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Pixelorama/src/Classes/ObjParse.gd
Emmanouil Papadeas 91bfef16b3
Port to Godot 4 (#900)
* Initial conversion

* Hide some dialogs

* Update addons

* Fix errors in scripts

Temporarily commented out adding new file import types and certain Control methods that are not available in the Window class, such as get_global_mouse_position()

* Update shaders

* Fix some more errors and signals, rename "pressed" to "button_pressed"

* Even more error fixes and renaming corrections

* Fixed more errors, Pixelorama almost runs

* Update ValueSlider.gd

* Remove lock() and unlock(), more ImageTexture.create_from_image() static usage

* More static function using

* Re-add some of the dialog signals, fix window transparency

* Change instances of popup_hide to visibility_changed

* More more errors and warnings

* Fix more errors and warnings

* Get rid of errors in the output when opening Pixelorama in Godot

* Properly connect most signals without using strings

* Fix some scenes

* Don't load Main.tscn

* Emit signals directly instead of using strings

* Fix Keychain menu nodes

* Get rid of self. on most instances, as setters and getters are now always called

* Some more static typing

* Disable texture filters

* Fix zooming

* Fix int as enum warnings

* Fix tools and rename doubleclick to double_click

* Update tool scenes

* Fix tabs

* Fix create new image

* Use static typing on flood fill to speed it up

* Update static-checks.yml

* Reverts #729 for a speedup, hopefully the bug won't get re-introduced

* Fix TransparentChecker warning

* Re-add Default template

* Fix 3D cels

* Fix rotation

Project converted bug. Should be fixed by https://github.com/godotengine/godot/pull/79264

* Fix UITransparency alignment issue, thanks Variable

* Add missing OptionButton items

Hopefully that should be all of them

* Fix the appearance of CollapsibleContainer

* Change instances of world to world_3d

* Fix tool button backgrounds

* Fix Splash dialog

* Fix brush selection

* Update Main.gd

* Fix About Dialog

* Fix more zooming issues

* Fix canvas preview zooming

* Use signals for queue_redraw on project change

* Fix layer button's look

* Fix gradients

* Some gradient fixes and code cleanups, dithering is still broken

* Fix bucket

* Fix the rest of the undo_redo.add_(un)do_method() cases

* Fix guides

* Fix guide text

* Some small changes in Main

* Update Tools.gd

* Fix palette importing

* Get rid of TODOGODOT4s

* Fix the rest of the dialogs

* Update the rest of the scenes

* Fix onion skinning and frame tag dialogs

* Fix file brushes being imported twice

* Fix palette swatch crashing on double click

* Use nearest filter for some of the windows

* Remove old .tres font files

* Fix language switching

* Get rid of Keychain.action_get_first_key() on the extra shortcuts of tools

* Get rid of Keychain.MenuInputActions and directly set shortcuts to the menu items

This temporarily removes echoing support for undo and redo, this will be re-added once https://github.com/godotengine/godot/pull/36493 or https://github.com/godotengine/godot/pull/64317 is merged.

* Clean shortcut-related duplicate code in TopMenuContainer

* Remove DroidSansFallback now that system fonts can be used as fallback

* Remove 3.x settings from project.godot

* Format

* Format gdgifexporter

* Reset Keychain to its original state

* Remove textures from the dark and gray themes

* Remove all textures from the dark theme

* Better static typing in DrawingAlgos

* Use Vector2i for project size

* [Risky commit] Use Vector2i instead of Vector2 for tools

I tested it and everything seems to be working the same as before, but more testing would be appreciated.

* Format after previous commit

* Fix line angle constraint being rotated 180 degrees

This is not a regression from the previous commit(s), Godot 4 probably reversed the logic of `angle_to_point()`.

* Fix input map action not found errors when pressing Shift or Control

* Make AnimatePanel bigger, add spring interpolation

* Fix some layouts/extensions/preferences loading errors

* Fix dithering

* Update layout resources

Probably doesn't change anything at all, but I suppose it might be a good thing to do

* Small changes

* Disable filter in ResizeCanvas dialog

* Fix some preferences default button states

* Fix tile mode always having masking on

* Use integers in tile mode

* Fix checkboxes in preferences not working

* More statically typed arrays!

No need to have these # Array of X comments anymore!

