib.b);
attribs.write[(i * element_count) + 3] = _filter_number(attrib.a);
_calc_accessor_min_max(i, element_count, type_max, attribs, type_min);
}
_round_min_max_components(type_min, type_max);
ERR_FAIL_COND_V(attribs.size() % element_count != 0, -1);
Ref<GLTFAccessor> accessor;
accessor.instantiate();
GLTFBufferIndex buffer_view_i;
if (p_state->buffers.is_empty()) {
p_state->buffers.push_back(Vector<uint8_t>());
}
int64_t size = p_state->buffers[0].size();
const GLTFType type = GLTFType::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(p_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;
p_state->accessors.push_back(accessor);
return p_state->accessors.size() - 1;
}
void GLTFDocument::_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) {
if (p_i == 0) {
for (int32_t type_i = 0; type_i < p_element_count; type_i++) {
p_type_max.write[type_i] = p_attribs[(p_i * p_element_count) + type_i];
p_type_min.write[type_i] = p_attribs[(p_i * p_element_count) + type_i];
}
}
for (int32_t type_i = 0; type_i < p_element_count; type_i++) {
p_type_max.write[type_i] = MAX(p_attribs[(p_i * p_element_count) + type_i], p_type_max[type_i]);
p_type_min.write[type_i] = MIN(p_attribs[(p_i * p_element_count) + type_i], p_type_min[type_i]);
}
}
GLTFAccessorIndex GLTFDocument::_encode_accessor_as_weights(Ref<GLTFState> p_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] = _filter_number(attrib.r);
attribs.write[(i * element_count) + 1] = _filter_number(attrib.g);
attribs.write[(i * element_count) + 2] = _filter_number(attrib.b);
attribs.write[(i * element_count) + 3] = _filter_number(attrib.a);
_calc_accessor_min_max(i, element_count, type_max, attribs, type_min);
}
_round_min_max_components(type_min, type_max);
ERR_FAIL_COND_V(attribs.size() % element_count != 0, -1);
Ref<GLTFAccessor> accessor;
accessor.instantiate();
GLTFBufferIndex buffer_view_i;
if (p_state->buffers.is_empty()) {
p_state->buffers.push_back(Vector<uint8_t>());
}
int64_t size = p_state->buffers[0].size();
const GLTFType type = GLTFType::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(p_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;
p_state->accessors.push_back(accessor);
return p_state->accessors.size() - 1;
}
GLTFAccessorIndex GLTFDocument::_encode_accessor_as_joints(Ref<GLTFState> p_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] = _filter_number(attrib.r);
attribs.write[(i * element_count) + 1] = _filter_number(attrib.g);
attribs.write[(i * element_count) + 2] = _filter_number(attrib.b);
attribs.write[(i * element_count) + 3] = _filter_number(attrib.a);
_calc_accessor_min_max(i, element_count, type_max, attribs, type_min);
}
_round_min_max_components(type_min, type_max);
ERR_FAIL_COND_V(attribs.size() % element_count != 0, -1);
Ref<GLTFAccessor> accessor;
accessor.instantiate();
GLTFBufferIndex buffer_view_i;
if (p_state->buffers.is_empty()) {
p_state->buffers.push_back(Vector<uint8_t>());
}
int64_t size = p_state->buffers[0].size();
const GLTFType type = GLTFType::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(p_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;
p_state->accessors.push_back(accessor);
return p_state->accessors.size() - 1;
}
GLTFAccessorIndex GLTFDocument::_encode_accessor_as_quaternions(Ref<GLTFState> p_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] = _filter_number(quaternion.x);
attribs.write[(i * element_count) + 1] = _filter_number(quaternion.y);
attribs.write[(i * element_count) + 2] = _filter_number(quaternion.z);
attribs.write[(i * element_count) + 3] = _filter_number(quaternion.w);
_calc_accessor_min_max(i, element_count, type_max, attribs, type_min);
}
_round_min_max_components(type_min, type_max);
ERR_FAIL_COND_V(attribs.size() % element_count != 0, -1);
Ref<GLTFAccessor> accessor;
accessor.instantiate();
GLTFBufferIndex buffer_view_i;
if (p_state->buffers.is_empty()) {
p_state->buffers.push_back(Vector<uint8_t>());
}
int64_t size = p_state->buffers[0].size();
const GLTFType type = GLTFType::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(p_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;
p_state->accessors.push_back(accessor);
return p_state->accessors.size() - 1;
}
Vector<Vector2> GLTFDocument::_decode_accessor_as_vec2(Ref<GLTFState> p_state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex, const Vector<int> &p_packed_vertex_ids) {
const Vector<double> attribs = _decode_accessor(p_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();
int ret_size = attribs.size() / 2;
if (!p_packed_vertex_ids.is_empty()) {
ERR_FAIL_COND_V(p_packed_vertex_ids[p_packed_vertex_ids.size() - 1] >= ret_size, ret);
ret_size = p_packed_vertex_ids.size();
}
ret.resize(ret_size);
for (int i = 0; i < ret_size; i++) {
int src_i = i;
if (!p_packed_vertex_ids.is_empty()) {
src_i = p_packed_vertex_ids[i];
}
ret.write[i] = Vector2(attribs_ptr[src_i * 2 + 0], attribs_ptr[src_i * 2 + 1]);
}
return ret;
}
GLTFAccessorIndex GLTFDocument::_encode_accessor_as_floats(Ref<GLTFState> p_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] = _filter_number(p_attribs[i]);
_calc_accessor_min_max(i, element_count, type_max, attribs, type_min);
}
_round_min_max_components(type_min, type_max);
ERR_FAIL_COND_V(attribs.is_empty(), -1);
Ref<GLTFAccessor> accessor;
accessor.instantiate();
GLTFBufferIndex buffer_view_i;
if (p_state->buffers.is_empty()) {
p_state->buffers.push_back(Vector<uint8_t>());
}
int64_t size = p_state->buffers[0].size();
const GLTFType type = GLTFType::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(p_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;
p_state->accessors.push_back(accessor);
return p_state->accessors.size() - 1;
}
GLTFAccessorIndex GLTFDocument::_encode_accessor_as_vec3(Ref<GLTFState> p_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] = _filter_number(attrib.x);
attribs.write[(i * element_count) + 1] = _filter_number(attrib.y);
attribs.write[(i * element_count) + 2] = _filter_number(attrib.z);
_calc_accessor_min_max(i, element_count, type_max, attribs, type_min);
}
_round_min_max_components(type_min, type_max);
ERR_FAIL_COND_V(attribs.size() % element_count != 0, -1);
Ref<GLTFAccessor> accessor;
accessor.instantiate();
GLTFBufferIndex buffer_view_i;
if (p_state->buffers.is_empty()) {
p_state->buffers.push_back(Vector<uint8_t>());
}
int64_t size = p_state->buffers[0].size();
const GLTFType type = GLTFType::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(p_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;
p_state->accessors.push_back(accessor);
return p_state->accessors.size() - 1;
}
GLTFAccessorIndex GLTFDocument::_encode_sparse_accessor_as_vec3(Ref<GLTFState> p_state, const Vector<Vector3> p_attribs, const Vector<Vector3> p_reference_attribs, const float p_reference_multiplier, const bool p_for_vertex, const GLTFAccessorIndex p_reference_accessor) {
if (p_attribs.size() == 0) {
return -1;
}
const int element_count = 3;
Vector<double> attribs;
Vector<double> type_max;
Vector<double> type_min;
attribs.resize(p_attribs.size() * element_count);
type_max.resize(element_count);
type_min.resize(element_count);
Vector<double> changed_indices;
Vector<double> changed_values;
int max_changed_index = 0;
for (int i = 0; i < p_attribs.size(); i++) {
Vector3 attrib = p_attribs[i];
bool is_different = false;
if (i < p_reference_attribs.size()) {
is_different = !(attrib * p_reference_multiplier).is_equal_approx(p_reference_attribs[i]);
if (!is_different) {
attrib = p_reference_attribs[i];
}
} else {
is_different = !(attrib * p_reference_multiplier).is_zero_approx();
if (!is_different) {
attrib = Vector3();
}
}
attribs.write[(i * element_count) + 0] = _filter_number(attrib.x);
attribs.write[(i * element_count) + 1] = _filter_number(attrib.y);
attribs.write[(i * element_count) + 2] = _filter_number(attrib.z);
if (is_different) {
changed_indices.push_back(i);
if (i > max_changed_index) {
max_changed_index = i;
}
changed_values.push_back(_filter_number(attrib.x));
changed_values.push_back(_filter_number(attrib.y));
changed_values.push_back(_filter_number(attrib.z));
}
_calc_accessor_min_max(i, element_count, type_max, attribs, type_min);
}
_round_min_max_components(type_min, type_max);
if (attribs.size() % element_count != 0) {
return -1;
}
Ref<GLTFAccessor> sparse_accessor;
sparse_accessor.instantiate();
if (p_state->buffers.is_empty()) {
p_state->buffers.push_back(Vector<uint8_t>());
}
int64_t size = p_state->buffers[0].size();
const GLTFType type = GLTFType::TYPE_VEC3;
const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
sparse_accessor->normalized = false;
sparse_accessor->count = p_attribs.size();
sparse_accessor->type = type;
sparse_accessor->component_type = component_type;
if (p_reference_accessor < p_state->accessors.size() && p_reference_accessor >= 0 && p_state->accessors[p_reference_accessor].is_valid()) {
sparse_accessor->byte_offset = p_state->accessors[p_reference_accessor]->byte_offset;
sparse_accessor->buffer_view = p_state->accessors[p_reference_accessor]->buffer_view;
}
sparse_accessor->max = type_max;
sparse_accessor->min = type_min;
int sparse_accessor_index_stride = max_changed_index > 65535 ? 4 : 2;
int sparse_accessor_storage_size = changed_indices.size() * (sparse_accessor_index_stride + element_count * sizeof(float));
int conventional_storage_size = p_attribs.size() * element_count * sizeof(float);
if (changed_indices.size() > 0 && sparse_accessor_storage_size < conventional_storage_size) {
// It must be worthwhile to use a sparse accessor.
GLTFBufferIndex buffer_view_i_indices = -1;
GLTFBufferIndex buffer_view_i_values = -1;
if (sparse_accessor_index_stride == 4) {
sparse_accessor->sparse_indices_component_type = GLTFDocument::COMPONENT_TYPE_INT;
} else {
sparse_accessor->sparse_indices_component_type = GLTFDocument::COMPONENT_TYPE_UNSIGNED_SHORT;
}
if (_encode_buffer_view(p_state, changed_indices.ptr(), changed_indices.size(), GLTFType::TYPE_SCALAR, sparse_accessor->sparse_indices_component_type, sparse_accessor->normalized, sparse_accessor->sparse_indices_byte_offset, false, buffer_view_i_indices) != OK) {
return -1;
}
// We use changed_indices.size() here, because we must pass the number of vec3 values rather than the number of components.
if (_encode_buffer_view(p_state, changed_values.ptr(), changed_indices.size(), sparse_accessor->type, sparse_accessor->component_type, sparse_accessor->normalized, sparse_accessor->sparse_values_byte_offset, false, buffer_view_i_values) != OK) {
return -1;
}
sparse_accessor->sparse_indices_buffer_view = buffer_view_i_indices;
sparse_accessor->sparse_values_buffer_view = buffer_view_i_values;
sparse_accessor->sparse_count = changed_indices.size();
} else if (changed_indices.size() > 0) {
GLTFBufferIndex buffer_view_i;
sparse_accessor->byte_offset = 0;
Error err = _encode_buffer_view(p_state, attribs.ptr(), p_attribs.size(), type, component_type, sparse_accessor->normalized, size, p_for_vertex, buffer_view_i);
if (err != OK) {
return -1;
}
sparse_accessor->buffer_view = buffer_view_i;
}
p_state->accessors.push_back(sparse_accessor);
return p_state->accessors.size() - 1;
}
GLTFAccessorIndex GLTFDocument::_encode_accessor_as_xform(Ref<GLTFState> p_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_column(Vector3::AXIS_X);
attribs.write[i * element_count + 0] = _filter_number(axis_0.x);
attribs.write[i * element_count + 1] = _filter_number(axis_0.y);
attribs.write[i * element_count + 2] = _filter_number(axis_0.z);
attribs.write[i * element_count + 3] = 0.0;
Vector3 axis_1 = basis.get_column(Vector3::AXIS_Y);
attribs.write[i * element_count + 4] = _filter_number(axis_1.x);
attribs.write[i * element_count + 5] = _filter_number(axis_1.y);
attribs.write[i * element_count + 6] = _filter_number(axis_1.z);
attribs.write[i * element_count + 7] = 0.0;
Vector3 axis_2 = basis.get_column(Vector3::AXIS_Z);
attribs.write[i * element_count + 8] = _filter_number(axis_2.x);
attribs.write[i * element_count + 9] = _filter_number(axis_2.y);
attribs.write[i * element_count + 10] = _filter_number(axis_2.z);
attribs.write[i * element_count + 11] = 0.0;
Vector3 origin = attrib.get_origin();
attribs.write[i * element_count + 12] = _filter_number(origin.x);
attribs.write[i * element_count + 13] = _filter_number(origin.y);
attribs.write[i * element_count + 14] = _filter_number(origin.z);
attribs.write[i * element_count + 15] = 1.0;
_calc_accessor_min_max(i, element_count, type_max, attribs, type_min);
}
_round_min_max_components(type_min, type_max);
ERR_FAIL_COND_V(attribs.size() % element_count != 0, -1);
Ref<GLTFAccessor> accessor;
accessor.instantiate();
GLTFBufferIndex buffer_view_i;
if (p_state->buffers.is_empty()) {
p_state->buffers.push_back(Vector<uint8_t>());
}
int64_t size = p_state->buffers[0].size();
const GLTFType type = GLTFType::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(p_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;
p_state->accessors.push_back(accessor);
return p_state->accessors.size() - 1;
}
Vector<Vector3> GLTFDocument::_decode_accessor_as_vec3(Ref<GLTFState> p_state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex, const Vector<int> &p_packed_vertex_ids) {
const Vector<double> attribs = _decode_accessor(p_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();
int ret_size = attribs.size() / 3;
if (!p_packed_vertex_ids.is_empty()) {
ERR_FAIL_COND_V(p_packed_vertex_ids[p_packed_vertex_ids.size() - 1] >= ret_size, ret);
ret_size = p_packed_vertex_ids.size();
}
ret.resize(ret_size);
for (int i = 0; i < ret_size; i++) {
int src_i = i;
if (!p_packed_vertex_ids.is_empty()) {
src_i = p_packed_vertex_ids[i];
}
ret.write[i] = Vector3(attribs_ptr[src_i * 3 + 0], attribs_ptr[src_i * 3 + 1], attribs_ptr[src_i * 3 + 2]);
}
return ret;
}
Vector<Color> GLTFDocument::_decode_accessor_as_color(Ref<GLTFState> p_state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex, const Vector<int> &p_packed_vertex_ids) {
const Vector<double> attribs = _decode_accessor(p_state, p_accessor, p_for_vertex);
Vector<Color> ret;
if (attribs.size() == 0) {
return ret;
}
const int type = p_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();
int ret_size = attribs.size() / vec_len;
if (!p_packed_vertex_ids.is_empty()) {
ERR_FAIL_COND_V(p_packed_vertex_ids[p_packed_vertex_ids.size() - 1] >= ret_size, ret);
ret_size = p_packed_vertex_ids.size();
}
ret.resize(ret_size);
for (int i = 0; i < ret_size; i++) {
int src_i = i;
if (!p_packed_vertex_ids.is_empty()) {
src_i = p_packed_vertex_ids[i];
}
ret.write[i] = Color(attribs_ptr[src_i * vec_len + 0], attribs_ptr[src_i * vec_len + 1], attribs_ptr[src_i * vec_len + 2], vec_len == 4 ? attribs_ptr[src_i * 4 + 3] : 1.0);
}
return ret;
}
Vector<Quaternion> GLTFDocument::_decode_accessor_as_quaternion(Ref<GLTFState> p_state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) {
const Vector<double> attribs = _decode_accessor(p_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> p_state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) {
const Vector<double> attribs = _decode_accessor(p_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> p_state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) {
const Vector<double> attribs = _decode_accessor(p_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_column(0, Vector3(attribs[i * 9 + 0], attribs[i * 9 + 1], attribs[i * 9 + 2]));
ret.write[i].set_column(1, Vector3(attribs[i * 9 + 3], attribs[i * 9 + 4], attribs[i * 9 + 5]));
ret.write[i].set_column(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> p_state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex) {
const Vector<double> attribs = _decode_accessor(p_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_column(0, Vector3(attribs[i * 16 + 0], attribs[i * 16 + 1], attribs[i * 16 + 2]));
ret.write[i].basis.set_column(1, Vector3(attribs[i * 16 + 4], attribs[i * 16 + 5], attribs[i * 16 + 6]));
ret.write[i].basis.set_column(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> p_state) {
Array meshes;
for (GLTFMeshIndex gltf_mesh_i = 0; gltf_mesh_i < p_state->meshes.size(); gltf_mesh_i++) {
print_verbose("glTF: Serializing mesh: " + itos(gltf_mesh_i));
Ref<ImporterMesh> import_mesh = p_state->meshes.write[gltf_mesh_i]->get_mesh();
if (import_mesh.is_null()) {
continue;
}
Array instance_materials = p_state->meshes.write[gltf_mesh_i]->get_instance_materials();
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);
uint64_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.is_empty(), ERR_INVALID_DATA);
attributes["POSITION"] = _encode_accessor_as_vec3(p_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(p_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(p_state, attribs, true);
}
}
{
Vector<Vector2> a = array[Mesh::ARRAY_TEX_UV];
if (a.size()) {
attributes["TEXCOORD_0"] = _encode_accessor_as_vec2(p_state, a, true);
}
}
{
Vector<Vector2> a = array[Mesh::ARRAY_TEX_UV2];
if (a.size()) {
attributes["TEXCOORD_1"] = _encode_accessor_as_vec2(p_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(p_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(p_state, first_channel, true);
gltf_texcoord_key = vformat("TEXCOORD_%d", texcoord_i + 1);
attributes[gltf_texcoord_key] = _encode_accessor_as_vec2(p_state, second_channel, true);
}
}
{
Vector<Color> a = array[Mesh::ARRAY_COLOR];
if (a.size()) {
attributes["COLOR_0"] = _encode_accessor_as_color(p_state, a, true);
}
}
HashMap<int, int> joint_i_to_bone_i;
for (GLTFNodeIndex node_i = 0; node_i < p_state->nodes.size(); node_i++) {
GLTFSkinIndex skin_i = -1;
if (p_state->nodes[node_i]->mesh == gltf_mesh_i) {
skin_i = p_state->nodes[node_i]->skin;
}
if (skin_i != -1) {
joint_i_to_bone_i = p_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(p_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(p_state, joints_0, true);
attributes["JOINTS_1"] = _encode_accessor_as_joints(p_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++) {
Color weight_0(a[(i * JOINT_GROUP_SIZE) + 0], a[(i * JOINT_GROUP_SIZE) + 1], a[(i * JOINT_GROUP_SIZE) + 2], a[(i * JOINT_GROUP_SIZE) + 3]);
float divisor = weight_0.r + weight_0.g + weight_0.b + weight_0.a;
if (Math::is_zero_approx(divisor) || !Math::is_finite(divisor)) {
divisor = 1.0;
weight_0 = Color(1, 0, 0, 0);
}
attribs.write[i] = weight_0 / divisor;
}
attributes["WEIGHTS_0"] = _encode_accessor_as_weights(p_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];
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];
float divisor = weight_0.r + weight_0.g + weight_0.b + weight_0.a + weight_1.r + weight_1.g + weight_1.b + weight_1.a;
if (Math::is_zero_approx(divisor) || !Math::is_finite(divisor)) {
divisor = 1.0f;
weight_0 = Color(1, 0, 0, 0);
weight_1 = Color(0, 0, 0, 0);
}
weights_0.write[vertex_i] = weight_0 / divisor;
weights_1.write[vertex_i] = weight_1 / divisor;
}
attributes["WEIGHTS_0"] = _encode_accessor_as_weights(p_state, weights_0, true);
attributes["WEIGHTS_1"] = _encode_accessor_as_weights(p_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(p_state, mesh_indices, false, 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(p_state, generated_indices, false, 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();
const float normal_tangent_sparse_rounding = 0.001;
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];
Vector<Vector3> src_varr = array[Mesh::ARRAY_VERTEX];
Array mesh_arrays = import_mesh->get_surface_arrays(surface_i);
if (varr.size() && varr.size() == src_varr.size()) {
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] = varr[blend_i] - src_varr[blend_i];
}
}
GLTFAccessorIndex position_accessor = attributes["POSITION"];
if (position_accessor != -1) {
int new_accessor = _encode_sparse_accessor_as_vec3(p_state, varr, Vector<Vector3>(), 1.0, true, -1);
if (new_accessor != -1) {
t["POSITION"] = new_accessor;
}
}
}
Vector<Vector3> narr = array_morph[Mesh::ARRAY_NORMAL];
Vector<Vector3> src_narr = array[Mesh::ARRAY_NORMAL];
if (narr.size() && narr.size() == src_narr.size()) {
if (shape_mode == ArrayMesh::BlendShapeMode::BLEND_SHAPE_MODE_NORMALIZED) {
const int max_idx = src_narr.size();
for (int blend_i = 0; blend_i < max_idx; blend_i++) {
narr.write[blend_i] = narr[blend_i] - src_narr[blend_i];
}
}
GLTFAccessorIndex normal_accessor = attributes["NORMAL"];
if (normal_accessor != -1) {
int new_accessor = _encode_sparse_accessor_as_vec3(p_state, narr, Vector<Vector3>(), normal_tangent_sparse_rounding, true, -1);
if (new_accessor != -1) {
t["NORMAL"] = new_accessor;
}
}
}
Vector<real_t> tarr = array_morph[Mesh::ARRAY_TANGENT];
Vector<real_t> src_tarr = array[Mesh::ARRAY_TANGENT];
if (tarr.size() && tarr.size() == src_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] - src_tarr[(i * 4) + 0];
vec3.y = tarr[(i * 4) + 1] - src_tarr[(i * 4) + 1];
vec3.z = tarr[(i * 4) + 2] - src_tarr[(i * 4) + 2];
attribs.write[i] = vec3;
}
GLTFAccessorIndex tangent_accessor = attributes["TANGENT"];
if (tangent_accessor != -1) {
int new_accessor = _encode_sparse_accessor_as_vec3(p_state, attribs, Vector<Vector3>(), normal_tangent_sparse_rounding, true, -1);
if (new_accessor != -1) {
t["TANGENT"] = new_accessor;
}
}
}
targets.push_back(t);
}
}
Variant v;
if (surface_i < instance_materials.size()) {
v = instance_materials.get(surface_i);
}
Ref<Material> mat = v;
if (!mat.is_valid()) {
mat = import_mesh->get_surface_material(surface_i);
}
if (mat.is_valid()) {
HashMap<Ref<Material>, GLTFMaterialIndex>::Iterator material_cache_i = p_state->material_cache.find(mat);
if (material_cache_i && material_cache_i->value != -1) {
primitive["material"] = material_cache_i->value;
} else {
GLTFMaterialIndex mat_i = p_state->materials.size();
p_state->materials.push_back(mat);
primitive["material"] = mat_i;
p_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 < p_state->meshes.write[gltf_mesh_i]->get_blend_weights().size()) {
weight = p_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);
}
if (!meshes.size()) {
return OK;
}
p_state->json["meshes"] = meshes;
print_verbose("glTF: Total meshes: " + itos(meshes.size()));
return OK;
}
Error GLTFDocument::_parse_meshes(Ref<GLTFState> p_state) {
if (!p_state->json.has("meshes")) {
return OK;
}
Array meshes = p_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"];
mesh->set_original_name(mesh_name);
}
import_mesh->set_name(_gen_unique_name(p_state, vformat("%s_%s", p_state->scene_name, mesh_name)));
mesh->set_name(import_mesh->get_name());
for (int j = 0; j < primitives.size(); j++) {
uint64_t flags = RS::ARRAY_FLAG_COMPRESS_ATTRIBUTES;
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);
// Convert mesh.primitive.mode to Godot Mesh enum. See:
// https://www.khronos.org/registry/glTF/specs/2.0/glTF-2.0.html#_mesh_primitive_mode
static const Mesh::PrimitiveType primitives2[7] = {
Mesh::PRIMITIVE_POINTS, // 0 POINTS
Mesh::PRIMITIVE_LINES, // 1 LINES
Mesh::PRIMITIVE_LINES, // 2 LINE_LOOP; loop not supported, should be converted
Mesh::PRIMITIVE_LINE_STRIP, // 3 LINE_STRIP
Mesh::PRIMITIVE_TRIANGLES, // 4 TRIANGLES
Mesh::PRIMITIVE_TRIANGLE_STRIP, // 5 TRIANGLE_STRIP
Mesh::PRIMITIVE_TRIANGLES, // 6 TRIANGLE_FAN fan not supported, should be converted
// TODO: Line loop and triangle fan are not supported and need to be converted to lines and triangles.
