Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Improve GLTF export logic for scene root nodes #79801

Merged
merged 1 commit into from
Aug 2, 2023
Merged
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
65 changes: 30 additions & 35 deletions modules/gltf/gltf_document.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -243,23 +243,18 @@ Error GLTFDocument::_serialize_gltf_extensions(Ref<GLTFState> p_state) const {
}

Error GLTFDocument::_serialize_scenes(Ref<GLTFState> p_state) {
ERR_FAIL_COND_V_MSG(p_state->root_nodes.size() == 0, ERR_INVALID_DATA, "GLTF export: The scene must have at least one root node.");
// Godot only supports one scene per glTF file.
Array scenes;
const int loaded_scene = 0;
p_state->json["scene"] = loaded_scene;

if (p_state->nodes.size()) {
Dictionary s;
if (!p_state->scene_name.is_empty()) {
s["name"] = p_state->scene_name;
}

Array nodes;
nodes.push_back(0);
s["nodes"] = nodes;
scenes.push_back(s);
}
Dictionary scene_dict;
scenes.append(scene_dict);
p_state->json["scenes"] = scenes;

p_state->json["scene"] = 0;
// Add nodes to the scene dict.
scene_dict["nodes"] = p_state->root_nodes;
if (!p_state->scene_name.is_empty()) {
scene_dict["name"] = p_state->scene_name;
}
return OK;
}

Expand Down Expand Up @@ -5462,9 +5457,7 @@ void GLTFDocument::_convert_scene_node(Ref<GLTFState> p_state, Node *p_current,
GLTFNodeIndex gltf_root = p_gltf_root;
if (gltf_root == -1) {
gltf_root = current_node_i;
Array scenes;
scenes.push_back(gltf_root);
p_state->json["scene"] = scenes;
p_state->root_nodes.push_back(gltf_root);
}
_create_gltf_node(p_state, p_current, current_node_i, p_gltf_parent, gltf_root, gltf_node);
for (int node_i = 0; node_i < p_current->get_child_count(); node_i++) {
Expand Down Expand Up @@ -7297,42 +7290,44 @@ Node *GLTFDocument::generate_scene(Ref<GLTFState> p_state, float p_bake_fps, boo
return root;
}

Error GLTFDocument::append_from_scene(Node *p_node, Ref<GLTFState> p_state, uint32_t p_flags) {
ERR_FAIL_COND_V(p_state.is_null(), FAILED);
p_state->use_named_skin_binds = p_flags & GLTF_IMPORT_USE_NAMED_SKIN_BINDS;
p_state->discard_meshes_and_materials = p_flags & GLTF_IMPORT_DISCARD_MESHES_AND_MATERIALS;

Error GLTFDocument::append_from_scene(Node *p_node, Ref<GLTFState> r_state, uint32_t p_flags) {
ERR_FAIL_COND_V(r_state.is_null(), FAILED);
r_state->use_named_skin_binds = p_flags & GLTF_IMPORT_USE_NAMED_SKIN_BINDS;
r_state->discard_meshes_and_materials = p_flags & GLTF_IMPORT_DISCARD_MESHES_AND_MATERIALS;
if (!r_state->buffers.size()) {
r_state->buffers.push_back(Vector<uint8_t>());
}
// Perform export preflight for document extensions. Only extensions that
// return OK will be used for the rest of the export steps.
document_extensions.clear();
for (Ref<GLTFDocumentExtension> ext : all_document_extensions) {
ERR_CONTINUE(ext.is_null());
Error err = ext->export_preflight(p_state, p_node);
Error err = ext->export_preflight(r_state, p_node);
if (err == OK) {
document_extensions.push_back(ext);
}
}
_convert_scene_node(p_state, p_node, -1, -1);
if (!p_state->buffers.size()) {
p_state->buffers.push_back(Vector<uint8_t>());
}
// Add the root node(s) and their descendants to the state.
_convert_scene_node(r_state, p_node, -1, -1);
return OK;
}

Error GLTFDocument::append_from_buffer(PackedByteArray p_bytes, String p_base_path, Ref<GLTFState> p_state, uint32_t p_flags) {
ERR_FAIL_COND_V(p_state.is_null(), FAILED);
Error GLTFDocument::append_from_buffer(PackedByteArray p_bytes, String p_base_path, Ref<GLTFState> r_state, uint32_t p_flags) {
ERR_FAIL_COND_V(r_state.is_null(), FAILED);
// TODO Add missing texture and missing .bin file paths to r_missing_deps 2021-09-10 fire
Error err = FAILED;
p_state->use_named_skin_binds = p_flags & GLTF_IMPORT_USE_NAMED_SKIN_BINDS;
p_state->discard_meshes_and_materials = p_flags & GLTF_IMPORT_DISCARD_MESHES_AND_MATERIALS;
r_state->use_named_skin_binds = p_flags & GLTF_IMPORT_USE_NAMED_SKIN_BINDS;
r_state->discard_meshes_and_materials = p_flags & GLTF_IMPORT_DISCARD_MESHES_AND_MATERIALS;

Ref<FileAccessMemory> file_access;
file_access.instantiate();
file_access->open_custom(p_bytes.ptr(), p_bytes.size());
p_state->base_path = p_base_path.get_base_dir();
err = _parse(p_state, p_state->base_path, file_access);
r_state->base_path = p_base_path.get_base_dir();
err = _parse(r_state, r_state->base_path, file_access);
ERR_FAIL_COND_V(err != OK, err);
for (Ref<GLTFDocumentExtension> ext : document_extensions) {
ERR_CONTINUE(ext.is_null());
err = ext->import_post_parse(p_state);
err = ext->import_post_parse(r_state);
ERR_FAIL_COND_V(err != OK, err);
}
return OK;
Expand Down