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glTF export: morph targets are relative, so use zero as reference
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@@ -1987,7 +1987,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_vec3(Ref<GLTFState> p_state,
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return p_state->accessors.size() - 1;
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}
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GLTFAccessorIndex GLTFDocument::_encode_sparse_accessor_as_vec3(Ref<GLTFState> p_state, const Vector<Vector3> p_attribs, const Vector<Vector3> p_reference_attribs, const bool p_for_vertex, const GLTFAccessorIndex p_reference_accessor) {
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GLTFAccessorIndex GLTFDocument::_encode_sparse_accessor_as_vec3(Ref<GLTFState> p_state, const Vector<Vector3> p_attribs, const Vector<Vector3> p_reference_attribs, const float p_reference_multiplier, const bool p_for_vertex, const GLTFAccessorIndex p_reference_accessor) {
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if (p_attribs.size() == 0) {
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return -1;
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}
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@@ -2006,15 +2006,21 @@ GLTFAccessorIndex GLTFDocument::_encode_sparse_accessor_as_vec3(Ref<GLTFState> p
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for (int i = 0; i < p_attribs.size(); i++) {
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Vector3 attrib = p_attribs[i];
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bool is_different = false;
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if (i < p_reference_attribs.size()) {
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is_different = !(attrib * p_reference_multiplier).is_equal_approx(p_reference_attribs[i]);
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if (!is_different) {
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attrib = p_reference_attribs[i];
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}
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} else {
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is_different = !(attrib * p_reference_multiplier).is_zero_approx();
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if (!is_different) {
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attrib = Vector3();
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}
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}
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attribs.write[(i * element_count) + 0] = _filter_number(attrib.x);
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attribs.write[(i * element_count) + 1] = _filter_number(attrib.y);
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attribs.write[(i * element_count) + 2] = _filter_number(attrib.z);
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bool is_different = false;
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if (i < p_reference_attribs.size()) {
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is_different = !attrib.is_equal_approx(p_reference_attribs[i]);
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} else {
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is_different = !attrib.is_zero_approx();
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}
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if (is_different) {
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changed_indices.push_back(i);
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if (i > max_changed_index) {
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@@ -2577,39 +2583,23 @@ Error GLTFDocument::_serialize_meshes(Ref<GLTFState> p_state) {
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print_verbose("glTF: Mesh has targets");
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if (import_mesh->get_blend_shape_count()) {
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ArrayMesh::BlendShapeMode shape_mode = import_mesh->get_blend_shape_mode();
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Vector<Vector3> reference_vertex_array = array[Mesh::ARRAY_VERTEX];
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Vector<Vector3> reference_normal_array = array[Mesh::ARRAY_NORMAL];
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Vector<Vector3> reference_tangent_array;
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{
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Vector<real_t> tarr = array[Mesh::ARRAY_TANGENT];
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if (tarr.size()) {
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const int ret_size = tarr.size() / 4;
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reference_tangent_array.resize(ret_size);
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for (int i = 0; i < ret_size; i++) {
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Vector3 vec3;
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vec3.x = tarr[(i * 4) + 0];
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vec3.y = tarr[(i * 4) + 1];
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vec3.z = tarr[(i * 4) + 2];
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reference_tangent_array.write[i] = vec3;
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}
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}
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}
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const float normal_tangent_sparse_rounding = 0.001;
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for (int morph_i = 0; morph_i < import_mesh->get_blend_shape_count(); morph_i++) {
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Array array_morph = import_mesh->get_surface_blend_shape_arrays(surface_i, morph_i);
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Dictionary t;
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Vector<Vector3> varr = array_morph[Mesh::ARRAY_VERTEX];
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Vector<Vector3> src_varr = array[Mesh::ARRAY_VERTEX];
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Array mesh_arrays = import_mesh->get_surface_arrays(surface_i);
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if (varr.size()) {
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Vector<Vector3> src_varr = array[Mesh::ARRAY_VERTEX];
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if (varr.size() && varr.size() == src_varr.size()) {
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if (shape_mode == ArrayMesh::BlendShapeMode::BLEND_SHAPE_MODE_NORMALIZED) {
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const int max_idx = src_varr.size();
