| 
									
										
										
										
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										 |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | /*  gltf_document.h                                                      */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | /*                       This file is part of:                           */ | 
					
						
							|  |  |  | /*                           GODOT ENGINE                                */ | 
					
						
							|  |  |  | /*                      https://godotengine.org                          */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
							| 
									
										
										
										
											2021-01-01 20:13:46 +01:00
										 |  |  | /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */ | 
					
						
							|  |  |  | /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */ | 
					
						
							| 
									
										
										
										
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										 |  |  | /*                                                                       */ | 
					
						
							|  |  |  | /* 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"
 | 
					
						
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										 |  |  | 
 | 
					
						
							|  |  |  | #include "editor/import/scene_importer_mesh_node_3d.h"
 | 
					
						
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										 |  |  | #include "scene/3d/bone_attachment_3d.h"
 | 
					
						
							|  |  |  | #include "scene/3d/light_3d.h"
 | 
					
						
							|  |  |  | #include "scene/3d/mesh_instance_3d.h"
 | 
					
						
							|  |  |  | #include "scene/3d/node_3d.h"
 | 
					
						
							|  |  |  | #include "scene/3d/skeleton_3d.h"
 | 
					
						
							|  |  |  | #include "scene/animation/animation_player.h"
 | 
					
						
							|  |  |  | #include "scene/resources/material.h"
 | 
					
						
							|  |  |  | #include "scene/resources/texture.h"
 | 
					
						
							|  |  |  | 
 | 
					
						
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										 |  |  | #include "modules/modules_enabled.gen.h"
 | 
					
						
							|  |  |  | 
 | 
					
						
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										 |  |  | class GLTFState; | 
					
						
							|  |  |  | class GLTFSkin; | 
					
						
							|  |  |  | class GLTFNode; | 
					
						
							|  |  |  | class GLTFSpecGloss; | 
					
						
							|  |  |  | class GLTFSkeleton; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 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; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | public: | 
					
						
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										 |  |  | 	const int32_t JOINT_GROUP_SIZE = 4; | 
					
						
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										 |  |  | 	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); | 
					
						
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										 |  |  | 	String _sanitize_animation_name(const String &name); | 
					
						
							|  |  |  | 	String _gen_unique_animation_name(Ref<GLTFState> state, const String &p_name); | 
					
						
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										 |  |  | 	String _sanitize_bone_name(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<Texture2D> p_texture); | 
					
						
							|  |  |  | 	Ref<Texture2D> _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); | 
					
						
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										 |  |  | 	Vector<Quaternion> _decode_accessor_as_quaternion(Ref<GLTFState> state, | 
					
						
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										 |  |  | 			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); | 
					
						
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										 |  |  | 	Vector<Transform3D> _decode_accessor_as_xform(Ref<GLTFState> state, | 
					
						
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										 |  |  | 			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<BaseMaterial3D> material); | 
					
						
							|  |  |  | 	void spec_gloss_to_rough_metal(Ref<GLTFSpecGloss> r_spec_gloss, | 
					
						
							|  |  |  | 			Ref<BaseMaterial3D> 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); | 
					
						
							|  |  |  | 	BoneAttachment3D *_generate_bone_attachment(Ref<GLTFState> state, | 
					
						
							|  |  |  | 			Skeleton3D *skeleton, | 
					
						
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										 |  |  | 			const GLTFNodeIndex node_index, | 
					
						
							|  |  |  | 			const GLTFNodeIndex bone_index); | 
					
						
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										 |  |  | 	EditorSceneImporterMeshNode3D *_generate_mesh_instance(Ref<GLTFState> state, Node *scene_parent, const GLTFNodeIndex node_index); | 
					
						
							|  |  |  | 	Camera3D *_generate_camera(Ref<GLTFState> state, Node *scene_parent, | 
					
						
							|  |  |  | 			const GLTFNodeIndex node_index); | 
					
						
							| 
									
										
										
										
											2021-05-21 00:03:06 -07:00
										 |  |  | 	Node3D *_generate_light(Ref<GLTFState> state, Node *scene_parent, const GLTFNodeIndex node_index); | 
					
						
							| 
									
										
										
										
											2020-12-21 07:39:32 -08:00
										 |  |  | 	Node3D *_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); | 
					
						
							| 
									
										
										
