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[WIP] Scene export native gltf #33904
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Add initial editor saver plugin and resource saver scene. Begin EditorSceneSaverGLTF. Rename to save scene and save animation. Rename get save flags for saving. Initial work on save scene and save animation. Move editor scene saver gltf and its plugin out. Work on EditorSceneExporter. Keep the exporter names in sync. Extract EditorSceneImporterGLTF into a GLTFDocument. Extract gltf_document. Work on export from gltf documents. Work on _generate_gltf_scene. Work on _convert_mesh_instance. Convert camera and convert spatial. Link children and parents of a gltf node. Improve _convert_mesh_instances. Can export json. Export basic gltf2 nodes without meshes. Initial all elements of the matrix array. Stub encoding accessor. Create a stub of _encode_accessor. Checkpoint. Scene shows. Can see triangles now! Can now duplicate meshes. Default byte_stride to -1. Need to cascade change to byte_stride. Add normals, uv1 and uv2. Add tangent, weight_0 and bone_0. Avoid crashing in uvs. Serialize materials. Avoid crashes and improve materials. A mesh instances has meshes, not just array meshes. Avoid crashes. Partial material support. Save to folders. If the material is transparent, set it as blend. Support more materials. Tangents must be reordered. Size must be greater than zero. Don't process mesh_instances twice. Revert "Tangents must be reordered." This reverts commit 70e0e53a3854973f1e02cac1da88bcb2517cd281. Remove joints and weights. Cleanup. Remove old code from savers and exporters. Divide the gltf classes that are serializing and converting. Add copyrights. Whitespace changes. Whitespace. Whitespace. Code cleanup from cicd. Cleanup. Whitespace. Fixing cicd errors. Error is not being used. CICD errors. CICD fixes. Restore GDCLASS on resource saver. Don't double nest the root node. Avoid material crash. Don't need to set gltf parent. Don't lose root node. Create hierarchy for skeleton. Better skeleton. Restore skins. Add work on skins. Buggy. Disable skeletal animation for now. Revert "Disable skeletal animation for now." This reverts commit 1dc939c753ec7f249d4a065384386f2e273f414b. Disable skeletal animation. Whitespace changes. Handle materials in mesh instancce and geometry material overrides. Whitespace changes. Images array cannot be empty. Restore animations and bugfix scene conversion. Disable animations. Set the skeleton node to have the global transform removed. Revert "Set the skeleton node to have the global transform removed." This reverts commit f4a9b5e79af6938ec05d1d9e3b30a06c200f6a7e. Revert "Disable animations." This reverts commit 15513b7d2c113d7b4110b8daebebc988a1d8ab45. Support blend shapes. Add wip. Bugfixes. Restore blend shape support. Add error message. Better blend supports. Whitespace. Avoid code warnings. Duplicate and reown removed the top node. Break apart matrix. Remove duplication of code in _convert_scene_node. Change textures to srgb. Undo correction. Skins work! Whitespace. Skeleton skins meshes. Use a type that exists on windows. numerical limit of min is not lowest. Redo max and min accessor values. Change accessors for encoding. Checkin wip. Fix normalization math and don't normalize. Disable animations. Consistently use get_rotation_quat. Avoid warnings. Normalizing weights is not needed. Handle empty materials. Indices is a boolean value. Save tangent directly. Avoid gltf validation errors. Avoid invalid camera data in the nodes. Bugfixes Stepify matrix to avoid min and max float problems. Normalize tangent and normals. Add some storage for bone to node mappings and node to parent mappings. Add a material cache. Make more robust. Renumber comments. Support all meshes not just array meshes. Support gridmaps. The scene does not have extra nodes now. Save only visible nodes. Cleanup skeletons. Make the code less messy by storing the skeleton to node mapping. Remove the duplication of the skeleton node. Cleanup and make bone animations work. Avoid variable shadowing. Remove comment. Cleanup and support blend shape animations. Cleanup. Cleanup parenting logic. Find mesh or skeleton by name. Use full paths again to get nodes.
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Whoops, will reset. |
The new location of the pr is at #34193. |
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Need some CICD.
Alternative to #32218 that directly uses Godot's importer to write an exporter.
Features:
Export the scene to glTF2.
Updated 2019-12-04.
Done:
Todo: