initial commit for blender 2.80 support

This commit is contained in:
Jason0214
2018-09-01 20:06:42 -07:00
parent 66f3d73ee6
commit 3f89937418
101 changed files with 883 additions and 1076 deletions

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@@ -165,7 +165,7 @@ expected-line-ending-format=
[MISCELLANEOUS]
# List of note tags to take in consideration, separated by a comma.
notes=FIXME,XXX,TODO
notes=
[SIMILARITIES]

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@@ -1,6 +1,7 @@
dist: xenial
language: python
python:
- 3.4
- 3.6
cache:
directories:
@@ -8,11 +9,13 @@ cache:
before_install:
- sudo apt-get update
- sudo apt-get install --no-install-recommends -y libsdl1.2debian python3-pip
- sudo apt-get install --no-install-recommends -y libsdl1.2debian libglu1 python3-pip
- sudo pip3 install --upgrade pip
- sudo pip3 install --upgrade setuptools
- sudo pip3 install -r requirements.txt
install:
- tests/install_blender.sh
- bash tests/install_blender.sh
- source .envs
script:

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@@ -1,5 +1,5 @@
PYLINT = pylint3
PEP8 = pep8
PYLINT = pylint
PEP8 = pycodestyle
BLENDER = blender
GODOT = godot

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@@ -32,14 +32,10 @@ This repository includes a Makefile to assist with development. Running
be elegible to merge.
Due to differences in blender versions creating minor differences in the
output files (even with the same blender release number), the regression tests
are best run with blender 2.79 downloaded from
[this exact url](http://mirror.cs.umn.edu/blender.org/release/Blender2.79/),
which is used for the Travis builds. If you think your blender version is
adequate, the hash (visble in the upper right of blender's splash screen)
should be `5bd8ac9abfa`. The exporter itself should run on all modern versions
of blender, but the output may differ slightly.
Current regression tests use the daily build of blender 2.80 from blender [official
site](https://builder.blender.org/download/) and runs on ubuntu 16.04. If you run
on different blender version or different platform, the output may differ slightly
mostly causing by different float precision.
## License

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@@ -27,8 +27,7 @@ from .structures import ValidationError
bl_info = { # pylint: disable=invalid-name
"name": "Godot Engine Exporter",
"author": "Juan Linietsky",
"blender": (2, 5, 8),
"api": 38691,
"blender": (2, 80, 0),
"location": "File > Import-Export",
"description": ("Export Godot Scenes to a format that can be efficiently "
"imported. "),
@@ -57,7 +56,7 @@ class ExportGodot(bpy.types.Operator, ExportHelper):
items=(
("EMPTY", "Empty", ""),
("CAMERA", "Camera", ""),
("LAMP", "Lamp", ""),
("LIGHT", "LIGHT", ""),
("ARMATURE", "Armature", ""),
("MESH", "Mesh", ""),
# ("CURVE", "Curve", ""),
@@ -65,7 +64,7 @@ class ExportGodot(bpy.types.Operator, ExportHelper):
default={
"EMPTY",
"CAMERA",
"LAMP",
"LIGHT",
"ARMATURE",
"MESH",
# "CURVE"
@@ -79,8 +78,7 @@ class ExportGodot(bpy.types.Operator, ExportHelper):
)
use_export_selected = BoolProperty(
name="Selected Objects",
description="Export only selected objects (and visible in active "
"layers if that applies).",
description="Export only selected objects",
default=False,
)
use_exclude_ctrl_bone = BoolProperty(
@@ -101,9 +99,10 @@ class ExportGodot(bpy.types.Operator, ExportHelper):
description="Apply modifiers to mesh objects (on a copy!).",
default=True,
)
use_active_layers = BoolProperty(
name="Active Layers",
description="Export only objects on the active layers.",
use_visible_objects = BoolProperty(
name="Visible Object",
description="Export only objects which are in the current view layer "
"and are visible.",
default=True,
)
use_stashed_action = BoolProperty(
@@ -201,16 +200,14 @@ def menu_func(self, context):
def register():
"""Add addon to blender"""
bpy.utils.register_module(__name__)
bpy.types.INFO_MT_file_export.append(menu_func)
bpy.utils.register_class(ExportGodot)
bpy.types.TOPBAR_MT_file_export.append(menu_func)
def unregister():
"""Remove addon from blender"""
bpy.utils.unregister_module(__name__)
bpy.types.INFO_MT_file_export.remove(menu_func)
bpy.utils.unregister_class(ExportGodot)
bpy.types.TOPBAR_MT_file_export.remove(menu_func)
def export(filename, overrides=None):

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@@ -26,7 +26,7 @@ BLENDER_TYPE_TO_EXPORTER = {
"MESH": export_mesh_node,
"ARMATURE": export_armature_node,
"CAMERA": export_camera_node,
"LAMP": export_lamp_node,
"LIGHT": export_light_node,
"EMPTY": export_empty_node
}

View File

@@ -247,12 +247,6 @@ def export_light_action(light_node, animation_player, blender_lamp,
)
fcurves = action_strip.action.fcurves
animation_resource.add_attribute_track(
action_strip,
fcurves.find('use_negative'),
lambda x: x > 0.0,
base_node_path.new_copy('light_negative'),
)
animation_resource.add_attribute_track(
action_strip,

View File

@@ -38,8 +38,6 @@ class ObjectAnimationExporter:
self.action_exporter_func = ACTION_EXPORTER_MAP[action_type]
self.animation_player = None
self.has_object_constraint = False
self.has_pose_constraint = False
self.need_baking = False
self.unmute_nla_tracks = []
@@ -56,8 +54,6 @@ class ObjectAnimationExporter:
self.need_baking = (
action_type == 'transform' and (has_obj_cst or has_pose_cst)
)
self.has_object_constraint = has_obj_cst
self.has_pose_constraint = has_pose_cst
def preprocess_nla_tracks(self, blender_object):
"""Iterative through nla tracks, separately store mute and unmuted
@@ -77,22 +73,9 @@ class ObjectAnimationExporter:
Note that it accept a action to bake (which would not be modified)
and always return a new created baked actiony"""
if self.has_object_constraint and self.has_pose_constraint:
tmp = bake_constraint_to_action(
self.blender_object, action_to_bake, "OBJECT", False
)
ret = bake_constraint_to_action(
self.blender_object, action_to_bake, "POSE", True
)
elif self.has_pose_constraint:
ret = bake_constraint_to_action(
self.blender_object, action_to_bake, "POSE", False
)
elif self.has_object_constraint:
ret = bake_constraint_to_action(
self.blender_object, action_to_bake, "OBJECT", False
)
return ret
return bake_constraint_to_action(
self.blender_object, action_to_bake, False
)
def export_active_action(self, escn_file, active_action):
"""Export the active action, if needed, would call bake.

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@@ -24,7 +24,7 @@ def action_baking_finalize(action):
def check_object_constraint(blender_object):
"""Return bool indicate if object has constraint"""
if isinstance(blender_object, bpy.types.Object):
return True if blender_object.constraints else False
return bool(blender_object.constraints)
return False
@@ -38,14 +38,15 @@ def check_pose_constraint(blender_object):
return False
def bake_constraint_to_action(blender_object, base_action, bake_type,
in_place):
def bake_constraint_to_action(blender_object, base_action, in_place):
"""Bake pose or object constrainst (e.g. IK) to action"""
if base_action is not None:
blender_object.animation_data.action = base_action
frame_range = tuple([int(x) for x in base_action.frame_range])
frame_range = range(
int(base_action.frame_range[0]),
int(base_action.frame_range[1]) + 1)
else:
frame_range = (1, 250) # default, can be improved
frame_range = range(1, 251) # default, can be improved
# if action_bake_into is None, it would create a new one
# and baked into it
@@ -54,38 +55,14 @@ def bake_constraint_to_action(blender_object, base_action, bake_type,
else:
action_bake_into = None
do_pose = bake_type == "POSE"
do_object = not do_pose
if bpy.app.version <= (2, 79, 0):
active_obj_backup = bpy.context.scene.objects.active
# the object to bake is the current active object
bpy.context.scene.objects.active = blender_object
baked_action = bpy_extras.anim_utils.bake_action(
frame_start=frame_range[0],
frame_end=frame_range[1],
frame_step=1,
only_selected=False,
action=action_bake_into,
do_pose=do_pose,
do_object=do_object,
do_visual_keying=True,
)
bpy.context.scene.objects.active = active_obj_backup
else:
baked_action = bpy_extras.anim_utils.bake_action(
obj=blender_object,
frame_start=frame_range[0],
frame_end=frame_range[1],
frame_step=1,
only_selected=False,
action=action_bake_into,
do_pose=do_pose,
do_object=do_object,
do_visual_keying=True,
)
baked_action = bpy_extras.anim_utils.bake_action_objects(
object_action_pairs=[(blender_object, action_bake_into)],
frames=frame_range,
only_selected=False,
do_pose=True,
do_object=True,
do_visual_keying=True,
)[0]
if in_place:
return action_bake_into

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@@ -75,7 +75,7 @@ class TransformFrame:
"""Factory function, create cls from a transform matrix"""
ret = cls()
ret.location = trans_mat.to_translation()
# fixme: lose negative scale
# FIXME: lose negative scale
ret.scale = trans_mat.to_scale()
# quaternion and euler fcurves may both exist in fcurves
@@ -112,7 +112,7 @@ class TransformFrame:
(0, self.scale[1], 0),
(0, 0, self.scale[2]),
)).to_4x4()
return loc_mat * rot_mat * sca_mat
return loc_mat @ rot_mat @ sca_mat
class Track:
@@ -255,7 +255,7 @@ class TransformTrack(Track):
def blend_frames(self, frame_val1, frame_val2):
"""Blend two transform frames into one"""
# fixme: currently only blend with ADD
# FIXME: currently only blend with ADD
new_frame = TransformFrame()
for frame in (frame_val1, frame_val2):
if frame.rotation_mode != 'QUATERNION':
@@ -264,7 +264,7 @@ class TransformTrack(Track):
)
new_frame.rotation_quaternion = (
frame_val1.rotation_quaternion * frame_val2.rotation_quaternion
frame_val1.rotation_quaternion @ frame_val2.rotation_quaternion
)
new_frame.location = frame_val1.location + frame_val2.location
@@ -291,7 +291,7 @@ class TransformTrack(Track):
if frame < scene_frame_start:
continue
mat = self.parent_trans_inverse * trans_frame.to_matrix()
mat = self.parent_trans_inverse @ trans_frame.to_matrix()
if self.is_directional:
mat = fix_directional_transform(mat)
# convert from z-up to y-up
@@ -326,7 +326,7 @@ class ValueTrack(Track):
self.interp = interp
def blend_frames(self, frame_val1, frame_val2):
# xxx: default use REPLACE
# FIXME: default use REPLACE
return max(frame_val1, frame_val2)
def convert_to_keys_object(self):