};
primitive = primitives2[mode];
}
int32_t orig_vertex_num = 0;
ERR_FAIL_COND_V(!a.has("POSITION"), ERR_PARSE_ERROR);
if (a.has("POSITION")) {
PackedVector3Array vertices = _decode_accessor_as_vec3(p_state, a["POSITION"], true);
array[Mesh::ARRAY_VERTEX] = vertices;
orig_vertex_num = vertices.size();
}
int32_t vertex_num = orig_vertex_num;
Vector<int> indices;
Vector<int> indices_mapping;
Vector<int> indices_rev_mapping;
Vector<int> indices_vec4_mapping;
if (p.has("indices")) {
indices = _decode_accessor_as_ints(p_state, p["indices"], false);
const int is = indices.size();
if (primitive == Mesh::PRIMITIVE_TRIANGLES) {
// Swap around indices, convert ccw to cw for front face.
int *w = indices.ptrw();
for (int k = 0; k < is; k += 3) {
SWAP(w[k + 1], w[k + 2]);
}
}
const int *indices_w = indices.ptrw();
Vector<bool> used_indices;
used_indices.resize_zeroed(orig_vertex_num);
bool *used_w = used_indices.ptrw();
for (int idx_i = 0; idx_i < is; idx_i++) {
ERR_FAIL_INDEX_V(indices_w[idx_i], orig_vertex_num, ERR_INVALID_DATA);
used_w[indices_w[idx_i]] = true;
}
indices_rev_mapping.resize_zeroed(orig_vertex_num);
int *rev_w = indices_rev_mapping.ptrw();
vertex_num = 0;
for (int vert_i = 0; vert_i < orig_vertex_num; vert_i++) {
if (used_w[vert_i]) {
rev_w[vert_i] = indices_mapping.size();
indices_mapping.push_back(vert_i);
indices_vec4_mapping.push_back(vert_i * 4 + 0);
indices_vec4_mapping.push_back(vert_i * 4 + 1);
indices_vec4_mapping.push_back(vert_i * 4 + 2);
indices_vec4_mapping.push_back(vert_i * 4 + 3);
vertex_num++;
}
}
}
ERR_FAIL_COND_V(vertex_num <= 0, ERR_INVALID_DECLARATION);
if (a.has("POSITION")) {
PackedVector3Array vertices = _decode_accessor_as_vec3(p_state, a["POSITION"], true, indices_mapping);
array[Mesh::ARRAY_VERTEX] = vertices;
}
if (a.has("NORMAL")) {
array[Mesh::ARRAY_NORMAL] = _decode_accessor_as_vec3(p_state, a["NORMAL"], true, indices_mapping);
}
if (a.has("TANGENT")) {
array[Mesh::ARRAY_TANGENT] = _decode_accessor_as_floats(p_state, a["TANGENT"], true, indices_vec4_mapping);
}
if (a.has("TEXCOORD_0")) {
array[Mesh::ARRAY_TEX_UV] = _decode_accessor_as_vec2(p_state, a["TEXCOORD_0"], true, indices_mapping);
}
if (a.has("TEXCOORD_1")) {
array[Mesh::ARRAY_TEX_UV2] = _decode_accessor_as_vec2(p_state, a["TEXCOORD_1"], true, indices_mapping);
}
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(p_state, a[gltf_texcoord_key], true, indices_mapping);
num_channels = 2;
}
gltf_texcoord_key = vformat("TEXCOORD_%d", texcoord_i + 1);
if (a.has(gltf_texcoord_key)) {
texcoord_second = _decode_accessor_as_vec2(p_state, a[gltf_texcoord_key], true, indices_mapping);
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(p_state, a["COLOR_0"], true, indices_mapping);
has_vertex_color = true;
}
if (a.has("JOINTS_0") && !a.has("JOINTS_1")) {
PackedInt32Array joints_0 = _decode_accessor_as_ints(p_state, a["JOINTS_0"], true, indices_vec4_mapping);
ERR_FAIL_COND_V(joints_0.size() != 4 * vertex_num, ERR_INVALID_DATA);
array[Mesh::ARRAY_BONES] = joints_0;
} else if (a.has("JOINTS_0") && a.has("JOINTS_1")) {
PackedInt32Array joints_0 = _decode_accessor_as_ints(p_state, a["JOINTS_0"], true, indices_vec4_mapping);
PackedInt32Array joints_1 = _decode_accessor_as_ints(p_state, a["JOINTS_1"], true, indices_vec4_mapping);
ERR_FAIL_COND_V(joints_0.size() != joints_1.size(), ERR_INVALID_DATA);
ERR_FAIL_COND_V(joints_0.size() != 4 * vertex_num, 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(p_state, a["WEIGHTS_0"], true, indices_vec4_mapping);
ERR_FAIL_COND_V(weights.size() != 4 * vertex_num, ERR_INVALID_DATA);
{ // 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(p_state, a["WEIGHTS_0"], true, indices_vec4_mapping);
Vector<float> weights_1 = _decode_accessor_as_floats(p_state, a["WEIGHTS_1"], true, indices_vec4_mapping);
Vector<float> weights;
ERR_FAIL_COND_V(weights_0.size() != weights_1.size(), ERR_INVALID_DATA);
ERR_FAIL_COND_V(weights_0.size() != 4 * vertex_num, 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 (!indices.is_empty()) {
int *w = indices.ptrw();
const int is = indices.size();
for (int ind_i = 0; ind_i < is; ind_i++) {
w[ind_i] = indices_rev_mapping[indices[ind_i]];
}
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.is_empty(), ERR_PARSE_ERROR);
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 = p_state->force_generate_tangents && (primitive == Mesh::PRIMITIVE_TRIANGLES && !a.has("TANGENT") && a.has("NORMAL"));
if (generate_tangents && !a.has("TEXCOORD_0")) {
// If we don't have UVs we provide a dummy tangent array.
Vector<float> tangents;
tangents.resize(vertex_num * 4);
float *tangentsw = tangents.ptrw();
Vector<Vector3> normals = array[Mesh::ARRAY_NORMAL];
for (int k = 0; k < vertex_num; k++) {
Vector3 tan = Vector3(normals[k].z, -normals[k].x, normals[k].y).cross(normals[k].normalized()).normalized();
tangentsw[k * 4 + 0] = tan.x;
tangentsw[k * 4 + 1] = tan.y;
tangentsw[k * 4 + 2] = tan.z;
tangentsw[k * 4 + 3] = 1.0;
}
array[Mesh::ARRAY_TANGENT] = tangents;
}
// Disable compression if all z equals 0 (the mesh is 2D).
const Vector<Vector3> &vertices = array[Mesh::ARRAY_VERTEX];
bool is_mesh_2d = true;
for (int k = 0; k < vertices.size(); k++) {
if (!Math::is_zero_approx(vertices[k].z)) {
is_mesh_2d = false;
break;
}
}
if (p_state->force_disable_compression || is_mesh_2d || !a.has("POSITION") || !a.has("NORMAL") || p.has("targets") || (a.has("JOINTS_0") || a.has("JOINTS_1"))) {
flags &= ~RS::ARRAY_FLAG_COMPRESS_ATTRIBUTES;
}
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 && a.has("TEXCOORD_0")) {
//must generate mikktspace tangents.. ergh..
mesh_surface_tool->generate_tangents();
}
array = mesh_surface_tool->commit_to_arrays();
if ((flags & RS::ARRAY_FLAG_COMPRESS_ATTRIBUTES) && a.has("NORMAL") && (a.has("TANGENT") || generate_tangents)) {
// Compression is enabled, so let's validate that the normals and tangents are correct.
Vector<Vector3> normals = array[Mesh::ARRAY_NORMAL];
Vector<float> tangents = array[Mesh::ARRAY_TANGENT];
for (int vert = 0; vert < normals.size(); vert++) {
Vector3 tan = Vector3(tangents[vert * 4 + 0], tangents[vert * 4 + 1], tangents[vert * 4 + 2]);
if (abs(tan.dot(normals[vert])) > 0.0001) {
// Tangent is not perpendicular to the normal, so we can't use compression.
flags &= ~RS::ARRAY_FLAG_COMPRESS_ATTRIBUTES;
}
}
}
Array morphs;
// Blend shapes
if (p.has("targets")) {
print_verbose("glTF: Mesh has targets");
const Array &targets = p["targets"];
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++) {
String bs_name;
if (k < target_names.size() && ((String)target_names[k]).size() != 0) {
bs_name = (String)target_names[k];
} else {
bs_name = String("morph_") + itos(k);
}
import_mesh->add_blend_shape(bs_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(p_state, t["POSITION"], true, indices_mapping);
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(p_state, t["NORMAL"], true, indices_mapping);
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(p_state, t["TANGENT"], true, indices_mapping);
const Vector<float> src_tangents = array[Mesh::ARRAY_TANGENT];
ERR_FAIL_COND_V(src_tangents.is_empty(), 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();
// Enforce blend shape mask array format
for (int l = 0; l < Mesh::ARRAY_MAX; l++) {
if (!(Mesh::ARRAY_FORMAT_BLEND_SHAPE_MASK & (1ULL << l))) {
array_copy[l] = Variant();
}
}
morphs.push_back(array_copy);
}
}
Ref<Material> mat;
String mat_name;
if (!p_state->discard_meshes_and_materials) {
if (p.has("material")) {
const int material = p["material"];
ERR_FAIL_INDEX_V(material, p_state->materials.size(), ERR_FILE_CORRUPT);
Ref<Material> mat3d = p_state->materials[material];
ERR_FAIL_NULL_V(mat3d, ERR_FILE_CORRUPT);
Ref<BaseMaterial3D> base_material = mat3d;
if (has_vertex_color && base_material.is_valid()) {
base_material->set_flag(BaseMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
}
mat = mat3d;
} else {
Ref<StandardMaterial3D> mat3d;
mat3d.instantiate();
if (has_vertex_color) {
mat3d->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
}
mat = mat3d;
}
ERR_FAIL_NULL_V(mat, ERR_FILE_CORRUPT);
mat_name = mat->get_name();
}
import_mesh->add_surface(primitive, array, morphs,
Dictionary(), mat, mat_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);
p_state->meshes.push_back(mesh);
}
print_verbose("glTF: Total meshes: " + itos(p_state->meshes.size()));
return OK;
}
void GLTFDocument::set_naming_version(int p_version) {
_naming_version = p_version;
}
int GLTFDocument::get_naming_version() const {
return _naming_version;
}
void GLTFDocument::set_image_format(const String &p_image_format) {
_image_format = p_image_format;
}
String GLTFDocument::get_image_format() const {
return _image_format;
}
void GLTFDocument::set_lossy_quality(float p_lossy_quality) {
_lossy_quality = p_lossy_quality;
}
float GLTFDocument::get_lossy_quality() const {
return _lossy_quality;
}
Error GLTFDocument::_serialize_images(Ref<GLTFState> p_state) {
Array images;
// Check if any extension wants to be the image saver.
_image_save_extension = Ref<GLTFDocumentExtension>();
for (Ref<GLTFDocumentExtension> ext : document_extensions) {
ERR_CONTINUE(ext.is_null());
Vector<String> image_formats = ext->get_saveable_image_formats();
if (image_formats.has(_image_format)) {
_image_save_extension = ext;
break;
}
}
// Serialize every image in the state's images array.
for (int i = 0; i < p_state->images.size(); i++) {
Dictionary image_dict;
ERR_CONTINUE(p_state->images[i].is_null());
Ref<Image> image = p_state->images[i]->get_image();
ERR_CONTINUE(image.is_null());
if (image->is_compressed()) {
image->decompress();
ERR_FAIL_COND_V_MSG(image->is_compressed(), ERR_INVALID_DATA, "GLTF: Image was compressed, but could not be decompressed.");
}
if (p_state->filename.to_lower().ends_with("gltf")) {
String img_name = p_state->images[i]->get_name();
if (img_name.is_empty()) {
img_name = itos(i);
}
img_name = _gen_unique_name(p_state, img_name);
img_name = img_name.pad_zeros(3);
String relative_texture_dir = "textures";
String full_texture_dir = p_state->base_path.path_join(relative_texture_dir);
Ref<DirAccess> da = DirAccess::open(p_state->base_path);
ERR_FAIL_COND_V(da.is_null(), FAILED);
if (!da->dir_exists(full_texture_dir)) {
da->make_dir(full_texture_dir);
}
if (_image_save_extension.is_valid()) {
img_name = img_name + _image_save_extension->get_image_file_extension();
Error err = _image_save_extension->save_image_at_path(p_state, image, full_texture_dir.path_join(img_name), _image_format, _lossy_quality);
ERR_FAIL_COND_V_MSG(err != OK, err, "GLTF: Failed to save image in '" + _image_format + "' format as a separate file.");
} else if (_image_format == "PNG") {
img_name = img_name + ".png";
image->save_png(full_texture_dir.path_join(img_name));
} else if (_image_format == "JPEG") {
img_name = img_name + ".jpg";
image->save_jpg(full_texture_dir.path_join(img_name), _lossy_quality);
} else {
ERR_FAIL_V_MSG(ERR_UNAVAILABLE, "GLTF: Unknown image format '" + _image_format + "'.");
}
image_dict["uri"] = relative_texture_dir.path_join(img_name).uri_encode();
} else {
GLTFBufferViewIndex bvi;
Ref<GLTFBufferView> bv;
bv.instantiate();
const GLTFBufferIndex bi = 0;
bv->buffer = bi;
bv->byte_offset = p_state->buffers[bi].size();
ERR_FAIL_INDEX_V(bi, p_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();
}
// Save in various image formats. Note that if the format is "None",
// the state's images will be empty, so this code will not be reached.
if (_image_save_extension.is_valid()) {
buffer = _image_save_extension->serialize_image_to_bytes(p_state, image, image_dict, _image_format, _lossy_quality);
} else if (_image_format == "PNG") {
buffer = image->save_png_to_buffer();
image_dict["mimeType"] = "image/png";
} else if (_image_format == "JPEG") {
buffer = image->save_jpg_to_buffer(_lossy_quality);
image_dict["mimeType"] = "image/jpeg";
} else {
ERR_FAIL_V_MSG(ERR_UNAVAILABLE, "GLTF: Unknown image format '" + _image_format + "'.");
}
ERR_FAIL_COND_V_MSG(buffer.is_empty(), ERR_INVALID_DATA, "GLTF: Failed to save image in '" + _image_format + "' format.");
bv->byte_length = buffer.size();
p_state->buffers.write[bi].resize(p_state->buffers[bi].size() + bv->byte_length);
memcpy(&p_state->buffers.write[bi].write[bv->byte_offset], buffer.ptr(), buffer.size());
ERR_FAIL_COND_V(bv->byte_offset + bv->byte_length > p_state->buffers[bi].size(), ERR_FILE_CORRUPT);
p_state->buffer_views.push_back(bv);
bvi = p_state->buffer_views.size() - 1;
image_dict["bufferView"] = bvi;
}
images.push_back(image_dict);
}
print_verbose("Total images: " + itos(p_state->images.size()));
if (!images.size()) {
return OK;
}
p_state->json["images"] = images;
return OK;
}
Ref<Image> GLTFDocument::_parse_image_bytes_into_image(Ref<GLTFState> p_state, const Vector<uint8_t> &p_bytes, const String &p_mime_type, int p_index, String &r_file_extension) {
Ref<Image> r_image;
r_image.instantiate();
// Check if any GLTFDocumentExtensions want to import this data as an image.
for (Ref<GLTFDocumentExtension> ext : document_extensions) {
ERR_CONTINUE(ext.is_null());
Error err = ext->parse_image_data(p_state, p_bytes, p_mime_type, r_image);
ERR_CONTINUE_MSG(err != OK, "GLTF: Encountered error " + itos(err) + " when parsing image " + itos(p_index) + " in file " + p_state->filename + ". Continuing.");
if (!r_image->is_empty()) {
r_file_extension = ext->get_image_file_extension();
return r_image;
}
}
// If no extension wanted to import this data as an image, try to load a PNG or JPEG.
