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authorRémi Verschelde <rverschelde@gmail.com>2023-01-27 10:30:04 +0100
committerRémi Verschelde <rverschelde@gmail.com>2023-01-27 10:30:04 +0100
commit846021da206cf324dcc8c8f45ac6684b2dc62849 (patch)
treeac7f41c586b0b3213bfbdec8b8191563b4194d1e
parente92393d295bc4bb4c7b358ed67a95ccb696f7b8f (diff)
parent03bd1da32b4704c041c2a912ba173a373a8b90c0 (diff)
Merge pull request #72158 from lyuma/recursive_skeleton_mesh_fix
Avoid nested skeletons, and handle skinned meshes with children.
-rw-r--r--modules/gltf/gltf_document.cpp81
-rw-r--r--modules/gltf/gltf_document.h2
-rw-r--r--modules/gltf/gltf_state.h2
3 files changed, 62 insertions, 23 deletions
diff --git a/modules/gltf/gltf_document.cpp b/modules/gltf/gltf_document.cpp
index b243ba933d..7a3ba6ceb1 100644
--- a/modules/gltf/gltf_document.cpp
+++ b/modules/gltf/gltf_document.cpp
@@ -4233,6 +4233,21 @@ Error GLTFDocument::_parse_skins(Ref<GLTFState> p_state) {
return OK;
}
+void GLTFDocument::_recurse_children(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index,
+ RBSet<GLTFNodeIndex> &p_all_skin_nodes, HashSet<GLTFNodeIndex> &p_child_visited_set) {
+ if (p_child_visited_set.has(p_node_index)) {
+ return;
+ }
+ p_child_visited_set.insert(p_node_index);
+ for (int i = 0; i < p_state->nodes[p_node_index]->children.size(); ++i) {
+ _recurse_children(p_state, p_state->nodes[p_node_index]->children[i], p_all_skin_nodes, p_child_visited_set);
+ }
+
+ if (p_state->nodes[p_node_index]->skin < 0 || p_state->nodes[p_node_index]->mesh < 0 || !p_state->nodes[p_node_index]->children.is_empty()) {
+ p_all_skin_nodes.insert(p_node_index);
+ }
+}
+
Error GLTFDocument::_determine_skeletons(Ref<GLTFState> p_state) {
// Using a disjoint set, we are going to potentially combine all skins that are actually branches
// of a main skeleton, or treat skins defining the same set of nodes as ONE skeleton.
@@ -4243,16 +4258,21 @@ Error GLTFDocument::_determine_skeletons(Ref<GLTFState> p_state) {
for (GLTFSkinIndex skin_i = 0; skin_i < p_state->skins.size(); ++skin_i) {
const Ref<GLTFSkin> skin = p_state->skins[skin_i];
- Vector<GLTFNodeIndex> all_skin_nodes;
- all_skin_nodes.append_array(skin->joints);
- all_skin_nodes.append_array(skin->non_joints);
-
- for (int i = 0; i < all_skin_nodes.size(); ++i) {
- const GLTFNodeIndex node_index = all_skin_nodes[i];
+ HashSet<GLTFNodeIndex> child_visited_set;
+ RBSet<GLTFNodeIndex> all_skin_nodes;
+ for (int i = 0; i < skin->joints.size(); ++i) {
+ all_skin_nodes.insert(skin->joints[i]);
+ _recurse_children(p_state, skin->joints[i], all_skin_nodes, child_visited_set);
+ }
+ for (int i = 0; i < skin->non_joints.size(); ++i) {
+ all_skin_nodes.insert(skin->non_joints[i]);
+ _recurse_children(p_state, skin->non_joints[i], all_skin_nodes, child_visited_set);
+ }
+ for (GLTFNodeIndex node_index : all_skin_nodes) {
const GLTFNodeIndex parent = p_state->nodes[node_index]->parent;
skeleton_sets.insert(node_index);
- if (all_skin_nodes.find(parent) >= 0) {
+ if (all_skin_nodes.has(parent)) {
skeleton_sets.create_union(parent, node_index);
}
}
@@ -5163,6 +5183,7 @@ ImporterMeshInstance3D *GLTFDocument::_generate_mesh_instance(Ref<GLTFState> p_s
ImporterMeshInstance3D *mi = memnew(ImporterMeshInstance3D);
print_verbose("glTF: Creating mesh for: " + gltf_node->get_name());
+ p_state->scene_mesh_instances.insert(p_node_index, mi);
Ref<GLTFMesh> mesh = p_state->meshes.write[gltf_node->mesh];
if (mesh.is_null()) {
return mi;
@@ -5619,7 +5640,13 @@ void GLTFDocument::_generate_scene_node(Ref<GLTFState> p_state, Node *scene_pare
}
// If none of our GLTFDocumentExtension classes generated us a node, we generate one.
