GLTF: Add import_pre_generate and export_post_convert extension steps

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Aaron Franke 2024-09-02 03:27:06 -07:00
parent 02b16d2f54
commit 5972907612
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GPG Key ID: 40A1750B977E56BF
4 changed files with 64 additions and 14 deletions

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@ -18,7 +18,7 @@
<param index="1" name="gltf_node" type="GLTFNode" />
<param index="2" name="scene_node" type="Node" />
<description>
Part of the export process. This method is run after [method _export_preflight] and before [method _export_preserialize].
Part of the export process. This method is run after [method _export_preflight] and before [method _export_post_convert].
Runs when converting the data from a Godot scene node. This method can be used to process the Godot scene node data into a format that can be used by [method _export_node].
</description>
</method>
@ -41,6 +41,15 @@
This method can be used to modify the final JSON of the generated glTF file.
</description>
</method>
<method name="_export_post_convert" qualifiers="virtual">
<return type="int" enum="Error" />
<param index="0" name="state" type="GLTFState" />
<param index="1" name="root" type="Node" />
<description>
Part of the export process. This method is run after [method _convert_scene_node] and before [method _export_preserialize].
This method can be used to modify the converted node data structures before serialization with any additional data from the scene tree.
</description>
</method>
<method name="_export_preflight" qualifiers="virtual">
<return type="int" enum="Error" />
<param index="0" name="state" type="GLTFState" />
@ -54,7 +63,7 @@
<return type="int" enum="Error" />
<param index="0" name="state" type="GLTFState" />
<description>
Part of the export process. This method is run after [method _convert_scene_node] and before [method _get_saveable_image_formats].
Part of the export process. This method is run after [method _export_post_convert] and before [method _get_saveable_image_formats].
This method can be used to alter the state before performing serialization. It runs every time when generating a buffer with [method GLTFDocument.generate_buffer] or writing to the file system with [method GLTFDocument.write_to_filesystem].
</description>
</method>
@ -64,7 +73,7 @@
<param index="1" name="gltf_node" type="GLTFNode" />
<param index="2" name="scene_parent" type="Node" />
<description>
Part of the import process. This method is run after [method _import_post_parse] and before [method _import_node].
Part of the import process. This method is run after [method _import_pre_generate] and before [method _import_node].
Runs when generating a Godot scene node from a GLTFNode. The returned node will be added to the scene tree. Multiple nodes can be generated in this step if they are added as a child of the returned node.
[b]Note:[/b] The [param scene_parent] parameter may be null if this is the single root node.
</description>
@ -113,8 +122,16 @@
<return type="int" enum="Error" />
<param index="0" name="state" type="GLTFState" />
<description>
Part of the import process. This method is run after [method _parse_node_extensions] and before [method _generate_scene_node].
This method can be used to modify any of the data imported so far after parsing, before generating the nodes and then running the final per-node import step.
Part of the import process. This method is run after [method _parse_node_extensions] and before [method _import_pre_generate].
This method can be used to modify any of the data imported so far after parsing each node, but before generating the scene or any of its nodes.
</description>
</method>
<method name="_import_pre_generate" qualifiers="virtual">
<return type="int" enum="Error" />
<param index="0" name="state" type="GLTFState" />
<description>
Part of the import process. This method is run after [method _import_post_parse] and before [method _generate_scene_node].
This method can be used to modify or read from any of the processed data structures, before generating the nodes and then running the final per-node import step.
</description>
</method>
<method name="_import_preflight" qualifiers="virtual">