// First we honor the mime types if they were defined.
if (p_mime_type == "image/png") { // Load buffer as PNG.
r_image->load_png_from_buffer(p_bytes);
r_file_extension = ".png";
} else if (p_mime_type == "image/jpeg") { // Loader buffer as JPEG.
r_image->load_jpg_from_buffer(p_bytes);
r_file_extension = ".jpg";
}
// 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 (r_image->is_empty()) { // Try PNG first.
r_image->load_png_from_buffer(p_bytes);
}
if (r_image->is_empty()) { // And then JPEG.
r_image->load_jpg_from_buffer(p_bytes);
}
// If it still can't be loaded, give up and insert an empty image as placeholder.
if (r_image->is_empty()) {
ERR_PRINT(vformat("glTF: Couldn't load image index '%d' with its given mimetype: %s.", p_index, p_mime_type));
}
return r_image;
}
void GLTFDocument::_parse_image_save_image(Ref<GLTFState> p_state, const Vector<uint8_t> &p_bytes, const String &p_file_extension, int p_index, Ref<Image> p_image) {
GLTFState::GLTFHandleBinary handling = GLTFState::GLTFHandleBinary(p_state->handle_binary_image);
if (p_image->is_empty() || handling == GLTFState::GLTFHandleBinary::HANDLE_BINARY_DISCARD_TEXTURES) {
p_state->images.push_back(Ref<Texture2D>());
p_state->source_images.push_back(Ref<Image>());
return;
}
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint() && handling == GLTFState::GLTFHandleBinary::HANDLE_BINARY_EXTRACT_TEXTURES) {
if (p_state->base_path.is_empty()) {
p_state->images.push_back(Ref<Texture2D>());
p_state->source_images.push_back(Ref<Image>());
} else if (p_image->get_name().is_empty()) {
WARN_PRINT(vformat("glTF: Image index '%d' couldn't be named. Skipping it.", p_index));
p_state->images.push_back(Ref<Texture2D>());
p_state->source_images.push_back(Ref<Image>());
} else {
bool must_import = true;
Vector<uint8_t> img_data = p_image->get_data();
Dictionary generator_parameters;
String file_path = p_state->get_base_path().path_join(p_state->filename.get_basename() + "_" + p_image->get_name());
file_path += p_file_extension.is_empty() ? ".png" : p_file_extension;
if (FileAccess::exists(file_path + ".import")) {
Ref<ConfigFile> config;
config.instantiate();
config->load(file_path + ".import");
if (config->has_section_key("remap", "generator_parameters")) {
generator_parameters = (Dictionary)config->get_value("remap", "generator_parameters");
}
if (!generator_parameters.has("md5")) {
must_import = false; // Didn't come from a gltf document; don't overwrite.
}
}
if (must_import) {
String existing_md5 = generator_parameters["md5"];
unsigned char md5_hash[16];
CryptoCore::md5(img_data.ptr(), img_data.size(), md5_hash);
String new_md5 = String::hex_encode_buffer(md5_hash, 16);
generator_parameters["md5"] = new_md5;
if (new_md5 == existing_md5) {
must_import = false;
}
}
if (must_import) {
Error err = OK;
if (p_file_extension.is_empty()) {
// If a file extension was not specified, save the image data to a PNG file.
err = p_image->save_png(file_path);
ERR_FAIL_COND(err != OK);
} else {
// If a file extension was specified, save the original bytes to a file with that extension.
Ref<FileAccess> file = FileAccess::open(file_path, FileAccess::WRITE, &err);
ERR_FAIL_COND(err != OK);
file->store_buffer(p_bytes);
file->close();
}
// ResourceLoader::import will crash if not is_editor_hint(), so this case is protected above and will fall through to uncompressed.
HashMap<StringName, Variant> custom_options;
custom_options[SNAME("mipmaps/generate")] = true;
// Will only use project settings defaults if custom_importer is empty.
EditorFileSystem::get_singleton()->update_file(file_path);
EditorFileSystem::get_singleton()->reimport_append(file_path, custom_options, String(), generator_parameters);
}
Ref<Texture2D> saved_image = ResourceLoader::load(file_path, "Texture2D");
if (saved_image.is_valid()) {
p_state->images.push_back(saved_image);
p_state->source_images.push_back(saved_image->get_image());
} else {
WARN_PRINT(vformat("glTF: Image index '%d' couldn't be loaded with the name: %s. Skipping it.", p_index, p_image->get_name()));
// Placeholder to keep count.
p_state->images.push_back(Ref<Texture2D>());
p_state->source_images.push_back(Ref<Image>());
}
}
return;
}
#endif // TOOLS_ENABLED
if (handling == GLTFState::GLTFHandleBinary::HANDLE_BINARY_EMBED_AS_BASISU) {
Ref<PortableCompressedTexture2D> tex;
tex.instantiate();
tex->set_name(p_image->get_name());
tex->set_keep_compressed_buffer(true);
tex->create_from_image(p_image, PortableCompressedTexture2D::COMPRESSION_MODE_BASIS_UNIVERSAL);
p_state->images.push_back(tex);
p_state->source_images.push_back(p_image);
return;
}
// This handles the case of HANDLE_BINARY_EMBED_AS_UNCOMPRESSED, and it also serves
// as a fallback for HANDLE_BINARY_EXTRACT_TEXTURES when this is not the editor.
Ref<ImageTexture> tex;
tex.instantiate();
tex->set_name(p_image->get_name());
tex->set_image(p_image);
p_state->images.push_back(tex);
p_state->source_images.push_back(p_image);
}
Error GLTFDocument::_parse_images(Ref<GLTFState> p_state, const String &p_base_path) {
ERR_FAIL_NULL_V(p_state, ERR_INVALID_PARAMETER);
if (!p_state->json.has("images")) {
return OK;
}
// Ref: https://github.com/KhronosGroup/glTF/blob/master/specification/2.0/README.md#images
const Array &images = p_state->json["images"];
HashSet<String> used_names;
for (int i = 0; i < images.size(); i++) {
const Dictionary &dict = 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(!dict.has("uri") && !dict.has("bufferView"), "Invalid image definition in glTF file, it should specify an 'uri' or 'bufferView'.");
if (dict.has("uri") && dict.has("bufferView")) {
WARN_PRINT("Invalid image definition in glTF file using both 'uri' and 'bufferView'. 'uri' will take precedence.");
}
String mime_type;
if (dict.has("mimeType")) { // Should be "image/png", "image/jpeg", or something handled by an extension.
mime_type = dict["mimeType"];
}
String image_name;
if (dict.has("name")) {
image_name = dict["name"];
image_name = image_name.get_file().get_basename().validate_filename();
}
if (image_name.is_empty()) {
image_name = itos(i);
}
while (used_names.has(image_name)) {
image_name += "_" + itos(i);
}
used_names.insert(image_name);
// Load the image data. If we get a byte array, store here for later.
Vector<uint8_t> data;
if (dict.has("uri")) {
// Handles the first two bullet points from the spec (embedded data, or external file).
String uri = dict["uri"];
if (uri.begins_with("data:")) { // Embedded data using base64.
data = _parse_base64_uri(uri);
// mimeType is optional, but if we have it defined in the URI, let's use it.
if (mime_type.is_empty() && uri.contains(";")) {
// Trim "data:" prefix which is 5 characters long, and end at ";base64".
mime_type = uri.substr(5, uri.find(";base64") - 5);
}
} else { // Relative path to an external image file.
ERR_FAIL_COND_V(p_base_path.is_empty(), ERR_INVALID_PARAMETER);
uri = uri.uri_decode();
uri = p_base_path.path_join(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 only do that only as fallback.
Ref<Texture2D> texture = ResourceLoader::load(uri);
if (texture.is_valid()) {
p_state->images.push_back(texture);
p_state->source_images.push_back(texture->get_image());
continue;
}
// mimeType is optional, but if we have it in the file extension, let's use it.
// If the mimeType does not match with the file extension, either it should be
// specified in the file, or the GLTFDocumentExtension should handle it.
if (mime_type.is_empty()) {
mime_type = "image/" + uri.get_extension();
}
// 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_bytes(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 because there was no data to load. Skipping it.", i, mime_type, uri));
p_state->images.push_back(Ref<Texture2D>()); // Placeholder to keep count.
p_state->source_images.push_back(Ref<Image>());
continue;
}
}
} else if (dict.has("bufferView")) {
// Handles the third bullet point from the spec (bufferView).
ERR_FAIL_COND_V_MSG(mime_type.is_empty(), ERR_FILE_CORRUPT, vformat("glTF: Image index '%d' specifies 'bufferView' but no 'mimeType', which is invalid.", i));
const GLTFBufferViewIndex bvi = dict["bufferView"];
ERR_FAIL_INDEX_V(bvi, p_state->buffer_views.size(), ERR_PARAMETER_RANGE_ERROR);
Ref<GLTFBufferView> bv = p_state->buffer_views[bvi];
const GLTFBufferIndex bi = bv->buffer;
ERR_FAIL_INDEX_V(bi, p_state->buffers.size(), ERR_PARAMETER_RANGE_ERROR);
ERR_FAIL_COND_V(bv->byte_offset + bv->byte_length > p_state->buffers[bi].size(), ERR_FILE_CORRUPT);
const PackedByteArray &buffer = p_state->buffers[bi];
data = buffer.slice(bv->byte_offset, bv->byte_offset + bv->byte_length);
}
// Done loading the image data bytes. Check that we actually got data to parse.
// Note: There are paths above that return early, so this point might not be reached.
if (data.is_empty()) {
WARN_PRINT(vformat("glTF: Image index '%d' couldn't be loaded, no data found. Skipping it.", i));
p_state->images.push_back(Ref<Texture2D>()); // Placeholder to keep count.
p_state->source_images.push_back(Ref<Image>());
continue;
}
// Parse the image data from bytes into an Image resource and save if needed.
String file_extension;
Ref<Image> img = _parse_image_bytes_into_image(p_state, data, mime_type, i, file_extension);
img->set_name(image_name);
_parse_image_save_image(p_state, data, file_extension, i, img);
}
print_verbose("glTF: Total images: " + itos(p_state->images.size()));
return OK;
}
Error GLTFDocument::_serialize_textures(Ref<GLTFState> p_state) {
if (!p_state->textures.size()) {
return OK;
}
Array textures;
for (int32_t i = 0; i < p_state->textures.size(); i++) {
Dictionary texture_dict;
Ref<GLTFTexture> gltf_texture = p_state->textures[i];
if (_image_save_extension.is_valid()) {
Error err = _image_save_extension->serialize_texture_json(p_state, texture_dict, gltf_texture, _image_format);
ERR_FAIL_COND_V(err != OK, err);
} else {
ERR_CONTINUE(gltf_texture->get_src_image() == -1);
texture_dict["source"] = gltf_texture->get_src_image();
}
GLTFTextureSamplerIndex sampler_index = gltf_texture->get_sampler();
if (sampler_index != -1) {
texture_dict["sampler"] = sampler_index;
}
textures.push_back(texture_dict);
}
p_state->json["textures"] = textures;
return OK;
}
Error GLTFDocument::_parse_textures(Ref<GLTFState> p_state) {
if (!p_state->json.has("textures")) {
return OK;
}
const Array &textures = p_state->json["textures"];
for (GLTFTextureIndex i = 0; i < textures.size(); i++) {
const Dictionary &texture_dict = textures[i];
Ref<GLTFTexture> gltf_texture;
gltf_texture.instantiate();
// Check if any GLTFDocumentExtensions want to handle this texture JSON.
for (Ref<GLTFDocumentExtension> ext : document_extensions) {
ERR_CONTINUE(ext.is_null());
Error err = ext->parse_texture_json(p_state, texture_dict, gltf_texture);
ERR_CONTINUE_MSG(err != OK, "GLTF: Encountered error " + itos(err) + " when parsing texture JSON " + String(Variant(texture_dict)) + " in file " + p_state->filename + ". Continuing.");
if (gltf_texture->get_src_image() != -1) {
break;
}
}
if (gltf_texture->get_src_image() == -1) {
// No extensions handled it, so use the base GLTF source.
// This may be the fallback, or the only option anyway.
ERR_FAIL_COND_V(!texture_dict.has("source"), ERR_PARSE_ERROR);
gltf_texture->set_src_image(texture_dict["source"]);
}
if (gltf_texture->get_sampler() == -1 && texture_dict.has("sampler")) {
gltf_texture->set_sampler(texture_dict["sampler"]);
}
p_state->textures.push_back(gltf_texture);
}
return OK;
}
GLTFTextureIndex GLTFDocument::_set_texture(Ref<GLTFState> p_state, Ref<Texture2D> p_texture, StandardMaterial3D::TextureFilter p_filter_mode, bool p_repeats) {
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 = p_state->images.size();
p_state->images.push_back(p_texture);
p_state->source_images.push_back(p_texture->get_image());
gltf_texture->set_src_image(gltf_src_image_i);
gltf_texture->set_sampler(_set_sampler_for_mode(p_state, p_filter_mode, p_repeats));
GLTFTextureIndex gltf_texture_i = p_state->textures.size();
p_state->textures.push_back(gltf_texture);
return gltf_texture_i;
}
Ref<Texture2D> GLTFDocument::_get_texture(Ref<GLTFState> p_state, const GLTFTextureIndex p_texture, int p_texture_types) {
ERR_FAIL_INDEX_V(p_texture, p_state->textures.size(), Ref<Texture2D>());
const GLTFImageIndex image = p_state->textures[p_texture]->get_src_image();
ERR_FAIL_INDEX_V(image, p_state->images.size(), Ref<Texture2D>());
if (GLTFState::GLTFHandleBinary(p_state->handle_binary_image) == GLTFState::GLTFHandleBinary::HANDLE_BINARY_EMBED_AS_BASISU) {
ERR_FAIL_INDEX_V(image, p_state->source_images.size(), Ref<Texture2D>());
Ref<PortableCompressedTexture2D> portable_texture;
portable_texture.instantiate();
portable_texture->set_keep_compressed_buffer(true);
Ref<Image> new_img = p_state->source_images[image]->duplicate();
ERR_FAIL_COND_V(new_img.is_null(), Ref<Texture2D>());
new_img->generate_mipmaps();
if (p_texture_types) {
portable_texture->create_from_image(new_img, PortableCompressedTexture2D::COMPRESSION_MODE_BASIS_UNIVERSAL, true);
} else {
portable_texture->create_from_image(new_img, PortableCompressedTexture2D::COMPRESSION_MODE_BASIS_UNIVERSAL, false);
}
p_state->images.write[image] = portable_texture;
p_state->source_images.write[image] = new_img;
}
return p_state->images[image];
}
GLTFTextureSamplerIndex GLTFDocument::_set_sampler_for_mode(Ref<GLTFState> p_state, StandardMaterial3D::TextureFilter p_filter_mode, bool p_repeats) {
for (int i = 0; i < p_state->texture_samplers.size(); ++i) {
if (p_state->texture_samplers[i]->get_filter_mode() == p_filter_mode) {
return i;
}
}
GLTFTextureSamplerIndex gltf_sampler_i = p_state->texture_samplers.size();
Ref<GLTFTextureSampler> gltf_sampler;
gltf_sampler.instantiate();
gltf_sampler->set_filter_mode(p_filter_mode);
gltf_sampler->set_wrap_mode(p_repeats);
p_state->texture_samplers.push_back(gltf_sampler);
return gltf_sampler_i;
}
Ref<GLTFTextureSampler> GLTFDocument::_get_sampler_for_texture(Ref<GLTFState> p_state, const GLTFTextureIndex p_texture) {
ERR_FAIL_INDEX_V(p_texture, p_state->textures.size(), Ref<Texture2D>());
const GLTFTextureSamplerIndex sampler = p_state->textures[p_texture]->get_sampler();
if (sampler == -1) {
return p_state->default_texture_sampler;
} else {
ERR_FAIL_INDEX_V(sampler, p_state->texture_samplers.size(), Ref<GLTFTextureSampler>());
return p_state->texture_samplers[sampler];
}
}
Error GLTFDocument::_serialize_texture_samplers(Ref<GLTFState> p_state) {
if (!p_state->texture_samplers.size()) {
return OK;
}
Array samplers;
for (int32_t i = 0; i < p_state->texture_samplers.size(); ++i) {
Dictionary d;
Ref<GLTFTextureSampler> s = p_state->texture_samplers[i];
d["magFilter"] = s->get_mag_filter();
d["minFilter"] = s->get_min_filter();
d["wrapS"] = s->get_wrap_s();
d["wrapT"] = s->get_wrap_t();
samplers.push_back(d);
}
p_state->json["samplers"] = samplers;
return OK;
}
Error GLTFDocument::_parse_texture_samplers(Ref<GLTFState> p_state) {
p_state->default_texture_sampler.instantiate();
p_state->default_texture_sampler->set_min_filter(GLTFTextureSampler::FilterMode::LINEAR_MIPMAP_LINEAR);
p_state->default_texture_sampler->set_mag_filter(GLTFTextureSampler::FilterMode::LINEAR);
p_state->default_texture_sampler->set_wrap_s(GLTFTextureSampler::WrapMode::REPEAT);
p_state->default_texture_sampler->set_wrap_t(GLTFTextureSampler::WrapMode::REPEAT);
if (!p_state->json.has("samplers")) {
return OK;
}
const Array &samplers = p_state->json["samplers"];
for (int i = 0; i < samplers.size(); ++i) {
const Dictionary &d = samplers[i];
Ref<GLTFTextureSampler> sampler;
sampler.instantiate();
if (d.has("minFilter")) {
sampler->set_min_filter(d["minFilter"]);
} else {
sampler->set_min_filter(GLTFTextureSampler::FilterMode::LINEAR_MIPMAP_LINEAR);
}
if (d.has("magFilter")) {
sampler->set_mag_filter(d["magFilter"]);
} else {
sampler->set_mag_filter(GLTFTextureSampler::FilterMode::LINEAR);
}
if (d.has("wrapS")) {
sampler->set_wrap_s(d["wrapS"]);
} else {
sampler->set_wrap_s(GLTFTextureSampler::WrapMode::DEFAULT);
}
if (d.has("wrapT")) {
sampler->set_wrap_t(d["wrapT"]);
} else {
sampler->set_wrap_t(GLTFTextureSampler::WrapMode::DEFAULT);
}
p_state->texture_samplers.push_back(sampler);
}
return OK;
}
Error GLTFDocument::_serialize_materials(Ref<GLTFState> p_state) {
Array materials;
for (int32_t i = 0; i < p_state->materials.size(); i++) {
Dictionary d;
Ref<Material> material = p_state->materials[i];
if (material.is_null()) {
materials.push_back(d);
continue;
}
if (!material->get_name().is_empty()) {
d["name"] = _gen_unique_name(p_state, material->get_name());
}
Ref<BaseMaterial3D> base_material = material;
if (base_material.is_null()) {
materials.push_back(d);
continue;
}
Dictionary mr;
{
Array arr;
const Color c = base_material->get_albedo().srgb_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;
}
if (_image_format != "None") {
Dictionary bct;
Ref<Texture2D> albedo_texture = base_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(p_state, albedo_texture, base_material->get_texture_filter(), base_material->get_flag(BaseMaterial3D::FLAG_USE_TEXTURE_REPEAT));
}
if (gltf_texture_index != -1) {
bct["index"] = gltf_texture_index;
Dictionary extensions = _serialize_texture_transform_uv1(material);
if (!extensions.is_empty()) {
bct["extensions"] = extensions;
p_state->use_khr_texture_transform = true;
}
mr["baseColorTexture"] = bct;
}
}
mr["metallicFactor"] = base_material->get_metallic();
mr["roughnessFactor"] = base_material->get_roughness();
if (_image_format != "None") {
bool has_roughness = base_material->get_texture(BaseMaterial3D::TEXTURE_ROUGHNESS).is_valid() && base_material->get_texture(BaseMaterial3D::TEXTURE_ROUGHNESS)->get_image().is_valid();
bool has_ao = base_material->get_feature(BaseMaterial3D::FEATURE_AMBIENT_OCCLUSION) && base_material->get_texture(BaseMaterial3D::TEXTURE_AMBIENT_OCCLUSION).is_valid();