if (!current_node) {
- if (gltf_node->mesh >= 0) {
+ if (gltf_node->skin >= 0 && gltf_node->mesh >= 0 && !gltf_node->children.is_empty()) {
+ current_node = _generate_spatial(p_state, node_index);
+ Node3D *mesh_inst = _generate_mesh_instance(p_state, node_index);
+ mesh_inst->set_name(gltf_node->get_name());
+
+ current_node->add_child(mesh_inst, true);
+ } else if (gltf_node->mesh >= 0) {
current_node = _generate_mesh_instance(p_state, node_index);
} else if (gltf_node->camera >= 0) {
current_node = _generate_camera(p_state, node_index);
@@ -5640,7 +5667,6 @@ void GLTFDocument::_generate_scene_node(Ref<GLTFState> p_state, Node *scene_pare
current_node->set_name(gltf_node->get_name());
p_state->scene_nodes.insert(node_index, current_node);
-
for (int i = 0; i < gltf_node->children.size(); ++i) {
_generate_scene_node(p_state, current_node, scene_root, gltf_node->children[i]);
}
@@ -5659,22 +5685,17 @@ void GLTFDocument::_generate_skeleton_bone_node(Ref<GLTFState> p_state, Node *p_
Skeleton3D *active_skeleton = Object::cast_to<Skeleton3D>(p_scene_parent);
if (active_skeleton != skeleton) {
if (active_skeleton) {
- // Bone Attachment - Direct Parented Skeleton Case
+ // Should no longer be possible.
+ ERR_PRINT(vformat("glTF: Generating scene detected direct parented Skeletons at node %d", p_node_index));
BoneAttachment3D *bone_attachment = _generate_bone_attachment(p_state, active_skeleton, p_node_index, gltf_node->parent);
-
p_scene_parent->add_child(bone_attachment, true);
bone_attachment->set_owner(p_scene_root);
-
// There is no gltf_node that represent this, so just directly create a unique name
bone_attachment->set_name(_gen_unique_name(p_state, "BoneAttachment3D"));
-
// We change the scene_parent to our bone attachment now. We do not set current_node because we want to make the node
// and attach it to the bone_attachment
p_scene_parent = bone_attachment;
- WARN_PRINT(vformat("glTF: Generating scene detected direct parented Skeletons at node %d", p_node_index));
}
-
- // Add it to the scene if it has not already been added
if (skeleton->get_parent() == nullptr) {
p_scene_parent->add_child(skeleton, true);
skeleton->set_owner(p_scene_root);
@@ -5682,9 +5703,10 @@ void GLTFDocument::_generate_skeleton_bone_node(Ref<GLTFState> p_state, Node *p_
}
active_skeleton = skeleton;
- current_node = skeleton;
+ current_node = active_skeleton;
if (requires_extra_node) {
+ current_node = nullptr;
// skinned meshes must not be placed in a bone attachment.
if (!is_skinned_mesh) {
// Bone Attachment - Same Node Case
@@ -5885,6 +5907,8 @@ void GLTFDocument::_import_animation(Ref<GLTFState> p_state, AnimationPlayer *p_
NodePath node_path;
//for skeletons, transform tracks always affect bones
NodePath transform_node_path;
+ //for meshes, especially skinned meshes, there are cases where it will be added as a child
+ NodePath mesh_instance_node_path;
GLTFNodeIndex node_index = track_i.key;
@@ -5895,6 +5919,12 @@ void GLTFDocument::_import_animation(Ref<GLTFState> p_state, AnimationPlayer *p_
HashMap<GLTFNodeIndex, Node *>::Iterator node_element = p_state->scene_nodes.find(node_index);
ERR_CONTINUE_MSG(!node_element, vformat("Unable to find node %d for animation", node_index));
node_path = root->get_path_to(node_element->value);
+ HashMap<GLTFNodeIndex, ImporterMeshInstance3D *>::Iterator mesh_instance_element = p_state->scene_mesh_instances.find(node_index);
+ if (mesh_instance_element) {
+ mesh_instance_node_path = root->get_path_to(mesh_instance_element->value);
+ } else {
