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* Merge commit godotengine/godot@87318a2fb7fffeb72adca934e31915be077c3d1fSpartan3222024-11-061-0/+2
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| * GLTF: Implement the glTF Object Model to support JSON pointer propertiesAaron Franke2024-11-041-0/+2
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* | Fix copyright headers referring to GodotSpartan3222024-10-271-2/+2
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* | Rebrand preambles to RedotDubhghlas McLaughlin2024-10-111-0/+2
|/ | | | | | | | | | | | | | | | | | | | | | Credits: Co-authored-by: Skogi <skogi.b@gmail.com> Co-authored-by: Spartan322 <Megacake1234@gmail.com> Co-authored-by: swashberry <swashdev@pm.me> Co-authored-by: Christoffer Sundbom <christoffer_karlsson@live.se> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: McDubh <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: radenthefolf <radenthefolf@gmail.com> Co-authored-by: John Knight <80524176+Tekisasu-JohnK@users.noreply.github.com> Co-authored-by: Adam Vondersaar <adam.vondersaar@uphold.com> Co-authored-by: decryptedchaos <nixgod@gmail.com> Co-authored-by: zaftnotameni <122100803+zaftnotameni@users.noreply.github.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: wesam <108880473+wesamdev@users.noreply.github.com> Co-authored-by: Mister Puma <MisterPuma80@gmail.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: SingleError <isaaconeoneone@gmail.com> Co-authored-by: Bioblaze Payne <BioblazePayne@gmail.com>
* Add ufbx for FBX importingK. S. Ernest (iFire) Lee2024-02-231-19/+2
| | | | | | | | | | | | | | | | This update introduces a new import method for FBX files using ufbx. If the fbx2gltf import fails, it will use the most recently cached scene from the ufbx import. The process is sped up by introducing threads to load the ufbx portion. Key changes include: - Support for importing geometry helper nodes in FBX files. - Addition of cameras and lights with updated names. - Removal of the fbx importer manager. - Introduction of ModelDocument3D and updates to its methods. - Changes to FBX import options and visibility. - Updating the documentation and handling some errors. - Store the original non-unique node, mesh and animation names in FBX and glTF. Co-Authored-By: bqqbarbhg <bqqbarbhg@gmail.com>
* Update blender_path behavior to require exact path to executable instead of ↵mxaddict2024-01-271-15/+31
| | | | trying to guess it
* Misc changes to the GLTF module before audio PRAaron Franke2024-01-111-0/+1
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* Fix referring to ResourceImporterScene static importers via instancesAaron Franke2023-12-111-3/+3
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* Merge pull request #76572 from acazuc/ktx_format_supportRémi Verschelde2023-08-191-0/+2
|\ | | | | Add support for KTX image format so that we can use Basis Universal for GLTF
| * Add support for KTX & KTX2 image formatacazuc2023-08-191-0/+2
| | | | | | | | Add support glTF KHR_texture_basisu extension
* | Fixed editor filesystem/import properties not being caught by the doctoolKurtBliss2023-08-141-16/+1
|/ | | | | Defined glft editor properties in editor_settings Added documentation descriptions and entries
* Make blend file importer warnings translatableHaoyu Qiu2023-07-231-2/+2
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* GLTF: Rename GLTFCollider class to GLTFPhysicsShapeAaron Franke2023-06-161-1/+1
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* Style: Harmonize header includes in modulesRémi Verschelde2023-06-151-2/+3
| | | | | | | | | | | | | | | | | | | | This applies our existing style guide, and adds a new rule to that style guide for modular components such as platform ports and modules: Includes from the platform port or module ("local" includes) should be listed first in their own block using relative paths, before Godot's "core" includes which use "absolute" (project folder relative) paths, and finally thirdparty includes. Includes in `#ifdef`s come after their relevant section, i.e. the overall structure is: - Local includes * Conditional local includes - Core includes * Conditional core includes - Thirdparty includes * Conditional thirdparty includes
* Add support for extending GLTF with more texture formats & support WebPAaron Franke2023-05-221-0/+2
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* Implement physics support in the GLTF moduleAaron Franke2023-03-091-0/+4
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* FBX: Disable importer when canceling FBX2glTF setupRémi Verschelde2023-03-031-2/+2
| | | | | | | | | | | Pretty hacky solution but it's better than an infinite loop. All this import setup needs to be redone, it's very difficult to properly bail out from an invalid import without triggering reimport loops. Also fix underline not visible at default editor scale in LinkButton. Fixes #73319.
* Merge pull request #69319 from RedMser/blender-import-rpcRémi Verschelde2023-02-011-0/+11
|\ | | | | | | Batch import Blend files using XML RPC
| * Batch import Blend files using XML RPCRedMser2022-12-151-0/+11
| | | | | | | | | | | | This improves performance when importing many Blender files, as it avoids waiting for Blender to startup every time. Old logic is still available by setting the RPC port setting to 0.
* | One Copyright Update to rule them allRémi Verschelde2023-01-051-29/+29
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
* | Add a dialog for customizing FBX importreduz2022-12-181-10/+7
|/ | | | | | | * If FBX files are found, a dialog will pop up asking to configure FBX2glTF. * Dialog can also be accessed by going Editor -> Configure FBX Import. * The dialog also shows a link to click to download the converter, which should contain instructions.