bool has_metalness = base_material->get_texture(BaseMaterial3D::TEXTURE_METALLIC).is_valid() && base_material->get_texture(BaseMaterial3D::TEXTURE_METALLIC)->get_image().is_valid();
if (has_ao || has_roughness || has_metalness) {
Dictionary mrt;
Ref<Texture2D> roughness_texture = base_material->get_texture(BaseMaterial3D::TEXTURE_ROUGHNESS);
BaseMaterial3D::TextureChannel roughness_channel = base_material->get_roughness_texture_channel();
Ref<Texture2D> metallic_texture = base_material->get_texture(BaseMaterial3D::TEXTURE_METALLIC);
BaseMaterial3D::TextureChannel metalness_channel = base_material->get_metallic_texture_channel();
Ref<Texture2D> ao_texture = base_material->get_texture(BaseMaterial3D::TEXTURE_AMBIENT_OCCLUSION);
BaseMaterial3D::TextureChannel ao_channel = base_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 = base_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->initialize_data(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->set_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(p_state, orm_texture, base_material->get_texture_filter(), base_material->get_flag(BaseMaterial3D::FLAG_USE_TEXTURE_REPEAT));
}
if (has_ao) {
Dictionary occt;
occt["index"] = orm_texture_index;
d["occlusionTexture"] = occt;
}
if (has_roughness || has_metalness) {
mrt["index"] = orm_texture_index;
Dictionary extensions = _serialize_texture_transform_uv1(material);
if (!extensions.is_empty()) {
mrt["extensions"] = extensions;
p_state->use_khr_texture_transform = true;
}
mr["metallicRoughnessTexture"] = mrt;
}
}
}
d["pbrMetallicRoughness"] = mr;
if (base_material->get_feature(BaseMaterial3D::FEATURE_NORMAL_MAPPING) && _image_format != "None") {
Dictionary nt;
Ref<ImageTexture> tex;
tex.instantiate();
{
Ref<Texture2D> normal_texture = base_material->get_texture(BaseMaterial3D::TEXTURE_NORMAL);
if (normal_texture.is_valid()) {
// Code for uncompressing RG normal maps
Ref<Image> img = normal_texture->get_image();
if (img.is_valid()) {
Ref<ImageTexture> img_tex = img;
if (img_tex.is_valid()) {
img = img_tex->get_image();
}
img->decompress();
img->convert(Image::FORMAT_RGBA8);
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->set_image(img);
}
}
}
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(p_state, tex, base_material->get_texture_filter(), base_material->get_flag(BaseMaterial3D::FLAG_USE_TEXTURE_REPEAT));
}
nt["scale"] = base_material->get_normal_scale();
if (gltf_texture_index != -1) {
nt["index"] = gltf_texture_index;
d["normalTexture"] = nt;
}
}
if (base_material->get_feature(BaseMaterial3D::FEATURE_EMISSION)) {
const Color c = base_material->get_emission().linear_to_srgb();
Array arr;
arr.push_back(c.r);
arr.push_back(c.g);
arr.push_back(c.b);
d["emissiveFactor"] = arr;
}
if (base_material->get_feature(BaseMaterial3D::FEATURE_EMISSION) && _image_format != "None") {
Dictionary et;
Ref<Texture2D> emission_texture = base_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(p_state, emission_texture, base_material->get_texture_filter(), base_material->get_flag(BaseMaterial3D::FLAG_USE_TEXTURE_REPEAT));
}
if (gltf_texture_index != -1) {
et["index"] = gltf_texture_index;
d["emissiveTexture"] = et;
}
}
const bool ds = base_material->get_cull_mode() == BaseMaterial3D::CULL_DISABLED;
if (ds) {
d["doubleSided"] = ds;
}
if (base_material->get_transparency() == BaseMaterial3D::TRANSPARENCY_ALPHA_SCISSOR) {
d["alphaMode"] = "MASK";
d["alphaCutoff"] = base_material->get_alpha_scissor_threshold();
} else if (base_material->get_transparency() != BaseMaterial3D::TRANSPARENCY_DISABLED) {
d["alphaMode"] = "BLEND";
}
Dictionary extensions;
if (base_material->get_shading_mode() == BaseMaterial3D::SHADING_MODE_UNSHADED) {
Dictionary mat_unlit;
extensions["KHR_materials_unlit"] = mat_unlit;
p_state->add_used_extension("KHR_materials_unlit");
}
if (base_material->get_feature(BaseMaterial3D::FEATURE_EMISSION) && !Math::is_equal_approx(base_material->get_emission_energy_multiplier(), 1.0f)) {
Dictionary mat_emissive_strength;
mat_emissive_strength["emissiveStrength"] = base_material->get_emission_energy_multiplier();
extensions["KHR_materials_emissive_strength"] = mat_emissive_strength;
p_state->add_used_extension("KHR_materials_emissive_strength");
}
d["extensions"] = extensions;
materials.push_back(d);
}
if (!materials.size()) {
return OK;
}
p_state->json["materials"] = materials;
print_verbose("Total materials: " + itos(p_state->materials.size()));
return OK;
}
Error GLTFDocument::_parse_materials(Ref<GLTFState> p_state) {
if (!p_state->json.has("materials")) {
return OK;
}
const Array &materials = p_state->json["materials"];
for (GLTFMaterialIndex i = 0; i < materials.size(); i++) {
const Dictionary &material_dict = materials[i];
Ref<StandardMaterial3D> material;
material.instantiate();
if (material_dict.has("name") && !String(material_dict["name"]).is_empty()) {
material->set_name(material_dict["name"]);
} else {
material->set_name(vformat("material_%s", itos(i)));
}
Dictionary material_extensions;
if (material_dict.has("extensions")) {
material_extensions = material_dict["extensions"];
}
if (material_extensions.has("KHR_materials_unlit")) {
material->set_shading_mode(BaseMaterial3D::SHADING_MODE_UNSHADED);
}
if (material_extensions.has("KHR_materials_emissive_strength")) {
Dictionary emissive_strength = material_extensions["KHR_materials_emissive_strength"];
if (emissive_strength.has("emissiveStrength")) {
material->set_emission_energy_multiplier(emissive_strength["emissiveStrength"]);
}
}
if (material_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 = material_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<GLTFTextureSampler> diffuse_sampler = _get_sampler_for_texture(p_state, diffuse_texture_dict["index"]);
if (diffuse_sampler.is_valid()) {
material->set_texture_filter(diffuse_sampler->get_filter_mode());
material->set_flag(BaseMaterial3D::FLAG_USE_TEXTURE_REPEAT, diffuse_sampler->get_wrap_mode());
}
Ref<Texture2D> diffuse_texture = _get_texture(p_state, diffuse_texture_dict["index"], TEXTURE_TYPE_GENERIC);
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]).linear_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(p_state, spec_gloss_texture["index"], TEXTURE_TYPE_GENERIC);
if (orig_texture.is_valid()) {
spec_gloss->spec_gloss_img = orig_texture->get_image();
}
}
}
spec_gloss_to_rough_metal(spec_gloss, material);
} else if (material_dict.has("pbrMetallicRoughness")) {
const Dictionary &mr = material_dict["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]).linear_to_srgb();
material->set_albedo(c);
}
if (mr.has("baseColorTexture")) {
const Dictionary &bct = mr["baseColorTexture"];
if (bct.has("index")) {
Ref<GLTFTextureSampler> bct_sampler = _get_sampler_for_texture(p_state, bct["index"]);
material->set_texture_filter(bct_sampler->get_filter_mode());
material->set_flag(BaseMaterial3D::FLAG_USE_TEXTURE_REPEAT, bct_sampler->get_wrap_mode());
material->set_texture(BaseMaterial3D::TEXTURE_ALBEDO, _get_texture(p_state, bct["index"], TEXTURE_TYPE_GENERIC));
}
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(p_state, bct["index"], TEXTURE_TYPE_GENERIC);
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 (material_dict.has("normalTexture")) {
const Dictionary &bct = material_dict["normalTexture"];
if (bct.has("index")) {
material->set_texture(BaseMaterial3D::TEXTURE_NORMAL, _get_texture(p_state, bct["index"], TEXTURE_TYPE_NORMAL));
material->set_feature(BaseMaterial3D::FEATURE_NORMAL_MAPPING, true);
}
if (bct.has("scale")) {
material->set_normal_scale(bct["scale"]);
}
}
if (material_dict.has("occlusionTexture")) {
const Dictionary &bct = material_dict["occlusionTexture"];
if (bct.has("index")) {
material->set_texture(BaseMaterial3D::TEXTURE_AMBIENT_OCCLUSION, _get_texture(p_state, bct["index"], TEXTURE_TYPE_GENERIC));
material->set_ao_texture_channel(BaseMaterial3D::TEXTURE_CHANNEL_RED);
material->set_feature(BaseMaterial3D::FEATURE_AMBIENT_OCCLUSION, true);
}
}
if (material_dict.has("emissiveFactor")) {
const Array &arr = material_dict["emissiveFactor"];
ERR_FAIL_COND_V(arr.size() != 3, ERR_PARSE_ERROR);
const Color c = Color(arr[0], arr[1], arr[2]).linear_to_srgb();
material->set_feature(BaseMaterial3D::FEATURE_EMISSION, true);
material->set_emission(c);
}
if (material_dict.has("emissiveTexture")) {
const Dictionary &bct = material_dict["emissiveTexture"];
if (bct.has("index")) {
material->set_texture(BaseMaterial3D::TEXTURE_EMISSION, _get_texture(p_state, bct["index"], TEXTURE_TYPE_GENERIC));
material->set_feature(BaseMaterial3D::FEATURE_EMISSION, true);
material->set_emission(Color(0, 0, 0));
}
}
if (material_dict.has("doubleSided")) {
const bool ds = material_dict["doubleSided"];
if (ds) {
material->set_cull_mode(BaseMaterial3D::CULL_DISABLED);
}
}
if (material_dict.has("alphaMode")) {
const String &am = material_dict["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 (material_dict.has("alphaCutoff")) {
material->set_alpha_scissor_threshold(material_dict["alphaCutoff"]);
} else {
material->set_alpha_scissor_threshold(0.5f);
}
}
}
p_state->materials.push_back(material);
}
print_verbose("Total materials: " + itos(p_state->materials.size()));
return OK;
}
void GLTFDocument::_set_texture_transform_uv1(const Dictionary &p_dict, Ref<BaseMaterial3D> p_material) {
if (p_dict.has("extensions")) {
const Dictionary &extensions = p_dict["extensions"];
if (extensions.has("KHR_texture_transform")) {
if (p_material.is_valid()) {
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);
p_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);
p_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.is_null()) {
return;
}
if (r_spec_gloss->spec_gloss_img.is_null()) {
return;
}
if (r_spec_gloss->diffuse_img.is_null()) {
return;
}
if (p_material.is_null()) {
return;
}
bool has_roughness = false;
bool has_metal = false;
p_material->set_roughness(1.0f);
p_material->set_metallic(1.0f);
Ref<Image> rm_img = Image::create_empty(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).srgb_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).srgb_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.linear_to_srgb());
}
}
}
rm_img->generate_mipmaps();
r_spec_gloss->diffuse_img->generate_mipmaps();
p_material->set_texture(BaseMaterial3D::TEXTURE_ALBEDO, ImageTexture::create_from_image(r_spec_gloss->diffuse_img));
Ref<ImageTexture> rm_image_texture = ImageTexture::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();
}
Error GLTFDocument::_parse_skins(Ref<GLTFState> p_state) {
if (!p_state->json.has("skins")) {
return OK;
}
const Array &skins = p_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(p_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, p_state->nodes.size(), ERR_PARSE_ERROR);
skin->joints.push_back(node);
skin->joints_original.push_back(node);
p_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"];
}
p_state->skins.push_back(skin);
}
for (GLTFSkinIndex i = 0; i < p_state->skins.size(); ++i) {
Ref<GLTFSkin> skin = p_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(SkinTool::_expand_skin(p_state->nodes, skin), ERR_PARSE_ERROR);
ERR_FAIL_COND_V(SkinTool::_verify_skin(p_state->nodes, skin), ERR_PARSE_ERROR);
}
print_verbose("glTF: Total skins: " + itos(p_state->skins.size()));
return OK;
}
Error GLTFDocument::_serialize_skins(Ref<GLTFState> p_state) {
_remove_duplicate_skins(p_state);
Array json_skins;
for (int skin_i = 0; skin_i < p_state->skins.size(); skin_i++) {
Ref<GLTFSkin> gltf_skin = p_state->skins[skin_i];
Dictionary json_skin;
json_skin["inverseBindMatrices"] = _encode_accessor_as_xform(p_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);
}
if (!p_state->skins.size()) {
return OK;
}
p_state->json["skins"] = json_skins;
return OK;
}
Error GLTFDocument::_create_skins(Ref<GLTFState> p_state) {
for (GLTFSkinIndex skin_i = 0; skin_i < p_state->skins.size(); ++skin_i) {
Ref<GLTFSkin> gltf_skin = p_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 = p_state->nodes[node]->get_name();
Transform3D xform;
if (has_ibms) {
xform = gltf_skin->inverse_binds[joint_i];
}
if (p_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(p_state);
// Create unique names now, after removing duplicates
for (GLTFSkinIndex skin_i = 0; skin_i < p_state->skins.size(); ++skin_i) {
Ref<Skin> skin = p_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(p_state, "Skin"));
}
}
return OK;
}
bool GLTFDocument::_skins_are_same(const Ref<Skin> p_skin_a, const Ref<Skin> p_skin_b) {
if (p_skin_a->get_bind_count() != p_skin_b->get_bind_count()) {
return false;
}
for (int i = 0; i < p_skin_a->get_bind_count(); ++i) {
if (p_skin_a->get_bind_bone(i) != p_skin_b->get_bind_bone(i)) {
return false;
}
if (p_skin_a->get_bind_name(i) != p_skin_b->get_bind_name(i)) {
return false;
}
Transform3D a_xform = p_skin_a->get_bind_pose(i);
Transform3D b_xform = p_skin_b->get_bind_pose(i);
if (a_xform != b_xform) {
return false;
}
}
return true;
}
void GLTFDocument::_remove_duplicate_skins(Ref<GLTFState> p_state) {
for (int i = 0; i < p_state->skins.size(); ++i) {
for (int j = i + 1; j < p_state->skins.size(); ++j) {
const Ref<Skin> skin_i = p_state->skins[i]->godot_skin;
const Ref<Skin> skin_j = p_state->skins[j]->godot_skin;
if (_skins_are_same(skin_i, skin_j)) {
// replace it and delete the old
p_state->skins.write[j]->godot_skin = skin_i;
}
}
}
}
Error GLTFDocument::_serialize_lights(Ref<GLTFState> p_state) {
if (p_state->lights.is_empty()) {
return OK;
}
Array lights;
for (GLTFLightIndex i = 0; i < p_state->lights.size(); i++) {
lights.push_back(p_state->lights[i]->to_dictionary());
}
Dictionary extensions;
if (p_state->json.has("extensions")) {
extensions = p_state->json["extensions"];
} else {
p_state->json["extensions"] = extensions;
}
Dictionary lights_punctual;
extensions["KHR_lights_punctual"] = lights_punctual;
lights_punctual["lights"] = lights;
print_verbose("glTF: Total lights: " + itos(p_state->lights.size()));
return OK;
}
Error GLTFDocument::_serialize_cameras(Ref<GLTFState> p_state) {
Array cameras;
cameras.resize(p_state->cameras.size());
for (GLTFCameraIndex i = 0; i < p_state->cameras.size(); i++) {
cameras[i] = p_state->cameras[i]->to_dictionary();
}
if (!p_state->cameras.size()) {
return OK;
}
p_state->json["cameras"] = cameras;
print_verbose("glTF: Total cameras: " + itos(p_state->cameras.size()));
return OK;
}
Error GLTFDocument::_parse_lights(Ref<GLTFState> p_state) {
if (!p_state->json.has("extensions")) {
return OK;
}
Dictionary extensions = p_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++) {
Ref<GLTFLight> light = GLTFLight::from_dictionary(lights[light_i]);
if (light.is_null()) {
return Error::ERR_PARSE_ERROR;
}
p_state->lights.push_back(light);
}
print_verbose("glTF: Total lights: " + itos(p_state->lights.size()));
return OK;
}
Error GLTFDocument::_parse_cameras(Ref<GLTFState> p_state) {
if (!p_state->json.has("cameras")) {
return OK;
}
const Array cameras = p_state->json["cameras"];
for (GLTFCameraIndex i = 0; i < cameras.size(); i++) {
p_state->cameras.push_back(GLTFCamera::from_dictionary(cameras[i]));
}
print_verbose("glTF: Total cameras: " + itos(p_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> p_state) {
if (!p_state->animation_players.size()) {
return OK;
}
for (int32_t player_i = 0; player_i < p_state->animation_players.size(); player_i++) {
AnimationPlayer *animation_player = p_state->animation_players[player_i];
List<StringName> animations;
animation_player->get_animation_list(&animations);
for (const StringName &animation_name : animations) {
_convert_animation(p_state, animation_player, animation_name);
}
}
Array animations;
for (GLTFAnimationIndex animation_i = 0; animation_i < p_state->animations.size(); animation_i++) {
Dictionary d;
Ref<GLTFAnimation> gltf_animation = p_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(p_state, times, false);
Vector<Vector3> values = Variant(track.position_track.values);
s["output"] = _encode_accessor_as_vec3(p_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(p_state, times, false);
Vector<Quaternion> values = track.rotation_track.values;
s["output"] = _encode_accessor_as_quaternions(p_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(p_state, times, false);
Vector<Vector3> values = Variant(track.scale_track.values);
s["output"] = _encode_accessor_as_vec3(p_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<real_t>(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<real_t> 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(p_state, all_track_times, false);
s["output"] = _encode_accessor_as_floats(p_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);
}
}
if (!animations.size()) {
return OK;
}
p_state->json["animations"] = animations;
print_verbose("glTF: Total animations '" + itos(p_state->animations.size()) + "'.");
return OK;
}
Error GLTFDocument::_parse_animations(Ref<GLTFState> p_state) {
if (!p_state->json.has("animations")) {
return OK;
}
const Array &animations = p_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 anim_name = d["name"];
const String anim_name_lower = anim_name.to_lower();
if (anim_name_lower.begins_with("loop") || anim_name_lower.ends_with("loop") || anim_name_lower.begins_with("cycle") || anim_name_lower.ends_with("cycle")) {
animation->set_loop(true);
}
animation->set_original_name(anim_name);
animation->set_name(_gen_unique_animation_name(p_state, anim_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, p_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(p_state, input, false);
if (path == "translation") {
const Vector<Vector3> positions = _decode_accessor_as_vec3(p_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(p_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(p_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(p_state, output, false);
