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- /*************************************************************************/
- /* gltf_document.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
- /* */
- /* 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. */
- /*************************************************************************/
- #ifndef GLTF_DOCUMENT_H
- #define GLTF_DOCUMENT_H
- #include "gltf_animation.h"
- #include "scene/2d/node_2d.h"
- #include "scene/3d/bone_attachment.h"
- #include "scene/3d/light.h"
- #include "scene/3d/mesh_instance.h"
- #include "scene/3d/skeleton.h"
- #include "scene/3d/spatial.h"
- #include "scene/animation/animation_player.h"
- #include "scene/resources/material.h"
- #include "scene/resources/texture.h"
- #include "modules/modules_enabled.gen.h" // For csg, gridmap.
- class GLTFState;
- class GLTFSkin;
- class GLTFNode;
- class GLTFSpecGloss;
- class GLTFSkeleton;
- class CSGShape;
- class GridMap;
- class MultiMeshInstance;
- using GLTFAccessorIndex = int;
- using GLTFAnimationIndex = int;
- using GLTFBufferIndex = int;
- using GLTFBufferViewIndex = int;
- using GLTFCameraIndex = int;
- using GLTFImageIndex = int;
- using GLTFMaterialIndex = int;
- using GLTFMeshIndex = int;
- using GLTFLightIndex = int;
- using GLTFNodeIndex = int;
- using GLTFSkeletonIndex = int;
- using GLTFSkinIndex = int;
- using GLTFTextureIndex = int;
- class GLTFDocument : public Resource {
- GDCLASS(GLTFDocument, Resource);
- friend class GLTFState;
- friend class GLTFSkin;
- friend class GLTFSkeleton;
- private:
- const float BAKE_FPS = 30.0f;
- public:
- const int32_t JOINT_GROUP_SIZE = 4;
- enum GLTFType {
- TYPE_SCALAR,
- TYPE_VEC2,
- TYPE_VEC3,
- TYPE_VEC4,
- TYPE_MAT2,
- TYPE_MAT3,
- TYPE_MAT4,
- };
- enum {
- ARRAY_BUFFER = 34962,
- ELEMENT_ARRAY_BUFFER = 34963,
- TYPE_BYTE = 5120,
- TYPE_UNSIGNED_BYTE = 5121,
- TYPE_SHORT = 5122,
- TYPE_UNSIGNED_SHORT = 5123,
- TYPE_UNSIGNED_INT = 5125,
- TYPE_FLOAT = 5126,
- COMPONENT_TYPE_BYTE = 5120,
- COMPONENT_TYPE_UNSIGNED_BYTE = 5121,
- COMPONENT_TYPE_SHORT = 5122,
- COMPONENT_TYPE_UNSIGNED_SHORT = 5123,
- COMPONENT_TYPE_INT = 5125,
- COMPONENT_TYPE_FLOAT = 5126,
- };
- private:
- template <class T>
- static Array to_array(const Vector<T> &p_inp) {
- Array ret;
- for (int i = 0; i < p_inp.size(); i++) {
- ret.push_back(p_inp[i]);
- }
- return ret;
- }
- template <class T>
- static Array to_array(const Set<T> &p_inp) {
- Array ret;
- typename Set<T>::Element *elem = p_inp.front();
- while (elem) {
- ret.push_back(elem->get());
- elem = elem->next();
- }
- return ret;
- }
- template <class T>
- static void set_from_array(Vector<T> &r_out, const Array &p_inp) {
- r_out.clear();
- for (int i = 0; i < p_inp.size(); i++) {
- r_out.push_back(p_inp[i]);
- }
- }
- template <class T>
- static void set_from_array(Set<T> &r_out, const Array &p_inp) {
- r_out.clear();
- for (int i = 0; i < p_inp.size(); i++) {
- r_out.insert(p_inp[i]);
- }
- }
- template <class K, class V>
- static Dictionary to_dict(const Map<K, V> &p_inp) {
- Dictionary ret;
- for (typename Map<K, V>::Element *E = p_inp.front(); E; E = E->next()) {
- ret[E->key()] = E->value();
- }
- return ret;
- }
- template <class K, class V>
- static void set_from_dict(Map<K, V> &r_out, const Dictionary &p_inp) {