* Fix "apply all" for multiple preview dialogs

* Update theme.tres

* Add HeaderSmall theme type variation

* Fix dynamics buttons

* Don't allow sub-zero zoom values

* Let zoom_out_max always remain Vector2(0.01, 0.01)

This fixes zooming on large canvases

* Bump version to v1.0-dev

* Fix ambient light not working on 3D cels

* Fix .obj loading

* Don't allow greater than max values in the zoom slider

* Set maximum zoom value to always be (500, 500)

* Set zoom slider minimum value to 1

* Some UI changes, mostly related to buttons and the timeline

* Change window titles to what they were before

* [COMPATIBILITY BROKEN WITH v0.x] Fix loading 3D cels

* Avoid changing Cel3DObject's file_path if it's the same

* Make preferences window bigger

* Fix png exporting

* Fix reference image initial size and filter setting

* Fix perspective line reverse scaling on zoom and facing 180 degrees away from cursor

* Format and some linting

* Remove most Images from the rest of the themes

* Remove all textures from all themes

* Fix drawing when the mouse gets released outside the canvas boundaries

* Format Keychain

* Implement #890

* Fix recorder

* Fix layout deletion

* Better static typing and fix empty_clicked signal-connected methods not having arguments

* Fix layout and extension directory creation if they don't already exist

* Change all instances of "HTML5" to "Web"

OS.get_name() now returns "Web" instead of "HTML5" in Godot 4

* Fix JavaScript detection

Opening files in the Web version does not yet work for some reason

* Fix formatting

* Fix lint errors

* Remove unneeded lines from rotation shaders

* Clean some rotation shader related code

* Remove ErrorManager from #891, as it's no longer needed in Godot 4

* Some docstrings

* More Vector2i and Recti replacing their float counterparts

* Remove the hardcoded shortcut from ValueSlider

Note that the brush size shortcut may not change properly because Keychain isn't updated to support Godot 4's input map properly yet.

* Fix bugs from the rebase, integer zooming is currently broken

* Format

* Fix bug where some imported images would fail to load when using smart slice

* Fix integer zooming (I think)

* Fix errors after #898

* Fix some UI issues with PreviewDialog

* Use ctrl/command instead of just ctrl in the shortcuts of the InputMap - gets rid of the need for _use_osx_shortcuts() in Main.gd

* Update Keychain and addons/README.md

* Update CI to Godot 4.1.1 (probably will not work)

* Remove XDGDataPaths.gd

* Make windows non-exclusive

* Attempt to fix macOS CI

* Attempt to fix CI

* Attempt to fix CI

* Minor fix in the dark theme, more will follow

* Silence enumerator/integer warning

* Attempt to fix macOS CI

* Another attempt to fix macOS CI

* Attempt to fix Windows & macOS CI

* fix: Recorder directory create (#903)

* Update Keychain so that the brush size shortcuts can be changed

This update generally lets users use modifier buttons (control, alt, shift, meta) with mouse buttons

* Change OSX to macOS

* Detect if multi-threading is enabled when exporting gifs

* Fix color picker not working on the top color mode

* Make some public methods private in Export.gd

* Remove Global.window_title variable

* Fix frame UI in the timeline breaking after 100 frames

* Static typing improvements for the timeline

* Better static typing for grids

* Fix typo

* Fix pixel grid not appearing

* Move preference updating code to Global using setters

This should make the code a bit more readable, as the logic for each property update can be found directly under the variable declaration, and not hidden in PreferencesDialog's preference_update() method. This also allows for changing these properties outside the preferences, if that will ever be needed. In theory it's also faster as we don't have to do all these string comparisons anymore, but I doubt this will be noticeable in practice.

* Remove RestoreDefaultButton.tscn

* Implement changing font size in the preferences

* Resize HeaderSmall font size along with the default font size

* A step towards fixing image loading in the Web version

Doesn't completely fix the issue, it requires a fix from Godot's side as well

* Implement missing input event actions for buttons

TODO: Add default shortcuts

* Do not change language and theme if they are already the defaults

Reduces the initial loading time a bit

* Remove update_hint_tooltips() as it's no longer needed, only keep it for tools

This was needed in order for hint tooltips to be successfully translated while taking the shortcuts into account. Godot 4 already it correctly for us now. Tools still need it because they contain multiple shortcut data in their tooltips.

* Change ExportDialog's PathDialog's file mode to be "open directory" and make them bigger