ERR_FAIL_INDEX_V(p_state->nodes[node]->mesh, p_state->meshes.size(), ERR_PARSE_ERROR);
Ref<GLTFMesh> mesh = p_state->meshes[p_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<real_t> cf;
cf.interpolation = interp;
cf.times = Variant(times);
Vector<real_t> 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 + "'.");
}
}
p_state->animations.push_back(animation);
}
print_verbose("glTF: Total animations '" + itos(p_state->animations.size()) + "'.");
return OK;
}
void GLTFDocument::_assign_node_names(Ref<GLTFState> p_state) {
for (int i = 0; i < p_state->nodes.size(); i++) {
Ref<GLTFNode> gltf_node = p_state->nodes[i];
// Any joints get unique names generated when the skeleton is made, unique to the skeleton
if (gltf_node->skeleton >= 0) {
continue;
}
String gltf_node_name = gltf_node->get_name();
if (gltf_node_name.is_empty()) {
if (_naming_version == 0) {
if (gltf_node->mesh >= 0) {
gltf_node_name = _gen_unique_name(p_state, "Mesh");
} else if (gltf_node->camera >= 0) {
gltf_node_name = _gen_unique_name(p_state, "Camera3D");
} else {
gltf_node_name = _gen_unique_name(p_state, "Node");
}
} else {
if (gltf_node->mesh >= 0) {
gltf_node_name = "Mesh";
} else if (gltf_node->camera >= 0) {
gltf_node_name = "Camera";
} else {
gltf_node_name = "Node";
}
}
}
gltf_node->set_name(_gen_unique_name(p_state, gltf_node_name));
}
}
BoneAttachment3D *GLTFDocument::_generate_bone_attachment(Ref<GLTFState> p_state, Skeleton3D *p_skeleton, const GLTFNodeIndex p_node_index, const GLTFNodeIndex p_bone_index) {
Ref<GLTFNode> gltf_node = p_state->nodes[p_node_index];
Ref<GLTFNode> bone_node = p_state->nodes[p_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> p_state, MeshInstance3D *p_mesh_instance) {
ERR_FAIL_NULL_V(p_mesh_instance, -1);
ERR_FAIL_COND_V_MSG(p_mesh_instance->get_mesh().is_null(), -1, "glTF: Tried to export a MeshInstance3D node named " + p_mesh_instance->get_name() + ", but it has no mesh. This node will be exported without a mesh.");
Ref<Mesh> mesh_resource = p_mesh_instance->get_mesh();
ERR_FAIL_COND_V_MSG(mesh_resource->get_surface_count() == 0, -1, "glTF: Tried to export a MeshInstance3D node named " + p_mesh_instance->get_name() + ", but its mesh has no surfaces. This node will be exported without a mesh.");
Ref<ImporterMesh> current_mesh = _mesh_to_importer_mesh(mesh_resource);
Vector<float> blend_weights;
int32_t blend_count = mesh_resource->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();
TypedArray<Material> instance_materials;
for (int32_t surface_i = 0; surface_i < current_mesh->get_surface_count(); surface_i++) {
Ref<Material> mat = current_mesh->get_surface_material(surface_i);
if (p_mesh_instance->get_surface_override_material(surface_i).is_valid()) {
mat = p_mesh_instance->get_surface_override_material(surface_i);
}
if (p_mesh_instance->get_material_override().is_valid()) {
mat = p_mesh_instance->get_material_override();
}
instance_materials.append(mat);
}
gltf_mesh->set_instance_materials(instance_materials);
gltf_mesh->set_mesh(current_mesh);
gltf_mesh->set_blend_weights(blend_weights);
GLTFMeshIndex mesh_i = p_state->meshes.size();
p_state->meshes.push_back(gltf_mesh);
return mesh_i;
}
ImporterMeshInstance3D *GLTFDocument::_generate_mesh_instance(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index) {
Ref<GLTFNode> gltf_node = p_state->nodes[p_node_index];
ERR_FAIL_INDEX_V(gltf_node->mesh, p_state->meshes.size(), nullptr);
ImporterMeshInstance3D *mi = memnew(ImporterMeshInstance3D);
print_verbose("glTF: Creating mesh for: " + gltf_node->get_name());
p_state->scene_mesh_instances.insert(p_node_index, mi);
Ref<GLTFMesh> mesh = p_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;
}
Light3D *GLTFDocument::_generate_light(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index) {
Ref<GLTFNode> gltf_node = p_state->nodes[p_node_index];
ERR_FAIL_INDEX_V(gltf_node->light, p_state->lights.size(), nullptr);
print_verbose("glTF: Creating light for: " + gltf_node->get_name());
Ref<GLTFLight> l = p_state->lights[gltf_node->light];
return l->to_node();
}
Camera3D *GLTFDocument::_generate_camera(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index) {
Ref<GLTFNode> gltf_node = p_state->nodes[p_node_index];
ERR_FAIL_INDEX_V(gltf_node->camera, p_state->cameras.size(), nullptr);
print_verbose("glTF: Creating camera for: " + gltf_node->get_name());
Ref<GLTFCamera> c = p_state->cameras[gltf_node->camera];
return c->to_node();
}
GLTFCameraIndex GLTFDocument::_convert_camera(Ref<GLTFState> p_state, Camera3D *p_camera) {
print_verbose("glTF: Converting camera: " + p_camera->get_name());
Ref<GLTFCamera> c = GLTFCamera::from_node(p_camera);
GLTFCameraIndex camera_index = p_state->cameras.size();
p_state->cameras.push_back(c);
return camera_index;
}
GLTFLightIndex GLTFDocument::_convert_light(Ref<GLTFState> p_state, Light3D *p_light) {
print_verbose("glTF: Converting light: " + p_light->get_name());
Ref<GLTFLight> l = GLTFLight::from_node(p_light);
GLTFLightIndex light_index = p_state->lights.size();
p_state->lights.push_back(l);
return light_index;
}
void GLTFDocument::_convert_spatial(Ref<GLTFState> p_state, Node3D *p_spatial, Ref<GLTFNode> p_node) {
p_node->transform = p_spatial->get_transform();
}
Node3D *GLTFDocument::_generate_spatial(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index) {
Ref<GLTFNode> gltf_node = p_state->nodes[p_node_index];
Node3D *spatial = memnew(Node3D);
print_verbose("glTF: Converting spatial: " + gltf_node->get_name());
return spatial;
}
void GLTFDocument::_convert_scene_node(Ref<GLTFState> p_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;
}
#ifdef TOOLS_ENABLED
if (Engine::get_singleton()->is_editor_hint() && p_gltf_root != -1 && p_current->get_owner() == nullptr) {
WARN_VERBOSE("glTF export warning: Node '" + p_current->get_name() + "' has no owner. This is likely a temporary node generated by a @tool script. This would not be saved when saving the Godot scene, therefore it will not be exported to glTF.");
return;
}
#endif // TOOLS_ENABLED
Ref<GLTFNode> gltf_node;
gltf_node.instantiate();
gltf_node->set_original_name(p_current->get_name());
gltf_node->set_name(_gen_unique_name(p_state, p_current->get_name()));
if (cast_to<Node3D>(p_current)) {
Node3D *spatial = cast_to<Node3D>(p_current);
_convert_spatial(p_state, spatial, gltf_node);
}
if (cast_to<MeshInstance3D>(p_current)) {
MeshInstance3D *mi = cast_to<MeshInstance3D>(p_current);
_convert_mesh_instance_to_gltf(mi, p_state, gltf_node);
} else if (cast_to<BoneAttachment3D>(p_current)) {
BoneAttachment3D *bone = cast_to<BoneAttachment3D>(p_current);
_convert_bone_attachment_to_gltf(bone, p_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, p_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, p_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, p_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, p_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, p_state, gltf_node);
} else if (cast_to<Light3D>(p_current)) {
Light3D *light = Object::cast_to<Light3D>(p_current);
_convert_light_to_gltf(light, p_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, p_state, p_gltf_parent, p_gltf_root, gltf_node, p_current);
}
for (Ref<GLTFDocumentExtension> ext : document_extensions) {
ERR_CONTINUE(ext.is_null());
ext->convert_scene_node(p_state, gltf_node, p_current);
}
GLTFNodeIndex current_node_i = p_state->nodes.size();
GLTFNodeIndex gltf_root = p_gltf_root;
if (gltf_root == -1) {
gltf_root = current_node_i;
p_state->root_nodes.push_back(gltf_root);
}
_create_gltf_node(p_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(p_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> p_gltf_node, Ref<GLTFState> p_state) {
CSGShape3D *csg = p_current;
csg->call("_update_shape");
Array meshes = csg->get_meshes();
if (meshes.size() != 2) {
return;
}
Ref<ImporterMesh> mesh;
mesh.instantiate();
{
Ref<Mesh> csg_mesh = csg->get_meshes()[1];
for (int32_t surface_i = 0; surface_i < csg_mesh->get_surface_count(); surface_i++) {
Array array = csg_mesh->surface_get_arrays(surface_i);
Ref<Material> mat = csg_mesh->surface_get_material(surface_i);
String mat_name;
if (mat.is_valid()) {
mat_name = mat->get_name();
} else {
// Assign default material when no material is assigned.
mat = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
}
mesh->add_surface(csg_mesh->surface_get_primitive_type(surface_i),
array, csg_mesh->surface_get_blend_shape_arrays(surface_i), csg_mesh->surface_get_lods(surface_i), mat,
mat_name, csg_mesh->surface_get_format(surface_i));
}
}
Ref<GLTFMesh> gltf_mesh;
gltf_mesh.instantiate();
gltf_mesh->set_mesh(mesh);
gltf_mesh->set_original_name(csg->get_name());
GLTFMeshIndex mesh_i = p_state->meshes.size();
p_state->meshes.push_back(gltf_mesh);
p_gltf_node->mesh = mesh_i;
p_gltf_node->transform = csg->get_meshes()[0];
p_gltf_node->set_original_name(csg->get_name());
p_gltf_node->set_name(_gen_unique_name(p_state, csg->get_name()));
}
#endif // MODULE_CSG_ENABLED
void GLTFDocument::_create_gltf_node(Ref<GLTFState> p_state, Node *p_scene_parent, GLTFNodeIndex p_current_node_i,
GLTFNodeIndex p_parent_node_index, GLTFNodeIndex p_root_gltf_node, Ref<GLTFNode> p_gltf_node) {
p_state->scene_nodes.insert(p_current_node_i, p_scene_parent);
p_state->nodes.push_back(p_gltf_node);
ERR_FAIL_COND(p_current_node_i == p_parent_node_index);
p_state->nodes.write[p_current_node_i]->parent = p_parent_node_index;
if (p_parent_node_index == -1) {
return;
}
p_state->nodes.write[p_parent_node_index]->children.push_back(p_current_node_i);
}
void GLTFDocument::_convert_animation_player_to_gltf(AnimationPlayer *p_animation_player, Ref<GLTFState> p_state, GLTFNodeIndex p_gltf_current, GLTFNodeIndex p_gltf_root_index, Ref<GLTFNode> p_gltf_node, Node *p_scene_parent) {
ERR_FAIL_NULL(p_animation_player);
p_state->animation_players.push_back(p_animation_player);
print_verbose(String("glTF: Converting animation player: ") + p_animation_player->get_name());
}
void GLTFDocument::_check_visibility(Node *p_node, bool &r_retflag) {
r_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;
}
r_retflag = false;
}
void GLTFDocument::_convert_camera_to_gltf(Camera3D *camera, Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node) {
ERR_FAIL_NULL(camera);
GLTFCameraIndex camera_index = _convert_camera(p_state, camera);
if (camera_index != -1) {
p_gltf_node->camera = camera_index;
}
}
void GLTFDocument::_convert_light_to_gltf(Light3D *light, Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node) {
ERR_FAIL_NULL(light);
GLTFLightIndex light_index = _convert_light(p_state, light);
if (light_index != -1) {
p_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> p_gltf_node, Ref<GLTFState> p_state) {
Array cells = p_grid_map->get_used_cells();
for (int32_t k = 0; k < cells.size(); k++) {
GLTFNode *new_gltf_node = memnew(GLTFNode);
p_gltf_node->children.push_back(p_state->nodes.size());
p_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));
Transform3D cell_xform;
cell_xform.basis = p_grid_map->get_basis_with_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_local(
Vector3(cell_location.x, cell_location.y, cell_location.z)));
Ref<GLTFMesh> gltf_mesh;
gltf_mesh.instantiate();
gltf_mesh->set_mesh(_mesh_to_importer_mesh(p_grid_map->get_mesh_library()->get_item_mesh(cell)));
gltf_mesh->set_original_name(p_grid_map->get_mesh_library()->get_item_name(cell));
new_gltf_node->mesh = p_state->meshes.size();
p_state->meshes.push_back(gltf_mesh);
new_gltf_node->transform = cell_xform * p_grid_map->get_transform();
new_gltf_node->set_original_name(p_grid_map->get_mesh_library()->get_item_name(cell));
new_gltf_node->set_name(_gen_unique_name(p_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> p_gltf_node, Ref<GLTFState> p_state) {
ERR_FAIL_NULL(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_original_name(multi_mesh->get_name());
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 = p_state->meshes.size();
p_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->transform = transform;
new_gltf_node->set_original_name(p_multi_mesh_instance->get_name());
new_gltf_node->set_name(_gen_unique_name(p_state, p_multi_mesh_instance->get_name()));
p_gltf_node->children.push_back(p_state->nodes.size());
p_state->nodes.push_back(new_gltf_node);
}
}
void GLTFDocument::_convert_skeleton_to_gltf(Skeleton3D *p_skeleton3d, Ref<GLTFState> p_state, GLTFNodeIndex p_parent_node_index, GLTFNodeIndex p_root_node_index, Ref<GLTFNode> p_gltf_node) {
Skeleton3D *skeleton = p_skeleton3d;
Ref<GLTFSkeleton> gltf_skeleton;
gltf_skeleton.instantiate();
// GLTFSkeleton is only used to hold internal p_state data. It will not be written to the document.
//
gltf_skeleton->godot_skeleton = skeleton;
GLTFSkeletonIndex skeleton_i = p_state->skeletons.size();
p_state->skeleton3d_to_gltf_skeleton[skeleton->get_instance_id()] = skeleton_i;
p_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_original_name(skeleton->get_bone_name(bone_i));
joint_node->set_name(_gen_unique_name(p_state, skeleton->get_bone_name(bone_i)));
joint_node->transform = skeleton->get_bone_pose(bone_i);
joint_node->joint = true;
GLTFNodeIndex current_node_i = p_state->nodes.size();
p_state->scene_nodes.insert(current_node_i, skeleton);
p_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) {
p_state->nodes.write[current_node_i]->parent = p_parent_node_index;
p_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];
p_state->nodes.write[current_node_i]->parent = parent_node_i;
p_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(p_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> p_state, GLTFNodeIndex p_parent_node_index, GLTFNodeIndex p_root_node_index, Ref<GLTFNode> p_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 && p_state->skeleton3d_to_gltf_skeleton.has(skeleton->get_instance_id())) {
skel_gltf_i = p_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 = p_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(p_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> p_state, Ref<GLTFNode> p_gltf_node) {
GLTFMeshIndex gltf_mesh_index = _convert_mesh_to_gltf(p_state, p_scene_parent);
if (gltf_mesh_index != -1) {
p_gltf_node->mesh = gltf_mesh_index;
}
}
void GLTFDocument::_generate_scene_node(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index, Node *p_scene_parent, Node *p_scene_root) {
Ref<GLTFNode> gltf_node = p_state->nodes[p_node_index];
if (gltf_node->skeleton >= 0) {
_generate_skeleton_bone_node(p_state, p_node_index, p_scene_parent, p_scene_root);
return;
}
Node3D *current_node = nullptr;
// Is our parent a skeleton
Skeleton3D *active_skeleton = Object::cast_to<Skeleton3D>(p_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(p_state, active_skeleton, p_node_index, gltf_node->parent);
p_scene_parent->add_child(bone_attachment, true);
// Find the correct bone_idx so we can properly serialize it.
bone_attachment->set_bone_idx(active_skeleton->find_bone(gltf_node->get_name()));
bone_attachment->set_owner(p_scene_root);
// There is no gltf_node that represent this, so just directly create a unique name
bone_attachment->set_name(gltf_node->get_name());
// 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
p_scene_parent = bone_attachment;
}
// Check if any GLTFDocumentExtension classes want to generate a node for us.
for (Ref<GLTFDocumentExtension> ext : document_extensions) {
ERR_CONTINUE(ext.is_null());
current_node = ext->generate_scene_node(p_state, gltf_node, p_scene_parent);
if (current_node) {
break;
}
}
// If none of our GLTFDocumentExtension classes generated us a node, we generate one.
if (!current_node) {
if (gltf_node->skin >= 0 && gltf_node->mesh >= 0 && !gltf_node->children.is_empty()) {
// GLTF specifies that skinned meshes should ignore their node transforms,
// only being controlled by the skeleton, so Godot will reparent a skinned
// mesh to its skeleton. However, we still need to ensure any child nodes
// keep their place in the tree, so if there are any child nodes, the skinned
// mesh must not be the base node, so generate an empty spatial base.
current_node = _generate_spatial(p_state, p_node_index);
Node3D *mesh_inst = _generate_mesh_instance(p_state, p_node_index);
mesh_inst->set_name(gltf_node->get_name());
current_node->add_child(mesh_inst, true);
} else if (gltf_node->mesh >= 0) {
current_node = _generate_mesh_instance(p_state, p_node_index);
} else if (gltf_node->camera >= 0) {
current_node = _generate_camera(p_state, p_node_index);
} else if (gltf_node->light >= 0) {
current_node = _generate_light(p_state, p_node_index);
} else {
current_node = _generate_spatial(p_state, p_node_index);
}
}
String gltf_node_name = gltf_node->get_name();
if (!gltf_node_name.is_empty()) {
current_node->set_name(gltf_node_name);
}
// Note: p_scene_parent and p_scene_root must either both be null or both be valid.
if (p_scene_root == nullptr) {
// If the root node argument is null, this is the root node.
p_scene_root = current_node;
} else {
// Add the node we generated and set the owner to the scene root.
p_scene_parent->add_child(current_node, true);
Array args;
args.append(p_scene_root);
current_node->propagate_call(StringName("set_owner"), args);
current_node->set_transform(gltf_node->transform);
}
p_state->scene_nodes.insert(p_node_index, current_node);
for (int i = 0; i < gltf_node->children.size(); ++i) {
_generate_scene_node(p_state, gltf_node->children[i], current_node, p_scene_root);
}
}
void GLTFDocument::_generate_skeleton_bone_node(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index, Node *p_scene_parent, Node *p_scene_root) {
Ref<GLTFNode> gltf_node = p_state->nodes[p_node_index];
Node3D *current_node = nullptr;
Skeleton3D *skeleton = p_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>(p_scene_parent);
if (active_skeleton != skeleton) {
if (active_skeleton) {
// Should no longer be possible.