- r_out.clear();
- Array keys = p_inp.keys();
- for (int i = 0; i < keys.size(); i++) {
- r_out[keys[i]] = p_inp[keys[i]];
- }
- }
- double _filter_number(double p_float);
- String _get_component_type_name(const uint32_t p_component);
- int _get_component_type_size(const int component_type);
- Error _parse_scenes(Ref<GLTFState> state);
- Error _parse_nodes(Ref<GLTFState> state);
- String _get_type_name(const GLTFType p_component);
- String _get_accessor_type_name(const GLTFDocument::GLTFType p_type);
- String _gen_unique_name(Ref<GLTFState> state, const String &p_name);
- String _sanitize_animation_name(const String &name);
- String _gen_unique_animation_name(Ref<GLTFState> state, const String &p_name);
- String _sanitize_bone_name(Ref<GLTFState> state, const String &name);
- String _gen_unique_bone_name(Ref<GLTFState> state,
- const GLTFSkeletonIndex skel_i,
- const String &p_name);
- GLTFTextureIndex _set_texture(Ref<GLTFState> state, Ref<Texture> p_texture);
- Ref<Texture> _get_texture(Ref<GLTFState> state,
- const GLTFTextureIndex p_texture);
- Error _parse_json(const String &p_path, Ref<GLTFState> state);
- Error _parse_glb(const String &p_path, Ref<GLTFState> state);
- void _compute_node_heights(Ref<GLTFState> state);
- Error _parse_buffers(Ref<GLTFState> state, const String &p_base_path);
- Error _parse_buffer_views(Ref<GLTFState> state);
- GLTFType _get_type_from_str(const String &p_string);
- Error _parse_accessors(Ref<GLTFState> state);
- Error _decode_buffer_view(Ref<GLTFState> state, double *dst,
- const GLTFBufferViewIndex p_buffer_view,
- const int skip_every, const int skip_bytes,
- const int element_size, const int count,
- const GLTFType type, const int component_count,
- const int component_type, const int component_size,
- const bool normalized, const int byte_offset,
- const bool for_vertex);
- Vector<double> _decode_accessor(Ref<GLTFState> state,
- const GLTFAccessorIndex p_accessor,
- const bool p_for_vertex);
- Vector<float> _decode_accessor_as_floats(Ref<GLTFState> state,
- const GLTFAccessorIndex p_accessor,
- const bool p_for_vertex);
- Vector<int> _decode_accessor_as_ints(Ref<GLTFState> state,
- const GLTFAccessorIndex p_accessor,
- const bool p_for_vertex);
- Vector<Vector2> _decode_accessor_as_vec2(Ref<GLTFState> state,
- const GLTFAccessorIndex p_accessor,
- const bool p_for_vertex);
- Vector<Vector3> _decode_accessor_as_vec3(Ref<GLTFState> state,
- const GLTFAccessorIndex p_accessor,
- const bool p_for_vertex);
- Vector<Color> _decode_accessor_as_color(Ref<GLTFState> state,
- const GLTFAccessorIndex p_accessor,
- const bool p_for_vertex);
- Vector<Quat> _decode_accessor_as_quat(Ref<GLTFState> state,
- const GLTFAccessorIndex p_accessor,
- const bool p_for_vertex);
- Vector<Transform2D> _decode_accessor_as_xform2d(Ref<GLTFState> state,
- const GLTFAccessorIndex p_accessor,
- const bool p_for_vertex);
- Vector<Basis> _decode_accessor_as_basis(Ref<GLTFState> state,
- const GLTFAccessorIndex p_accessor,
- const bool p_for_vertex);
- Vector<Transform> _decode_accessor_as_xform(Ref<GLTFState> state,
- const GLTFAccessorIndex p_accessor,
- const bool p_for_vertex);
- Error _parse_meshes(Ref<GLTFState> state);
- Error _serialize_textures(Ref<GLTFState> state);