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@@ -73,7 +73,7 @@ def export_bone(pose_bone, bl_bones_to_export):
while ps_bone_ptr is not None and ps_bone_ptr not in bl_bones_to_export:
ps_bone_ptr = ps_bone_ptr.parent
if ps_bone_ptr is not None:
rest_mat = (ps_bone_ptr.bone.matrix_local.inverted_safe() *
rest_mat = (ps_bone_ptr.bone.matrix_local.inverted_safe() @
rest_bone.matrix_local)
parent_bone_name = ps_bone_ptr.name
else:
@@ -151,9 +151,6 @@ class SkeletonNode(NodeTemplate):
def export_armature_node(escn_file, export_settings, node, parent_gd_node):
"""Export an armature node"""
if "ARMATURE" not in export_settings['object_types']:
return parent_gd_node
skeleton_node = SkeletonNode(node.name, parent_gd_node)
skeleton_node['transform'] = node.matrix_local

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@@ -85,13 +85,7 @@ def generate_material_resource(escn_file, export_settings, material):
if mat is None:
mat = InternalResource("SpatialMaterial", material_rsc_name)
mat['flags_unshaded'] = material.use_shadeless
mat['flags_vertex_lighting'] = material.use_vertex_color_light
mat['flags_transparent'] = material.use_transparency
mat['vertex_color_use_as_albedo'] = material.use_vertex_color_paint
mat['albedo_color'] = gamma_correct(material.diffuse_color)
mat['subsurf_scatter_enabled'] = material.subsurface_scattering.use
return escn_file.add_internal_resource(mat, material)

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@@ -440,12 +440,12 @@ def visit_mapping_node(shader, node):
if node.vector_type == "TEXTURE":
# Texture: Transform a texture by inverse
# mapping the texture coordinate
transform_mat = (loc_mat * rot_mat * sca_mat).inverted_safe()
transform_mat = (loc_mat @ rot_mat @ sca_mat).inverted_safe()
elif node.vector_type == "POINT":
transform_mat = loc_mat * rot_mat * sca_mat
transform_mat = loc_mat @ rot_mat @ sca_mat
else: # node.vector_type in ("VECTOR", "NORMAL")
# no translation for vectors
transform_mat = rot_mat * sca_mat
transform_mat = rot_mat @ sca_mat
mat = Value.create_from_blender_value(transform_mat)
clamp_min = Value.create_from_blender_value(node.min)
@@ -520,14 +520,6 @@ def visit_tangent_node(shader, node):
def visit_uvmap_node(shader, node):
"""Visit UV Map node"""
if node.from_dupli:
raise ValidationError(
"'{}' from_dupli not supported, at '{}'".format(
node.bl_idname,
node.name
)
)
shader.assign_variable_to_socket(
node.outputs['UV'],
Value("vec3", ('UV', 0.0)),

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@@ -360,7 +360,7 @@ class FragmentShader(BaseShader):
self.code_array.append(
'{} = {};'.format(name.upper(), str(var))
)
# xxx: transmission for thick object is not supported in godot
# XXX: transmission for thick object is not supported in godot
# transmission_var = bsdf_output.get_attribute('transmission')
# if transmission_var is not None:
# self.append_code_line(
@@ -407,7 +407,7 @@ class FragmentShader(BaseShader):
def add_bump_displacement(self, displacement_output):
"""Add bump displacement to fragment shader"""
# xxx: use tangent space if uv exists?
# XXX: use tangent space if uv exists?
function = find_function_by_name('node_bump')
in_arguments = list()

View File

@@ -15,73 +15,71 @@ MAX_BONE_PER_VERTEX = 4
# ------------------------------- The Mesh -----------------------------------
def export_mesh_node(escn_file, export_settings, node, parent_gd_node):
def export_mesh_node(escn_file, export_settings, obj, parent_gd_node):
"""Exports a MeshInstance. If the mesh is not already exported, it will
trigger the export of that mesh"""
if (node.data is None or
"MESH" not in export_settings['object_types']):
return parent_gd_node
# If this mesh object has physics properties, we need to export them first
# because they need to be higher in the scene-tree
if physics.has_physics(node):
if physics.has_physics(obj):
parent_gd_node = physics.export_physics_properties(
escn_file, export_settings, node, parent_gd_node
escn_file, export_settings, obj, parent_gd_node
)
if (node.hide_render or
(physics.has_physics(node) and node.draw_type == "WIRE")):
if physics.has_physics(obj) and obj.display_type == "WIRE":
# skip wire mesh which is used as collision mesh
return parent_gd_node
else:
mesh_node = NodeTemplate(node.name, "MeshInstance", parent_gd_node)
mesh_exporter = MeshResourceExporter(node)
mesh_node = NodeTemplate(obj.name, "MeshInstance", parent_gd_node)
mesh_exporter = MeshResourceExporter(obj)
armature_data = get_modifier_armature_data(node)
if ("ARMATURE" in export_settings['object_types'] and
armature_data is not None):
skeleton_node = armature.find_skeletion_node(parent_gd_node)
armature_data = get_modifier_armature_data(obj)
if ("ARMATURE" in export_settings['object_types'] and
armature_data is not None):
skeleton_node = armature.find_skeletion_node(parent_gd_node)
if skeleton_node is not None:
mesh_exporter.init_mesh_bones_data(skeleton_node)
mesh_node['skeleton'] = NodePath(
mesh_node.get_path(), skeleton_node.get_path())
mesh_id = mesh_exporter.export_mesh(escn_file, export_settings)
mesh_id = mesh_exporter.export_mesh(escn_file, export_settings)
mesh_node['mesh'] = "SubResource({})".format(mesh_id)
mesh_node['visible'] = not node.hide
mesh_node['mesh'] = "SubResource({})".format(mesh_id)
mesh_node['visible'] = obj.visible_get()
# Transform of rigid mesh is moved up to its collision
# shapes.
if not physics.has_physics(node):
mesh_node['transform'] = node.matrix_local
else:
mesh_node['transform'] = mathutils.Matrix.Identity(4)
# Transform of rigid mesh is moved up to its collision
# shapes.
if not physics.has_physics(obj):
mesh_node['transform'] = obj.matrix_local
else:
mesh_node['transform'] = mathutils.Matrix.Identity(4)
escn_file.add_node(mesh_node)
escn_file.add_node(mesh_node)
export_object_link_material(
escn_file, export_settings, node, mesh_node
)
export_object_link_material(
escn_file, export_settings, obj, mesh_node
)
# export shape key animation
if (export_settings['use_export_shape_key'] and
node.data.shape_keys is not None):
animation.export_animation_data(
escn_file, export_settings, mesh_node,
node.data.shape_keys, 'shapekey')
# export shape key animation
if (export_settings['use_export_shape_key'] and
obj.data.shape_keys is not None):
animation.export_animation_data(
escn_file, export_settings, mesh_node,
obj.data.shape_keys, 'shapekey')
return mesh_node
return mesh_node
def triangulate_mesh(mesh):
"""Triangulate a mesh"""
tri_mesh = bmesh.new()
tri_mesh.from_mesh(mesh)
bmesh.ops.triangulate(tri_mesh, faces=tri_mesh.faces, quad_method=2)
bmesh.ops.triangulate(
tri_mesh, faces=tri_mesh.faces, quad_method="ALTERNATE")
tri_mesh.to_mesh(mesh)
tri_mesh.free()
mesh.update(calc_tessface=True)
mesh.update(calc_loop_triangles=True)
def fix_vertex(vtx):
@@ -173,24 +171,15 @@ class MeshResourceExporter:
def make_arrays(self, escn_file, export_settings):
"""Generates arrays of positions, normals etc"""
armature_data = get_modifier_armature_data(self.object)
if armature_data is not None:
original_pose_position = armature_data.pose_position
armature_data.pose_position = 'REST'
bpy.context.scene.update()
if not export_settings['use_mesh_modifiers']:
for modifier in self.object.modifiers:
if not isinstance(modifier, bpy.types.ArmatureModifier):
modifier.show_render = False
apply_modifiers = export_settings['use_mesh_modifiers']
# set shape key to basis key which would have index 0
self.object.show_only_shape_key = True
self.object.active_shape_key_index = 0
mesh = self.object.to_mesh(bpy.context.scene,
True,
"RENDER")
mesh = self.object.to_mesh(bpy.context.view_layer.depsgraph,
apply_modifiers=apply_modifiers,
calc_undeformed=True)
self.object.show_only_shape_key = False
@@ -205,9 +194,9 @@ class MeshResourceExporter:
triangulate_mesh(mesh)
# godot engine supports two uv channels
uv_layer_count = min(len(mesh.uv_textures), 2)
uv_layer_count = min(len(mesh.uv_layers), 2)
if mesh.uv_textures:
if mesh.uv_layers:
self.has_tangents = True
try:
mesh.calc_tangents()
@@ -230,10 +219,6 @@ class MeshResourceExporter:
bpy.data.meshes.remove(mesh)
if armature_data is not None:
armature_data.pose_position = original_pose_position
bpy.context.scene.update()
@staticmethod
def extract_shape_keys(blender_shape_keys):
"""Return a list of (shape_key_index, shape_key_object) each of them
@@ -269,8 +254,10 @@ class MeshResourceExporter:
return surfaces_morph_list
# pylint: disable-msg=R0914
def export_morphs(self, export_settings, surfaces):
"""Export shape keys in mesh node and append them to surfaces"""
modifier_config_cache = list()
if export_settings['use_mesh_modifiers']:
if not self.validate_morph_mesh_modifiers(
self.object):
@@ -280,6 +267,10 @@ class MeshResourceExporter:
self.object.name
)
for modifier in self.object.modifiers:
modifier_config_cache.append(modifier.show_render)
modifier.show_render = False
self.mesh_resource["blend_shape/names"] = Array(
prefix="PoolStringArray(", suffix=')'
)
@@ -298,9 +289,9 @@ class MeshResourceExporter:
shape_key.value = 1.0
shape_key_mesh = self.object.to_mesh(
bpy.context.scene,
True,
"RENDER"
bpy.context.view_layer.depsgraph,
apply_modifiers=True,
calc_undeformed=True
)
self.object.show_only_shape_key = False
@@ -340,6 +331,10 @@ class MeshResourceExporter:
bpy.data.meshes.remove(shape_key_mesh)
if export_settings['use_mesh_modifiers']:
for index, modifier in enumerate(self.object.modifiers):
modifier.show_render = modifier_config_cache[index]
def generate_surfaces(self, escn_file, export_settings, mesh):
"""Splits up the mesh into surfaces with a single material each.
Within this, it creates the Vertex structure to contain all data about
@@ -403,7 +398,7 @@ class MeshResourceExporter:
self.object.data.shape_keys):
self.export_morphs(export_settings, surfaces)
has_bone = True if self.vgroup_to_bone_mapping else False
has_bone = bool(self.vgroup_to_bone_mapping)
for surface in surfaces:
surface.vertex_data.has_bone = has_bone
for vert_array in surface.morph_arrays:

View File

@@ -64,9 +64,9 @@ def export_collision_shape(escn_file, export_settings, node, parent_gd_node,
if parent_override is None:
col_node['transform'] = mathutils.Matrix.Identity(4)
else:
parent_to_world = parent_override.matrix_world.inverted()
col_node['transform'] = parent_to_world * node.matrix_world
col_node['transform'] *= _AXIS_CORRECT
parent_to_world = parent_override.matrix_world.inverted_safe()
col_node['transform'] = parent_to_world @ node.matrix_world
col_node['transform'] = col_node['transform'] @ _AXIS_CORRECT
rbd = node.rigid_body
@@ -121,9 +121,9 @@ def generate_convex_mesh_array(escn_file, export_settings, node):
col_shape = InternalResource("ConvexPolygonShape", mesh.name)
mesh = node.to_mesh(bpy.context.scene,
export_settings['use_mesh_modifiers'],
"RENDER")
mesh = node.to_mesh(bpy.context.view_layer.depsgraph,
apply_modifiers=True,
calc_undeformed=True)
# Triangulate
triangulated_mesh = bmesh.new()
@@ -156,9 +156,9 @@ def generate_triangle_mesh_array(escn_file, export_settings, node):
col_shape = InternalResource("ConcavePolygonShape", mesh.name)
mesh = node.to_mesh(bpy.context.scene,
export_settings['use_mesh_modifiers'],
"RENDER")
mesh = node.to_mesh(bpy.context.view_layer.depsgraph,
apply_modifiers=True,
calc_undeformed=True)
# Triangulate
triangulated_mesh = bmesh.new()
@@ -202,8 +202,8 @@ def export_physics_controller(escn_file, export_settings, node,
phys_obj['bounce'] = rbd.restitution
col_groups = 0
for offset, bit in enumerate(rbd.collision_groups):
col_groups += bit << offset
for offset, flag in enumerate(rbd.collision_collections):
col_groups += (1 if flag else 0) << offset
phys_obj['transform'] = node.matrix_local
phys_obj['collision_layer'] = col_groups

View File

@@ -43,10 +43,6 @@ class CameraNode(NodeTemplate):
def export_camera_node(escn_file, export_settings, node, parent_gd_node):
"""Exports a camera"""
if (node.data is None or node.hide_render or
"CAMERA" not in export_settings['object_types']):
return parent_gd_node
cam_node = CameraNode(node.name, parent_gd_node)
camera = node.data
@@ -76,8 +72,7 @@ class LightNode(NodeTemplate):
"""Base class for godot light node"""
_light_attr_conv = [
AttributeConvertInfo(
'use_specular', 'light_specular', lambda x: 1.0 if x else 0.0
),
'specular_factor', 'light_specular', lambda x: x),
AttributeConvertInfo('energy', 'light_energy', lambda x: x),
AttributeConvertInfo('color', 'light_color', gamma_correct),
AttributeConvertInfo('shadow_color', 'shadow_color', gamma_correct),
@@ -106,30 +101,15 @@ class LightNode(NodeTemplate):
return self._light_attr_conv
def export_lamp_node(escn_file, export_settings, node, parent_gd_node):
def export_light_node(escn_file, export_settings, node, parent_gd_node):
"""Exports lights - well, the ones it knows about. Other light types
just throw a warning"""
if (node.data is None or node.hide_render or
"LAMP" not in export_settings['object_types']):
return parent_gd_node
light = node.data
if light.type == "POINT":
light_node = LightNode(node.name, 'OmniLight', parent_gd_node)
if not light.use_sphere:
logging.warning(
"Ranged light without sphere enabled: %s", node.name
)
elif light.type == "SPOT":
light_node = LightNode(node.name, 'SpotLight', parent_gd_node)
if not light.use_sphere:
logging.warning(
"Ranged light without sphere enabled: %s", node.name
)
elif light.type == "SUN":
light_node = LightNode(node.name, 'DirectionalLight', parent_gd_node)
else:
@@ -143,10 +123,9 @@ def export_lamp_node(escn_file, export_settings, node, parent_gd_node):
bl_attr, gd_attr, converter = item
light_node[gd_attr] = converter(getattr(light, bl_attr))
# Properties common to all lights
# Properties cannot handled by a converter function
light_node['transform'] = fix_directional_transform(node.matrix_local)
light_node['shadow_enabled'] = light.shadow_method != "NOSHADOW"
light_node['light_negative'] = light.use_negative
light_node['shadow_enabled'] = light.use_shadow
escn_file.add_node(light_node)

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@@ -50,7 +50,7 @@ def find_godot_project_dir(export_path):
last = None
while not os.path.isfile(os.path.join(project_dir, "project.godot")):
project_dir = os.path.split(project_dir)[0]
if project_dir == "/" or project_dir == last:
if project_dir in ("/", last):
raise structures.ValidationError(
"Unable to find godot project file"
)
@@ -79,54 +79,57 @@ class ExporterLogHandler(logging.Handler):
class GodotExporter:
"""Handles picking what nodes to export and kicks off the export process"""
def export_node(self, node, parent_gd_node):
"""Recursively export a node. It calls the export_node function on
all of the nodes children. If you have heirarchies more than 1000 nodes
deep, this will fail with a recursion error"""
if node not in self.valid_nodes:
def export_object(self, obj, parent_gd_node):
"""Recursively export a object. It calls the export_object function on
all of the objects children. If you have heirarchies more than 1000
objects deep, this will fail with a recursion error"""
if obj not in self.valid_objects:
return
logging.info("Exporting Blender Object: %s", node.name)
prev_node = bpy.context.scene.objects.active
bpy.context.scene.objects.active = node
logging.info("Exporting Blender Object: %s", obj.name)
prev_node = bpy.context.view_layer.objects.active
bpy.context.view_layer.objects.active = obj
# Figure out what function will perform the export of this object
if node.type in converters.BLENDER_TYPE_TO_EXPORTER:
exporter = converters.BLENDER_TYPE_TO_EXPORTER[node.type]
if (obj.type in converters.BLENDER_TYPE_TO_EXPORTER and
obj in self.exporting_objects):
exporter = converters.BLENDER_TYPE_TO_EXPORTER[obj.type]
else:
logging.warning(
"Unknown object type. Treating as empty: %s", node.name
"Unknown object type. Treating as empty: %s", obj.name
)
exporter = converters.BLENDER_TYPE_TO_EXPORTER["EMPTY"]
is_bone_attachment = False
if ("ARMATURE" in self.config['object_types'] and
node.parent_bone != ''):
obj.parent_bone != ''):
is_bone_attachment = True
parent_gd_node = converters.BONE_ATTACHMENT_EXPORTER(
self.escn_file,
node,
obj,
parent_gd_node
)
# Perform the export, note that `exported_node.paren`t not
# Perform the export, note that `exported_node.parent` not
# always the same as `parent_gd_node`, as sometimes, one
# blender node exported as two parented node
exported_node = exporter(self.escn_file, self.config, node,
exported_node = exporter(self.escn_file, self.config, obj,
parent_gd_node)
if is_bone_attachment:
for child in parent_gd_node.children:
child['transform'] = structures.fix_bone_attachment_transform(
node, child['transform']
obj, child['transform']
)
# CollisionShape node has different direction in blender
# and godot, so it has a -90 rotation around X axis,
# here rotate its children back
if exported_node.parent.get_type() == 'CollisionShape':
if (exported_node.parent is not None and
exported_node.parent.get_type() == 'CollisionShape'):
exported_node['transform'] = (
mathutils.Matrix.Rotation(math.radians(90), 4, 'X') *
mathutils.Matrix.Rotation(math.radians(90), 4, 'X') @
exported_node['transform'])
# if the blender node is exported and it has animation data
@@ -135,36 +138,53 @@ class GodotExporter:
self.escn_file,
self.config,
exported_node,
node,
obj,
"transform"
)
for child in node.children:
self.export_node(child, exported_node)
for child in obj.children:
self.export_object(child, exported_node)
bpy.context.scene.objects.active = prev_node
bpy.context.view_layer.objects.active = prev_node
def should_export_node(self, node):
def should_export_object(self, obj):
"""Checks if a node should be exported:"""
if node.type not in self.config["object_types"]:
if obj.type not in self.config["object_types"]:
return False
if self.config["use_active_layers"]:
valid = False
for i in range(20):
if node.layers[i] and self.scene.layers[i]:
valid = True
break
if not valid:
if self.config["use_visible_objects"]:
view_layer = bpy.context.view_layer
if obj.name not in view_layer.objects:
return False
if not obj.visible_get():
return False
if self.config["use_export_selected"] and not node.select:
if self.config["use_export_selected"] and not obj.select:
return False
self.exporting_objects.add(obj)
return True
def export_scene(self):
"""Decide what objects to export, and export them!"""
logging.info("Exporting scene: %s", self.scene.name)
# Decide what objects to export
for obj in self.scene.objects:
if obj in self.valid_objects:
continue
if self.should_export_object(obj):
# Ensure parents of current valid object is
# going to the exporting recursion
tmp = obj
while tmp is not None:
if tmp not in self.valid_objects:
self.valid_objects.add(tmp)
else:
break
tmp = tmp.parent
logging.info("Exporting %d objects", len(self.valid_objects))
# Scene root
root_gd_node = structures.NodeTemplate(
self.scene.name,
@@ -172,25 +192,10 @@ class GodotExporter:
None
)
self.escn_file.add_node(root_gd_node)
logging.info("Exporting scene: %s", self.scene.name)
# Decide what objects to export
for obj in self.scene.objects:
if obj in self.valid_nodes:
continue
if self.should_export_node(obj):
# Ensure all parents are also going to be exported
node = obj
while node is not None:
if node not in self.valid_nodes:
self.valid_nodes.append(node)
node = node.parent
logging.info("Exporting %d objects", len(self.valid_nodes))
for obj in self.scene.objects:
if obj in self.valid_nodes and obj.parent is None:
self.export_node(obj, root_gd_node)
if obj in self.valid_objects and obj.parent is None:
# recursive exporting on root object
self.export_object(obj, root_gd_node)
def export(self):
"""Begin the export"""
@@ -218,7 +223,10 @@ class GodotExporter:
self.config["project_path_func"] = functools.partial(
find_godot_project_dir, path
)
self.valid_nodes = []
# valid object would contain object should be exported
# and their parents to retain the hierarchy
self.valid_objects = set()
self.exporting_objects = set()
self.escn_file = None

