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Merge pull request #66087 from aaronfranke/gltf-minor-light
Minor enhancements to the GLTF module (lights and docs)
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commit
63c0dc690e
@ -7,7 +7,7 @@ env_gltf = env_modules.Clone()
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# Godot source files
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env_gltf.add_source_files(env.modules_sources, "*.cpp")
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env_gltf.add_source_files(env.modules_sources, "extensions/*.cpp")
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env_gltf.add_source_files(env.modules_sources, "structures/*.cpp")
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SConscript("extensions/SCsub")
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if env["tools"]:
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env_gltf.add_source_files(env.modules_sources, "editor/*.cpp")
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@ -1,8 +1,10 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="GLTFDocumentExtension" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
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<brief_description>
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[GLTFDocument] extension class.
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</brief_description>
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<description>
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Extends the functionality of the [GLTFDocument] class by allowing you to run arbitrary code at various stages of GLTF import or export.
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</description>
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<tutorials>
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</tutorials>
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@ -1,10 +1,13 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="GLTFNode" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
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<brief_description>
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GLTF node class.
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</brief_description>
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<description>
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Represents a GLTF node. GLTF nodes may have names, transforms, children (other GLTF nodes), and more specialized properties (represented by their own classes).
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</description>
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<tutorials>
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<link title="GLTF scene and node spec">https://github.com/KhronosGroup/glTF-Tutorials/blob/master/gltfTutorial/gltfTutorial_004_ScenesNodes.md"</link>
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</tutorials>
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<members>
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<member name="camera" type="int" setter="set_camera" getter="get_camera" default="-1">
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9
modules/gltf/extensions/SCsub
Normal file
9
modules/gltf/extensions/SCsub
Normal file
@ -0,0 +1,9 @@
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#!/usr/bin/env python
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Import("env")
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Import("env_modules")
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env_gltf = env_modules.Clone()
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# Godot source files
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env_gltf.add_source_files(env.modules_sources, "*.cpp")
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@ -66,9 +66,9 @@ using GLTFBufferIndex = int;
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using GLTFBufferViewIndex = int;
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using GLTFCameraIndex = int;
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using GLTFImageIndex = int;
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using GLTFLightIndex = int;
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using GLTFMaterialIndex = int;
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using GLTFMeshIndex = int;
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using GLTFLightIndex = int;
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using GLTFNodeIndex = int;
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using GLTFSkeletonIndex = int;
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using GLTFSkinIndex = int;
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@ -191,7 +191,7 @@ Error GLTFDocument::_serialize(Ref<GLTFState> state, const String &p_path) {
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return Error::FAILED;
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}
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/* STEP SERIALIZE SCENE */
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/* STEP SERIALIZE LIGHTS */
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err = _serialize_lights(state);
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if (err != OK) {
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return Error::FAILED;
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@ -401,47 +401,47 @@ Error GLTFDocument::_serialize_nodes(Ref<GLTFState> state) {
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Array nodes;
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for (int i = 0; i < state->nodes.size(); i++) {
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Dictionary node;
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Ref<GLTFNode> n = state->nodes[i];
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Ref<GLTFNode> gltf_node = state->nodes[i];
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Dictionary extensions;
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node["extensions"] = extensions;
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if (!n->get_name().is_empty()) {
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node["name"] = n->get_name();
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if (!gltf_node->get_name().is_empty()) {
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node["name"] = gltf_node->get_name();
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}
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if (n->camera != -1) {
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node["camera"] = n->camera;
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if (gltf_node->camera != -1) {
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node["camera"] = gltf_node->camera;
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}
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if (n->light != -1) {
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if (gltf_node->light != -1) {
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Dictionary lights_punctual;
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extensions["KHR_lights_punctual"] = lights_punctual;