- Error _serialize_images(Ref<GLTFState> state, const String &p_path);
- Error _serialize_lights(Ref<GLTFState> state);
- Error _parse_images(Ref<GLTFState> state, const String &p_base_path);
- Error _parse_textures(Ref<GLTFState> state);
- Error _parse_materials(Ref<GLTFState> state);
- void _set_texture_transform_uv1(const Dictionary &d, Ref<SpatialMaterial> material);
- void spec_gloss_to_rough_metal(Ref<GLTFSpecGloss> r_spec_gloss,
- Ref<SpatialMaterial> p_material);
- static void spec_gloss_to_metal_base_color(const Color &p_specular_factor,
- const Color &p_diffuse,
- Color &r_base_color,
- float &r_metallic);
- GLTFNodeIndex _find_highest_node(Ref<GLTFState> state,
- const Vector<GLTFNodeIndex> &subset);
- bool _capture_nodes_in_skin(Ref<GLTFState> state, Ref<GLTFSkin> skin,
- const GLTFNodeIndex node_index);
- void _capture_nodes_for_multirooted_skin(Ref<GLTFState> state, Ref<GLTFSkin> skin);
- Error _expand_skin(Ref<GLTFState> state, Ref<GLTFSkin> skin);
- Error _verify_skin(Ref<GLTFState> state, Ref<GLTFSkin> skin);
- Error _parse_skins(Ref<GLTFState> state);
- Error _determine_skeletons(Ref<GLTFState> state);
- Error _reparent_non_joint_skeleton_subtrees(
- Ref<GLTFState> state, Ref<GLTFSkeleton> skeleton,
- const Vector<GLTFNodeIndex> &non_joints);
- Error _reparent_to_fake_joint(Ref<GLTFState> state, Ref<GLTFSkeleton> skeleton,
- const GLTFNodeIndex node_index);
- Error _determine_skeleton_roots(Ref<GLTFState> state,
- const GLTFSkeletonIndex skel_i);
- Error _create_skeletons(Ref<GLTFState> state);
- Error _map_skin_joints_indices_to_skeleton_bone_indices(Ref<GLTFState> state);
- Error _serialize_skins(Ref<GLTFState> state);
- Error _create_skins(Ref<GLTFState> state);
- bool _skins_are_same(const Ref<Skin> skin_a, const Ref<Skin> skin_b);
- void _remove_duplicate_skins(Ref<GLTFState> state);
- Error _serialize_cameras(Ref<GLTFState> state);
- Error _parse_cameras(Ref<GLTFState> state);
- Error _parse_lights(Ref<GLTFState> state);
- Error _parse_animations(Ref<GLTFState> state);
- Error _serialize_animations(Ref<GLTFState> state);
- BoneAttachment *_generate_bone_attachment(Ref<GLTFState> state,
- Skeleton *skeleton,
- const GLTFNodeIndex node_index,
- const GLTFNodeIndex bone_index);
- Spatial *_generate_mesh_instance(Ref<GLTFState> state, Node *scene_parent, const GLTFNodeIndex node_index);
- Camera *_generate_camera(Ref<GLTFState> state, Node *scene_parent,
- const GLTFNodeIndex node_index);
- Spatial *_generate_light(Ref<GLTFState> state, Node *scene_parent, const GLTFNodeIndex node_index);
- Spatial *_generate_spatial(Ref<GLTFState> state, Node *scene_parent,
- const GLTFNodeIndex node_index);
- void _assign_scene_names(Ref<GLTFState> state);
- template <class T>
- T _interpolate_track(const Vector<float> &p_times, const Vector<T> &p_values,
- const float p_time,
- const GLTFAnimation::Interpolation p_interp);
- GLTFAccessorIndex _encode_accessor_as_quats(Ref<GLTFState> state,
- const Vector<Quat> p_attribs,
- const bool p_for_vertex);
- GLTFAccessorIndex _encode_accessor_as_weights(Ref<GLTFState> state,
- const Vector<Color> p_attribs,
- const bool p_for_vertex);
- GLTFAccessorIndex _encode_accessor_as_joints(Ref<GLTFState> state,
- const Vector<Color> p_attribs,
- const bool p_for_vertex);
