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authorWindy Darian <p123456638@msn.com>2018-12-29 01:13:35 -0500
committerWindy Darian <p123456638@msn.com>2018-12-29 01:13:35 -0500
commitd9d6119b6efa09187c5a8f580d41c028987058c4 (patch)
treeb7f62110ec536da776336a64b28c6049295c5289
parentee6f1fa3f8a7aa48ed9becb0039f39e1c7f395cc (diff)
Partial fix for blend shape with gltf
This fixes https://github.com/godotengine/godot/issues/20377 , where blend shape scales the mesh if the mesh is also skinned. The issue was that the blend shape was trying to blend using BLEND_SHAPE_MODE_RELATIVE (directly adding everything in morph shape as displacement), while bone weights were copied in the morph shape, which resulted in 2x bone weights causing mesh to become bigger when blended. Setting the blend mode to BLEND_SHAPE_MODE_NORMALIZED while guaranteeing the data is correct fixes the issue (previously treating gltf2's morph displacement data as blend target data). Ideally we still want to use BLEND_SHAPE_MODE_RELATIVE since it may need much less data, but that seems to require a larger refactor?
-rw-r--r--editor/import/editor_scene_importer_gltf.cpp38
1 files changed, 33 insertions, 5 deletions
diff --git a/editor/import/editor_scene_importer_gltf.cpp b/editor/import/editor_scene_importer_gltf.cpp
index b5d646d5d4..d57a8b4d6a 100644
--- a/editor/import/editor_scene_importer_gltf.cpp
+++ b/editor/import/editor_scene_importer_gltf.cpp
@@ -999,6 +999,10 @@ Error EditorSceneImporterGLTF::_parse_meshes(GLTFState &state) {
print_verbose("glTF: Mesh has targets");
Array targets = p["targets"];
+ //ideally BLEND_SHAPE_MODE_RELATIVE since gltf2 stores in displacement
+ //but it could require a larger refactor?
+ mesh.mesh->set_blend_shape_mode(Mesh::BLEND_SHAPE_MODE_NORMALIZED);
+
if (j == 0) {
Array target_names = extras.has("targetNames") ? (Array)extras["targetNames"] : Array();
for (int k = 0; k < targets.size(); k++) {
@@ -1021,10 +1025,34 @@ Error EditorSceneImporterGLTF::_parse_meshes(GLTFState &state) {
array_copy[Mesh::ARRAY_INDEX] = Variant();
if (t.has("POSITION")) {
- array_copy[Mesh::ARRAY_VERTEX] = _decode_accessor_as_vec3(state, t["POSITION"], true);
+ PoolVector<Vector3> varr = _decode_accessor_as_vec3(state, t["POSITION"], true);
+ PoolVector<Vector3> src_varr = array[Mesh::ARRAY_VERTEX];
+ int size = src_varr.size();
+ ERR_FAIL_COND_V(size == 0, ERR_PARSE_ERROR);
+ {
+ PoolVector<Vector3>::Write w_varr = varr.write();
+ PoolVector<Vector3>::Read r_varr = varr.read();
+ PoolVector<Vector3>::Read r_src_varr = src_varr.read();
+ for (int l = 0; l < size; l++) {
+ w_varr[l] = r_varr[l] + r_src_varr[l];
+ }
+ }
+ array_copy[Mesh::ARRAY_VERTEX] = varr;
}
if (t.has("NORMAL")) {
- array_copy[Mesh::ARRAY_NORMAL] = _decode_accessor_as_vec3(state, t["NORMAL"], true);
+ PoolVector<Vector3> narr = _decode_accessor_as_vec3(state, t["NORMAL"], true);
+ PoolVector<Vector3> src_narr = array[Mesh::ARRAY_NORMAL];
+ int size = src_narr.size();
+ ERR_FAIL_COND_V(size == 0, ERR_PARSE_ERROR);
+ {
+ PoolVector<Vector3>::Write w_narr = narr.write();
+ PoolVector<Vector3>::Read r_narr = narr.read();
+ PoolVector<Vector3>::Read r_src_narr = src_narr.read();
+ for (int l = 0; l < size; l++) {
+ w_narr[l] = r_narr[l] + r_src_narr[l];
+ }
+ }
+ array_copy[Mesh::ARRAY_NORMAL] = narr;
}
if (t.has("TANGENT")) {
PoolVector<Vector3> tangents_v3 = _decode_accessor_as_vec3(state, t["TANGENT"], true);
@@ -1043,9 +1071,9 @@ Error EditorSceneImporterGLTF::_parse_meshes(GLTFState &state) {
for (int l = 0; l < size4 / 4; l++) {
- w4[l * 4 + 0] = r3[l].x;
- w4[l * 4 + 1] = r3[l].y;
- w4[l * 4 + 2] = r3[l].z;
+ w4[l * 4 + 0] = r3[l].x + r4[l * 4 + 0];
+ w4[l * 4 + 1] = r3[l].y + r4[l * 4 + 1];
+ w4[l * 4 + 2] = r3[l].z + r4[l * 4 + 2];
w4[l * 4 + 3] = r4[l * 4 + 3]; //copy flip value
}
}