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lights_punctual["light"] = n->light;
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lights_punctual["light"] = gltf_node->light;
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}
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if (n->mesh != -1) {
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node["mesh"] = n->mesh;
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if (gltf_node->mesh != -1) {
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node["mesh"] = gltf_node->mesh;
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}
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if (n->skin != -1) {
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node["skin"] = n->skin;
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if (gltf_node->skin != -1) {
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node["skin"] = gltf_node->skin;
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}
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if (n->skeleton != -1 && n->skin < 0) {
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if (gltf_node->skeleton != -1 && gltf_node->skin < 0) {
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}
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if (n->xform != Transform3D()) {
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node["matrix"] = _xform_to_array(n->xform);
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if (gltf_node->xform != Transform3D()) {
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node["matrix"] = _xform_to_array(gltf_node->xform);
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}
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if (!n->rotation.is_equal_approx(Quaternion())) {
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node["rotation"] = _quaternion_to_array(n->rotation);
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if (!gltf_node->rotation.is_equal_approx(Quaternion())) {
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node["rotation"] = _quaternion_to_array(gltf_node->rotation);
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}
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if (!n->scale.is_equal_approx(Vector3(1.0f, 1.0f, 1.0f))) {
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node["scale"] = _vec3_to_arr(n->scale);
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if (!gltf_node->scale.is_equal_approx(Vector3(1.0f, 1.0f, 1.0f))) {
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node["scale"] = _vec3_to_arr(gltf_node->scale);
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}
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if (!n->position.is_zero_approx()) {
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node["translation"] = _vec3_to_arr(n->position);
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if (!gltf_node->position.is_zero_approx()) {
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node["translation"] = _vec3_to_arr(gltf_node->position);
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}
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if (n->children.size()) {
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if (gltf_node->children.size()) {
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Array children;
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for (int j = 0; j < n->children.size(); j++) {
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children.push_back(n->children[j]);
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for (int j = 0; j < gltf_node->children.size(); j++) {
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children.push_back(gltf_node->children[j]);
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}
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node["children"] = children;
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}
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@ -450,7 +450,7 @@ Error GLTFDocument::_serialize_nodes(Ref<GLTFState> state) {
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Ref<GLTFDocumentExtension> ext = document_extensions[ext_i];
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ERR_CONTINUE(ext.is_null());
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ERR_CONTINUE(!state->scene_nodes.find(i));
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Error err = ext->export_node(state, n, state->json, state->scene_nodes[i]);
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Error err = ext->export_node(state, gltf_node, node, state->scene_nodes[i]);
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ERR_CONTINUE(err != OK);
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}
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@ -5046,7 +5046,7 @@ ImporterMeshInstance3D *GLTFDocument::_generate_mesh_instance(Ref<GLTFState> sta
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return mi;
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}
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Node3D *GLTFDocument::_generate_light(Ref<GLTFState> state, const GLTFNodeIndex node_index) {
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Light3D *GLTFDocument::_generate_light(Ref<GLTFState> state, const GLTFNodeIndex node_index) {
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Ref<GLTFNode> gltf_node = state->nodes[node_index];
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ERR_FAIL_INDEX_V(gltf_node->light, state->lights.size(), nullptr);
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@ -5102,6 +5102,7 @@ Node3D *GLTFDocument::_generate_spatial(Ref<GLTFState> state, const GLTFNodeInde
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return spatial;
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}
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void GLTFDocument::_convert_scene_node(Ref<GLTFState> state, Node *p_current, const GLTFNodeIndex p_gltf_parent, const GLTFNodeIndex p_gltf_root) {
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bool retflag = true;
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_check_visibility(p_current, retflag);
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@ -188,7 +188,7 @@ private:
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const GLTFNodeIndex bone_index);
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ImporterMeshInstance3D *_generate_mesh_instance(Ref<GLTFState> state, const GLTFNodeIndex node_index);
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Camera3D *_generate_camera(Ref<GLTFState> state, const GLTFNodeIndex node_index);
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Node3D *_generate_light(Ref<GLTFState> state, const GLTFNodeIndex node_index);
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Light3D *_generate_light(Ref<GLTFState> state, const GLTFNodeIndex node_index);
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Node3D *_generate_spatial(Ref<GLTFState> state, const GLTFNodeIndex node_index);
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void _assign_scene_names(Ref<GLTFState> state);
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template <class T>
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