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