Merge pull request #66087 from aaronfranke/gltf-minor-light

Minor enhancements to the GLTF module (lights and docs)
This commit is contained in:
Rémi Verschelde 2022-09-19 09:25:13 +02:00
commit 63c0dc690e
7 changed files with 44 additions and 29 deletions

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@ -7,7 +7,7 @@ env_gltf = env_modules.Clone()
# Godot source files
env_gltf.add_source_files(env.modules_sources, "*.cpp")
env_gltf.add_source_files(env.modules_sources, "extensions/*.cpp")
env_gltf.add_source_files(env.modules_sources, "structures/*.cpp")
SConscript("extensions/SCsub")
if env["tools"]:
env_gltf.add_source_files(env.modules_sources, "editor/*.cpp")

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@ -1,8 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="GLTFDocumentExtension" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
<brief_description>
[GLTFDocument] extension class.
</brief_description>
<description>
Extends the functionality of the [GLTFDocument] class by allowing you to run arbitrary code at various stages of GLTF import or export.
</description>
<tutorials>
</tutorials>

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@ -1,10 +1,13 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="GLTFNode" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
<brief_description>
GLTF node class.
</brief_description>
<description>
Represents a GLTF node. GLTF nodes may have names, transforms, children (other GLTF nodes), and more specialized properties (represented by their own classes).
</description>
<tutorials>
<link title="GLTF scene and node spec">https://github.com/KhronosGroup/glTF-Tutorials/blob/master/gltfTutorial/gltfTutorial_004_ScenesNodes.md"</link>
</tutorials>
<members>
<member name="camera" type="int" setter="set_camera" getter="get_camera" default="-1">

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@ -0,0 +1,9 @@
#!/usr/bin/env python
Import("env")
Import("env_modules")
env_gltf = env_modules.Clone()
# Godot source files
env_gltf.add_source_files(env.modules_sources, "*.cpp")

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@ -66,9 +66,9 @@ using GLTFBufferIndex = int;
using GLTFBufferViewIndex = int;
using GLTFCameraIndex = int;
using GLTFImageIndex = int;
using GLTFLightIndex = int;
using GLTFMaterialIndex = int;
using GLTFMeshIndex = int;
using GLTFLightIndex = int;
using GLTFNodeIndex = int;
using GLTFSkeletonIndex = int;
using GLTFSkinIndex = int;

