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authorMarios Staikopoulos <marios@staik.net>2019-09-22 13:03:39 -0700
committerMarios Staikopoulos <marios@staik.net>2019-09-22 17:45:36 -0700
commit77e223ff9409a433e45e08c06ec2c36f21485752 (patch)
tree01464d71b6ecca062493136b0a81565421ff2dd8 /editor
parent72d2468d68565d0041dbb75c253f43d877524106 (diff)
GLTF: Fixed some issues with skin groups joining incorrectly and removed unused code
- Skin groups now merge more cleanly together - Skins whose highest nodes are siblings of another skin now get merged also - Skin nodes who have children of another skin now also fuse together - Removed the re-rooting of IBM code, as it is no longer needed with the Skin system
Diffstat (limited to 'editor')
-rw-r--r--editor/import/editor_scene_importer_gltf.cpp154
-rw-r--r--editor/import/editor_scene_importer_gltf.h13
2 files changed, 88 insertions, 79 deletions
diff --git a/editor/import/editor_scene_importer_gltf.cpp b/editor/import/editor_scene_importer_gltf.cpp
index 6f609a8ab2..79658c5a4c 100644
--- a/editor/import/editor_scene_importer_gltf.cpp
+++ b/editor/import/editor_scene_importer_gltf.cpp
@@ -1486,12 +1486,12 @@ Error EditorSceneImporterGLTF::_parse_materials(GLTFState &state) {
return OK;
}
-EditorSceneImporterGLTF::GLTFNodeIndex EditorSceneImporterGLTF::_find_highest_node(GLTFState &state, const Vector<GLTFNodeIndex> &subtree) {
+EditorSceneImporterGLTF::GLTFNodeIndex EditorSceneImporterGLTF::_find_highest_node(GLTFState &state, const Vector<GLTFNodeIndex> &subset) {
int heighest = -1;
GLTFNodeIndex best_node = -1;
- for (int i = 0; i < subtree.size(); ++i) {
- const GLTFNodeIndex node_i = subtree[i];
+ for (int i = 0; i < subset.size(); ++i) {
+ const GLTFNodeIndex node_i = subset[i];
const GLTFNode *node = state.nodes[node_i];
if (heighest == -1 || node->height < heighest) {
@@ -1585,10 +1585,10 @@ void EditorSceneImporterGLTF::_capture_nodes_for_multirooted_skin(GLTFState &sta
do {
all_same = true;
- const GLTFNode *last_node = state.nodes[roots[0]];
+ const GLTFNodeIndex first_parent = state.nodes[roots[0]]->parent;
for (int i = 1; i < roots.size(); ++i) {
- all_same &= last_node == state.nodes[roots[i]];
+ all_same &= (first_parent == state.nodes[roots[i]]->parent);
}
if (!all_same) {
@@ -1790,6 +1790,48 @@ Error EditorSceneImporterGLTF::_determine_skeletons(GLTFState &state) {
}
}
+ { // attempt to joint all touching subsets (siblings/parent are part of another skin)
+ Vector<GLTFNodeIndex> groups_representatives;
+ skeleton_sets.get_representatives(groups_representatives);
+
+ Vector<GLTFNodeIndex> highest_group_members;
+ Vector<Vector<GLTFNodeIndex> > groups;
+ for (int i = 0; i < groups_representatives.size(); ++i) {
+ Vector<GLTFNodeIndex> group;
+ skeleton_sets.get_members(group, groups_representatives[i]);
+ highest_group_members.push_back(_find_highest_node(state, group));
+ groups.push_back(group);
+ }
+
+ for (int i = 0; i < highest_group_members.size(); ++i) {
+ const GLTFNodeIndex node_i = highest_group_members[i];
+
+ // Attach any siblings together (this needs to be done n^2/2 times)
+ for (int j = i + 1; j < highest_group_members.size(); ++j) {
+ const GLTFNodeIndex node_j = highest_group_members[j];
+
+ // Even if they are siblings under the root! :)
+ if (state.nodes[node_i]->parent == state.nodes[node_j]->parent) {
+ skeleton_sets.create_union(node_i, node_j);
+ }
+ }
+
+ // Attach any parenting going on together (we need to do this n^2 times)
+ const GLTFNodeIndex node_i_parent = state.nodes[node_i]->parent;
+ if (node_i_parent >= 0) {