ERR_PRINT(vformat("glTF: Generating scene detected direct parented Skeletons at node %d", p_node_index));
BoneAttachment3D *bone_attachment = _generate_bone_attachment(p_state, active_skeleton, p_node_index, gltf_node->parent);
p_scene_parent->add_child(bone_attachment, true);
bone_attachment->set_owner(p_scene_root);
// There is no gltf_node that represent this, so just directly create a unique name
bone_attachment->set_name(_gen_unique_name(p_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
p_scene_parent = bone_attachment;
}
if (skeleton->get_parent() == nullptr) {
if (p_scene_root) {
p_scene_parent->add_child(skeleton, true);
skeleton->set_owner(p_scene_root);
} else {
p_scene_parent = skeleton;
p_scene_root = skeleton;
}
}
}
active_skeleton = skeleton;
current_node = active_skeleton;
if (active_skeleton) {
p_scene_parent = active_skeleton;
}
if (requires_extra_node) {
current_node = nullptr;
// 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(p_state, active_skeleton, p_node_index, p_node_index);
p_scene_parent->add_child(bone_attachment, true);
// Find the correct bone_idx so we can properly serialize it.
bone_attachment->set_bone_idx(active_skeleton->find_bone(gltf_node->get_name()));
bone_attachment->set_owner(p_scene_root);
// There is no gltf_node that represent this, so just directly create a unique name
bone_attachment->set_name(gltf_node->get_name());
// 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
p_scene_parent = bone_attachment;
}
// Check if any GLTFDocumentExtension classes want to generate a node for us.
for (Ref<GLTFDocumentExtension> ext : document_extensions) {
ERR_CONTINUE(ext.is_null());
current_node = ext->generate_scene_node(p_state, gltf_node, p_scene_parent);
if (current_node) {
break;
}
}
// If none of our GLTFDocumentExtension classes generated us a node, we generate one.
if (!current_node) {
if (gltf_node->mesh >= 0) {
current_node = _generate_mesh_instance(p_state, p_node_index);
} else if (gltf_node->camera >= 0) {
current_node = _generate_camera(p_state, p_node_index);
} else if (gltf_node->light >= 0) {
current_node = _generate_light(p_state, p_node_index);
} else {
current_node = _generate_spatial(p_state, p_node_index);
}
}
// Add the node we generated and set the owner to the scene root.
p_scene_parent->add_child(current_node, true);
if (current_node != p_scene_root) {
Array args;
args.append(p_scene_root);
current_node->propagate_call(StringName("set_owner"), args);
}
// Do not set transform here. Transform is already applied to our bone.
current_node->set_name(gltf_node->get_name());
}
p_state->scene_nodes.insert(p_node_index, current_node);
for (int i = 0; i < gltf_node->children.size(); ++i) {
_generate_scene_node(p_state, gltf_node->children[i], active_skeleton, p_scene_root);
}
}
template <typename T>
struct SceneFormatImporterGLTFInterpolate {
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 SceneFormatImporterGLTFInterpolate<Quaternion> {
Quaternion lerp(const Quaternion &a, const Quaternion &b, const float c) const {
ERR_FAIL_COND_V_MSG(!a.is_normalized(), Quaternion(), vformat("The quaternion \"a\" %s must be normalized.", a));
ERR_FAIL_COND_V_MSG(!b.is_normalized(), Quaternion(), vformat("The quaternion \"b\" %s must be normalized.", b));
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(), vformat("The quaternion \"p1\" (%s) must be normalized.", p1));
ERR_FAIL_COND_V_MSG(!p2.is_normalized(), Quaternion(), vformat("The quaternion \"p2\" (%s) must be normalized.", p2));
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(), vformat("The start quaternion %s must be normalized.", start));
ERR_FAIL_COND_V_MSG(!end.is_normalized(), Quaternion(), vformat("The end quaternion %s must be normalized.", end));
return start.slerp(end, t).normalized();
}
};
template <typename T>
T GLTFDocument::_interpolate_track(const Vector<real_t> &p_times, const Vector<T> &p_values, const float p_time, const GLTFAnimation::Interpolation p_interp) {
ERR_FAIL_COND_V(p_values.is_empty(), T());
if (p_times.size() != (p_values.size() / (p_interp == GLTFAnimation::INTERP_CUBIC_SPLINE ? 3 : 1))) {
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++;
}
SceneFormatImporterGLTFInterpolate<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> p_state, AnimationPlayer *p_animation_player, const GLTFAnimationIndex p_index, const float p_bake_fps, const bool p_trimming, const bool p_remove_immutable_tracks) {
Ref<GLTFAnimation> anim = p_state->animations[p_index];
String anim_name = anim->get_name();
if (anim_name.is_empty()) {
// No node represent these, and they are not in the hierarchy, so just make a unique name
anim_name = _gen_unique_name(p_state, "Animation");
}
Ref<Animation> animation;
animation.instantiate();
animation->set_name(anim_name);
animation->set_step(1.0 / p_bake_fps);
if (anim->get_loop()) {
animation->set_loop_mode(Animation::LOOP_LINEAR);
}
double anim_start = p_trimming ? INFINITY : 0.0;
double anim_end = 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;
//for meshes, especially skinned meshes, there are cases where it will be added as a child
NodePath mesh_instance_node_path;
GLTFNodeIndex node_index = track_i.key;
const Ref<GLTFNode> gltf_node = p_state->nodes[track_i.key];
Node *root = p_animation_player->get_parent();
ERR_FAIL_NULL(root);
HashMap<GLTFNodeIndex, Node *>::Iterator node_element = p_state->scene_nodes.find(node_index);
ERR_CONTINUE_MSG(!node_element, vformat("Unable to find node %d for animation.", node_index));
node_path = root->get_path_to(node_element->value);
HashMap<GLTFNodeIndex, ImporterMeshInstance3D *>::Iterator mesh_instance_element = p_state->scene_mesh_instances.find(node_index);
if (mesh_instance_element) {
mesh_instance_node_path = root->get_path_to(mesh_instance_element->value);
} else {
mesh_instance_node_path = node_path;
}
if (gltf_node->skeleton >= 0) {
const Skeleton3D *sk = p_state->skeletons[gltf_node->skeleton]->godot_skeleton;
ERR_FAIL_NULL(sk);
const String path = p_animation_player->get_parent()->get_path_to(sk);
const String bone = gltf_node->get_name();
transform_node_path = path + ":" + bone;
} else {
transform_node_path = node_path;
}
if (p_trimming) {
for (int i = 0; i < track.rotation_track.times.size(); i++) {
anim_start = MIN(anim_start, track.rotation_track.times[i]);
anim_end = MAX(anim_end, track.rotation_track.times[i]);
}
for (int i = 0; i < track.position_track.times.size(); i++) {
anim_start = MIN(anim_start, track.position_track.times[i]);
anim_end = MAX(anim_end, track.position_track.times[i]);
}
for (int i = 0; i < track.scale_track.times.size(); i++) {
anim_start = MIN(anim_start, track.scale_track.times[i]);
anim_end = MAX(anim_end, 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++) {
anim_start = MIN(anim_start, track.weight_tracks[i].times[j]);
anim_end = MAX(anim_end, track.weight_tracks[i].times[j]);
}
}
} else {
// If you don't use trimming and the first key time is not at 0.0, fake keys will be inserted.
for (int i = 0; i < track.rotation_track.times.size(); i++) {
anim_end = MAX(anim_end, track.rotation_track.times[i]);
}
for (int i = 0; i < track.position_track.times.size(); i++) {
anim_end = MAX(anim_end, track.position_track.times[i]);
}
for (int i = 0; i < track.scale_track.times.size(); i++) {
anim_end = MAX(anim_end, 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++) {
anim_end = MAX(anim_end, 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 base_idx = animation->get_track_count();
int position_idx = -1;
int rotation_idx = -1;
int scale_idx = -1;
if (track.position_track.values.size()) {
bool is_default = true; //discard the track if all it contains is default values
if (p_remove_immutable_tracks) {
Vector3 base_pos = gltf_node->get_position();
for (int i = 0; i < track.position_track.times.size(); i++) {
int value_index = track.position_track.interpolation == GLTFAnimation::INTERP_CUBIC_SPLINE ? (1 + i * 3) : i;
ERR_FAIL_COND_MSG(value_index >= track.position_track.values.size(), "Animation sampler output accessor with 'CUBICSPLINE' interpolation doesn't have enough elements.");
Vector3 value = track.position_track.values[value_index];
if (!value.is_equal_approx(base_pos)) {
is_default = false;
break;
}
}
}
if (!p_remove_immutable_tracks || !is_default) {
position_idx = base_idx;
animation->add_track(Animation::TYPE_POSITION_3D);
animation->track_set_path(position_idx, transform_node_path);
animation->track_set_imported(position_idx, true); //helps merging later
if (track.position_track.interpolation == GLTFAnimation::INTERP_STEP) {
animation->track_set_interpolation_type(position_idx, Animation::InterpolationType::INTERPOLATION_NEAREST);
}
base_idx++;
}
}
if (track.rotation_track.values.size()) {
bool is_default = true; //discard the track if all it contains is default values
if (p_remove_immutable_tracks) {
Quaternion base_rot = gltf_node->get_rotation();
for (int i = 0; i < track.rotation_track.times.size(); i++) {
int value_index = track.rotation_track.interpolation == GLTFAnimation::INTERP_CUBIC_SPLINE ? (1 + i * 3) : i;
ERR_FAIL_COND_MSG(value_index >= track.rotation_track.values.size(), "Animation sampler output accessor with 'CUBICSPLINE' interpolation doesn't have enough elements.");
Quaternion value = track.rotation_track.values[value_index].normalized();
if (!value.is_equal_approx(base_rot)) {
is_default = false;
break;
}
}
}
if (!p_remove_immutable_tracks || !is_default) {
rotation_idx = base_idx;
animation->add_track(Animation::TYPE_ROTATION_3D);
animation->track_set_path(rotation_idx, transform_node_path);
animation->track_set_imported(rotation_idx, true); //helps merging later
if (track.rotation_track.interpolation == GLTFAnimation::INTERP_STEP) {
animation->track_set_interpolation_type(rotation_idx, Animation::InterpolationType::INTERPOLATION_NEAREST);
}
base_idx++;
}
}
if (track.scale_track.values.size()) {
bool is_default = true; //discard the track if all it contains is default values
if (p_remove_immutable_tracks) {
Vector3 base_scale = gltf_node->get_scale();
for (int i = 0; i < track.scale_track.times.size(); i++) {
int value_index = track.scale_track.interpolation == GLTFAnimation::INTERP_CUBIC_SPLINE ? (1 + i * 3) : i;
ERR_FAIL_COND_MSG(value_index >= track.scale_track.values.size(), "Animation sampler output accessor with 'CUBICSPLINE' interpolation doesn't have enough elements.");
Vector3 value = track.scale_track.values[value_index];
if (!value.is_equal_approx(base_scale)) {
is_default = false;
break;
}
}
}
if (!p_remove_immutable_tracks || !is_default) {
scale_idx = base_idx;
animation->add_track(Animation::TYPE_SCALE_3D);
animation->track_set_path(scale_idx, transform_node_path);
animation->track_set_imported(scale_idx, true); //helps merging later
if (track.scale_track.interpolation == GLTFAnimation::INTERP_STEP) {
animation->track_set_interpolation_type(scale_idx, Animation::InterpolationType::INTERPOLATION_NEAREST);
}
base_idx++;
}
}
const double increment = 1.0 / p_bake_fps;
double time = anim_start;
Vector3 base_pos;
Quaternion base_rot;
Vector3 base_scale = Vector3(1, 1, 1);
if (rotation_idx == -1) {
base_rot = gltf_node->get_rotation();
}
if (position_idx == -1) {
base_pos = gltf_node->get_position();
}
if (scale_idx == -1) {
base_scale = gltf_node->get_scale();
}
bool last = false;
while (true) {
Vector3 pos = base_pos;
Quaternion rot = base_rot;
Vector3 scale = base_scale;
if (position_idx >= 0) {
pos = _interpolate_track<Vector3>(track.position_track.times, track.position_track.values, time, track.position_track.interpolation);
animation->position_track_insert_key(position_idx, time - anim_start, pos);
}
if (rotation_idx >= 0) {
rot = _interpolate_track<Quaternion>(track.rotation_track.times, track.rotation_track.values, time, track.rotation_track.interpolation);
animation->rotation_track_insert_key(rotation_idx, time - anim_start, rot);
}
if (scale_idx >= 0) {
scale = _interpolate_track<Vector3>(track.scale_track.times, track.scale_track.values, time, track.scale_track.interpolation);
animation->scale_track_insert_key(scale_idx, time - anim_start, scale);
}
if (last) {
break;
}
time += increment;
if (time >= anim_end) {
last = true;
time = anim_end;
}
}
}
for (int i = 0; i < track.weight_tracks.size(); i++) {
ERR_CONTINUE(gltf_node->mesh < 0 || gltf_node->mesh >= p_state->meshes.size());
Ref<GLTFMesh> mesh = p_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 blend_path = String(mesh_instance_node_path) + ":" + String(mesh->get_mesh()->get_blend_shape_name(i));
const int track_idx = animation->get_track_count();
animation->add_track(Animation::TYPE_BLEND_SHAPE);
animation->track_set_path(track_idx, blend_path);
animation->track_set_imported(track_idx, true); //helps merging later
// 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->blend_shape_track_insert_key(track_idx, t, attribs);
}
} else {
// CATMULLROMSPLINE or CUBIC_SPLINE have to be baked, apologies.
const double increment = 1.0 / p_bake_fps;
double time = 0.0;
bool last = false;
while (true) {
real_t blend = _interpolate_track<real_t>(track.weight_tracks[i].times, track.weight_tracks[i].values, time, gltf_interp);
animation->blend_shape_track_insert_key(track_idx, time - anim_start, blend);
if (last) {
break;
}
time += increment;
if (time >= anim_end) {
last = true;
time = anim_end;
}
}
}
}
}
animation->set_length(anim_end - anim_start);
Ref<AnimationLibrary> library;
if (!p_animation_player->has_animation_library("")) {
library.instantiate();
p_animation_player->add_animation_library("", library);
} else {
library = p_animation_player->get_animation_library("");
}
library->add_animation(anim_name, animation);
}
void GLTFDocument::_convert_mesh_instances(Ref<GLTFState> p_state) {
for (GLTFNodeIndex mi_node_i = 0; mi_node_i < p_state->nodes.size(); ++mi_node_i) {
Ref<GLTFNode> node = p_state->nodes[mi_node_i];
if (node->mesh < 0) {
continue;
}
HashMap<GLTFNodeIndex, Node *>::Iterator mi_element = p_state->scene_nodes.find(mi_node_i);
if (!mi_element) {
continue;
}
MeshInstance3D *mi = Object::cast_to<MeshInstance3D>(mi_element->value);
if (!mi) {
continue;
}
node->transform = mi->get_transform();
Node *skel_node = mi->get_node_or_null(mi->get_skeleton_path());
Skeleton3D *godot_skeleton = Object::cast_to<Skeleton3D>(skel_node);
if (!godot_skeleton || godot_skeleton->get_bone_count() == 0) {
continue;
}
// At this point in the code, we know we have a Skeleton3D with at least one bone.