- GLTFAccessorIndex _encode_accessor_as_floats(Ref<GLTFState> state,
- const Vector<real_t> p_attribs,
- const bool p_for_vertex);
- GLTFAccessorIndex _encode_accessor_as_vec2(Ref<GLTFState> state,
- const Vector<Vector2> p_attribs,
- const bool p_for_vertex);
- void _calc_accessor_vec2_min_max(int i, const int element_count, Vector<double> &type_max, Vector2 attribs, Vector<double> &type_min) {
- 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]);
- type_max.write[type_i] = _filter_number(type_max.write[type_i]);
- type_min.write[type_i] = _filter_number(type_min.write[type_i]);
- }
- }
- GLTFAccessorIndex _encode_accessor_as_vec3(Ref<GLTFState> state,
- const Vector<Vector3> p_attribs,
- const bool p_for_vertex);
- GLTFAccessorIndex _encode_accessor_as_color(Ref<GLTFState> state,
- const Vector<Color> p_attribs,
- const bool p_for_vertex);
- void _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);
- GLTFAccessorIndex _encode_accessor_as_ints(Ref<GLTFState> state,
- const Vector<int32_t> p_attribs,
- const bool p_for_vertex);
- GLTFAccessorIndex _encode_accessor_as_xform(Ref<GLTFState> state,
- const Vector<Transform> p_attribs,
- const bool p_for_vertex);
- Error _encode_buffer_view(Ref<GLTFState> state, const double *src,
- const int count, const GLTFType type,
- const int component_type, const bool normalized,
- const int byte_offset, const bool for_vertex,
- GLTFBufferViewIndex &r_accessor);
- Error _encode_accessors(Ref<GLTFState> state);
- Error _encode_buffer_views(Ref<GLTFState> state);
- Error _serialize_materials(Ref<GLTFState> state);
- Error _serialize_meshes(Ref<GLTFState> state);
- Error _serialize_nodes(Ref<GLTFState> state);
- Error _serialize_scenes(Ref<GLTFState> state);
- String interpolation_to_string(const GLTFAnimation::Interpolation p_interp);
- GLTFAnimation::Track _convert_animation_track(Ref<GLTFState> state,
- GLTFAnimation::Track p_track,
- Ref<Animation> p_animation, Transform p_bone_rest,
- int32_t p_track_i,
- GLTFNodeIndex p_node_i);
- Error _encode_buffer_bins(Ref<GLTFState> state, const String &p_path);
- Error _encode_buffer_glb(Ref<GLTFState> state, const String &p_path);
- Dictionary _serialize_texture_transform_uv1(Ref<SpatialMaterial> p_material);
- Dictionary _serialize_texture_transform_uv2(Ref<SpatialMaterial> p_material);
- Error _serialize_version(Ref<GLTFState> state);
- Error _serialize_file(Ref<GLTFState> state, const String p_path);
- Error _serialize_extensions(Ref<GLTFState> state) const;
- public:
- // http://www.itu.int/rec/R-REC-BT.601
- // http://www.itu.int/dms_pubrec/itu-r/rec/bt/R-REC-BT.601-7-201103-I!!PDF-E.pdf
- static constexpr float R_BRIGHTNESS_COEFF = 0.299f;
- static constexpr float G_BRIGHTNESS_COEFF = 0.587f;
- static constexpr float B_BRIGHTNESS_COEFF = 0.114f;
- private:
- // https://github.com/microsoft/glTF-SDK/blob/master/GLTFSDK/Source/PBRUtils.cpp#L9
- // https://bghgary.github.io/glTF/convert-between-workflows-bjs/js/babylon.pbrUtilities.js
- static float solve_metallic(float p_dielectric_specular, float diffuse,
- float specular,
- float p_one_minus_specular_strength);
- static float get_perceived_brightness(const Color p_color);
- static float get_max_component(const Color &p_color);
- public:
- String _sanitize_scene_name(Ref<GLTFState> state, const String &p_name);