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@ -38,13 +38,15 @@ void GLTFDocumentExtension::_bind_methods() {
GDVIRTUAL_BIND(_parse_image_data, "state", "image_data", "mime_type", "ret_image");
GDVIRTUAL_BIND(_get_image_file_extension);
GDVIRTUAL_BIND(_parse_texture_json, "state", "texture_json", "ret_gltf_texture");
GDVIRTUAL_BIND(_generate_scene_node, "state", "gltf_node", "scene_parent");
GDVIRTUAL_BIND(_import_post_parse, "state");
GDVIRTUAL_BIND(_import_pre_generate, "state");
GDVIRTUAL_BIND(_generate_scene_node, "state", "gltf_node", "scene_parent");
GDVIRTUAL_BIND(_import_node, "state", "gltf_node", "json", "node");
GDVIRTUAL_BIND(_import_post, "state", "root");
// Export process.
GDVIRTUAL_BIND(_export_preflight, "state", "root");
GDVIRTUAL_BIND(_convert_scene_node, "state", "gltf_node", "scene_node");
GDVIRTUAL_BIND(_export_post_convert, "state", "root");
GDVIRTUAL_BIND(_export_preserialize, "state");
GDVIRTUAL_BIND(_get_saveable_image_formats);
GDVIRTUAL_BIND(_serialize_image_to_bytes, "state", "image", "image_dict", "image_format", "lossy_quality");
@ -98,6 +100,20 @@ Error GLTFDocumentExtension::parse_texture_json(Ref<GLTFState> p_state, const Di
return err;
}
Error GLTFDocumentExtension::import_post_parse(Ref<GLTFState> p_state) {
ERR_FAIL_COND_V(p_state.is_null(), ERR_INVALID_PARAMETER);
Error err = OK;
GDVIRTUAL_CALL(_import_post_parse, p_state, err);
return err;
}
Error GLTFDocumentExtension::import_pre_generate(Ref<GLTFState> p_state) {
ERR_FAIL_COND_V(p_state.is_null(), ERR_INVALID_PARAMETER);
Error err = OK;
GDVIRTUAL_CALL(_import_pre_generate, p_state, err);
return err;
}
Node3D *GLTFDocumentExtension::generate_scene_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Node *p_scene_parent) {
ERR_FAIL_COND_V(p_state.is_null(), nullptr);
ERR_FAIL_COND_V(p_gltf_node.is_null(), nullptr);
@ -106,13 +122,6 @@ Node3D *GLTFDocumentExtension::generate_scene_node(Ref<GLTFState> p_state, Ref<G
return ret_node;
}
Error GLTFDocumentExtension::import_post_parse(Ref<GLTFState> p_state) {
ERR_FAIL_COND_V(p_state.is_null(), ERR_INVALID_PARAMETER);
Error err = OK;
GDVIRTUAL_CALL(_import_post_parse, p_state, err);
return err;
}
Error GLTFDocumentExtension::import_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Dictionary &r_dict, Node *p_node) {
ERR_FAIL_COND_V(p_state.is_null(), ERR_INVALID_PARAMETER);
ERR_FAIL_COND_V(p_gltf_node.is_null(), ERR_INVALID_PARAMETER);
@ -145,6 +154,14 @@ void GLTFDocumentExtension::convert_scene_node(Ref<GLTFState> p_state, Ref<GLTFN
GDVIRTUAL_CALL(_convert_scene_node, p_state, p_gltf_node, p_scene_node);
}
Error GLTFDocumentExtension::export_post_convert(Ref<GLTFState> p_state, Node *p_root) {
ERR_FAIL_COND_V(p_state.is_null(), ERR_INVALID_PARAMETER);
ERR_FAIL_NULL_V(p_root, ERR_INVALID_PARAMETER);
Error err = OK;
GDVIRTUAL_CALL(_export_post_convert, p_state, p_root, err);
return err;
}
Error GLTFDocumentExtension::export_preserialize(Ref<GLTFState> p_state) {
ERR_FAIL_COND_V(p_state.is_null(), ERR_INVALID_PARAMETER);
Error err = OK;