Ref<Skin> skin = mi->get_skin();
Ref<GLTFSkin> gltf_skin;
gltf_skin.instantiate();
Array json_joints;
if (p_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 = p_state->skeleton3d_to_gltf_skeleton[godot_skeleton->get_instance_id()];
Ref<GLTFSkeleton> gltf_skeleton = p_state->skeletons[skeleton_gltf_i];
int bone_cnt = godot_skeleton->get_bone_count();
ERR_FAIL_COND(bone_cnt != gltf_skeleton->joints.size());
ObjectID gltf_skin_key;
if (skin.is_valid()) {
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 (p_state->skin_and_skeleton3d_to_gltf_skin.has(gltf_skin_key) && p_state->skin_and_skeleton3d_to_gltf_skin[gltf_skin_key].has(gltf_skel_key)) {
skin_gltf_i = p_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 = godot_skeleton->create_skin_from_rest_transforms();
}
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[godot_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 = godot_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 (godot_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 = p_state->skins.size();
p_state->skins.push_back(gltf_skin);
p_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 p_diffuse, float p_specular, float p_one_minus_specular_strength) {
if (p_specular <= p_dielectric_specular) {
return 0.0f;
}
const float a = p_dielectric_specular;
const float b = p_diffuse * p_one_minus_specular_strength / (1.0f - p_dielectric_specular) + p_specular - 2.0f * p_dielectric_specular;
const float c = p_dielectric_specular - p_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> p_state, Node *p_scene_root) {
for (GLTFNodeIndex node_i = 0; node_i < p_state->nodes.size(); ++node_i) {
Ref<GLTFNode> node = p_state->nodes[node_i];
if (node->skin >= 0 && node->mesh >= 0) {
const GLTFSkinIndex skin_i = node->skin;
ImporterMeshInstance3D *mi = nullptr;
HashMap<GLTFNodeIndex, ImporterMeshInstance3D *>::Iterator mi_element = p_state->scene_mesh_instances.find(node_i);
if (mi_element) {
mi = mi_element->value;
} else {
HashMap<GLTFNodeIndex, Node *>::Iterator si_element = p_state->scene_nodes.find(node_i);
ERR_CONTINUE_MSG(!si_element, vformat("Unable to find node %d", node_i));
mi = Object::cast_to<ImporterMeshInstance3D>(si_element->value);
ERR_CONTINUE_MSG(mi == nullptr, vformat("Unable to cast node %d of type %s to ImporterMeshInstance3D", node_i, si_element->value->get_class_name()));
}
const GLTFSkeletonIndex skel_i = p_state->skins.write[node->skin]->skeleton;
Ref<GLTFSkeleton> gltf_skeleton = p_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, true);
mi->set_owner(p_scene_root);
mi->set_skin(p_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> p_state, GLTFAnimation::Track p_track, Ref<Animation> p_animation, 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<real_t> 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);
}
double anim_end = p_animation->get_length();
if (track_type == Animation::TYPE_SCALE_3D) {
if (gltf_interpolation == GLTFAnimation::INTERP_CUBIC_SPLINE) {
gltf_interpolation = GLTFAnimation::INTERP_LINEAR;
p_track.scale_track.times.clear();
p_track.scale_track.values.clear();
// 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) {
Vector3 scale;
Error err = p_animation->try_scale_track_interpolate(p_track_i, time, &scale);
ERR_CONTINUE(err != OK);
p_track.scale_track.values.push_back(scale);
p_track.scale_track.times.push_back(time);
if (last) {
break;
}
time += increment;
if (time >= anim_end) {
last = true;
time = anim_end;
}
}
} else {
p_track.scale_track.times = times;
p_track.scale_track.interpolation = gltf_interpolation;
p_track.scale_track.values.resize(key_count);
for (int32_t key_i = 0; key_i < key_count; key_i++) {
Vector3 scale;
Error err = p_animation->scale_track_get_key(p_track_i, key_i, &scale);
ERR_CONTINUE(err != OK);
p_track.scale_track.values.write[key_i] = scale;
}
}
} else if (track_type == Animation::TYPE_POSITION_3D) {
if (gltf_interpolation == GLTFAnimation::INTERP_CUBIC_SPLINE) {
gltf_interpolation = GLTFAnimation::INTERP_LINEAR;
p_track.position_track.times.clear();
p_track.position_track.values.clear();
// 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) {
Vector3 scale;
Error err = p_animation->try_position_track_interpolate(p_track_i, time, &scale);
ERR_CONTINUE(err != OK);
p_track.position_track.values.push_back(scale);
p_track.position_track.times.push_back(time);
if (last) {
break;
}
time += increment;
if (time >= anim_end) {
last = true;
time = anim_end;
}
}
} else {
p_track.position_track.times = times;
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;
Error err = p_animation->position_track_get_key(p_track_i, key_i, &position);
ERR_CONTINUE(err != OK);
p_track.position_track.values.write[key_i] = position;
}
}
} else if (track_type == Animation::TYPE_ROTATION_3D) {
if (gltf_interpolation == GLTFAnimation::INTERP_CUBIC_SPLINE) {
gltf_interpolation = GLTFAnimation::INTERP_LINEAR;
p_track.rotation_track.times.clear();
p_track.rotation_track.values.clear();
// 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) {
Quaternion rotation;
Error err = p_animation->try_rotation_track_interpolate(p_track_i, time, &rotation);
ERR_CONTINUE(err != OK);
p_track.rotation_track.values.push_back(rotation);
p_track.rotation_track.times.push_back(time);
if (last) {
break;
}
time += increment;
if (time >= anim_end) {
last = true;
time = anim_end;
}
}
} else {
p_track.rotation_track.times = times;
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;
Error err = p_animation->rotation_track_get_key(p_track_i, key_i, &rotation);
ERR_CONTINUE(err != OK);
p_track.rotation_track.values.write[key_i] = rotation;
}
}
} else if (track_type == Animation::TYPE_VALUE) {
if (path.contains(":position")) {
p_track.position_track.interpolation = gltf_interpolation;
p_track.position_track.times = times;
p_track.position_track.values.resize(key_count);
if (gltf_interpolation == GLTFAnimation::INTERP_CUBIC_SPLINE) {
gltf_interpolation = GLTFAnimation::INTERP_LINEAR;
p_track.position_track.times.clear();
p_track.position_track.values.clear();
// 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) {
Vector3 position;
Error err = p_animation->try_position_track_interpolate(p_track_i, time, &position);
ERR_CONTINUE(err != OK);
p_track.position_track.values.push_back(position);
p_track.position_track.times.push_back(time);
if (last) {
break;
}
time += increment;
if (time >= anim_end) {
last = true;
time = anim_end;
}
}
} else {
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.contains(":rotation")) {
p_track.rotation_track.interpolation = gltf_interpolation;
p_track.rotation_track.times = times;
p_track.rotation_track.values.resize(key_count);
if (gltf_interpolation == GLTFAnimation::INTERP_CUBIC_SPLINE) {
gltf_interpolation = GLTFAnimation::INTERP_LINEAR;
p_track.rotation_track.times.clear();
p_track.rotation_track.values.clear();
// 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) {
Quaternion rotation;
Error err = p_animation->try_rotation_track_interpolate(p_track_i, time, &rotation);
ERR_CONTINUE(err != OK);
p_track.rotation_track.values.push_back(rotation);
p_track.rotation_track.times.push_back(time);
if (last) {
break;
}
time += increment;
if (time >= anim_end) {
last = true;
time = anim_end;
}
}
} else {
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::from_euler(rotation_radian);
}
}
} else if (path.contains(":scale")) {
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;
if (gltf_interpolation == GLTFAnimation::INTERP_CUBIC_SPLINE) {
gltf_interpolation = GLTFAnimation::INTERP_LINEAR;
p_track.scale_track.times.clear();
p_track.scale_track.values.clear();
// 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) {
Vector3 scale;
Error err = p_animation->try_scale_track_interpolate(p_track_i, time, &scale);
ERR_CONTINUE(err != OK);
p_track.scale_track.values.push_back(scale);
p_track.scale_track.times.push_back(time);
if (last) {
break;
}
time += increment;
if (time >= anim_end) {
last = true;
time = anim_end;
}
}
} else {
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) {
const int32_t keys = anim_end * BAKE_FPS;
if (path.contains(":scale")) {
if (!p_track.scale_track.times.size()) {
p_track.scale_track.interpolation = gltf_interpolation;
Vector<real_t> 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.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);
}
for (int32_t key_i = 0; key_i < keys; key_i++) {
Vector3 bezier_track = p_track.scale_track.values[key_i];
if (path.contains(":scale:x")) {
bezier_track.x = p_animation->bezier_track_interpolate(p_track_i, key_i / BAKE_FPS);
} else if (path.contains(":scale:y")) {
bezier_track.y = p_animation->bezier_track_interpolate(p_track_i, key_i / BAKE_FPS);
} else if (path.contains(":scale:z")) {
bezier_track.z = p_animation->bezier_track_interpolate(p_track_i, key_i / BAKE_FPS);
}
p_track.scale_track.values.write[key_i] = bezier_track;
}
}
} else if (path.contains(":position")) {
if (!p_track.position_track.times.size()) {
p_track.position_track.interpolation = gltf_interpolation;
Vector<real_t> 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.values.resize(keys);
}
for (int32_t key_i = 0; key_i < keys; key_i++) {
Vector3 bezier_track = p_track.position_track.values[key_i];
if (path.contains(":position:x")) {
bezier_track.x = p_animation->bezier_track_interpolate(p_track_i, key_i / BAKE_FPS);
} else if (path.contains(":position:y")) {
bezier_track.y = p_animation->bezier_track_interpolate(p_track_i, key_i / BAKE_FPS);
} else if (path.contains(":position:z")) {
bezier_track.z = p_animation->bezier_track_interpolate(p_track_i, key_i / BAKE_FPS);
}
p_track.position_track.values.write[key_i] = bezier_track;
}
} else if (path.contains(":rotation")) {
if (!p_track.rotation_track.times.size()) {
p_track.rotation_track.interpolation = gltf_interpolation;
Vector<real_t> 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.rotation_track.times = new_times;
p_track.rotation_track.values.resize(keys);
}
for (int32_t key_i = 0; key_i < keys; key_i++) {
Quaternion bezier_track = p_track.rotation_track.values[key_i];
if (path.contains(":rotation:x")) {
bezier_track.x = p_animation->bezier_track_interpolate(p_track_i, key_i / BAKE_FPS);
} else if (path.contains(":rotation:y")) {
bezier_track.y = p_animation->bezier_track_interpolate(p_track_i, key_i / BAKE_FPS);
} else if (path.contains(":rotation:z")) {
bezier_track.z = p_animation->bezier_track_interpolate(p_track_i, key_i / BAKE_FPS);
} else if (path.contains(":rotation:w")) {
bezier_track.w = p_animation->bezier_track_interpolate(p_track_i, key_i / BAKE_FPS);
}
p_track.rotation_track.values.write[key_i] = bezier_track;
}
}
}
return p_track;
}
void GLTFDocument::_convert_animation(Ref<GLTFState> p_state, AnimationPlayer *p_animation_player, String p_animation_track_name) {
Ref<Animation> animation = p_animation_player->get_animation(p_animation_track_name);
Ref<GLTFAnimation> gltf_animation;
gltf_animation.instantiate();
gltf_animation->set_original_name(p_animation_track_name);
gltf_animation->set_name(_gen_unique_name(p_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 final_track_path = animation->track_get_path(track_i);
Node *animation_base_node = p_animation_player->get_parent();
ERR_CONTINUE_MSG(!animation_base_node, "Cannot get the parent of the animation player.");
if (String(final_track_path).contains(":position")) {
const Vector<String> node_suffix = String(final_track_path).split(":position");
const NodePath path = node_suffix[0];
const Node *node = animation_base_node->get_node_or_null(path);
ERR_CONTINUE_MSG(!node, "Cannot get the node from a position path.");
for (const KeyValue<GLTFNodeIndex, Node *> &position_scene_node_i : p_state->scene_nodes) {
if (position_scene_node_i.value == node) {
GLTFNodeIndex node_index = position_scene_node_i.key;
HashMap<int, GLTFAnimation::Track>::Iterator position_track_i = gltf_animation->get_tracks().find(node_index);
GLTFAnimation::Track track;
if (position_track_i) {
track = position_track_i->value;
}
track = _convert_animation_track(p_state, track, animation, track_i, node_index);
gltf_animation->get_tracks().insert(node_index, track);
}
}
} else if (String(final_track_path).contains(":rotation_degrees")) {
const Vector<String> node_suffix = String(final_track_path).split(":rotation_degrees");
const NodePath path = node_suffix[0];
const Node *node = animation_base_node->get_node_or_null(path);
ERR_CONTINUE_MSG(!node, "Cannot get the node from a rotation degrees path.");
for (const KeyValue<GLTFNodeIndex, Node *> &rotation_degree_scene_node_i : p_state->scene_nodes) {
if (rotation_degree_scene_node_i.value == node) {
GLTFNodeIndex node_index = rotation_degree_scene_node_i.key;
HashMap<int, GLTFAnimation::Track>::Iterator rotation_degree_track_i = gltf_animation->get_tracks().find(node_index);
GLTFAnimation::Track track;
if (rotation_degree_track_i) {
track = rotation_degree_track_i->value;
}
track = _convert_animation_track(p_state, track, animation, track_i, node_index);
gltf_animation->get_tracks().insert(node_index, track);
}
}
} else if (String(final_track_path).contains(":scale")) {
const Vector<String> node_suffix = String(final_track_path).split(":scale");
const NodePath path = node_suffix[0];
const Node *node = animation_base_node->get_node_or_null(path);
ERR_CONTINUE_MSG(!node, "Cannot get the node from a scale path.");
for (const KeyValue<GLTFNodeIndex, Node *> &scale_scene_node_i : p_state->scene_nodes) {
if (scale_scene_node_i.value == node) {
GLTFNodeIndex node_index = scale_scene_node_i.key;
HashMap<int, GLTFAnimation::Track>::Iterator scale_track_i = gltf_animation->get_tracks().find(node_index);
GLTFAnimation::Track track;
if (scale_track_i) {
track = scale_track_i->value;
}
track = _convert_animation_track(p_state, track, animation, track_i, node_index);
gltf_animation->get_tracks().insert(node_index, track);
}
}
} else if (String(final_track_path).contains(":transform")) {
const Vector<String> node_suffix = String(final_track_path).split(":transform");
const NodePath path = node_suffix[0];
const Node *node = animation_base_node->get_node_or_null(path);
ERR_CONTINUE_MSG(!node, "Cannot get the node from a transform path.");
for (const KeyValue<GLTFNodeIndex, Node *> &transform_track_i : p_state->scene_nodes) {
if (transform_track_i.value == node) {
GLTFAnimation::Track track;
track = _convert_animation_track(p_state, track, animation, track_i, transform_track_i.key);
gltf_animation->get_tracks().insert(transform_track_i.key, track);
}
}
} else if (String(final_track_path).contains(":") && animation->track_get_type(track_i) == Animation::TYPE_BLEND_SHAPE) {
const Vector<String> node_suffix = String(final_track_path).split(":");
const NodePath path = node_suffix[0];
const String suffix = node_suffix[1];
Node *node = animation_base_node->get_node_or_null(path);
ERR_CONTINUE_MSG(!node, "Cannot get the node from a blend shape path.");
MeshInstance3D *mi = cast_to<MeshInstance3D>(node);
if (!mi) {
continue;
}
Ref<Mesh> mesh = mi->get_mesh();
ERR_CONTINUE(mesh.is_null());
int32_t mesh_index = -1;
for (const KeyValue<GLTFNodeIndex, Node *> &mesh_track_i : p_state->scene_nodes) {
if (mesh_track_i.value == node) {
mesh_index = mesh_track_i.key;
}
}
ERR_CONTINUE(mesh_index == -1);
HashMap<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) + ":" + shape_name;
int32_t shape_track_i = animation->find_track(shape_path, Animation::TYPE_BLEND_SHAPE);
if (shape_track_i == -1) {
GLTFAnimation::Channel<real_t> 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<real_t> 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(final_track_path).contains(":")) {
//Process skeleton
const Vector<String> node_suffix = String(final_track_path).split(":");
const String &node = node_suffix[0];
const NodePath node_path = node;
const String &suffix = node_suffix[1];
Node *godot_node = animation_base_node->get_node_or_null(node_path);
if (!godot_node) {
continue;
}
Skeleton3D *skeleton = cast_to<Skeleton3D>(animation_base_node->get_node_or_null(node));
if (!skeleton) {
continue;
}
GLTFSkeletonIndex skeleton_gltf_i = -1;
for (GLTFSkeletonIndex skeleton_i = 0; skeleton_i < p_state->skeletons.size(); skeleton_i++) {
if (p_state->skeletons[skeleton_i]->godot_skeleton == cast_to<Skeleton3D>(godot_node)) {
skeleton = p_state->skeletons[skeleton_i]->godot_skeleton;
skeleton_gltf_i = skeleton_i;
ERR_CONTINUE(!skeleton);
Ref<GLTFSkeleton> skeleton_gltf = p_state->skeletons[skeleton_gltf_i];
int32_t bone = skeleton->find_bone(suffix);
ERR_CONTINUE_MSG(bone == -1, vformat("Cannot find the bone %s.", suffix));
if (!skeleton_gltf->godot_bone_node.has(bone)) {
continue;
}
GLTFNodeIndex node_i = skeleton_gltf->godot_bone_node[bone];
HashMap<int, GLTFAnimation::Track>::Iterator property_track_i = gltf_animation->get_tracks().find(node_i);
GLTFAnimation::Track track;
if (property_track_i) {
track = property_track_i->value;
}
track = _convert_animation_track(p_state, track, animation, track_i, node_i);
gltf_animation->get_tracks()[node_i] = track;
}
}
} else if (!String(final_track_path).contains(":")) {
ERR_CONTINUE(!animation_base_node);
Node *godot_node = animation_base_node->get_node_or_null(final_track_path);
ERR_CONTINUE_MSG(!godot_node, vformat("Cannot get the node from a skeleton path %s.", final_track_path));
for (const KeyValue<GLTFNodeIndex, Node *> &scene_node_i : p_state->scene_nodes) {
if (scene_node_i.value == godot_node) {
GLTFNodeIndex node_i = scene_node_i.key;
HashMap<int, GLTFAnimation::Track>::Iterator node_track_i = gltf_animation->get_tracks().find(node_i);
GLTFAnimation::Track track;
if (node_track_i) {
track = node_track_i->value;
}
track = _convert_animation_track(p_state, track, animation, track_i, node_i);
gltf_animation->get_tracks()[node_i] = track;
break;
}
}
}
}
if (gltf_animation->get_tracks().size()) {
p_state->animations.push_back(gltf_animation);
}
}
Error GLTFDocument::_parse(Ref<GLTFState> p_state, String p_path, Ref<FileAccess> p_file) {
Error err;
if (p_file.is_null()) {
return FAILED;
}
p_file->seek(0);
uint32_t magic = p_file->get_32();
if (magic == 0x46546C67) {
//binary file
//text file
p_file->seek(0);
err = _parse_glb(p_file, p_state);
if (err != OK) {
return err;
}
} else {
p_file->seek(0);
String text = p_file->get_as_utf8_string();
JSON json;
err = json.parse(text);
if (err != OK) {
_err_print_error("", "", json.get_error_line(), json.get_error_message().utf8().get_data(), false, ERR_HANDLER_SCRIPT);
}
ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
p_state->json = json.get_data();
}
err = _parse_asset_header(p_state);
ERR_FAIL_COND_V(err != OK, err);
document_extensions.clear();
for (Ref<GLTFDocumentExtension> ext : all_document_extensions) {
ERR_CONTINUE(ext.is_null());
err = ext->import_preflight(p_state, p_state->json["extensionsUsed"]);
if (err == OK) {
document_extensions.push_back(ext);
}
}
err = _parse_gltf_state(p_state, p_path);
ERR_FAIL_COND_V(err != OK, err);
return OK;
}
Dictionary _serialize_texture_transform_uv(Vector2 p_offset, Vector2 p_scale) {
Dictionary texture_transform;
bool is_offset = p_offset != Vector2(0.0, 0.0);
if (is_offset) {
Array offset;
offset.resize(2);
offset[0] = p_offset.x;
offset[1] = p_offset.y;
texture_transform["offset"] = offset;
}
bool is_scaled = p_scale != Vector2(1.0, 1.0);
if (is_scaled) {
Array scale;
scale.resize(2);
scale[0] = p_scale.x;
scale[1] = p_scale.y;
texture_transform["scale"] = scale;
}
Dictionary extension;
// Note: Godot doesn't support texture rotation.
if (is_offset || is_scaled) {
extension["KHR_texture_transform"] = texture_transform;
}
return extension;
}
Dictionary GLTFDocument::_serialize_texture_transform_uv1(Ref<BaseMaterial3D> p_material) {
ERR_FAIL_NULL_V(p_material, Dictionary());
Vector3 offset = p_material->get_uv1_offset();
Vector3 scale = p_material->get_uv1_scale();
return _serialize_texture_transform_uv(Vector2(offset.x, offset.y), Vector2(scale.x, scale.y));
}
Dictionary GLTFDocument::_serialize_texture_transform_uv2(Ref<BaseMaterial3D> p_material) {
ERR_FAIL_NULL_V(p_material, Dictionary());
Vector3 offset = p_material->get_uv2_offset();
Vector3 scale = p_material->get_uv2_scale();
return _serialize_texture_transform_uv(Vector2(offset.x, offset.y), Vector2(scale.x, scale.y));
}
Error GLTFDocument::_serialize_asset_header(Ref<GLTFState> p_state) {
const String version = "2.0";
p_state->major_version = version.get_slice(".", 0).to_int();
p_state->minor_version = version.get_slice(".", 1).to_int();
Dictionary asset;
asset["version"] = version;
if (!p_state->copyright.is_empty()) {
asset["copyright"] = p_state->copyright;
}
String hash = String(VERSION_HASH);
asset["generator"] = String(VERSION_FULL_NAME) + String("@") + (hash.is_empty() ? String("unknown") : hash);
p_state->json["asset"] = asset;
ERR_FAIL_COND_V(!asset.has("version"), Error::FAILED);
ERR_FAIL_COND_V(!p_state->json.has("asset"), Error::FAILED);
return OK;
}
Error GLTFDocument::_serialize_file(Ref<GLTFState> p_state, const String p_path) {
Error err = FAILED;
if (p_path.to_lower().ends_with("glb")) {
err = _encode_buffer_glb(p_state, p_path);
ERR_FAIL_COND_V(err != OK, err);
Ref<FileAccess> file = FileAccess::open(p_path, FileAccess::WRITE, &err);
ERR_FAIL_COND_V(file.is_null(), FAILED);
String json = Variant(p_state->json).to_json_string();
const uint32_t magic = 0x46546C67; // GLTF
const int32_t header_size = 12;
const int32_t chunk_header_size = 8;
CharString cs = json.utf8();
const uint32_t text_data_length = cs.length();
const uint32_t text_chunk_length = ((text_data_length + 3) & (~3));
const uint32_t text_chunk_type = 0x4E4F534A; //JSON
uint32_t binary_data_length = 0;
if (p_state->buffers.size() > 0) {
binary_data_length = p_state->buffers[0].size();
}
const uint32_t binary_chunk_length = ((binary_data_length + 3) & (~3));
const uint32_t binary_chunk_type = 0x004E4942; //BIN
file->create(FileAccess::ACCESS_RESOURCES);
file->store_32(magic);
file->store_32(p_state->major_version); // version
uint32_t total_length = header_size + chunk_header_size + text_chunk_length;
if (binary_chunk_length) {
total_length += chunk_header_size + binary_chunk_length;
}
file->store_32(total_length);
// Write the JSON text chunk.
file->store_32(text_chunk_length);
file->store_32(text_chunk_type);
file->store_buffer((uint8_t *)&cs[0], cs.length());
for (uint32_t pad_i = text_data_length; pad_i < text_chunk_length; pad_i++) {
file->store_8(' ');
}
// Write a single binary chunk.
