diff options
author | Rémi Verschelde <rverschelde@gmail.com> | 2023-01-27 10:30:04 +0100 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2023-01-27 10:30:04 +0100 |
commit | 846021da206cf324dcc8c8f45ac6684b2dc62849 (patch) | |
tree | ac7f41c586b0b3213bfbdec8b8191563b4194d1e | |
parent | e92393d295bc4bb4c7b358ed67a95ccb696f7b8f (diff) | |
parent | 03bd1da32b4704c041c2a912ba173a373a8b90c0 (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.cpp | 81 | ||||
-rw-r--r-- | modules/gltf/gltf_document.h | 2 | ||||
-rw-r--r-- | modules/gltf/gltf_state.h | 2 |
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); 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