										
											2021-01-20 07:02:02 +00:00
										 |  |  | 	GLTFAccessorIndex _encode_accessor_as_quaternions(Ref<GLTFState> state, | 
					
						
							|  |  |  | 			const Vector<Quaternion> p_attribs, | 
					
						
							| 
									
										
										
										
											2020-12-21 07:39:32 -08:00
										 |  |  | 			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, | 
					
						
							| 
									
										
										
										
											2020-10-17 01:08:21 -04:00
										 |  |  | 			const Vector<Transform3D> p_attribs, | 
					
						
							| 
									
										
										
										
											2020-12-21 07:39:32 -08:00
										 |  |  | 			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, | 
					
						
							| 
									
										
										
										
											2020-10-17 01:08:21 -04:00
										 |  |  | 			Ref<Animation> p_animation, Transform3D p_bone_rest, | 
					
						
							| 
									
										
										
										
											2020-12-21 07:39:32 -08:00
										 |  |  | 			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); | 
					
						
							|  |  |  | 	Error _serialize_bone_attachment(Ref<GLTFState> state); | 
					
						
							|  |  |  | 	Dictionary _serialize_texture_transform_uv1(Ref<BaseMaterial3D> p_material); | 
					
						
							|  |  |  | 	Dictionary _serialize_texture_transform_uv2(Ref<BaseMaterial3D> 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: | 
					
						
							| 
									
										
										
										
											2021-08-21 20:56:25 -05:00
										 |  |  | 	// https://www.itu.int/rec/R-REC-BT.601
 | 
					
						
							|  |  |  | 	// https://www.itu.int/dms_pubrec/itu-r/rec/bt/R-REC-BT.601-7-201103-I!!PDF-E.pdf
 | 
					
						
							| 
									
										
										
										
											2020-12-21 07:39:32 -08:00
										 |  |  | 	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: | 
					
						
							|  |  |  | 	void _process_mesh_instances(Ref<GLTFState> state, Node *scene_root); | 
					
						
							|  |  |  | 	void _generate_scene_node(Ref<GLTFState> state, Node *scene_parent, | 
					
						
							|  |  |  | 			Node3D *scene_root, | 
					
						
							|  |  |  | 			const GLTFNodeIndex node_index); | 
					
						
							| 
									
										
										
										
											2021-05-21 00:03:06 -07:00
										 |  |  | 	void _generate_skeleton_bone_node(Ref<GLTFState> state, Node *scene_parent, Node3D *scene_root, const GLTFNodeIndex node_index); | 
					
						
							| 
									
										
										
										
											2020-12-21 07:39:32 -08:00
										 |  |  | 	void _import_animation(Ref<GLTFState> state, AnimationPlayer *ap, | 
					
						
							|  |  |  | 			const GLTFAnimationIndex index, const int bake_fps); | 
					
						
							|  |  |  | 	GLTFMeshIndex _convert_mesh_instance(Ref<GLTFState> state, | 
					
						
							|  |  |  | 			MeshInstance3D *p_mesh_instance); | 
					
						
							|  |  |  | 	void _convert_mesh_instances(Ref<GLTFState> state); | 
					
						
							|  |  |  | 	GLTFCameraIndex _convert_camera(Ref<GLTFState> state, Camera3D *p_camera); | 
					
						
							|  |  |  | 	void _convert_light_to_gltf(Light3D *light, Ref<GLTFState> state, Node3D *spatial, Ref<GLTFNode> gltf_node); | 
					
						
							|  |  |  | 	GLTFLightIndex _convert_light(Ref<GLTFState> state, Light3D *p_light); | 
					
						
							|  |  |  | 	GLTFSkeletonIndex _convert_skeleton(Ref<GLTFState> state, Skeleton3D *p_skeleton); | 
					
						
							|  |  |  | 	void _convert_spatial(Ref<GLTFState> state, Node3D *p_spatial, Ref<GLTFNode> p_node); | 
					
						
							|  |  |  | 	void _convert_scene_node(Ref<GLTFState> state, Node *p_current, Node *p_root, | 
					
						
							|  |  |  | 			const GLTFNodeIndex p_gltf_current, | 
					
						
							|  |  |  | 			const GLTFNodeIndex p_gltf_root); | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2021-01-22 16:52:32 -05:00
										 |  |  | #ifdef MODULE_CSG_ENABLED
 | 
					
						
							| 
									
										
										