- String _legacy_validate_node_name(const String &p_name);
- Error _parse_gltf_extensions(Ref<GLTFState> state);
- void _process_mesh_instances(Ref<GLTFState> state, Node *scene_root);
- void _generate_scene_node(Ref<GLTFState> state, Node *scene_parent,
- Spatial *scene_root,
- const GLTFNodeIndex node_index);
- void _generate_skeleton_bone_node(Ref<GLTFState> state, Node *scene_parent, Spatial *scene_root, const GLTFNodeIndex node_index);
- void _import_animation(Ref<GLTFState> state, AnimationPlayer *ap,
- const GLTFAnimationIndex index, const int bake_fps);
- void _convert_mesh_instances(Ref<GLTFState> state);
- GLTFCameraIndex _convert_camera(Ref<GLTFState> state, Camera *p_camera);
- void _convert_light_to_gltf(Light *light, Ref<GLTFState> state, Ref<GLTFNode> gltf_node);
- GLTFLightIndex _convert_light(Ref<GLTFState> state, Light *p_light);
- void _convert_spatial(Ref<GLTFState> state, Spatial *p_spatial, Ref<GLTFNode> p_node);
- void _convert_scene_node(Ref<GLTFState> state, Node *p_current,
- const GLTFNodeIndex p_gltf_current,
- const GLTFNodeIndex p_gltf_root);
- #ifdef MODULE_CSG_ENABLED
- void _convert_csg_shape_to_gltf(CSGShape *p_current, GLTFNodeIndex p_gltf_parent, Ref<GLTFNode> gltf_node, Ref<GLTFState> state);
- #endif // MODULE_CSG_ENABLED
- void _create_gltf_node(Ref<GLTFState> state,
- Node *p_scene_parent,
- GLTFNodeIndex current_node_i,
- GLTFNodeIndex p_parent_node_index,
- GLTFNodeIndex p_root_gltf_node,
- Ref<GLTFNode> gltf_node);
- void _convert_animation_player_to_gltf(
- AnimationPlayer *animation_player, Ref<GLTFState> state,
- GLTFNodeIndex p_gltf_current,
- GLTFNodeIndex p_gltf_root_index,
- Ref<GLTFNode> p_gltf_node, Node *p_scene_parent);
- void _check_visibility(Node *p_node, bool &retflag);
- void _convert_camera_to_gltf(Camera *camera, Ref<GLTFState> state,
- Ref<GLTFNode> gltf_node);
- #ifdef MODULE_GRIDMAP_ENABLED
- void _convert_grid_map_to_gltf(
- GridMap *p_grid_map,
- GLTFNodeIndex p_parent_node_index,
- GLTFNodeIndex p_root_node_index,
- Ref<GLTFNode> gltf_node, Ref<GLTFState> state);
- #endif // MODULE_GRIDMAP_ENABLED
- void _convert_mult_mesh_instance_to_gltf(
- MultiMeshInstance *p_scene_parent,
- GLTFNodeIndex p_parent_node_index,
- GLTFNodeIndex p_root_node_index,
- Ref<GLTFNode> gltf_node, Ref<GLTFState> state);
- void _convert_skeleton_to_gltf(
- Skeleton *p_scene_parent, Ref<GLTFState> state,
- GLTFNodeIndex p_parent_node_index,
- GLTFNodeIndex p_root_node_index,
- Ref<GLTFNode> gltf_node);
- void _convert_bone_attachment_to_gltf(BoneAttachment *p_bone_attachment,
- Ref<GLTFState> state,
- GLTFNodeIndex p_parent_node_index,
- GLTFNodeIndex p_root_node_index,
- Ref<GLTFNode> gltf_node);
- void _convert_mesh_instance_to_gltf(MeshInstance *p_mesh_instance,
- Ref<GLTFState> state,
- Ref<GLTFNode> gltf_node);
- GLTFMeshIndex _convert_mesh_to_gltf(Ref<GLTFState> state,
- MeshInstance *p_mesh_instance);
- void _convert_animation(Ref<GLTFState> state, AnimationPlayer *ap,
- String p_animation_track_name);
- Error serialize(Ref<GLTFState> state, Node *p_root, const String &p_path);
- Error parse(Ref<GLTFState> state, String p_paths, bool p_read_binary = false);
- };
- #endif // GLTF_DOCUMENT_H
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