* Fix Vector2i + Vector2 errors in grid center snapping

* Update tooltips when the shortcut profile changes

* Fix copy-paste mistake

* Update tooltips during startup if the shortcut profile is not the default

* Fix gif warning label size in ExportDialog

* Fix BBCode in ExportDialog

* Fix some Godot 4.2 warnings

* Some CI fixes

* Static typing improvements and more inline functions

* Format

* Even more static typing, inline methods, docstrings etc

* Some more static typing improvements and inline setters

* Remove unneeded project type specifying

* Fix splash dialog error

* Fix enumerator warning

* Don't preload the font in the rules and guides

* Fix some integer division warnings

Sometimes we indeed need them to be floats

* Change some Rect2s to Rect2is

* Minor static typing improvements

* Update README, CHANGELOG, Translations

* Only load translation files when needed, reduces loading time a bit

* Update Keychain so it doesn't load languages during startup

* Lazy load all tool scenes, breaks compatibility with the extension API

Decreases initial loading time

* Format

* Very minor loading time speedups

* Remove unneeded project type specifying

* Even more static typing and docstring improvements

* Fix extension loading

* Palette docstrings

---------

Co-authored-by: ppphp <kevinniub@gmail.com>
2023-09-04 16:29:06 +03:00

292 lines
8.1 KiB
GDScript

class_name ObjParse
## Obj parser made by Ezcha, updated by Deakcor
## Created on 7/11/2018
## https://ezcha.net
## https://github.com/Ezcha/gd-obj
## MIT License
## https://github.com/Ezcha/gd-obj/blob/master/LICENSE
## Returns an array of materials from a MTL file
const DEBUG := false
# Public methods
## Create mesh from obj and mtl paths
static func load_obj(obj_path: String, mtl_path: String = "") -> Mesh:
if mtl_path == "":
mtl_path = search_mtl_path(obj_path)
var obj := get_data(obj_path)
var mats := {}
if mtl_path != "":
mats = _create_mtl(get_data(mtl_path), get_mtl_tex(mtl_path))
return _create_obj(obj, mats) if obj and mats else null
## Create mesh from obj, materials. Materials should be {"matname":data}
static func load_obj_from_buffer(obj_data: String, materials: Dictionary) -> Mesh:
return _create_obj(obj_data, materials)
## Create materials
static func load_mtl_from_buffer(mtl_data: String, textures: Dictionary) -> Dictionary:
return _create_mtl(mtl_data, textures)
## Get data from file path
static func get_data(path: String) -> String:
if path != "":
var file := FileAccess.open(path, FileAccess.READ)
if FileAccess.get_open_error() == OK:
var res := file.get_as_text()
file.close()
return res
return ""
## Get textures from mtl path (return {"tex_path":data})
static func get_mtl_tex(mtl_path: String) -> Dictionary:
var file_paths := get_mtl_tex_paths(mtl_path)
var textures := {}
for k in file_paths:
textures[k] = _get_image(mtl_path, k).save_png_to_buffer()
return textures
## Get textures paths from mtl path
static func get_mtl_tex_paths(mtl_path: String) -> Array:
var file := FileAccess.open(mtl_path, FileAccess.READ)
var paths := []
if FileAccess.get_open_error() == OK:
var lines := file.get_as_text().split("\n", false)
file.close()
for line in lines:
var parts := line.split(" ", false, 1)
if parts[0] in ["map_Kd", "map_Ks", "map_Ka"]:
if !parts[1] in paths:
paths.push_back(parts[1])
return paths
## Try to find mtl path from obj path
static func search_mtl_path(obj_path: String) -> String:
var mtl_path := obj_path.get_base_dir().path_join(
obj_path.get_file().rsplit(".", false, 1)[0] + ".mtl"
)
if !FileAccess.file_exists(mtl_path):
mtl_path = obj_path.get_base_dir().path_join(obj_path.get_file() + ".mtl")
if !FileAccess.file_exists(mtl_path):
return ""
return mtl_path
# Private methods
static func _create_mtl(obj: String, textures: Dictionary) -> Dictionary:
var mats := {}
var current_mat: StandardMaterial3D = null
var lines := obj.split("\n", false)
for line in lines:
var parts := line.split(" ", false)
match parts[0]:
"#":
# Comment
#print("Comment: "+line)
pass
"newmtl":
# Create a new material
if DEBUG:
print("Adding new material " + parts[1])
current_mat = StandardMaterial3D.new()
mats[parts[1]] = current_mat
"Ka":
# Ambient color
#current_mat.albedo_color = Color(float(parts[1]), float(parts[2]), float(parts[3]))
pass
"Kd":
# Diffuse color
current_mat.albedo_color = Color(float(parts[1]), float(parts[2]), float(parts[3]))
if DEBUG:
print("Setting material color " + str(current_mat.albedo_color))
_:
if parts[0] in ["map_Kd", "map_Ks", "map_Ka"]:
var path := line.split(" ", false, 1)[1]
if textures.has(path):
current_mat.albedo_texture = _create_texture(textures[path])
return mats
static func _get_image(mtl_filepath: String, tex_filename: String) -> Image:
if DEBUG:
print(" Debug: Mapping texture file " + tex_filename)
var texfilepath := tex_filename
if tex_filename.is_relative_path():
texfilepath = mtl_filepath.get_base_dir().path_join(tex_filename)
var filetype := texfilepath.get_extension()
if DEBUG:
print(" Debug: texture file path: " + texfilepath + " of type " + filetype)
var img := Image.new()
img.load(texfilepath)
return img
static func _create_texture(data: PackedByteArray) -> ImageTexture:
var img := Image.new()
img.load_png_from_buffer(data)
return ImageTexture.create_from_image(img)
static func _create_obj(obj: String, mats: Dictionary) -> Mesh:
# Setup
var mesh := ArrayMesh.new()
var vertices := PackedVector3Array()
var normals := PackedVector3Array()
var uvs := PackedVector2Array()
var faces := {}
var mat_name := "default"
var count_mtl := 0
# Parse
var lines := obj.split("\n", false)
for line in lines:
var parts := line.split(" ", false)
match parts[0]:
"#":
# Comment
#print("Comment: "+line)
pass
"v":
# Vertex
var n_v := Vector3(float(parts[1]), float(parts[2]), float(parts[3]))
vertices.append(n_v)
"vn":
# Normal
var n_vn := Vector3(float(parts[1]), float(parts[2]), float(parts[3]))
normals.append(n_vn)
"vt":
# UV
var n_uv := Vector2(float(parts[1]), 1 - float(parts[2]))
uvs.append(n_uv)
"usemtl":
# Material group
count_mtl += 1
mat_name = parts[1]
if not faces.has(mat_name):
var mats_keys := mats.keys()
if !mats.has(mat_name):
if mats_keys.size() > count_mtl:
mat_name = mats_keys[count_mtl]
faces[mat_name] = []
"f":
if not faces.has(mat_name):
var mats_keys := mats.keys()
if mats_keys.size() > count_mtl:
mat_name = mats_keys[count_mtl]
faces[mat_name] = []
# Face
if parts.size() == 4:
# Tri
var face := {"v": [], "vt": [], "vn": []}
for map in parts:
var vertices_index := map.split("/")
if str(vertices_index[0]) != "f":
face["v"].append(int(vertices_index[0]) - 1)
face["vt"].append(int(vertices_index[1]) - 1)
if vertices_index.size() > 2:
face["vn"].append(int(vertices_index[2]) - 1)
if faces.has(mat_name):
faces[mat_name].append(face)
elif parts.size() > 4:
# Triangulate
var points: Array[PackedInt64Array] = []
for map in parts:
var vertices_index = map.split("/")
if str(vertices_index[0]) != "f":
var point: PackedInt64Array = []
point.append(int(vertices_index[0]) - 1)
point.append(int(vertices_index[1]) - 1)
if vertices_index.size() > 2:
point.append(int(vertices_index[2]) - 1)
points.append(point)
for i in points.size():
if i != 0:
var face = {"v": [], "vt": [], "vn": []}
var point0 := points[0]
var point1 := points[i]
var point2 := points[i - 1]
face["v"].append(point0[0])
face["v"].append(point2[0])
face["v"].append(point1[0])
face["vt"].append(point0[1])
face["vt"].append(point2[1])
face["vt"].append(point1[1])
if point0.size() > 2:
face["vn"].append(point0[2])
if point2.size() > 2:
face["vn"].append(point2[2])
if point1.size() > 2:
face["vn"].append(point1[2])
faces[mat_name].append(face)
# Make tri
for matgroup in faces.keys():
if DEBUG:
print(
(
"Creating surface for matgroup "
+ matgroup
+ " with "
+ str(faces[matgroup].size())
+ " faces"
)
)
# Mesh Assembler
var st := SurfaceTool.new()
st.begin(Mesh.PRIMITIVE_TRIANGLES)
if !mats.has(matgroup):
mats[matgroup] = StandardMaterial3D.new()
st.set_material(mats[matgroup])
for face in faces[matgroup]:
if face["v"].size() == 3:
# Vertices
var fan_v := PackedVector3Array()
fan_v.append(vertices[face["v"][0]])
fan_v.append(vertices[face["v"][2]])
fan_v.append(vertices[face["v"][1]])
# Normals
var fan_vn := PackedVector3Array()
if face["vn"].size() > 0:
fan_vn.append(normals[face["vn"][0]])
fan_vn.append(normals[face["vn"][2]])
fan_vn.append(normals[face["vn"][1]])
# Textures
var fan_vt := PackedVector2Array()
if face["vt"].size() > 0:
for k in [0, 2, 1]:
var f = face["vt"][k]
if f > -1:
var uv = uvs[f]
fan_vt.append(uv)
st.add_triangle_fan(
fan_v, fan_vt, PackedColorArray(), PackedVector2Array(), fan_vn, []
)
mesh = st.commit(mesh)
for k in mesh.get_surface_count():
var mat := mesh.surface_get_material(k)
mat_name = ""
for m in mats:
if mats[m] == mat:
mat_name = m
mesh.surface_set_name(k, mat_name)
# Finish
return mesh