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@@ -165,7 +165,7 @@ class NodeTemplate(FileEntry):
if parent_node is not None:
# solve duplication
counter = 1
child_name_set = set([c.get_name() for c in self.parent.children])
child_name_set = {c.get_name() for c in self.parent.children}
node_name_base = node_name
while node_name in child_name_set:
node_name = node_name_base + str(counter).zfill(3)
@@ -334,7 +334,7 @@ class NodePath:
def fix_matrix(mtx):
""" Shuffles a matrix to change from y-up to z-up"""
# Todo: can this be replaced my a matrix multiplcation?
# TODO: can this be replaced my a matrix multiplcation?
trans = mathutils.Matrix(mtx)
up_axis = 2
@@ -360,7 +360,7 @@ _AXIS_CORRECT = mathutils.Matrix.Rotation(math.radians(-90), 4, 'X')
def fix_directional_transform(mtx):
"""Used to correct spotlights and cameras, which in blender are
Z-forwards and in Godot are Y-forwards"""
return mtx * _AXIS_CORRECT
return mtx @ _AXIS_CORRECT
def fix_bone_attachment_transform(attachment_obj, blender_transform):
@@ -389,6 +389,8 @@ def gamma_correct(color):
# note that here use a widely mentioned sRGB approximation gamma = 2.2
# it is good enough, the exact gamma of sRGB can be find at
# https://en.wikipedia.org/wiki/SRGB
if len(color) > 3:
color = color[:3]
return mathutils.Color(tuple([x ** (1 / 2.2) for x in color]))

View File

@@ -1,3 +1,3 @@
# Python requirements for development
pylint==1.9.2
pylint==2.2.0
pycodestyle==2.4.0

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@@ -2,11 +2,21 @@
set -e
VERSION=2.79
NAME="blender-2.79-linux-glibc219-x86_64"
# hack, may be removed after find a stable blender2.8 build
BLENDER_ORG_HOMEPAGE="https://builder.blender.org"
DOWNLOAD_PAGE_HTML="`wget -qO- ${BLENDER_ORG_HOMEPAGE}/download`"
DAILY_BUILD_REGEX_PATTERN='href="([^"]+)" title="Download Dev Linux 64 bit blender2.8"'
[[ ${DOWNLOAD_PAGE_HTML} =~ ${DAILY_BUILD_REGEX_PATTERN} ]]
BLENDER_28_LINUX_64_PATH=${BASH_REMATCH[1]}
BLENDER_DIRNAME_REGEX_PATTERN='/download//(.+)\.tar\.bz2$'
[[ ${BLENDER_28_LINUX_64_PATH} =~ ${BLENDER_DIRNAME_REGEX_PATTERN} ]]
NAME=${BASH_REMATCH[1]}
VERSION=2.80
CACHE="${HOME}/.blender-cache"
TAR="${CACHE}/${NAME}.tar.bz2"
URL="http://mirror.cs.umn.edu/blender.org/release/Blender2.79/blender-2.79-linux-glibc219-x86_64.tar.bz2"
URL="${BLENDER_ORG_HOMEPAGE}/${BLENDER_28_LINUX_64_PATH}"
echo "Installing Blender ${VERSION}"
mkdir -p $CACHE

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@@ -97,4 +97,4 @@ anims/Cube.003Action.001 = SubResource(4)
mesh = SubResource(5)
visible = true
transform = Transform(1.65289, 0.0, 0.0, 0.0, 1.2479e-07, -1.65289, 0.0, 1.65289, 1.2479e-07, 0.0, 3.60002e-14, 4.76837e-07)
transform = Transform(1.65289, 0.0, 0.0, 0.0, 1.2479e-07, -1.65289, 0.0, 1.65289, 1.2479e-07, 0.0, 0.0, 0.0)

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@@ -35,15 +35,15 @@ resource_name = "Cube001"
surfaces/0 = {
"primitive":4,
"arrays":[
Vector3Array(-1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, -1.0, 1.0, -1.0, 1.0, 1.0),
Vector3Array(-1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, -1.0, 0.0, 0.0, 0.0, 0.0, -1.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 0.0),
Vector3Array(-0.861623, 1.00707, 0.972223, -1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -0.852043, 1.00625, -1.02767, 1.0, -1.0, -1.0, -1.0, -1.0, -1.0, 1.14764, 0.992919, -1.00687, 1.0, -1.0, 1.0, 1.0, -1.0, -1.0, 1.13742, 0.993741, 0.993087, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, -1.0, -1.0, -1.0, -0.852043, 1.00625, -1.02767, 1.13742, 0.993741, 0.993087, 1.14764, 0.992919, -1.00687, -0.861623, 1.00707, 0.972223, -0.852043, 1.00625, -1.02767, -1.0, -1.0, -1.0, -0.852043, 1.00625, -1.02767, 1.14764, 0.992919, -1.00687, 1.0, -1.0, -1.0, 1.14764, 0.992919, -1.00687, 1.13742, 0.993741, 0.993087, 1.0, -1.0, 1.0, 1.13742, 0.993741, 0.993087, -0.861623, 1.00707, 0.972223, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -0.852043, 1.00625, -1.02767, -0.861623, 1.00707, 0.972223, 1.13742, 0.993741, 0.993087),
Vector3Array(-0.997632, 0.0687816, 0.0, -0.997632, 0.0687816, 0.0, -0.997632, 0.0687816, 0.0, 0.0, -0.0137889, -0.999905, 0.0, -0.0137889, -0.999905, 0.0, -0.0137889, -0.999905, 0.997267, -0.0738797, 0.0, 0.997267, -0.0738797, 0.0, 0.997267, -0.0738797, 0.0, 0.0, 0.00346724, 0.999994, 0.0, 0.00346724, 0.999994, 0.0, 0.00346724, 0.999994, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.00667129, 0.999978, -0.000377016, 0.00667129, 0.999978, -0.000377016, 0.00667129, 0.999978, -0.000377016, -0.997285, 0.0734815, -0.00480727, -0.997285, 0.0734815, -0.00480727, -0.997285, 0.0734815, -0.00480727, 0.0103709, -0.00421573, -0.999937, 0.0103709, -0.00421573, -0.999937, 0.0103709, -0.00421573, -0.999937, 0.997621, -0.0687459, 0.00512423, 0.997621, -0.0687459, 0.00512423, 0.997621, -0.0687459, 0.00512423, -0.0103384, 0.0145502, 0.999841, -0.0103384, 0.0145502, 0.999841, -0.0103384, 0.0145502, 0.999841, 0.0, -1.0, 0.0, 0.00667049, 0.999978, -0.000376529, 0.00667049, 0.999978, -0.000376529, 0.00667049, 0.999978, -0.000376529),
null, ; No Tangents,
null, ; no Vertex Colors,
null, ; No UV1,
null, ; No UV2,
IntArray(2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 2, 0, 0, 0, 2, 0, 0, 0, 2, 0, 0, 0, 2, 0, 0, 0, 2, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0),
FloatArray(0.925511, 0.0744892, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.923829, 0.076171, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.926358, 0.0736422, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.923954, 0.0760457, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.923829, 0.076171, 0.0, 0.0, 0.923954, 0.0760457, 0.0, 0.0, 0.926358, 0.0736422, 0.0, 0.0, 0.923829, 0.076171, 0.0, 0.0, 0.926358, 0.0736422, 0.0, 0.0, 0.923954, 0.0760457, 0.0, 0.0, 0.925511, 0.0744892, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.925511, 0.0744892, 0.0, 0.0),
IntArray(0, 2, 1, 3, 5, 4, 6, 8, 7, 9, 11, 10, 12, 14, 13, 15, 17, 16, 0, 1, 18, 3, 4, 19, 6, 7, 20, 9, 10, 21, 12, 13, 22, 15, 16, 23)
IntArray(2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 2, 0, 0, 0, 2, 0, 0, 0, 2, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 2, 0, 0, 0, 2, 0, 0, 0),
FloatArray(0.925511, 0.0744892, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.923829, 0.076171, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.926358, 0.0736422, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.923954, 0.0760457, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.923829, 0.076171, 0.0, 0.0, 0.923954, 0.0760457, 0.0, 0.0, 0.926358, 0.0736422, 0.0, 0.0, 0.925511, 0.0744892, 0.0, 0.0, 0.923829, 0.076171, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.923829, 0.076171, 0.0, 0.0, 0.926358, 0.0736422, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.926358, 0.0736422, 0.0, 0.0, 0.923954, 0.0760457, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.923954, 0.0760457, 0.0, 0.0, 0.925511, 0.0744892, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.923829, 0.076171, 0.0, 0.0, 0.925511, 0.0744892, 0.0, 0.0, 0.923954, 0.0760457, 0.0, 0.0),
IntArray(0, 2, 1, 3, 5, 4, 6, 8, 7, 9, 11, 10, 12, 14, 13, 15, 17, 16, 18, 20, 19, 21, 23, 22, 24, 26, 25, 27, 29, 28, 12, 13, 30, 31, 33, 32)
],
"morph_arrays":[]
}
@@ -85,7 +85,7 @@ bone_name = "bone001"
mesh = SubResource(2)
visible = true
transform = Transform(0.430514, -2.49202e-10, 0.0, -1.10958e-10, 0.430514, 4.88944e-09, -9.31323e-10, -1.16415e-10, 0.430514, 4.85688, 0.689524, 0.997775)
transform = Transform(0.430514, 2.1646e-10, 0.0, -1.27329e-11, 0.430514, 0.0, 0.0, 0.0, 0.430514, 4.85688, 0.689524, 0.997775)
[node name="Cube" type="MeshInstance" parent="Armature"]

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@@ -11,15 +11,15 @@ resource_name = "Cube001"
surfaces/0 = {
"primitive":4,
"arrays":[
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],
"morph_arrays":[]
}

File diff suppressed because one or more lines are too long

View File

@@ -23,29 +23,11 @@ surfaces/0 = {
resource_name = "SunAction001"
step = 0.1
length = 4.58333
length = 1.25
tracks/0/type = "value"
tracks/0/path = NodePath(".:light_negative")
tracks/0/interp = 0
tracks/0/path = NodePath(".:light_energy")
tracks/0/interp = 1
tracks/0/keys = {
"times":PoolRealArray(3.75, 4.16667, 4.58333),
"transitions":PoolRealArray(1, 1, 1),
"update":0,
"values":[false, true, false]
}
tracks/1/type = "value"
tracks/1/path = NodePath(".:light_specular")
tracks/1/interp = 0
tracks/1/keys = {
"times":PoolRealArray(2.08333, 2.5, 2.91667),
"transitions":PoolRealArray(1, 1, 1),
"update":0,
"values":[1.0, 0.0, 1.0]
}
tracks/2/type = "value"
tracks/2/path = NodePath(".:light_energy")
tracks/2/interp = 1
tracks/2/keys = {
"times":PoolRealArray(0.0, 0.0416667, 0.0833333, 0.125, 0.166667, 0.208333, 0.25, 0.291667, 0.333333, 0.375, 0.416667, 0.458333, 0.5, 0.541667, 0.583333, 0.625, 0.666667, 0.708333, 0.75, 0.791667, 0.833333, 0.875, 0.916667, 0.958333, 1.0, 1.04167, 1.08333, 1.125, 1.16667, 1.20833, 1.25),
"transitions":PoolRealArray(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1),
"update":0,
@@ -67,8 +49,7 @@ light_energy = 1.0
light_color = Color(1.0, 1.0, 1.0, 1.0)
shadow_color = Color(0.0, 0.0, 0.0, 1.0)
transform = Transform(0.883713, -0.407974, 0.229367, -0.443707, -0.574356, 0.687924, -0.148916, -0.709699, -0.688587, 0.0, 5.2651, -7.49279)
shadow_enabled = false
light_negative = false
shadow_enabled = true
[node name="AnimationPlayer" type="AnimationPlayer" parent="Sun"]

