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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 /editor
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.
Diffstat (limited to 'editor')
-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);