* GLTF: Clean up lots of includesAaron Franke2022-11-291-16/+0
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* Change the way GLTFDocumentExtension classes are registeredAaron Franke2022-11-091-2/+12
| | | | Also move GLTFDocumentExtension into the extensions folder
* GLTF imports & exports material texture filtersThe Tophat Demon2022-10-031-0/+2
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* Fix some errors affecting the Web editorRémi Verschelde2022-09-121-0/+5
| | | | | | | | | | | - Don't warn about minimized/maximized modes not being available. - Blender and FBX export both depend on running thirdparty applications, which can't be done (easily at least) for Web and Android editors. - Editor theme complained about not being able to retrieve texture data for an icon. It was only used once so instead of flipping at runtime, let's just add a flipped icon. Part of #65702.
* Fix Blender file path check to require a directoryJonathan Nicholl2022-08-241-2/+2
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* Update messages for missing FBX2glTF, add similar messages for BlenderJonathan Nicholl2022-08-221-9/+16
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* GLTF: Organize structures into a subfolderAaron Franke2022-07-241-11/+11
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* Refactor module initializationreduz2022-05-041-33/+40
| | | | | | | * Changed to use the same stages as extensions. * Makes the initialization more coherent, helping solve problems due to lack of stages. * Makes it easier to port between module and extension. * removed the DRIVER initialization level (no longer needed).
* Import scenes as AnimationLibraryreduz2022-04-131-3/+3
| | | | | | | | | | | | Added the ability to import scenes as AnimationLibrary * Completes implementation of https://github.com/godotengine/godot-proposals/issues/4296 * Helps if you want to export animations to a separate file (say a GLTF) to avoid re-importing/exporting them every time the model changes. * Helps if you simply want to have animations using a dummy model, which can be shared across multiple models. Creates a secondary scene importer used only for animations. **NOTE**: A new flag for scene importer: EditorSceneFormatImporter.IMPORT_DISCARD_MESHES_AND_MATERIALS has been added, to hint importers that they should skip meshes and animations (and hence make importing faster). It is not implemented in any importer yet, this should be done in a separate PR.
* Make FileAccess and DirAccess classes reference counted.bruvzg2022-04-111-1/+1
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* Add Blender install autodetection and configuration.reduz2022-04-011-14/+12
| | | | | | | | | | | | | This PR is a continuation to #54886 * Changed Blender path editor setting from binary to installation. * Add a class to query whether the format is supported. * This class allows to create proper editors to configure support. **NOTE**: This PR only provides autodetection on Linux. Code needs to be added for Windows and MacOS to autodetect the Blender installation. Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com> Co-authored-by: Pedro J. Estébanez <pedrojrulez@gmail.com>
* Add fbx2gltf support for importing .fbx filesK. S. Ernest (iFire) Lee2022-03-301-3/+27
| | | | | | | | | | Lets you drag or place .fbx files in the project folder and it will import the files. An editor setting sets the location of the fbx2gltf binary. Enables .fbx and .blend by default. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
* Add support for importing .blend filesK. S. Ernest (iFire) Lee2022-03-291-17/+48
| | | | | | | | | | Lets you drag or place .blend files in the project folder and it will import the files. Checks for Blender 3.0's gltf2 `export_keep_originals` option. Add basepath support to GLTFDocument append_from_file. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
* Modules: Don't build editor-specific classes in templatesRémi Verschelde2022-03-281-7/+8
| | | | | They're moved to an `editor` subfolder so that we can easily handle them separately.
* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Add scene Post-Import Plugin support.reduz2021-10-151-2/+2
| | | | | | | * New plugin system to control the whole import workflow * Can add options and run code at every import step (general, per node, mesh, animation, material etc.) This constitutes a first version of these plugins. The ability to interact with the import preview dialog will likely be added later on.
* GLTF for game templates.K. S. Ernest (iFire) Lee2021-10-031-0/+4
| | | | | | | | | | | | | Convert GLTF Document to use ImporterMeshInstance3D. Add a GLTFDocument extension list and an extension for converting the importer mesh instance 3d to mesh instance 3d. Use GLTF module when the editor tools are disabled. Modified the render server to be less restrictive on matching blend arrays and have more logging. Misc bugs with multimesh. Always index the meshes.
* Remove packed scene gltfK. S. Ernest (iFire) Lee2021-09-101-1/+0
| | | We determined through discussion that composing the packed scene from a node tree was a better design because it removed duplication of code.
* Implement the ability to disable classesreduz2021-07-131-15/+15
| | | | | | | * This PR adds the ability to disable classes when building. * For now it's only possible to do this via command like: `scons disable_classes=RayCast2D,Area3D` * Eventually, a proper UI will be implemented to create a build config file to do this at large scale, as well as detect what is used in the project.
* Rename `instance()`->`instantiate()` when it's a verbLightning_A2021-06-191-1/+1
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* make EditorSceneImporterGLTF and GLTFMesh APIType::API_EDITORNutmegStudio2021-01-081-2/+2
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* Update copyright statements to 2021Rémi Verschelde2021-01-011-2/+2
| | | | | | | | | | | | | | Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
* Add exporting glTF2.K. S. Ernest (iFire) Lee2020-12-221-0/+88
* Support KHR_texture_transform. * Support exporting glTF2 * Support exporting instanced scenes * Extract into a gltf state and gltf document * Add a tools menu for exporting gltf2