if (binary_chunk_length) {
file->store_32(binary_chunk_length);
file->store_32(binary_chunk_type);
file->store_buffer(p_state->buffers[0].ptr(), binary_data_length);
for (uint32_t pad_i = binary_data_length; pad_i < binary_chunk_length; pad_i++) {
file->store_8(0);
}
}
} else {
err = _encode_buffer_bins(p_state, p_path);
ERR_FAIL_COND_V(err != OK, err);
Ref<FileAccess> file = FileAccess::open(p_path, FileAccess::WRITE, &err);
ERR_FAIL_COND_V(file.is_null(), FAILED);
file->create(FileAccess::ACCESS_RESOURCES);
String json = Variant(p_state->json).to_json_string();
file->store_string(json);
}
return err;
}
void GLTFDocument::_bind_methods() {
BIND_ENUM_CONSTANT(ROOT_NODE_MODE_SINGLE_ROOT);
BIND_ENUM_CONSTANT(ROOT_NODE_MODE_KEEP_ROOT);
BIND_ENUM_CONSTANT(ROOT_NODE_MODE_MULTI_ROOT);
ClassDB::bind_method(D_METHOD("set_image_format", "image_format"), &GLTFDocument::set_image_format);
ClassDB::bind_method(D_METHOD("get_image_format"), &GLTFDocument::get_image_format);
ClassDB::bind_method(D_METHOD("set_lossy_quality", "lossy_quality"), &GLTFDocument::set_lossy_quality);
ClassDB::bind_method(D_METHOD("get_lossy_quality"), &GLTFDocument::get_lossy_quality);
ClassDB::bind_method(D_METHOD("set_root_node_mode", "root_node_mode"), &GLTFDocument::set_root_node_mode);
ClassDB::bind_method(D_METHOD("get_root_node_mode"), &GLTFDocument::get_root_node_mode);
ClassDB::bind_method(D_METHOD("append_from_file", "path", "state", "flags", "base_path"),
&GLTFDocument::append_from_file, DEFVAL(0), DEFVAL(String()));
ClassDB::bind_method(D_METHOD("append_from_buffer", "bytes", "base_path", "state", "flags"),
&GLTFDocument::append_from_buffer, DEFVAL(0));
ClassDB::bind_method(D_METHOD("append_from_scene", "node", "state", "flags"),
&GLTFDocument::append_from_scene, DEFVAL(0));
ClassDB::bind_method(D_METHOD("generate_scene", "state", "bake_fps", "trimming", "remove_immutable_tracks"),
&GLTFDocument::generate_scene, DEFVAL(30), DEFVAL(false), DEFVAL(true));
ClassDB::bind_method(D_METHOD("generate_buffer", "state"),
&GLTFDocument::generate_buffer);
ClassDB::bind_method(D_METHOD("write_to_filesystem", "state", "path"),
&GLTFDocument::write_to_filesystem);
ADD_PROPERTY(PropertyInfo(Variant::STRING, "image_format"), "set_image_format", "get_image_format");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "lossy_quality"), "set_lossy_quality", "get_lossy_quality");
ADD_PROPERTY(PropertyInfo(Variant::INT, "root_node_mode"), "set_root_node_mode", "get_root_node_mode");
ClassDB::bind_static_method("GLTFDocument", D_METHOD("register_gltf_document_extension", "extension", "first_priority"),
&GLTFDocument::register_gltf_document_extension, DEFVAL(false));
ClassDB::bind_static_method("GLTFDocument", D_METHOD("unregister_gltf_document_extension", "extension"),
&GLTFDocument::unregister_gltf_document_extension);
}
void GLTFDocument::_build_parent_hierachy(Ref<GLTFState> p_state) {
// build the hierarchy
for (GLTFNodeIndex node_i = 0; node_i < p_state->nodes.size(); node_i++) {
for (int j = 0; j < p_state->nodes[node_i]->children.size(); j++) {
GLTFNodeIndex child_i = p_state->nodes[node_i]->children[j];
ERR_FAIL_INDEX(child_i, p_state->nodes.size());
if (p_state->nodes.write[child_i]->parent != -1) {
continue;
}
p_state->nodes.write[child_i]->parent = node_i;
}
}
}
Vector<Ref<GLTFDocumentExtension>> GLTFDocument::all_document_extensions;
void GLTFDocument::register_gltf_document_extension(Ref<GLTFDocumentExtension> p_extension, bool p_first_priority) {
if (!all_document_extensions.has(p_extension)) {
if (p_first_priority) {
all_document_extensions.insert(0, p_extension);
} else {
all_document_extensions.push_back(p_extension);
}
}
}
void GLTFDocument::unregister_gltf_document_extension(Ref<GLTFDocumentExtension> p_extension) {
all_document_extensions.erase(p_extension);
}
void GLTFDocument::unregister_all_gltf_document_extensions() {
all_document_extensions.clear();
}
Vector<Ref<GLTFDocumentExtension>> GLTFDocument::get_all_gltf_document_extensions() {
return all_document_extensions;
}
PackedByteArray GLTFDocument::_serialize_glb_buffer(Ref<GLTFState> p_state, Error *r_err) {
Error err = _encode_buffer_glb(p_state, "");
if (r_err) {
*r_err = err;
}
ERR_FAIL_COND_V(err != OK, PackedByteArray());
String json = Variant(p_state->json).to_json_string();
const uint32_t magic = 0x46546C67; // GLTF
const int32_t header_size = 12;
const int32_t chunk_header_size = 8;
int32_t padding = (chunk_header_size + json.utf8().length()) % 4;
json += String(" ").repeat(padding);
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 (p_state->buffers.size() > 0) {
binary_data_length = p_state->buffers[0].size();
}
const int32_t binary_chunk_length = binary_data_length;
const int32_t binary_chunk_type = 0x004E4942; //BIN
Ref<StreamPeerBuffer> buffer;
buffer.instantiate();
buffer->put_32(magic);
buffer->put_32(p_state->major_version); // version
buffer->put_32(header_size + chunk_header_size + text_chunk_length + chunk_header_size + binary_data_length); // length
buffer->put_32(text_chunk_length);
buffer->put_32(text_chunk_type);
buffer->put_data((uint8_t *)&cs[0], cs.length());
if (binary_chunk_length) {
buffer->put_32(binary_chunk_length);
buffer->put_32(binary_chunk_type);
buffer->put_data(p_state->buffers[0].ptr(), binary_data_length);
}
return buffer->get_data_array();
}
Node *GLTFDocument::_generate_scene_node_tree(Ref<GLTFState> p_state) {
// Generate the skeletons and skins (if any).
HashMap<ObjectID, SkinSkeletonIndex> skeleton_map;
Error err = SkinTool::_create_skeletons(p_state->unique_names, p_state->skins, p_state->nodes,
skeleton_map, p_state->skeletons, p_state->scene_nodes);
ERR_FAIL_COND_V_MSG(err != OK, nullptr, "GLTF: Failed to create skeletons.");
err = _create_skins(p_state);
ERR_FAIL_COND_V_MSG(err != OK, nullptr, "GLTF: Failed to create skins.");
// Generate the node tree.
Node *single_root;
if (p_state->extensions_used.has("GODOT_single_root")) {
_generate_scene_node(p_state, 0, nullptr, nullptr);
single_root = p_state->scene_nodes[0];
if (single_root && single_root->get_owner() && single_root->get_owner() != single_root) {
single_root = single_root->get_owner();
}
} else {
single_root = memnew(Node3D);
for (int32_t root_i = 0; root_i < p_state->root_nodes.size(); root_i++) {
_generate_scene_node(p_state, p_state->root_nodes[root_i], single_root, single_root);
}
}
// Assign the scene name and single root name to each other
// if one is missing, or do nothing if both are already set.
if (unlikely(p_state->scene_name.is_empty())) {
p_state->scene_name = single_root->get_name();
} else if (single_root->get_name() == StringName()) {
if (_naming_version == 0) {
single_root->set_name(p_state->scene_name);
} else {
single_root->set_name(_gen_unique_name(p_state, p_state->scene_name));
}
}
return single_root;
}
Error GLTFDocument::_parse_asset_header(Ref<GLTFState> p_state) {
if (!p_state->json.has("asset")) {
return ERR_PARSE_ERROR;
}
Dictionary asset = p_state->json["asset"];
if (!asset.has("version")) {
return ERR_PARSE_ERROR;
}
String version = asset["version"];
p_state->major_version = version.get_slice(".", 0).to_int();
p_state->minor_version = version.get_slice(".", 1).to_int();
if (asset.has("copyright")) {
p_state->copyright = asset["copyright"];
}
return OK;
}
Error GLTFDocument::_parse_gltf_state(Ref<GLTFState> p_state, const String &p_search_path) {
Error err;
/* PARSE EXTENSIONS */
err = _parse_gltf_extensions(p_state);
ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
/* PARSE SCENE */
err = _parse_scenes(p_state);
ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
/* PARSE NODES */
err = _parse_nodes(p_state);
ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
/* PARSE BUFFERS */
err = _parse_buffers(p_state, p_search_path);
ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
/* PARSE BUFFER VIEWS */
err = _parse_buffer_views(p_state);
ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
/* PARSE ACCESSORS */
err = _parse_accessors(p_state);
ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
if (!p_state->discard_meshes_and_materials) {
/* PARSE IMAGES */
err = _parse_images(p_state, p_search_path);
ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
/* PARSE TEXTURE SAMPLERS */
err = _parse_texture_samplers(p_state);
ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
/* PARSE TEXTURES */
err = _parse_textures(p_state);
ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
/* PARSE TEXTURES */
err = _parse_materials(p_state);
ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
}
/* PARSE SKINS */
err = _parse_skins(p_state);
ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
/* DETERMINE SKELETONS */
err = SkinTool::_determine_skeletons(p_state->skins, p_state->nodes, p_state->skeletons, p_state->get_import_as_skeleton_bones() ? p_state->root_nodes : Vector<GLTFNodeIndex>());
ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
/* PARSE MESHES (we have enough info now) */
err = _parse_meshes(p_state);
ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
/* PARSE LIGHTS */
err = _parse_lights(p_state);
ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
/* PARSE CAMERAS */
err = _parse_cameras(p_state);
ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
/* PARSE ANIMATIONS */
err = _parse_animations(p_state);
ERR_FAIL_COND_V(err != OK, ERR_PARSE_ERROR);
/* ASSIGN SCENE NAMES */
_assign_node_names(p_state);
return OK;
}
PackedByteArray GLTFDocument::generate_buffer(Ref<GLTFState> p_state) {
Ref<GLTFState> state = p_state;
ERR_FAIL_NULL_V(state, PackedByteArray());
// For buffers, set the state filename to an empty string, but
// don't touch the base path, in case the user set it manually.
state->filename = "";
Error err = _serialize(state);
ERR_FAIL_COND_V(err != OK, PackedByteArray());
PackedByteArray bytes = _serialize_glb_buffer(state, &err);
return bytes;
}
Error GLTFDocument::write_to_filesystem(Ref<GLTFState> p_state, const String &p_path) {
Ref<GLTFState> state = p_state;
ERR_FAIL_NULL_V(state, ERR_INVALID_PARAMETER);
state->base_path = p_path.get_base_dir();
state->filename = p_path.get_file();
Error err = _serialize(state);
if (err != OK) {
return err;
}
err = _serialize_file(state, p_path);
if (err != OK) {
return Error::FAILED;
}
return OK;
}
Node *GLTFDocument::generate_scene(Ref<GLTFState> p_state, float p_bake_fps, bool p_trimming, bool p_remove_immutable_tracks) {
Ref<GLTFState> state = p_state;
ERR_FAIL_NULL_V(state, nullptr);
ERR_FAIL_INDEX_V(0, state->root_nodes.size(), nullptr);
Error err = OK;
Node *root = _generate_scene_node_tree(state);
ERR_FAIL_NULL_V(root, nullptr);
_process_mesh_instances(state, root);
if (state->get_create_animations() && state->animations.size()) {
AnimationPlayer *ap = memnew(AnimationPlayer);
root->add_child(ap, true);
ap->set_owner(root);
for (int i = 0; i < state->animations.size(); i++) {
_import_animation(state, ap, i, p_bake_fps, p_trimming, p_remove_immutable_tracks);
}
}
for (KeyValue<GLTFNodeIndex, Node *> E : state->scene_nodes) {
ERR_CONTINUE(!E.value);
for (Ref<GLTFDocumentExtension> ext : document_extensions) {
ERR_CONTINUE(ext.is_null());
Dictionary node_json;
if (state->json.has("nodes")) {
Array nodes = state->json["nodes"];
if (0 <= E.key && E.key < nodes.size()) {
node_json = nodes[E.key];
}
}
Ref<GLTFNode> gltf_node = state->nodes[E.key];
err = ext->import_node(p_state, gltf_node, node_json, E.value);
ERR_CONTINUE(err != OK);
}
}
for (Ref<GLTFDocumentExtension> ext : document_extensions) {
ERR_CONTINUE(ext.is_null());
err = ext->import_post(p_state, root);
ERR_CONTINUE(err != OK);
}
ERR_FAIL_NULL_V(root, nullptr);
return root;
}
Error GLTFDocument::append_from_scene(Node *p_node, Ref<GLTFState> p_state, uint32_t p_flags) {
ERR_FAIL_NULL_V(p_node, FAILED);
Ref<GLTFState> state = p_state;
ERR_FAIL_COND_V(state.is_null(), FAILED);
state->use_named_skin_binds = p_flags & GLTF_IMPORT_USE_NAMED_SKIN_BINDS;
state->discard_meshes_and_materials = p_flags & GLTF_IMPORT_DISCARD_MESHES_AND_MATERIALS;
state->force_generate_tangents = p_flags & GLTF_IMPORT_GENERATE_TANGENT_ARRAYS;
state->force_disable_compression = p_flags & GLTF_IMPORT_FORCE_DISABLE_MESH_COMPRESSION;
if (!state->buffers.size()) {
state->buffers.push_back(Vector<uint8_t>());
}
// Perform export preflight for document extensions. Only extensions that
// return OK will be used for the rest of the export steps.
document_extensions.clear();
for (Ref<GLTFDocumentExtension> ext : all_document_extensions) {
ERR_CONTINUE(ext.is_null());
Error err = ext->export_preflight(state, p_node);
if (err == OK) {
document_extensions.push_back(ext);
}
}
// Add the root node(s) and their descendants to the state.
if (_root_node_mode == RootNodeMode::ROOT_NODE_MODE_MULTI_ROOT) {
const int child_count = p_node->get_child_count();
if (child_count > 0) {
for (int i = 0; i < child_count; i++) {
_convert_scene_node(state, p_node->get_child(i), -1, -1);
}
state->scene_name = p_node->get_name();
return OK;
}
}
if (_root_node_mode == RootNodeMode::ROOT_NODE_MODE_SINGLE_ROOT) {
state->extensions_used.append("GODOT_single_root");
}
_convert_scene_node(state, p_node, -1, -1);
return OK;
}
Error GLTFDocument::append_from_buffer(PackedByteArray p_bytes, String p_base_path, Ref<GLTFState> p_state, uint32_t p_flags) {
Ref<GLTFState> state = p_state;
ERR_FAIL_COND_V(state.is_null(), FAILED);
// TODO Add missing texture and missing .bin file paths to r_missing_deps 2021-09-10 fire
Error err = FAILED;
state->use_named_skin_binds = p_flags & GLTF_IMPORT_USE_NAMED_SKIN_BINDS;
state->discard_meshes_and_materials = p_flags & GLTF_IMPORT_DISCARD_MESHES_AND_MATERIALS;
state->force_generate_tangents = p_flags & GLTF_IMPORT_GENERATE_TANGENT_ARRAYS;
state->force_disable_compression = p_flags & GLTF_IMPORT_FORCE_DISABLE_MESH_COMPRESSION;
Ref<FileAccessMemory> file_access;
file_access.instantiate();
file_access->open_custom(p_bytes.ptr(), p_bytes.size());
state->base_path = p_base_path.get_base_dir();
err = _parse(p_state, state->base_path, file_access);
ERR_FAIL_COND_V(err != OK, err);
for (Ref<GLTFDocumentExtension> ext : document_extensions) {
ERR_CONTINUE(ext.is_null());
err = ext->import_post_parse(state);
ERR_FAIL_COND_V(err != OK, err);
}
return OK;
}
Error GLTFDocument::append_from_file(String p_path, Ref<GLTFState> p_state, uint32_t p_flags, String p_base_path) {
Ref<GLTFState> state = p_state;
// TODO Add missing texture and missing .bin file paths to r_missing_deps 2021-09-10 fire
if (state == Ref<GLTFState>()) {
state.instantiate();
}
state->filename = p_path.get_file().get_basename();
state->use_named_skin_binds = p_flags & GLTF_IMPORT_USE_NAMED_SKIN_BINDS;
state->discard_meshes_and_materials = p_flags & GLTF_IMPORT_DISCARD_MESHES_AND_MATERIALS;
state->force_generate_tangents = p_flags & GLTF_IMPORT_GENERATE_TANGENT_ARRAYS;
state->force_disable_compression = p_flags & GLTF_IMPORT_FORCE_DISABLE_MESH_COMPRESSION;
Error err;
Ref<FileAccess> file = FileAccess::open(p_path, FileAccess::READ, &err);
ERR_FAIL_COND_V(err != OK, ERR_FILE_CANT_OPEN);
ERR_FAIL_NULL_V(file, ERR_FILE_CANT_OPEN);
String base_path = p_base_path;
if (base_path.is_empty()) {
base_path = p_path.get_base_dir();
}
state->base_path = base_path;
err = _parse(p_state, base_path, file);
ERR_FAIL_COND_V(err != OK, err);
for (Ref<GLTFDocumentExtension> ext : document_extensions) {
ERR_CONTINUE(ext.is_null());
err = ext->import_post_parse(p_state);
ERR_FAIL_COND_V(err != OK, err);
}
return OK;
}
Error GLTFDocument::_parse_gltf_extensions(Ref<GLTFState> p_state) {
ERR_FAIL_NULL_V(p_state, ERR_PARSE_ERROR);
if (p_state->json.has("extensionsUsed")) {
Vector<String> ext_array = p_state->json["extensionsUsed"];
p_state->extensions_used = ext_array;
}
if (p_state->json.has("extensionsRequired")) {
Vector<String> ext_array = p_state->json["extensionsRequired"];
p_state->extensions_required = ext_array;
}
HashSet<String> supported_extensions;
supported_extensions.insert("KHR_lights_punctual");
supported_extensions.insert("KHR_materials_pbrSpecularGlossiness");
supported_extensions.insert("KHR_texture_transform");
supported_extensions.insert("KHR_materials_unlit");
supported_extensions.insert("KHR_materials_emissive_strength");
for (Ref<GLTFDocumentExtension> ext : document_extensions) {
ERR_CONTINUE(ext.is_null());
Vector<String> ext_supported_extensions = ext->get_supported_extensions();
for (int i = 0; i < ext_supported_extensions.size(); ++i) {
supported_extensions.insert(ext_supported_extensions[i]);
}
}
Error ret = OK;
for (int i = 0; i < p_state->extensions_required.size(); i++) {
if (!supported_extensions.has(p_state->extensions_required[i])) {
ERR_PRINT("GLTF: Can't import file '" + p_state->filename + "', required extension '" + String(p_state->extensions_required[i]) + "' is not supported. Are you missing a GLTFDocumentExtension plugin?");
ret = ERR_UNAVAILABLE;
}
}
return ret;
}
void GLTFDocument::set_root_node_mode(GLTFDocument::RootNodeMode p_root_node_mode) {
_root_node_mode = p_root_node_mode;
}
GLTFDocument::RootNodeMode GLTFDocument::get_root_node_mode() const {
return _root_node_mode;
}
String GLTFDocument::_gen_unique_name_static(HashSet<String> &r_unique_names, const String &p_name) {
const String s_name = p_name.validate_node_name();
String u_name;
int index = 1;
while (true) {
u_name = s_name;
if (index > 1) {
u_name += itos(index);
}
if (!r_unique_names.has(u_name)) {
break;
}
index++;
}
r_unique_names.insert(u_name);
return u_name;
}