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for (int blend_i = 0; blend_i < max_idx; blend_i++) {
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varr.write[blend_i] = Vector3(varr[blend_i]) - src_varr[blend_i];
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varr.write[blend_i] = varr[blend_i] - src_varr[blend_i];
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}
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}
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GLTFAccessorIndex position_accessor = attributes["POSITION"];
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if (position_accessor != -1) {
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int new_accessor = _encode_sparse_accessor_as_vec3(p_state, varr, reference_vertex_array, true, position_accessor);
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int new_accessor = _encode_sparse_accessor_as_vec3(p_state, varr, Vector<Vector3>(), 1.0, true, -1);
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if (new_accessor != -1) {
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t["POSITION"] = new_accessor;
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}
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@@ -2617,30 +2607,38 @@ Error GLTFDocument::_serialize_meshes(Ref<GLTFState> p_state) {
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}
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Vector<Vector3> narr = array_morph[Mesh::ARRAY_NORMAL];
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if (narr.size()) {
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Vector<Vector3> src_narr = array[Mesh::ARRAY_NORMAL];
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if (narr.size() && narr.size() == src_narr.size()) {
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if (shape_mode == ArrayMesh::BlendShapeMode::BLEND_SHAPE_MODE_NORMALIZED) {
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const int max_idx = src_narr.size();
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for (int blend_i = 0; blend_i < max_idx; blend_i++) {
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narr.write[blend_i] = narr[blend_i] - src_narr[blend_i];
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}
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}
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GLTFAccessorIndex normal_accessor = attributes["NORMAL"];
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if (normal_accessor != -1) {
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int new_accessor = _encode_sparse_accessor_as_vec3(p_state, narr, reference_normal_array, true, normal_accessor);
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int new_accessor = _encode_sparse_accessor_as_vec3(p_state, narr, Vector<Vector3>(), normal_tangent_sparse_rounding, true, -1);
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if (new_accessor != -1) {
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t["NORMAL"] = new_accessor;
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}
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}
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}
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Vector<real_t> tarr = array_morph[Mesh::ARRAY_TANGENT];
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if (tarr.size()) {
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Vector<real_t> src_tarr = array[Mesh::ARRAY_TANGENT];
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if (tarr.size() && tarr.size() == src_tarr.size()) {
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const int ret_size = tarr.size() / 4;
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Vector<Vector3> attribs;
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attribs.resize(ret_size);
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for (int i = 0; i < ret_size; i++) {
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Vector3 vec3;
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vec3.x = tarr[(i * 4) + 0];
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vec3.y = tarr[(i * 4) + 1];
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vec3.z = tarr[(i * 4) + 2];
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vec3.x = tarr[(i * 4) + 0] - src_tarr[(i * 4) + 0];
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vec3.y = tarr[(i * 4) + 1] - src_tarr[(i * 4) + 1];
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vec3.z = tarr[(i * 4) + 2] - src_tarr[(i * 4) + 2];
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attribs.write[i] = vec3;
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}
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GLTFAccessorIndex tangent_accessor = attributes["TANGENT"];
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if (tangent_accessor != -1) {
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int new_accessor = _encode_sparse_accessor_as_vec3(p_state, attribs, reference_tangent_array, true, tangent_accessor);
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int new_accessor = _encode_sparse_accessor_as_vec3(p_state, attribs, Vector<Vector3>(), normal_tangent_sparse_rounding, true, -1);
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if (new_accessor != -1) {
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t["TANGENT"] = new_accessor;
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}
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@@ -248,7 +248,7 @@ private:
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GLTFAccessorIndex _encode_accessor_as_vec3(Ref<GLTFState> p_state,
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const Vector<Vector3> p_attribs,
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const bool p_for_vertex);
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GLTFAccessorIndex _encode_sparse_accessor_as_vec3(Ref<GLTFState> p_state, const Vector<Vector3> p_attribs, const Vector<Vector3> p_reference_attribs, const bool p_for_vertex, const GLTFAccessorIndex p_reference_accessor);
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GLTFAccessorIndex _encode_sparse_accessor_as_vec3(Ref<GLTFState> p_state, const Vector<Vector3> p_attribs, const Vector<Vector3> p_reference_attribs, const float p_reference_multiplier, const bool p_for_vertex, const GLTFAccessorIndex p_reference_accessor);
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GLTFAccessorIndex _encode_accessor_as_color(Ref<GLTFState> p_state,
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const Vector<Color> p_attribs,
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const bool p_for_vertex);
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