										
											2020-12-21 07:39:32 -08:00
										 |  |  | 	void _convert_csg_shape_to_gltf(Node *p_current, GLTFNodeIndex p_gltf_parent, Ref<GLTFNode> gltf_node, Ref<GLTFState> state); | 
					
						
							| 
									
										
										
										
											2021-01-22 16:52:32 -05:00
										 |  |  | #endif // MODULE_CSG_ENABLED
 | 
					
						
							| 
									
										
										
										
											2020-12-21 07:39:32 -08:00
										 |  |  | 
 | 
					
						
							|  |  |  | 	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, | 
					
						
							|  |  |  | 			const GLTFNodeIndex &p_gltf_current, | 
					
						
							|  |  |  | 			const GLTFNodeIndex &p_gltf_root_index, | 
					
						
							|  |  |  | 			Ref<GLTFNode> p_gltf_node, Node *p_scene_parent, | 
					
						
							|  |  |  | 			Node *p_root); | 
					
						
							|  |  |  | 	void _check_visibility(Node *p_node, bool &retflag); | 
					
						
							|  |  |  | 	void _convert_camera_to_gltf(Camera3D *camera, Ref<GLTFState> state, | 
					
						
							|  |  |  | 			Node3D *spatial, | 
					
						
							|  |  |  | 			Ref<GLTFNode> gltf_node); | 
					
						
							| 
									
										
										
										
											2021-01-22 16:52:32 -05:00
										 |  |  | #ifdef MODULE_GRIDMAP_ENABLED
 | 
					
						
							| 
									
										
										
										
											2020-12-21 07:39:32 -08:00
										 |  |  | 	void _convert_grid_map_to_gltf( | 
					
						
							|  |  |  | 			Node *p_scene_parent, | 
					
						
							|  |  |  | 			const GLTFNodeIndex &p_parent_node_index, | 
					
						
							|  |  |  | 			const GLTFNodeIndex &p_root_node_index, | 
					
						
							|  |  |  | 			Ref<GLTFNode> gltf_node, Ref<GLTFState> state, | 
					
						
							|  |  |  | 			Node *p_root_node); | 
					
						
							| 
									
										
										
										
											2021-01-22 16:52:32 -05:00
										 |  |  | #endif // MODULE_GRIDMAP_ENABLED
 | 
					
						
							| 
									
										
										
										
											2020-12-21 07:39:32 -08:00
										 |  |  | 	void _convert_mult_mesh_instance_to_gltf( | 
					
						
							|  |  |  | 			Node *p_scene_parent, | 
					
						
							|  |  |  | 			const GLTFNodeIndex &p_parent_node_index, | 
					
						
							|  |  |  | 			const GLTFNodeIndex &p_root_node_index, | 
					
						
							|  |  |  | 			Ref<GLTFNode> gltf_node, Ref<GLTFState> state, | 
					
						
							|  |  |  | 			Node *p_root_node); | 
					
						
							|  |  |  | 	void _convert_skeleton_to_gltf( | 
					
						
							|  |  |  | 			Node *p_scene_parent, Ref<GLTFState> state, | 
					
						
							|  |  |  | 			const GLTFNodeIndex &p_parent_node_index, | 
					
						
							|  |  |  | 			const GLTFNodeIndex &p_root_node_index, | 
					
						
							|  |  |  | 			Ref<GLTFNode> gltf_node, Node *p_root_node); | 
					
						
							|  |  |  | 	void _convert_bone_attachment_to_gltf(Node *p_scene_parent, | 
					
						
							|  |  |  | 			Ref<GLTFState> state, | 
					
						
							|  |  |  | 			Ref<GLTFNode> gltf_node, | 
					
						
							|  |  |  | 			bool &retflag); | 
					
						
							|  |  |  | 	void _convert_mesh_to_gltf(Node *p_scene_parent, | 
					
						
							|  |  |  | 			Ref<GLTFState> state, Node3D *spatial, | 
					
						
							|  |  |  | 			Ref<GLTFNode> gltf_node); | 
					
						
							|  |  |  | 	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
 |