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authorPedro J. Estébanez <pedrojrulez@gmail.com>2018-04-06 22:21:18 +0200
committerPedro J. Estébanez <pedrojrulez@gmail.com>2018-04-06 22:22:59 +0200
commitd8765dd103b806129ff762480fc919f6727ad7ad (patch)
tree927f1a4486e2ba0dab49dcb19b5952343d19ca7b /editor
parente6e911eb2bc5bcf5ee36063e59fde00fcd96bd97 (diff)
Fix skeleton import from glTF
For some glTF files, the order of bones in the skeleton array wasn't matching the joints array in the meshes. Fixes #17808.
Diffstat (limited to 'editor')
-rw-r--r--editor/import/editor_scene_importer_gltf.cpp15
1 files changed, 10 insertions, 5 deletions
diff --git a/editor/import/editor_scene_importer_gltf.cpp b/editor/import/editor_scene_importer_gltf.cpp
index 321d29f2f6..af79f9946a 100644
--- a/editor/import/editor_scene_importer_gltf.cpp
+++ b/editor/import/editor_scene_importer_gltf.cpp
@@ -1732,14 +1732,19 @@ void EditorSceneImporterGLTF::_generate_bone(GLTFState &state, int p_node, Vecto
for (int i = 0; i < n->joints.size(); i++) {
ERR_FAIL_COND(n->joints[i].skin < 0);
- int bone_index = skeletons[n->joints[i].skin]->get_bone_count();
- skeletons[n->joints[i].skin]->add_bone(n->name);
+ int bone_index = n->joints[i].bone;
+
+ Skeleton *s = skeletons[n->joints[i].skin];
+ while (s->get_bone_count() <= bone_index) {
+ s->add_bone("Bone " + itos(s->get_bone_count()));
+ }
+
if (p_parent_bones.size()) {
- skeletons[n->joints[i].skin]->set_bone_parent(bone_index, p_parent_bones[i]);
+ s->set_bone_parent(bone_index, p_parent_bones[i]);
}
- skeletons[n->joints[i].skin]->set_bone_rest(bone_index, state.skins[n->joints[i].skin].bones[n->joints[i].bone].inverse_bind.affine_inverse());
+ s->set_bone_rest(bone_index, state.skins[n->joints[i].skin].bones[n->joints[i].bone].inverse_bind.affine_inverse());
- n->godot_nodes.push_back(skeletons[n->joints[i].skin]);
+ n->godot_nodes.push_back(s);
n->joints[i].godot_bone_index = bone_index;
parent_bones.push_back(bone_index);
}