View File

@@ -149,7 +149,6 @@ spot_angle_attenuation = 1.25
spot_range = 25.0
transform = Transform(1.0, 0.0, 0.0, 0.0, -4.37114e-08, 1.0, 0.0, -1.0, -4.37114e-08, 0.223751, 3.0266, 1.21379)
shadow_enabled = true
light_negative = false
[node name="AnimationPlayer" type="AnimationPlayer" parent="SpotDistanceChange"]
@@ -167,7 +166,6 @@ spot_angle_attenuation = 1.25
spot_range = 25.0
transform = Transform(0.477268, -3.84117e-08, 0.878758, -0.878758, -2.0862e-08, 0.477268, 0.0, -1.0, -4.37114e-08, -0.760565, 3.14704, 6.40839)
shadow_enabled = true
light_negative = false
[node name="AnimationPlayer" type="AnimationPlayer" parent="SpotTransformChange"]
@@ -191,7 +189,6 @@ spot_angle_attenuation = 1.25
spot_range = 25.0
transform = Transform(0.958848, -0.28392, -2.18837e-08, 0.178546, 0.602982, 0.777518, -0.220753, -0.745521, 0.628861, -4.64127, 6.11957, 1.29809)
shadow_enabled = true
light_negative = false
[node name="AnimationPlayer" type="AnimationPlayer" parent="ShadowColorChange"]
@@ -215,7 +212,6 @@ spot_angle_attenuation = 1.25
spot_range = 25.0
transform = Transform(1.0, 0.0, 0.0, 0.0, -4.37114e-08, 1.0, 0.0, -1.0, -4.37114e-08, 6.6415, 3.84213, -6.03583)
shadow_enabled = true
light_negative = false
[node name="AnimationPlayer" type="AnimationPlayer" parent="SpotRangeChange"]
@@ -231,7 +227,6 @@ shadow_color = Color(0.0, 0.0, 0.0, 1.0)
omni_range = 1.0
transform = Transform(-0.290865, -0.771101, 0.566393, -0.0551891, 0.604525, 0.794672, -0.955171, 0.199883, -0.218391, 5.25185, 0.215087, 5.49347)
shadow_enabled = true
light_negative = false
[node name="AnimationPlayer" type="AnimationPlayer" parent="LightColorChange"]

View File

@@ -68,7 +68,6 @@ shadow_color = Color(0.0, 0.0, 0.0, 1.0)
omni_range = 5.0
transform = Transform(1.0, 0.0, 0.0, 0.0, -4.37114e-08, 1.0, 0.0, -1.0, -4.37114e-08, 0.0, 0.4, 1.0)
shadow_enabled = true
light_negative = false
[node name="Cube001" type="MeshInstance" parent="."]
@@ -91,7 +90,6 @@ shadow_color = Color(0.0, 0.0, 0.0, 1.0)
omni_range = 5.0
transform = Transform(1.0, 0.0, 0.0, 0.0, -4.37114e-08, 1.0, 0.0, -1.0, -4.37114e-08, -2.0, 0.4, 1.0)
shadow_enabled = false
light_negative = false
[node name="Lamp001" type="OmniLight" parent="."]
@@ -102,7 +100,6 @@ shadow_color = Color(0.0, 0.0, 0.0, 1.0)
omni_range = 2.0
transform = Transform(1.0, 0.0, 0.0, 0.0, -4.37114e-08, 1.0, 0.0, -1.0, -4.37114e-08, -6.0, 1.0, 3.0)
shadow_enabled = false
light_negative = false
[node name="Plane" type="MeshInstance" parent="."]
@@ -119,7 +116,6 @@ shadow_color = Color(0.0, 0.0, 0.0, 1.0)
omni_range = 2.0
transform = Transform(1.0, 0.0, 0.0, 0.0, -4.37114e-08, 1.0, 0.0, -1.0, -4.37114e-08, -6.0, 1.0, 0.0)
shadow_enabled = false
light_negative = false
[node name="Camera" type="Camera" parent="."]

View File

@@ -70,7 +70,6 @@ spot_angle_attenuation = 20.0
spot_range = 3.0
transform = Transform(1.0, 0.0, 0.0, 0.0, -4.37114e-08, 1.0, 0.0, -1.0, -4.37114e-08, 1.0, 2.0, -3.0)
shadow_enabled = false
light_negative = false
[node name="Lamp006" type="SpotLight" parent="."]
@@ -83,7 +82,6 @@ spot_angle_attenuation = 0.19802
spot_range = 3.0
transform = Transform(1.0, 0.0, 0.0, 0.0, -4.37114e-08, 1.0, 0.0, -1.0, -4.37114e-08, 2.0, 2.0, -3.0)
shadow_enabled = false
light_negative = false
[node name="Lamp005" type="SpotLight" parent="."]
@@ -96,7 +94,6 @@ spot_angle_attenuation = 0.19802
spot_range = 3.0
transform = Transform(1.0, 0.0, 0.0, 0.0, -4.37114e-08, 1.0, 0.0, -1.0, -4.37114e-08, 2.0, 2.0, -2.0)
shadow_enabled = false
light_negative = false
[node name="Lamp002" type="SpotLight" parent="."]
@@ -109,7 +106,6 @@ spot_angle_attenuation = 20.0
spot_range = 3.0
transform = Transform(1.0, 0.0, 0.0, 0.0, -4.37114e-08, 1.0, 0.0, -1.0, -4.37114e-08, 1.0, 2.0, -2.0)
shadow_enabled = false
light_negative = false
[node name="Lamp001" type="SpotLight" parent="."]
@@ -122,7 +118,6 @@ spot_angle_attenuation = 1.25
spot_range = 3.0
transform = Transform(1.0, 0.0, 0.0, 0.0, 0.906308, 0.422618, 0.0, -0.422618, 0.906308, 1.0, 1.0, 2.0)
shadow_enabled = false
light_negative = false
[node name="Lamp000" type="SpotLight" parent="."]
@@ -135,7 +130,6 @@ spot_angle_attenuation = 1.25
spot_range = 5.0
transform = Transform(1.0, 0.0, 0.0, 0.0, 0.906308, 0.422618, 0.0, -0.422618, 0.906308, -1.0, 1.0, 2.0)
shadow_enabled = false
light_negative = false
[node name="Cube001" type="MeshInstance" parent="."]
@@ -160,7 +154,6 @@ spot_angle_attenuation = 1.25
spot_range = 5.0
transform = Transform(1.0, 0.0, 0.0, 0.0, 0.906308, 0.422618, 0.0, -0.422618, 0.906308, -4.0, 1.0, 2.0)
shadow_enabled = true
light_negative = false
[node name="Lamp003" type="SpotLight" parent="."]
@@ -173,7 +166,6 @@ spot_angle_attenuation = 1.25
spot_range = 5.0
transform = Transform(1.0, 0.0, 0.0, 0.0, 0.906308, 0.422618, 0.0, -0.422618, 0.906308, -6.0, 1.0, 2.0)
shadow_enabled = false
light_negative = false
[node name="Plane" type="MeshInstance" parent="."]

View File

@@ -38,7 +38,6 @@ shadow_color = Color(0.0, 0.0, 0.0, 1.0)
omni_range = 30.0
transform = Transform(-0.290865, -0.771101, 0.566393, -0.0551891, 0.604525, 0.794672, -0.955171, 0.199883, -0.218391, 4.07625, 5.90386, -1.00545)
shadow_enabled = true
light_negative = false
[node name="Camera" type="Camera" parent="."]

View File

@@ -3,22 +3,12 @@
[sub_resource id=1 type="SpatialMaterial"]
resource_name = ""
flags_unshaded = false
flags_vertex_lighting = false
flags_transparent = false
vertex_color_use_as_albedo = false
albedo_color = Color(0.229957, 0.274814, 0.903545, 1.0)
subsurf_scatter_enabled = false
[sub_resource id=2 type="SpatialMaterial"]
resource_name = ""
flags_unshaded = false
flags_vertex_lighting = false
flags_transparent = false
vertex_color_use_as_albedo = false
albedo_color = Color(0.903545, 0.903545, 0.903545, 1.0)
subsurf_scatter_enabled = false
[sub_resource id=3 type="ArrayMesh"]
@@ -59,22 +49,12 @@ surfaces/1 = {
[sub_resource id=4 type="SpatialMaterial"]
resource_name = ""
flags_unshaded = false
flags_vertex_lighting = false
flags_transparent = false
vertex_color_use_as_albedo = false
albedo_color = Color(0.903545, 0.169508, 0.242857, 1.0)
subsurf_scatter_enabled = false
[sub_resource id=5 type="SpatialMaterial"]
resource_name = ""
flags_unshaded = false
flags_vertex_lighting = false
flags_transparent = false
vertex_color_use_as_albedo = false
albedo_color = Color(0.121702, 0.903545, 0.139942, 1.0)
subsurf_scatter_enabled = false
[node type="Spatial" name="Scene"]

View File

@@ -3,22 +3,12 @@
[sub_resource id=1 type="SpatialMaterial"]
resource_name = ""
flags_unshaded = false
flags_vertex_lighting = false
flags_transparent = false
vertex_color_use_as_albedo = false
albedo_color = Color(0.138926, 0.903545, 0.0, 1.0)
subsurf_scatter_enabled = false
[sub_resource id=2 type="SpatialMaterial"]
resource_name = ""
flags_unshaded = false
flags_vertex_lighting = false
flags_transparent = false
vertex_color_use_as_albedo = false
albedo_color = Color(0.903545, 0.903545, 0.903545, 1.0)
subsurf_scatter_enabled = false
[sub_resource id=3 type="ArrayMesh"]
@@ -73,7 +63,6 @@ shadow_color = Color(0.0, 0.0, 0.0, 1.0)
omni_range = 30.0
transform = Transform(-0.290865, -0.771101, 0.566393, -0.0551891, 0.604525, 0.794672, -0.955171, 0.199883, -0.218391, 4.07625, 5.90386, -1.00545)
shadow_enabled = true
light_negative = false
[node name="Camera" type="Camera" parent="."]