+ mesh_instance_node_path = node_path;
+ }
if (gltf_node->skeleton >= 0) {
const Skeleton3D *sk = p_state->skeletons[gltf_node->skeleton]->godot_skeleton;
@@ -6067,7 +6097,7 @@ void GLTFDocument::_import_animation(Ref<GLTFState> p_state, AnimationPlayer *p_
ERR_CONTINUE(mesh->get_mesh().is_null());
ERR_CONTINUE(mesh->get_mesh()->get_mesh().is_null());
- const String blend_path = String(node_path) + ":" + String(mesh->get_mesh()->get_blend_shape_name(i));
+ const String blend_path = String(mesh_instance_node_path) + ":" + String(mesh->get_mesh()->get_blend_shape_name(i));
const int track_idx = animation->get_track_count();
animation->add_track(Animation::TYPE_BLEND_SHAPE);
@@ -6258,11 +6288,16 @@ void GLTFDocument::_process_mesh_instances(Ref<GLTFState> p_state, Node *p_scene
if (node->skin >= 0 && node->mesh >= 0) {
const GLTFSkinIndex skin_i = node->skin;
- HashMap<GLTFNodeIndex, Node *>::Iterator mi_element = p_state->scene_nodes.find(node_i);
- ERR_CONTINUE_MSG(!mi_element, vformat("Unable to find node %d", node_i));
-
- ImporterMeshInstance3D *mi = Object::cast_to<ImporterMeshInstance3D>(mi_element->value);
- ERR_CONTINUE_MSG(mi == nullptr, vformat("Unable to cast node %d of type %s to ImporterMeshInstance3D", node_i, mi_element->value->get_class_name()));
+ ImporterMeshInstance3D *mi = nullptr;
+ HashMap<GLTFNodeIndex, ImporterMeshInstance3D *>::Iterator mi_element = p_state->scene_mesh_instances.find(node_i);
+ if (mi_element) {
+ mi = mi_element->value;
+ } else {
+ HashMap<GLTFNodeIndex, Node *>::Iterator si_element = p_state->scene_nodes.find(node_i);
+ ERR_CONTINUE_MSG(!si_element, vformat("Unable to find node %d", node_i));
+ mi = Object::cast_to<ImporterMeshInstance3D>(si_element->value);
+ ERR_CONTINUE_MSG(mi == nullptr, vformat("Unable to cast node %d of type %s to ImporterMeshInstance3D", node_i, si_element->value->get_class_name()));
+ }
const GLTFSkeletonIndex skel_i = p_state->skins.write[node->skin]->skeleton;
Ref<GLTFSkeleton> gltf_skeleton = p_state->skeletons.write[skel_i];
diff --git a/modules/gltf/gltf_document.h b/modules/gltf/gltf_document.h
index 164c63c53c..81ac91ba03 100644
--- a/modules/gltf/gltf_document.h
+++ b/modules/gltf/gltf_document.h
@@ -160,6 +160,8 @@ private:
float &r_metallic);
GLTFNodeIndex _find_highest_node(Ref<GLTFState> p_state,
const Vector<GLTFNodeIndex> &p_subset);
+ void _recurse_children(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index,
+ RBSet<GLTFNodeIndex> &p_all_skin_nodes, HashSet<GLTFNodeIndex> &p_child_visited_set);
bool _capture_nodes_in_skin(Ref<GLTFState> p_state, Ref<GLTFSkin> p_skin,
const GLTFNodeIndex p_node_index);
void _capture_nodes_for_multirooted_skin(Ref<GLTFState> p_state, Ref<GLTFSkin> p_skin);
diff --git a/modules/gltf/gltf_state.h b/modules/gltf/gltf_state.h
index 488ad038aa..abb597b6b3 100644
--- a/modules/gltf/gltf_state.h
+++ b/modules/gltf/gltf_state.h
@@ -89,6 +89,7 @@ class GLTFState : public Resource {
HashMap<GLTFSkeletonIndex, GLTFNodeIndex> skeleton_to_node;
Vector<Ref<GLTFAnimation>> animations;
HashMap<GLTFNodeIndex, Node *> scene_nodes;
+ HashMap<GLTFNodeIndex, ImporterMeshInstance3D *> scene_mesh_instances;
HashMap<ObjectID, GLTFSkeletonIndex> skeleton3d_to_gltf_skeleton;
HashMap<ObjectID, HashMap<ObjectID, GLTFSkinIndex>> skin_and_skeleton3d_to_gltf_skin;
@@ -182,6 +183,7 @@ public:
void set_animations(TypedArray<GLTFAnimation> p_animations);
Node *get_scene_node(GLTFNodeIndex idx);
+ ImporterMeshInstance3D *get_scene_mesh_instance(GLTFNodeIndex idx);
int get_animation_players_count(int idx);