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@ -191,7 +191,7 @@ Error GLTFDocument::_serialize(Ref<GLTFState> state, const String &p_path) {
return Error::FAILED;
}
/* STEP SERIALIZE SCENE */
/* STEP SERIALIZE LIGHTS */
err = _serialize_lights(state);
if (err != OK) {
return Error::FAILED;
@ -401,47 +401,47 @@ Error GLTFDocument::_serialize_nodes(Ref<GLTFState> state) {
Array nodes;
for (int i = 0; i < state->nodes.size(); i++) {
Dictionary node;
Ref<GLTFNode> n = state->nodes[i];
Ref<GLTFNode> gltf_node = state->nodes[i];
Dictionary extensions;
node["extensions"] = extensions;
if (!n->get_name().is_empty()) {
node["name"] = n->get_name();
if (!gltf_node->get_name().is_empty()) {
node["name"] = gltf_node->get_name();
}
if (n->camera != -1) {
node["camera"] = n->camera;
if (gltf_node->camera != -1) {
node["camera"] = gltf_node->camera;
}
if (n->light != -1) {
if (gltf_node->light != -1) {
Dictionary lights_punctual;
extensions["KHR_lights_punctual"] = lights_punctual;
lights_punctual["light"] = n->light;
lights_punctual["light"] = gltf_node->light;
}
if (n->mesh != -1) {
node["mesh"] = n->mesh;
if (gltf_node->mesh != -1) {
node["mesh"] = gltf_node->mesh;
}
if (n->skin != -1) {
node["skin"] = n->skin;
if (gltf_node->skin != -1) {
node["skin"] = gltf_node->skin;
}
if (n->skeleton != -1 && n->skin < 0) {
if (gltf_node->skeleton != -1 && gltf_node->skin < 0) {
}
if (n->xform != Transform3D()) {
node["matrix"] = _xform_to_array(n->xform);
if (gltf_node->xform != Transform3D()) {
node["matrix"] = _xform_to_array(gltf_node->xform);
}
if (!n->rotation.is_equal_approx(Quaternion())) {
node["rotation"] = _quaternion_to_array(n->rotation);
if (!gltf_node->rotation.is_equal_approx(Quaternion())) {
node["rotation"] = _quaternion_to_array(gltf_node->rotation);
}
if (!n->scale.is_equal_approx(Vector3(1.0f, 1.0f, 1.0f))) {
node["scale"] = _vec3_to_arr(n->scale);
if (!gltf_node->scale.is_equal_approx(Vector3(1.0f, 1.0f, 1.0f))) {
node["scale"] = _vec3_to_arr(gltf_node->scale);
}
if (!n->position.is_zero_approx()) {
node["translation"] = _vec3_to_arr(n->position);
if (!gltf_node->position.is_zero_approx()) {
node["translation"] = _vec3_to_arr(gltf_node->position);
}
if (n->children.size()) {
if (gltf_node->children.size()) {
Array children;
for (int j = 0; j < n->children.size(); j++) {
children.push_back(n->children[j]);
for (int j = 0; j < gltf_node->children.size(); j++) {
children.push_back(gltf_node->children[j]);
}
node["children"] = children;
}
@ -450,7 +450,7 @@ Error GLTFDocument::_serialize_nodes(Ref<GLTFState> state) {
Ref<GLTFDocumentExtension> ext = document_extensions[ext_i];
ERR_CONTINUE(ext.is_null());
ERR_CONTINUE(!state->scene_nodes.find(i));
Error err = ext->export_node(state, n, state->json, state->scene_nodes[i]);
Error err = ext->export_node(state, gltf_node, node, state->scene_nodes[i]);
ERR_CONTINUE(err != OK);
}
@ -5046,7 +5046,7 @@ ImporterMeshInstance3D *GLTFDocument::_generate_mesh_instance(Ref<GLTFState> sta
return mi;
}
Node3D *GLTFDocument::_generate_light(Ref<GLTFState> state, const GLTFNodeIndex node_index) {
Light3D *GLTFDocument::_generate_light(Ref<GLTFState> state, const GLTFNodeIndex node_index) {
Ref<GLTFNode> gltf_node = state->nodes[node_index];
ERR_FAIL_INDEX_V(gltf_node->light, state->lights.size(), nullptr);
@ -5102,6 +5102,7 @@ Node3D *GLTFDocument::_generate_spatial(Ref<GLTFState> state, const GLTFNodeInde
return spatial;
}
void GLTFDocument::_convert_scene_node(Ref<GLTFState> state, Node *p_current, const GLTFNodeIndex p_gltf_parent, const GLTFNodeIndex p_gltf_root) {
bool retflag = true;
_check_visibility(p_current, retflag);

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@ -188,7 +188,7 @@ private:
const GLTFNodeIndex bone_index);
ImporterMeshInstance3D *_generate_mesh_instance(Ref<GLTFState> state, const GLTFNodeIndex node_index);
Camera3D *_generate_camera(Ref<GLTFState> state, const GLTFNodeIndex node_index);
Node3D *_generate_light(Ref<GLTFState> state, const GLTFNodeIndex node_index);
Light3D *_generate_light(Ref<GLTFState> state, const GLTFNodeIndex node_index);
Node3D *_generate_spatial(Ref<GLTFState> state, const GLTFNodeIndex node_index);
void _assign_scene_names(Ref<GLTFState> state);
template <class T>