View File

@@ -102,15 +102,15 @@ surfaces/0 = {
"material":SubResource(2),
"primitive":4,
"arrays":[
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null, ; No Tangents,
null, ; no Vertex Colors,
null, ; No UV1,
null, ; No UV2,
null, ; No Bones,
null, ; No Weights,
IntArray(0, 2, 1, 3, 5, 4, 6, 8, 7, 9, 11, 10, 12, 14, 13, 15, 17, 16, 18, 20, 19, 21, 23, 22, 24, 26, 25, 27, 29, 28, 30, 32, 31, 33, 35, 34, 36, 38, 37, 39, 41, 40, 42, 44, 43, 45, 47, 46, 48, 50, 49, 51, 53, 52, 0, 1, 54, 3, 4, 55, 56, 58, 57, 9, 10, 59, 12, 13, 60, 61, 63, 62, 64, 66, 65, 21, 22, 67, 24, 25, 68, 69, 71, 70, 30, 31, 72, 33, 34, 73, 74, 76, 75, 39, 40, 77, 78, 80, 79, 80, 44, 81, 82, 84, 83, 85, 42, 86, 42, 43, 87, 88, 43, 89, 90, 92, 91, 93, 95, 94, 78, 44, 80, 44, 42, 85, 87, 43, 88, 96, 98, 97, 78, 43, 44, 45, 46, 99, 48, 49, 100, 101, 103, 102, 103, 101, 104, 105, 107, 106, 108, 110, 109, 111, 113, 112, 114, 113, 115, 116, 118, 117, 119, 121, 120, 122, 124, 123, 125, 127, 126, 112, 113, 114, 128, 130, 129, 101, 113, 131)
IntArray(0, 2, 1, 3, 5, 4, 6, 8, 7, 9, 11, 10, 12, 14, 13, 15, 17, 16, 18, 20, 19, 21, 23, 22, 24, 26, 25, 27, 29, 28, 30, 32, 31, 33, 35, 34, 36, 38, 37, 39, 41, 40, 42, 44, 43, 45, 47, 46, 48, 50, 49, 51, 53, 52, 0, 1, 54, 3, 4, 55, 56, 58, 57, 9, 10, 59, 12, 13, 60, 61, 63, 62, 64, 66, 65, 21, 22, 67, 24, 25, 68, 69, 71, 70, 30, 31, 72, 33, 34, 73, 74, 76, 75, 39, 40, 77, 44, 79, 78, 79, 81, 80, 82, 84, 83, 85, 42, 86, 42, 88, 87, 88, 43, 89, 90, 92, 91, 93, 95, 94, 44, 81, 79, 81, 42, 85, 42, 43, 88, 96, 98, 97, 44, 42, 81, 45, 46, 99, 48, 49, 100, 53, 102, 101, 103, 105, 104, 106, 108, 107, 109, 51, 110, 51, 112, 111, 112, 52, 113, 114, 116, 115, 117, 119, 118, 120, 122, 121, 123, 51, 109, 51, 52, 112, 124, 126, 125, 53, 51, 123)
],
"morph_arrays":[]
}
@@ -247,8 +247,7 @@ light_energy = 1.0
light_color = Color(1.0, 1.0, 1.0, 1.0)
shadow_color = Color(0.0, 0.0, 0.0, 1.0)
transform = Transform(0.701062, -0.562597, -0.438174, 0.452107, -0.124517, 0.88323, -0.551463, -0.8173, 0.16706, -2.09735, 4.28268, -0.137035)
shadow_enabled = false
light_negative = false
shadow_enabled = true
[node name="object_with_uv" type="MeshInstance" parent="."]

File diff suppressed because one or more lines are too long

View File

@@ -372,98 +372,16 @@ void fragment() {
resource_name = ""
shader = SubResource(11)
[sub_resource id=13 type="Shader"]
resource_name = "Shader Nodetree"
code = "shader_type spatial;
render_mode blend_mix,depth_draw_always,cull_back,diffuse_burley,specular_schlick_ggx;
uniform sampler2D uni1_ImageTexturetexture_image;
void node_bsdf_diffuse(vec4 color, float roughness, out vec3 albedo,
out float specular_out, out float roughness_out) {
albedo = color.rgb;
specular_out = 0.5;
roughness_out = 1.0;
}
void node_tex_image(vec3 co, sampler2D ima, out vec4 color, out float alpha) {
color = texture(ima, co.xy);
alpha = color.a;
}
void node_rgb_to_bw(vec4 color, out float result){
result = color.r * 0.2126 + color.g * 0.7152 + color.b * 0.0722;
}
void node_bump(float strength, float dist, float height, vec3 normal,
vec3 surf_pos, float invert, out vec3 out_normal){
if (invert != 0.0) {
dist *= -1.0;
}
vec3 dPdx = dFdx(surf_pos);
vec3 dPdy = dFdy(surf_pos);
/* Get surface tangents from normal. */
vec3 Rx = cross(dPdy, normal);
vec3 Ry = cross(normal, dPdx);
/* Compute surface gradient and determinant. */
float det = dot(dPdx, Rx);
float absdet = abs(det);
float dHdx = dFdx(height);
float dHdy = dFdy(height);
vec3 surfgrad = dHdx * Rx + dHdy * Ry;
strength = max(strength, 0.0);
out_normal = normalize(absdet * normal - dist * sign(det) * surfgrad);
out_normal = normalize(strength * out_normal + (1.0 - strength) * normal);
}
void vertex() {
}
void fragment() {
vec4 var1_DiffuseBSDF_Color;
var1_DiffuseBSDF_Color = vec4(0.800000011920929, 0.800000011920929, 0.800000011920929, 1.0);
float var2_DiffuseBSDF_Roughness;
var2_DiffuseBSDF_Roughness = 0.0;
vec3 var3_DiffuseBSDF_output_albedo;
float var4_DiffuseBSDF_output_specular;
float var5_DiffuseBSDF_output_roughness;
node_bsdf_diffuse(var1_DiffuseBSDF_Color, var2_DiffuseBSDF_Roughness, var3_DiffuseBSDF_output_albedo, var4_DiffuseBSDF_output_specular, var5_DiffuseBSDF_output_roughness);
ALBEDO = var3_DiffuseBSDF_output_albedo;
SPECULAR = var4_DiffuseBSDF_output_specular;
ROUGHNESS = var5_DiffuseBSDF_output_roughness;
vec4 var6_ImageTexture_Color;
float var7_ImageTexture_Alpha;
node_tex_image(vec3(UV, 0.0), uni1_ImageTexturetexture_image, var6_ImageTexture_Color, var7_ImageTexture_Alpha);
float var8_auto_insert_RGBtoBW;
node_rgb_to_bw(var6_ImageTexture_Color, var8_auto_insert_RGBtoBW);
node_bump(1.0, 0.1, var8_auto_insert_RGBtoBW, NORMAL, VERTEX, 0.0, NORMAL);
}
"
[sub_resource id=14 type="ShaderMaterial"]
[sub_resource id=13 type="SpatialMaterial"]
resource_name = ""
shader = SubResource(13)
shader_param/uni1_ImageTexturetexture_image = ExtResource(2)
albedo_color = Color(0.903545, 0.903545, 0.903545, 1.0)
[sub_resource id=15 type="ArrayMesh"]
[sub_resource id=14 type="ArrayMesh"]
resource_name = "Plane001"
surfaces/0 = {
"material":SubResource(14),
"material":SubResource(13),
"primitive":4,
"arrays":[
Vector3Array(1.0, 0.0, 1.0, -1.0, 0.0, -1.0, -1.0, 0.0, 1.0, 1.0, 0.0, -1.0),
@@ -479,7 +397,7 @@ surfaces/0 = {
"morph_arrays":[]
}
[sub_resource id=16 type="Shader"]
[sub_resource id=15 type="Shader"]
resource_name = "Shader Nodetree"
code = "shader_type spatial;
@@ -542,17 +460,17 @@ void fragment() {
}
"
[sub_resource id=17 type="ShaderMaterial"]
[sub_resource id=16 type="ShaderMaterial"]
resource_name = ""
shader = SubResource(16)
shader = SubResource(15)
shader_param/uni1_ImageTexturetexture_image = ExtResource(1)
[sub_resource id=18 type="ArrayMesh"]
[sub_resource id=17 type="ArrayMesh"]
resource_name = "Plane002"
surfaces/0 = {
"material":SubResource(17),
"material":SubResource(16),
"primitive":4,
"arrays":[
Vector3Array(1.0, 0.0, 1.0, -1.0, 0.0, -1.0, -1.0, 0.0, 1.0, 1.0, 0.0, -1.0),
@@ -568,7 +486,7 @@ surfaces/0 = {
"morph_arrays":[]
}
[sub_resource id=19 type="Shader"]
[sub_resource id=18 type="Shader"]
resource_name = "Shader Nodetree"
code = "shader_type spatial;
@@ -630,17 +548,17 @@ void fragment() {
}
"
[sub_resource id=20 type="ShaderMaterial"]
[sub_resource id=19 type="ShaderMaterial"]
resource_name = ""
shader = SubResource(19)
shader = SubResource(18)
shader_param/uni1_ImageTexturetexture_image = ExtResource(1)
[sub_resource id=21 type="ArrayMesh"]
[sub_resource id=20 type="ArrayMesh"]
resource_name = "Plane003"
surfaces/0 = {
"material":SubResource(20),
"material":SubResource(19),
"primitive":4,
"arrays":[
Vector3Array(1.0, 0.0, 1.0, -1.0, 0.0, -1.0, -1.0, 0.0, 1.0, 1.0, 0.0, -1.0),
@@ -656,7 +574,7 @@ surfaces/0 = {
"morph_arrays":[]
}
[sub_resource id=22 type="Shader"]
[sub_resource id=21 type="Shader"]
resource_name = "Shader Nodetree"
code = "shader_type spatial;
@@ -745,17 +663,17 @@ void fragment() {
}
"
[sub_resource id=23 type="ShaderMaterial"]
[sub_resource id=22 type="ShaderMaterial"]
resource_name = ""
shader = SubResource(22)
shader = SubResource(21)
shader_param/uni1_ImageTexture001texture_image = ExtResource(2)
[sub_resource id=24 type="ArrayMesh"]
[sub_resource id=23 type="ArrayMesh"]
resource_name = "Plane004"
surfaces/0 = {
"material":SubResource(23),
"material":SubResource(22),
"primitive":4,
"arrays":[
Vector3Array(1.0, 0.0, 1.0, -1.0, 0.0, -1.0, -1.0, 0.0, 1.0, 1.0, 0.0, -1.0),
@@ -814,28 +732,27 @@ light_color = Color(1.0, 1.0, 1.0, 1.0)
shadow_color = Color(0.0, 0.0, 0.0, 1.0)
transform = Transform(-0.404791, -0.439839, 0.801677, 0.221124, 0.803611, 0.552553, -0.88727, 0.400938, -0.228035, 4.07625, 1.70784, -1.00545)
shadow_enabled = true
light_negative = false
[node name="test_displacement" type="MeshInstance" parent="."]
mesh = SubResource(15)
mesh = SubResource(14)
visible = true
transform = Transform(2.17434, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 2.089, 5.56855, 0.111502, 4.35828)
[node name="test_normal_object" type="MeshInstance" parent="."]
mesh = SubResource(18)
mesh = SubResource(17)
visible = true
transform = Transform(2.17434, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 2.089, -4.51125, 0.111502, -5.04673)
[node name="test_normal_world" type="MeshInstance" parent="."]
mesh = SubResource(21)
mesh = SubResource(20)
visible = true
transform = Transform(2.17434, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 2.089, -4.6612, 0.111502, 4.30586)
[node name="test_bump" type="MeshInstance" parent="."]
mesh = SubResource(24)
mesh = SubResource(23)
visible = true
transform = Transform(2.17434, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 2.089, 0.134761, 0.111502, -0.424369)