+ for (int j = 0; j < groups.size() && i != j; ++j) {
+ const Vector<GLTFNodeIndex> &group = groups[j];
+
+ if (group.find(node_i_parent) >= 0) {
+ const GLTFNodeIndex node_j = highest_group_members[j];
+ skeleton_sets.create_union(node_i, node_j);
+ }
+ }
+ }
+ }
+ }
+
+ // At this point, the skeleton groups should be finalized
Vector<GLTFNodeIndex> skeleton_owners;
skeleton_sets.get_representatives(skeleton_owners);
@@ -2109,58 +2151,24 @@ Error EditorSceneImporterGLTF::_map_skin_joints_indices_to_skeleton_bone_indices
return OK;
}
-Transform EditorSceneImporterGLTF::_get_scene_transform_for_node(const GLTFState &state, const GLTFNodeIndex node_i) {
- if (node_i < 0) {
- return Transform();
- }
-
- Transform xform;
- GLTFNodeIndex current_i = state.nodes[node_i]->parent;
- while (current_i >= 0) {
- xform = state.nodes[current_i]->xform * xform;
- current_i = state.nodes[current_i]->parent;
- }
- return xform;
-}
-
-Transform EditorSceneImporterGLTF::_compute_skin_to_skeleton_transform(const GLTFState &state, const GLTFNodeIndex skin_parent, const GLTFNodeIndex skeleton_parent) {
- const Transform xform_skin = _get_scene_transform_for_node(state, skin_parent);
- const Transform xform_skel = _get_scene_transform_for_node(state, skeleton_parent);
-
- return xform_skin.affine_inverse() * xform_skel;
-}
-
-void EditorSceneImporterGLTF::_compute_skeleton_rooted_skin_inverse_binds(GLTFState &state, const GLTFSkinIndex skin_i) {
- GLTFSkin &skin = state.skins.write[skin_i];
- const GLTFSkeleton &skeleton = state.skeletons[skin.skeleton];
-
- const GLTFNodeIndex skin_parent = skin.skin_root;
- const GLTFNodeIndex skeleton_parent = state.nodes[skeleton.roots[0]]->parent;
-
- const Transform skin_to_skel_transform = _compute_skin_to_skeleton_transform(state, skin_parent, skeleton_parent);
-
- const Transform skin_to_skel_transform_inverse = skin_to_skel_transform.affine_inverse();
- Vector<Transform> new_ibms;
- for (int i = 0; i < skin.inverse_binds.size(); ++i) {
- new_ibms.push_back(skin.inverse_binds[i] * skin_to_skel_transform_inverse);
- }
-
- skin.skeleton_inverse_binds = new_ibms;
-}
-
Error EditorSceneImporterGLTF::_create_skins(GLTFState &state) {
for (GLTFSkinIndex skin_i = 0; skin_i < state.skins.size(); ++skin_i) {
- _compute_skeleton_rooted_skin_inverse_binds(state, skin_i);
-
GLTFSkin &gltf_skin = state.skins.write[skin_i];
Ref<Skin> skin;
skin.instance();
+ // Some skins don't have IBM's! What absolute monsters!
+ const bool has_ibms = !gltf_skin.inverse_binds.empty();
+
for (int joint_i = 0; joint_i < gltf_skin.joints_original.size(); ++joint_i) {
int bone_i = gltf_skin.joint_i_to_bone_i[joint_i];
- skin->add_bind(bone_i, gltf_skin.inverse_binds[joint_i]);
+ if (has_ibms) {
+ skin->add_bind(bone_i, gltf_skin.inverse_binds[joint_i]);
+ } else {
+ skin->add_bind(bone_i, Transform());
+ }
}
gltf_skin.godot_skin = skin;
@@ -2206,8 +2214,8 @@ bool EditorSceneImporterGLTF::_skins_are_same(const Ref<Skin> &skin_a, const Ref
void EditorSceneImporterGLTF::_remove_duplicate_skins(GLTFState &state) {
for (int i = 0; i < state.skins.size(); ++i) {
for (int j = i + 1; j < state.skins.size(); ++j) {
- const Ref<Skin>& skin_i = state.skins[i].godot_skin;
- const Ref<Skin>& skin_j = state.skins[j].godot_skin;
+ const Ref<Skin> &skin_i = state.skins[i].godot_skin;
+ const Ref<Skin> &skin_j = state.skins[j].godot_skin;
if (_skins_are_same(skin_i, skin_j)) {
// replace it and delete the old
@@ -2487,31 +2495,39 @@ void EditorSceneImporterGLTF::_generate_scene_node(GLTFState &state, Node *scene
Spatial *current_node = nullptr;
- // Is our parent a skeleton?
