Added back GridMap support for the GLTF module.

This commit is contained in:
Relintai 2022-10-08 23:58:46 +02:00
parent 932bebcdba
commit cd944e8bbe
2 changed files with 50 additions and 0 deletions

View File

@ -75,6 +75,10 @@
#include "modules/regex/regex.h"
#endif // MODULE_REGEX_ENABLED
#ifdef MODULE_GRIDMAP_ENABLED
#include "modules/gridmap/grid_map.h"
#endif // MODULE_GRIDMAP_ENABLED
Ref<ArrayMesh> _mesh_to_array_mesh(Ref<Mesh> p_mesh) {
Ref<ArrayMesh> array_mesh = p_mesh;
if (array_mesh.is_valid()) {
@ -5457,6 +5461,11 @@ void GLTFDocument::_convert_scene_node(Ref<GLTFState> state, Node *p_current, co
// We ignore the Pandemonium Engine node that is the skeleton.
return;
#endif
#ifdef MODULE_GRIDMAP_ENABLED
} else if (cast_to<GridMap>(p_current)) {
GridMap *gridmap = Object::cast_to<GridMap>(p_current);
_convert_grid_map_to_gltf(gridmap, p_gltf_parent, p_gltf_root, gltf_node, state);
#endif // MODULE_GRIDMAP_ENABLED
} else if (cast_to<MultiMeshInstance>(p_current)) {
MultiMeshInstance *multi = cast_to<MultiMeshInstance>(p_current);
_convert_mult_mesh_instance_to_gltf(multi, p_gltf_parent, p_gltf_root, gltf_node, state);
@ -5531,6 +5540,36 @@ void GLTFDocument::_convert_light_to_gltf(Light *light, Ref<GLTFState> state, Re
}
}
#ifdef MODULE_GRIDMAP_ENABLED
void GLTFDocument::_convert_grid_map_to_gltf(GridMap *p_grid_map, GLTFNodeIndex p_parent_node_index, GLTFNodeIndex p_root_node_index, Ref<GLTFNode> gltf_node, Ref<GLTFState> state) {
Array cells = p_grid_map->get_used_cells();
for (int32_t k = 0; k < cells.size(); k++) {
GLTFNode *new_gltf_node = memnew(GLTFNode);
gltf_node->children.push_back(state->nodes.size());
state->nodes.push_back(new_gltf_node);
Vector3 cell_location = cells[k];
int32_t cell = p_grid_map->get_cell_item(
cell_location.x, cell_location.y, cell_location.z);
Transform cell_xform;
cell_xform.basis.set_orthogonal_index(
p_grid_map->get_cell_item_orientation(
cell_location.x, cell_location.y, cell_location.z));
cell_xform.basis.scale(Vector3(p_grid_map->get_cell_scale(),
p_grid_map->get_cell_scale(),
p_grid_map->get_cell_scale()));
cell_xform.set_origin(p_grid_map->map_to_world(
cell_location.x, cell_location.y, cell_location.z));
Ref<GLTFMesh> gltf_mesh;
gltf_mesh.instance();
gltf_mesh->set_mesh(_mesh_to_array_mesh(p_grid_map->get_mesh_library()->get_item_mesh(cell)));
new_gltf_node->mesh = state->meshes.size();
state->meshes.push_back(gltf_mesh);
new_gltf_node->xform = cell_xform * p_grid_map->get_transform();
new_gltf_node->set_name(_gen_unique_name(state, p_grid_map->get_mesh_library()->get_item_name(cell)));
}
}
#endif // MODULE_GRIDMAP_ENABLED
void GLTFDocument::_convert_mult_mesh_instance_to_gltf(MultiMeshInstance *p_multi_mesh_instance, GLTFNodeIndex p_parent_node_index, GLTFNodeIndex p_root_node_index, Ref<GLTFNode> gltf_node, Ref<GLTFState> state) {
Ref<MultiMesh> multi_mesh = p_multi_mesh_instance->get_multimesh();
if (multi_mesh.is_valid()) {

View File

@ -47,6 +47,10 @@ class Skeleton;
class BoneAttachment;
#endif
#ifdef MODULE_GRIDMAP_ENABLED
class GridMap;
#endif // MODULE_GRIDMAP_ENABLED
class GLTFState;
class GLTFSkin;
class GLTFNode;
@ -412,6 +416,13 @@ public:
void _check_visibility(Node *p_node, bool &retflag);
void _convert_camera_to_gltf(Camera *camera, Ref<GLTFState> state,
Ref<GLTFNode> gltf_node);
#ifdef MODULE_GRIDMAP_ENABLED
void _convert_grid_map_to_gltf(
GridMap *p_grid_map,
GLTFNodeIndex p_parent_node_index,
GLTFNodeIndex p_root_node_index,
Ref<GLTFNode> gltf_node, Ref<GLTFState> state);
#endif // MODULE_GRIDMAP_ENABLED
void _convert_mult_mesh_instance_to_gltf(
MultiMeshInstance *p_scene_parent,
GLTFNodeIndex p_parent_node_index,