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![K. S. Ernest (iFire) Lee](/assets/img/avatar_default.png)
This update introduces a new import method for FBX files using ufbx. If the fbx2gltf import fails, it will use the most recently cached scene from the ufbx import. The process is sped up by introducing threads to load the ufbx portion. Key changes include: - Support for importing geometry helper nodes in FBX files. - Addition of cameras and lights with updated names. - Removal of the fbx importer manager. - Introduction of ModelDocument3D and updates to its methods. - Changes to FBX import options and visibility. - Updating the documentation and handling some errors. - Store the original non-unique node, mesh and animation names in FBX and glTF. Co-Authored-By: bqqbarbhg <bqqbarbhg@gmail.com>
86 lines
3.5 KiB
C++
86 lines
3.5 KiB
C++
/**************************************************************************/
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/* gltf_light.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef GLTF_LIGHT_H
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#define GLTF_LIGHT_H
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#include "core/io/resource.h"
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class Light3D;
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// https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_lights_punctual
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class GLTFLight : public Resource {
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GDCLASS(GLTFLight, Resource)
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friend class GLTFDocument;
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protected:
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static void _bind_methods();
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private:
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Color color = Color(1.0f, 1.0f, 1.0f);
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float intensity = 1.0f;
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String light_type;
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float range = INFINITY;
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float inner_cone_angle = 0.0f;
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float outer_cone_angle = Math_TAU / 8.0f;
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Dictionary additional_data;
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public:
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Color get_color();
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void set_color(Color p_color);
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float get_intensity();
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void set_intensity(float p_intensity);
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String get_light_type();
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void set_light_type(String p_light_type);
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float get_range();
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void set_range(float p_range);
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float get_inner_cone_angle();
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void set_inner_cone_angle(float p_inner_cone_angle);
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float get_outer_cone_angle();
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void set_outer_cone_angle(float p_outer_cone_angle);
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static Ref<GLTFLight> from_node(const Light3D *p_light);
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Light3D *to_node() const;
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static Ref<GLTFLight> from_dictionary(const Dictionary p_dictionary);
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Dictionary to_dictionary() const;
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Variant get_additional_data(const StringName &p_extension_name);
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void set_additional_data(const StringName &p_extension_name, Variant p_additional_data);
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};
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#endif // GLTF_LIGHT_H
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