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@ -50,12 +50,14 @@ public:
virtual String get_image_file_extension();
virtual Error parse_texture_json(Ref<GLTFState> p_state, const Dictionary &p_texture_json, Ref<GLTFTexture> r_gltf_texture);
virtual Error import_post_parse(Ref<GLTFState> p_state);
virtual Error import_pre_generate(Ref<GLTFState> p_state);
virtual Node3D *generate_scene_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Node *p_scene_parent);
virtual Error import_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Dictionary &r_json, Node *p_node);
virtual Error import_post(Ref<GLTFState> p_state, Node *p_node);
// Export process.
virtual Error export_preflight(Ref<GLTFState> p_state, Node *p_root);
virtual void convert_scene_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Node *p_scene_node);
virtual Error export_post_convert(Ref<GLTFState> p_state, Node *p_root);
virtual Error export_preserialize(Ref<GLTFState> p_state);
virtual Vector<String> get_saveable_image_formats();
virtual PackedByteArray serialize_image_to_bytes(Ref<GLTFState> p_state, Ref<Image> p_image, Dictionary p_image_dict, const String &p_image_format, float p_lossy_quality);
@ -71,13 +73,15 @@ public:
GDVIRTUAL4R(Error, _parse_image_data, Ref<GLTFState>, PackedByteArray, String, Ref<Image>);
GDVIRTUAL0R(String, _get_image_file_extension);
GDVIRTUAL3R(Error, _parse_texture_json, Ref<GLTFState>, Dictionary, Ref<GLTFTexture>);
GDVIRTUAL3R(Node3D *, _generate_scene_node, Ref<GLTFState>, Ref<GLTFNode>, Node *);
GDVIRTUAL1R(Error, _import_post_parse, Ref<GLTFState>);
GDVIRTUAL1R(Error, _import_pre_generate, Ref<GLTFState>);
GDVIRTUAL3R(Node3D *, _generate_scene_node, Ref<GLTFState>, Ref<GLTFNode>, Node *);
GDVIRTUAL4R(Error, _import_node, Ref<GLTFState>, Ref<GLTFNode>, Dictionary, Node *);
GDVIRTUAL2R(Error, _import_post, Ref<GLTFState>, Node *);
// Export process.
GDVIRTUAL2R(Error, _export_preflight, Ref<GLTFState>, Node *);
GDVIRTUAL3(_convert_scene_node, Ref<GLTFState>, Ref<GLTFNode>, Node *);
GDVIRTUAL2R(Error, _export_post_convert, Ref<GLTFState>, Node *);
GDVIRTUAL1R(Error, _export_preserialize, Ref<GLTFState>);
GDVIRTUAL0R(Vector<String>, _get_saveable_image_formats);
GDVIRTUAL5R(PackedByteArray, _serialize_image_to_bytes, Ref<GLTFState>, Ref<Image>, Dictionary, String, float);

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@ -7205,6 +7205,12 @@ Node *GLTFDocument::_generate_scene_node_tree(Ref<GLTFState> p_state) {
ERR_FAIL_COND_V_MSG(err != OK, nullptr, "glTF: Failed to create skeletons.");
err = _create_skins(p_state);
ERR_FAIL_COND_V_MSG(err != OK, nullptr, "glTF: Failed to create skins.");
// Run pre-generate for each extension, in case an extension needs to do something before generating the scene.
for (Ref<GLTFDocumentExtension> ext : document_extensions) {
ERR_CONTINUE(ext.is_null());
err = ext->import_pre_generate(p_state);
ERR_CONTINUE(err != OK);
}
// Generate the node tree.
Node *single_root;
if (p_state->extensions_used.has("GODOT_single_root")) {
@ -7439,6 +7445,12 @@ Error GLTFDocument::append_from_scene(Node *p_node, Ref<GLTFState> p_state, uint
state->extensions_used.append("GODOT_single_root");
}
_convert_scene_node(state, p_node, -1, -1);
// Run post-convert for each extension, in case an extension needs to do something after converting the scene.
for (Ref<GLTFDocumentExtension> ext : document_extensions) {
ERR_CONTINUE(ext.is_null());
Error err = ext->export_post_convert(p_state, p_node);
ERR_CONTINUE(err != OK);
}
return OK;
}