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authorDaniel Rakos <daniel.rakos@rastergrid.com>2019-03-11 15:53:53 +0100
committerDaniel Rakos <daniel.rakos@rastergrid.com>2019-03-11 16:26:45 +0100
commit1cf7ca87cebb0a07733ffe65a50e8f9b0e68b25a (patch)
treea73539e0166d6b0d987a5e5af4abac92191acb04
parent0deb3921e378178f04e9a185aa040a84fc9254e8 (diff)
Fix skeleton reparenting to also work when the skeleton node is not a bone
Existing code only did the reparenting when the parent node was a bone. This change fixes that, plus the reparenting code itself, which used the index of the skin instead of the skin index itself to address the skeleton array.
-rw-r--r--editor/import/editor_scene_importer_gltf.cpp33
-rw-r--r--editor/import/editor_scene_importer_gltf.h1
2 files changed, 22 insertions, 12 deletions
diff --git a/editor/import/editor_scene_importer_gltf.cpp b/editor/import/editor_scene_importer_gltf.cpp
index 7032146229..090277d414 100644
--- a/editor/import/editor_scene_importer_gltf.cpp
+++ b/editor/import/editor_scene_importer_gltf.cpp
@@ -1698,6 +1698,22 @@ void EditorSceneImporterGLTF::_assign_scene_names(GLTFState &state) {
}
}
+void EditorSceneImporterGLTF::_reparent_skeleton(GLTFState &state, int p_node, Vector<Skeleton *> &skeletons, Node *p_parent_node) {
+ //reparent skeletons to proper place
+ Vector<int> nodes = state.skeleton_nodes[p_node];
+ for (int i = 0; i < nodes.size(); i++) {
+ Skeleton *skeleton = skeletons[nodes[i]];
+ Node *owner = skeleton->get_owner();
+ skeleton->get_parent()->remove_child(skeleton);
+ p_parent_node->add_child(skeleton);
+ skeleton->set_owner(owner);
+ //may have meshes as children, set owner in them too
+ for (int j = 0; j < skeleton->get_child_count(); j++) {
+ skeleton->get_child(j)->set_owner(owner);
+ }
+ }
+}
+
void EditorSceneImporterGLTF::_generate_node(GLTFState &state, int p_node, Node *p_parent, Node *p_owner, Vector<Skeleton *> &skeletons) {
ERR_FAIL_INDEX(p_node, state.nodes.size());
@@ -1769,24 +1785,17 @@ void EditorSceneImporterGLTF::_generate_node(GLTFState &state, int p_node, Node
_generate_node(state, n->children[i], node, p_owner, skeletons);
}
}
+
+ if (state.skeleton_nodes.has(p_node)) {
+ _reparent_skeleton(state, p_node, skeletons, node);
+ }
}
void EditorSceneImporterGLTF::_generate_bone(GLTFState &state, int p_node, Vector<Skeleton *> &skeletons, Node *p_parent_node) {
ERR_FAIL_INDEX(p_node, state.nodes.size());
if (state.skeleton_nodes.has(p_node)) {
- //reparent skeletons to proper place
- Vector<int> nodes = state.skeleton_nodes[p_node];
- for (int i = 0; i < nodes.size(); i++) {
- Node *owner = skeletons[i]->get_owner();
- skeletons[i]->get_parent()->remove_child(skeletons[i]);
- p_parent_node->add_child(skeletons[i]);
- skeletons[i]->set_owner(owner);
- //may have meshes as children, set owner in them too
- for (int j = 0; j < skeletons[i]->get_child_count(); j++) {
- skeletons[i]->get_child(j)->set_owner(owner);
- }
- }
+ _reparent_skeleton(state, p_node, skeletons, p_parent_node);
}
GLTFNode *n = state.nodes[p_node];
diff --git a/editor/import/editor_scene_importer_gltf.h b/editor/import/editor_scene_importer_gltf.h
index 0dff45abaf..ebf20e122a 100644
--- a/editor/import/editor_scene_importer_gltf.h
+++ b/editor/import/editor_scene_importer_gltf.h
@@ -310,6 +310,7 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
Vector<Basis> _decode_accessor_as_basis(GLTFState &state, int p_accessor, bool p_for_vertex);
Vector<Transform> _decode_accessor_as_xform(GLTFState &state, int p_accessor, bool p_for_vertex);
+ void _reparent_skeleton(GLTFState &state, int p_node, Vector<Skeleton *> &skeletons, Node *p_parent_node);
void _generate_bone(GLTFState &state, int p_node, Vector<Skeleton *> &skeletons, Node *p_parent_node);
void _generate_node(GLTFState &state, int p_node, Node *p_parent, Node *p_owner, Vector<Skeleton *> &skeletons);
void _import_animation(GLTFState &state, AnimationPlayer *ap, int index, int bake_fps, Vector<Skeleton *> skeletons);