View File

@@ -14,7 +14,7 @@ surfaces/0 = {
null, ; No UV2,
null, ; No Bones,
null, ; No Weights,
IntArray(0, 2, 1, 3, 1, 4, 5, 4, 6, 7, 6, 8, 0, 5, 9, 9, 8, 10, 11, 10, 2, 1, 10, 8, 0, 1, 3, 3, 4, 5, 5, 6, 7, 7, 8, 9, 5, 0, 3, 0, 9, 11, 9, 5, 7, 9, 10, 11, 11, 2, 0, 10, 1, 2, 1, 6, 4, 6, 1, 8)
IntArray(0, 2, 1, 3, 1, 4, 5, 4, 6, 7, 6, 8, 0, 5, 9, 9, 8, 10, 11, 10, 2, 1, 10, 6, 0, 1, 3, 3, 4, 5, 5, 6, 7, 7, 8, 9, 5, 0, 3, 0, 9, 11, 9, 5, 7, 9, 10, 11, 11, 2, 0, 10, 1, 2, 1, 6, 4, 6, 10, 8)
],
"morph_arrays":[]
}
@@ -25,15 +25,15 @@ resource_name = "Cylinder002"
surfaces/0 = {
"primitive":4,
"arrays":[
Vector3Array(0.0, 1.0, -1.0, 0.866025, -1.0, -0.5, 0.0, -1.0, -1.0, 0.866025, 1.0, -0.5, 0.866025, -1.0, 0.5, 0.866025, 1.0, 0.5, -8.74228e-08, -1.0, 1.0, -8.74228e-08, 1.0, 1.0, -0.866025, -1.0, 0.5, 0.0, 1.0, -1.0, -0.866025, 1.0, 0.5, 0.866025, 1.0, 0.5, -0.866025, 1.0, 0.5, -0.866025, -1.0, -0.5, -0.866025, 1.0, -0.5, 0.866025, -1.0, -0.5, -0.866025, -1.0, 0.5, -0.866025, -1.0, -0.5, 0.866025, 1.0, -0.5, -0.866025, 1.0, -0.5, -8.74228e-08, 1.0, 1.0, 0.0, -1.0, -1.0, 0.866025, -1.0, 0.5, -8.74228e-08, -1.0, 1.0),
Vector3Array(-6.57235e-08, 0.0, -1.0, 0.866025, 0.0, -0.5, -2.19078e-08, 0.0, -1.0, 0.866025, 0.0, -0.5, 0.866025, 0.0, 0.5, 0.866025, 0.0, 0.5, -8.76314e-08, 0.0, 1.0, -8.76314e-08, 0.0, 1.0, -0.866025, 0.0, 0.5, 4.58837e-08, 1.0, 0.0, 6.30901e-08, 1.0, 0.0, 2.86773e-08, 1.0, 0.0, -0.866025, 0.0, 0.5, -0.866025, 0.0, -0.5, -0.866025, 0.0, -0.5, 6.88255e-08, -1.0, 0.0, 0.0, -1.0, 0.0, 3.44128e-08, -1.0, 0.0, 0.0, 1.0, 0.0, 1.37651e-07, 1.0, 0.0, 6.88255e-08, 1.0, 0.0, 1.37651e-07, -1.0, 0.0, 1.37651e-07, -1.0, 0.0, 3.44128e-08, -1.0, 0.0),
Vector3Array(0.0, 1.0, -1.0, 0.866025, -1.0, -0.5, 0.0, -1.0, -1.0, 0.866025, 1.0, -0.5, 0.866025, -1.0, 0.5, 0.866025, 1.0, 0.5, -8.74228e-08, -1.0, 1.0, -8.74228e-08, 1.0, 1.0, -0.866025, -1.0, 0.5, 0.0, 1.0, -1.0, -0.866025, 1.0, 0.5, 0.866025, 1.0, 0.5, -0.866025, 1.0, 0.5, -0.866025, -1.0, -0.5, -0.866025, 1.0, -0.5, 0.866025, -1.0, -0.5, -8.74228e-08, -1.0, 1.0, -0.866025, -1.0, -0.5, 0.866025, 1.0, -0.5, -0.866025, 1.0, -0.5, -8.74228e-08, 1.0, 1.0, 0.0, -1.0, -1.0, 0.866025, -1.0, 0.5, -0.866025, -1.0, 0.5),
Vector3Array(-6.57235e-08, 0.0, -1.0, 0.866025, 0.0, -0.5, -2.19078e-08, 0.0, -1.0, 0.866025, 0.0, -0.5, 0.866025, 0.0, 0.5, 0.866025, 0.0, 0.5, -8.76314e-08, 0.0, 1.0, -8.76314e-08, 0.0, 1.0, -0.866025, 0.0, 0.5, 4.58837e-08, 1.0, 0.0, 6.30901e-08, 1.0, 0.0, 2.86773e-08, 1.0, 0.0, -0.866025, 0.0, 0.5, -0.866025, 0.0, -0.5, -0.866025, 0.0, -0.5, 2.29418e-08, -1.0, 0.0, 2.29418e-08, -1.0, 0.0, 2.29419e-08, -1.0, 0.0, 0.0, 1.0, 0.0, 1.37651e-07, 1.0, 0.0, 6.88255e-08, 1.0, 0.0, 1.37651e-07, -1.0, 0.0, 1.37651e-07, -1.0, 0.0, 1.37651e-07, -1.0, 0.0),
null, ; No Tangents,
null, ; no Vertex Colors,
null, ; No UV1,
null, ; No UV2,
null, ; No Bones,
null, ; No Weights,
IntArray(0, 2, 1, 3, 1, 4, 5, 4, 6, 7, 6, 8, 9, 11, 10, 12, 8, 13, 14, 13, 2, 15, 17, 16, 0, 1, 3, 3, 4, 5, 5, 6, 7, 7, 8, 12, 11, 9, 18, 9, 10, 19, 10, 11, 20, 12, 13, 14, 14, 2, 0, 17, 15, 21, 15, 23, 22, 23, 15, 16)
IntArray(0, 2, 1, 3, 1, 4, 5, 4, 6, 7, 6, 8, 9, 11, 10, 12, 8, 13, 14, 13, 2, 15, 17, 16, 0, 1, 3, 3, 4, 5, 5, 6, 7, 7, 8, 12, 11, 9, 18, 9, 10, 19, 10, 11, 20, 12, 13, 14, 14, 2, 0, 17, 15, 21, 15, 16, 22, 16, 17, 23)
],
"morph_arrays":[]
}
@@ -44,8 +44,8 @@ resource_name = "Cylinder001"
surfaces/0 = {
"primitive":4,
"arrays":[
Vector3Array(0.0, 1.0, -1.0, 0.866025, -1.0, -0.5, 0.0, -1.0, -1.0, 0.866025, 1.0, -0.5, 0.866025, -1.0, 0.5, 0.866025, -1.0, -0.5, 0.866025, 1.0, 0.5, -8.74228e-08, -1.0, 1.0, 0.866025, -1.0, 0.5, -8.74228e-08, 1.0, 1.0, -0.866025, -1.0, 0.5, -8.74228e-08, -1.0, 1.0, 0.0, 1.0, -1.0, -0.866025, 1.0, 0.5, 0.866025, 1.0, 0.5, -0.866025, 1.0, 0.5, -0.866025, -1.0, -0.5, -0.866025, -1.0, 0.5, -0.866025, 1.0, -0.5, 0.0, -1.0, -1.0, -0.866025, -1.0, -0.5, 0.866025, -1.0, -0.5, -0.866025, -1.0, 0.5, -0.866025, -1.0, -0.5, 0.866025, 1.0, -0.5, 0.866025, 1.0, -0.5, 0.866025, 1.0, 0.5, 0.866025, -1.0, 0.5, 0.866025, 1.0, 0.5, -8.74228e-08, 1.0, 1.0, -8.74228e-08, -1.0, 1.0, -8.74228e-08, 1.0, 1.0, -0.866025, 1.0, 0.5, -0.866025, -1.0, 0.5, 0.866025, 1.0, 0.5, 0.866025, 1.0, -0.5, 0.0, 1.0, -1.0, 0.0, 1.0, -1.0, -0.866025, 1.0, -0.5, -0.866025, 1.0, 0.5, -0.866025, 1.0, 0.5, -8.74228e-08, 1.0, 1.0, 0.866025, 1.0, 0.5, -0.866025, 1.0, -0.5, 0.0, 1.0, -1.0, -0.866025, -1.0, -0.5, 0.0, -1.0, -1.0, 0.866025, -1.0, -0.5, 0.866025, -1.0, -0.5, 0.866025, -1.0, 0.5, -8.74228e-08, -1.0, 1.0, -8.74228e-08, -1.0, 1.0, -0.866025, -1.0, 0.5, 0.866025, -1.0, -0.5),
Vector3Array(0.5, 0.0, -0.866025, 0.5, 0.0, -0.866025, 0.5, 0.0, -0.866025, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.5, 0.0, 0.866025, 0.5, 0.0, 0.866025, 0.5, 0.0, 0.866025, -0.5, 0.0, 0.866025, -0.5, 0.0, 0.866025, -0.5, 0.0, 0.866025, 2.29418e-08, 1.0, 0.0, 2.29418e-08, 1.0, 0.0, 2.29418e-08, 1.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -0.5, 0.0, -0.866025, -0.5, 0.0, -0.866025, -0.5, 0.0, -0.866025, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.5, 0.0, -0.866025, 1.0, 0.0, 1.19209e-07, 1.0, 0.0, 1.19209e-07, 1.0, 0.0, 1.19209e-07, 0.5, 0.0, 0.866026, 0.5, 0.0, 0.866026, 0.5, 0.0, 0.866026, -0.5, 0.0, 0.866025, -0.5, 0.0, 0.866025, -0.5, 0.0, 0.866025, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.37651e-07, 1.0, 0.0, 1.37651e-07, 1.0, 0.0, 1.37651e-07, 1.0, 0.0, 6.88255e-08, 1.0, 0.0, 6.88255e-08, 1.0, 0.0, 6.88255e-08, 1.0, 0.0, -1.0, 0.0, 0.0, -0.5, 0.0, -0.866025, 1.37651e-07, -1.0, 0.0, 1.37651e-07, -1.0, 0.0, 1.37651e-07, -1.0, 0.0, 1.37651e-07, -1.0, 0.0, 1.37651e-07, -1.0, 0.0, 1.37651e-07, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0),
Vector3Array(0.0, 1.0, -1.0, 0.866025, -1.0, -0.5, 0.0, -1.0, -1.0, 0.866025, 1.0, -0.5, 0.866025, -1.0, 0.5, 0.866025, -1.0, -0.5, 0.866025, 1.0, 0.5, -8.74228e-08, -1.0, 1.0, 0.866025, -1.0, 0.5, -8.74228e-08, 1.0, 1.0, -0.866025, -1.0, 0.5, -8.74228e-08, -1.0, 1.0, 0.0, 1.0, -1.0, -0.866025, 1.0, 0.5, 0.866025, 1.0, 0.5, -0.866025, 1.0, 0.5, -0.866025, -1.0, -0.5, -0.866025, -1.0, 0.5, -0.866025, 1.0, -0.5, 0.0, -1.0, -1.0, -0.866025, -1.0, -0.5, 0.866025, -1.0, -0.5, -8.74228e-08, -1.0, 1.0, -0.866025, -1.0, -0.5, 0.866025, 1.0, -0.5, 0.866025, 1.0, -0.5, 0.866025, 1.0, 0.5, 0.866025, -1.0, 0.5, 0.866025, 1.0, 0.5, -8.74228e-08, 1.0, 1.0, -8.74228e-08, -1.0, 1.0, -8.74228e-08, 1.0, 1.0, -0.866025, 1.0, 0.5, -0.866025, -1.0, 0.5, 0.866025, 1.0, 0.5, 0.866025, 1.0, -0.5, 0.0, 1.0, -1.0, 0.0, 1.0, -1.0, -0.866025, 1.0, -0.5, -0.866025, 1.0, 0.5, -0.866025, 1.0, 0.5, -8.74228e-08, 1.0, 1.0, 0.866025, 1.0, 0.5, -0.866025, 1.0, -0.5, 0.0, 1.0, -1.0, -0.866025, -1.0, -0.5, 0.0, -1.0, -1.0, 0.866025, -1.0, -0.5, 0.866025, -1.0, -0.5, 0.866025, -1.0, 0.5, -8.74228e-08, -1.0, 1.0, -8.74228e-08, -1.0, 1.0, -0.866025, -1.0, 0.5, -0.866025, -1.0, -0.5),
Vector3Array(0.5, 0.0, -0.866025, 0.5, 0.0, -0.866025, 0.5, 0.0, -0.866025, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.5, 0.0, 0.866025, 0.5, 0.0, 0.866025, 0.5, 0.0, 0.866025, -0.5, 0.0, 0.866025, -0.5, 0.0, 0.866025, -0.5, 0.0, 0.866025, 2.29418e-08, 1.0, 0.0, 2.29418e-08, 1.0, 0.0, 2.29418e-08, 1.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, -0.5, 0.0, -0.866025, -0.5, 0.0, -0.866025, -0.5, 0.0, -0.866025, -9.17674e-08, -1.0, 0.0, -9.17674e-08, -1.0, 0.0, -9.17674e-08, -1.0, 0.0, 0.5, 0.0, -0.866025, 1.0, 0.0, 1.19209e-07, 1.0, 0.0, 1.19209e-07, 1.0, 0.0, 1.19209e-07, 0.5, 0.0, 0.866026, 0.5, 0.0, 0.866026, 0.5, 0.0, 0.866026, -0.5, 0.0, 0.866025, -0.5, 0.0, 0.866025, -0.5, 0.0, 0.866025, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.37651e-07, 1.0, 0.0, 1.37651e-07, 1.0, 0.0, 1.37651e-07, 1.0, 0.0, 6.88255e-08, 1.0, 0.0, 6.88255e-08, 1.0, 0.0, 6.88255e-08, 1.0, 0.0, -1.0, 0.0, 0.0, -0.5, 0.0, -0.866025, 1.37651e-07, -1.0, 0.0, 1.37651e-07, -1.0, 0.0, 1.37651e-07, -1.0, 0.0, 1.37651e-07, -1.0, 0.0, 1.37651e-07, -1.0, 0.0, 1.37651e-07, -1.0, 0.0, 1.37651e-07, -1.0, 0.0, 1.37651e-07, -1.0, 0.0, 1.37651e-07, -1.0, 0.0),
null, ; No Tangents,
null, ; no Vertex Colors,
null, ; No UV1,