- if (Skeleton *skeleton = Object::cast_to<Skeleton>(scene_parent)) {
- if (gltf_node->skeleton >= 0) {
- current_node = skeleton;
-
- // If we are not attached via skin (mesh instance), we need to attach to the parent bone's node_index by bone_attachment
- } else if (gltf_node->skin < 0) {
- BoneAttachment *bone_attachment = _generate_bone_attachment(state, skeleton, node_index);
+ // Is our parent a skeleton
+ Skeleton *active_skeleton = Object::cast_to<Skeleton>(scene_parent);
- scene_parent->add_child(bone_attachment);
- bone_attachment->set_owner(scene_root);
+ if (gltf_node->skeleton >= 0) {
+ Skeleton *skeleton = state.skeletons[gltf_node->skeleton].godot_skeleton;
- // There is no gltf_node that represent this, so just directly create a unique name
- bone_attachment->set_name(_gen_unique_name(state, "BoneAttachment"));
+ if (active_skeleton != skeleton) {
+ ERR_FAIL_COND_MSG(active_skeleton != nullptr, "glTF: Generating scene detected direct parented Skeletons");
- // 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
- scene_parent = bone_attachment;
+ // Add it to the scene if it has not already been added
+ if (skeleton->get_parent() == nullptr) {
+ scene_parent->add_child(skeleton);
+ skeleton->set_owner(scene_root);
+ }
}
- } else if (gltf_node->skeleton >= 0) {
- // Set the current node straight from the skeleton map
- current_node = state.skeletons[gltf_node->skeleton].godot_skeleton;
- scene_parent->add_child(current_node);
- current_node->set_owner(scene_root);
+ active_skeleton = skeleton;
+ current_node = skeleton;
+ }
+
+ // If we have an active skeleton, and the node is node skinned, we need to create a bone attachment
+ if (current_node == nullptr && active_skeleton != nullptr && gltf_node->skin < 0) {
+ BoneAttachment *bone_attachment = _generate_bone_attachment(state, active_skeleton, node_index);
+
+ scene_parent->add_child(bone_attachment);
+ bone_attachment->set_owner(scene_root);
+
+ // There is no gltf_node that represent this, so just directly create a unique name
+ bone_attachment->set_name(_gen_unique_name(state, "BoneAttachment"));
+
+ // 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
+ scene_parent = bone_attachment;
}
// We still have not managed to make a node
diff --git a/editor/import/editor_scene_importer_gltf.h b/editor/import/editor_scene_importer_gltf.h
index e0331adf6c..6021bf10c8 100644
--- a/editor/import/editor_scene_importer_gltf.h
+++ b/editor/import/editor_scene_importer_gltf.h
@@ -229,10 +229,6 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
// Godot Skeleton's bone_indices
Map<int, int> joint_i_to_bone_i;
- // The same inverse-binds as above, but they have been re-rooted to the
- // skeletons parent node
- Vector<Transform> skeleton_inverse_binds;
-
// The Actual Skin that will be created as a mapping between the IBM's of this skin
// to the generated skeleton for the mesh instances.
Ref<Skin> godot_skin;
@@ -368,7 +364,7 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
Error _parse_materials(GLTFState &state);
- GLTFNodeIndex _find_highest_node(GLTFState &state, const Vector<GLTFNodeIndex> &subtree);
+ GLTFNodeIndex _find_highest_node(GLTFState &state, const Vector<GLTFNodeIndex> &subset);
bool _capture_nodes_in_skin(GLTFState &state, GLTFSkin &skin, const GLTFNodeIndex node_index);
void _capture_nodes_for_multirooted_skin(GLTFState &state, GLTFSkin &skin);
@@ -384,12 +380,9 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
Error _create_skeletons(GLTFState &state);
Error _map_skin_joints_indices_to_skeleton_bone_indices(GLTFState &state);
- Transform _get_scene_transform_for_node(const GLTFState &state, const GLTFNodeIndex node_i);
- Transform _compute_skin_to_skeleton_transform(const GLTFState &state, const GLTFNodeIndex skin_parent, const GLTFNodeIndex skeleton_parent);
- void _compute_skeleton_rooted_skin_inverse_binds(GLTFState &state, const GLTFSkinIndex skin_i);
Error _create_skins(GLTFState &state);
- bool _skins_are_same(const Ref<Skin>& skin_a, const Ref<Skin>& skin_b);
- void _remove_duplicate_skins(GLTFState& state);
+ bool _skins_are_same(const Ref<Skin> &skin_a, const Ref<Skin> &skin_b);
+ void _remove_duplicate_skins(GLTFState &state);
Error _parse_cameras(GLTFState &state);