View File

@@ -49,7 +49,7 @@ transform = Transform(-4.37114e-08, 0.0, 1.0, 0.0, 1.0, 0.0, -1.0, 0.0, -4.37114
mesh = SubResource(1)
visible = true
transform = Transform(1.0, 1.19209e-07, 4.37114e-08, -4.37114e-08, 1.35103e-07, 1.0, 1.19209e-07, -1.0, 7.54979e-08, 4.37114e-08, -2.0, -1.0)
transform = Transform(1.0, 1.19209e-07, 4.37114e-08, -4.37114e-08, 1.053e-07, 1.0, 1.19209e-07, -1.0, 7.54979e-08, 4.37114e-08, -2.0, -1.0)
[node name="Suzanne" type="MeshInstance" parent="."]
@@ -61,4 +61,4 @@ transform = Transform(1.0, 0.0, 0.0, 0.0, 0.642788, -0.766044, 0.0, 0.766044, 0.
mesh = SubResource(1)
visible = true
transform = Transform(1.0, 0.0, 0.0, 0.0, 1.0, -2.98023e-08, 0.0, 0.0, 1.0, 0.0, 3.0, 1.19209e-07)
transform = Transform(1.0, 0.0, 0.0, 0.0, 1.0, 2.98023e-08, 0.0, -2.98023e-08, 1.0, 0.0, 3.0, 0.0)

View File

@@ -280,7 +280,7 @@ transform = Transform(1.0, 0.0, 0.0, 0.0, 7.54979e-08, -1.0, 0.0, 1.0, 7.54979e-
[node name="Sphere002Collision" type="CollisionShape" parent="SpherePhysics"]
transform = Transform(1.0, 1.30385e-08, 2.98023e-08, 1.49012e-08, -2.97416e-08, 1.0, 2.42144e-08, -1.0, -5.1162e-08, 0.565972, 0.864336, 0.166554)
transform = Transform(1.0, 1.30385e-08, 2.98023e-08, 1.49012e-08, -2.97416e-08, 1.0, 2.42144e-08, -1.0, -5.1162e-08, 0.565972, 0.864336, 0.166555)
shape = SubResource(12)
[node name="Sphere002" type="MeshInstance" parent="SpherePhysics/Sphere002Collision"]
@@ -321,7 +321,6 @@ shadow_color = Color(0.0, 0.0, 0.0, 1.0)
omni_range = 30.0
transform = Transform(-0.290865, -0.771101, 0.566393, -0.0551891, 0.604525, 0.794672, -0.955171, 0.199883, -0.218391, 4.07625, 7.32356, -1.00545)
shadow_enabled = true
light_negative = false
[node name="Camera" type="Camera" parent="."]

View File

@@ -0,0 +1,36 @@
[gd_scene load_steps=1 format=2]
[sub_resource id=1 type="ArrayMesh"]
resource_name = "Cube001"
surfaces/0 = {
"primitive":4,
"arrays":[
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null, ; No Tangents,
null, ; no Vertex Colors,
null, ; No UV1,
null, ; No UV2,
null, ; No Bones,
null, ; No Weights,
IntArray(0, 2, 1, 3, 5, 4, 6, 8, 7, 9, 11, 10, 5, 12, 4, 3, 14, 13, 15, 17, 16, 9, 18, 17, 3, 20, 19, 9, 15, 21, 22, 24, 23, 25, 27, 26, 28, 30, 29, 19, 20, 31, 32, 34, 33, 35, 37, 36, 17, 18, 38, 39, 41, 40, 42, 44, 43, 45, 47, 46, 48, 50, 49, 11, 51, 10, 52, 54, 53, 55, 57, 56, 58, 60, 59, 61, 63, 62, 64, 66, 65, 67, 69, 68, 70, 72, 71, 73, 75, 74, 14, 19, 76, 77, 79, 78, 80, 82, 81, 83, 85, 84, 3, 4, 20, 86, 88, 87, 9, 10, 18, 3, 13, 89, 15, 16, 90, 9, 17, 15, 3, 19, 14, 9, 21, 91, 22, 23, 92, 25, 26, 93, 28, 29, 94, 19, 31, 95, 32, 33, 96, 35, 36, 97, 17, 38, 98, 39, 40, 99, 42, 43, 100, 101, 103, 102, 104, 106, 105, 107, 109, 108, 110, 112, 111, 113, 115, 114, 61, 62, 116, 117, 119, 118, 120, 122, 121, 123, 125, 124, 73, 74, 126, 14, 76, 127, 77, 78, 128, 80, 81, 129)
],
"morph_arrays":[]
}
[node type="Spatial" name="Scene"]
[node name="Physics" type="Spatial" parent="."]
transform = Transform(1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 1.97983, 2.84518, 0.0)
[node name="Rig" type="Spatial" parent="Physics"]
transform = Transform(1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, -0.7, 0.0)
[node name="Mesh" type="MeshInstance" parent="Physics/Rig"]
mesh = SubResource(1)
visible = true
transform = Transform(1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0)

View File

@@ -35,7 +35,7 @@ tracks/0/keys = [0.0, 1.0, 0.0, 0.0, -3.77384, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0
mesh = SubResource(1)
visible = true
transform = Transform(1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 4.1733)
transform = Transform(1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, -3.6196)
[node name="AnimationPlayer" type="AnimationPlayer" parent="Cube"]

View File

@@ -27,7 +27,7 @@ length = 1.20833
tracks/0/type = "transform"
tracks/0/path = NodePath(".:")
tracks/0/interp = 1
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@@ -37,7 +37,7 @@ length = 1.16667
tracks/0/type = "transform"
tracks/0/path = NodePath(".:")
tracks/0/interp = 1
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@@ -45,7 +45,7 @@ tracks/0/keys = [0.0, 1.0, -0.0391231, 0.122969, 0.0, -0.00014795, -0.000250295,
mesh = SubResource(1)
visible = true
transform = Transform(0.999999, 0.00130609, -0.000500397, -0.00130594, 0.999999, 0.000296227, 0.000500783, -0.000295573, 1.0, -0.0391231, 0.122969, 0.0)
transform = Transform(1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.413321, 0.0, 0.0)
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View File

@@ -3,22 +3,12 @@
[sub_resource id=1 type="SpatialMaterial"]
resource_name = ""
flags_unshaded = false
flags_vertex_lighting = false
flags_transparent = false
vertex_color_use_as_albedo = false
albedo_color = Color(0.413475, 0.685345, 0.903545, 1.0)
subsurf_scatter_enabled = false
[sub_resource id=2 type="SpatialMaterial"]
resource_name = ""
flags_unshaded = false
flags_vertex_lighting = false
flags_transparent = false
vertex_color_use_as_albedo = false
albedo_color = Color(0.364638, 0.903545, 0.264181, 1.0)
subsurf_scatter_enabled = false
[sub_resource id=3 type="ArrayMesh"]

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