diff options
author | reduz <reduzio@gmail.com> | 2021-10-11 19:20:58 -0300 |
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committer | reduz <reduzio@gmail.com> | 2021-10-12 20:08:42 -0300 |
commit | ec19ed37230c368b3d24050c9f1e99869dd94bec (patch) | |
tree | 760147dd005abb3f5b4bf71549c0f9679b7ec8ae /modules/fbx | |
parent | f9aec342dcd51d65c5970dd395e3c7a66cac446c (diff) |
Remove animation 3D transform track, replace by loc/rot/scale tracks.
* `Animation.TYPE_TRANSFORM3D` track is gone.
* Added POSITION_3D, ROTATION_3D, SCALE_3D tracks.
* GLTF2, Collada, FBX importers will only import the track types found.
* Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed.
* AnimationPlayer and AnimationTree animate these tracks separately, only when found.
* Removed BakeReset code, is useless with these changes.
This is the first in a series of commits designed to make the animation system in Godot more useful, which includes:
* Better compatibility with Autodesk products
* Better reusability of animations across models (including retargeting).
* Proper animation compression.
* etc.
*Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
Diffstat (limited to 'modules/fbx')
-rw-r--r-- | modules/fbx/editor_scene_importer_fbx.cpp | 43 |
1 files changed, 36 insertions, 7 deletions
diff --git a/modules/fbx/editor_scene_importer_fbx.cpp b/modules/fbx/editor_scene_importer_fbx.cpp index e4de204cf1..e90eab522f 100644 --- a/modules/fbx/editor_scene_importer_fbx.cpp +++ b/modules/fbx/editor_scene_importer_fbx.cpp @@ -1011,9 +1011,7 @@ Node3D *EditorSceneImporterFBX::_generate_scene( // track count is 5. // next track id is 5. const uint64_t target_id = track.key; - int track_idx = animation->add_track(Animation::TYPE_TRANSFORM3D); - // animation->track_set_path(track_idx, node_path); Ref<FBXBone> bone; // note we must not run the below code if the entry doesn't exist, it will create dummy entries which is very bad. @@ -1037,22 +1035,21 @@ Node3D *EditorSceneImporterFBX::_generate_scene( // if this is a skeleton mapped track we can just set the path for the track. // todo: implement node paths here at some + NodePath track_path; if (state.fbx_bone_map.size() > 0 && state.fbx_bone_map.has(target_id)) { if (bone->fbx_skeleton.is_valid() && bone.is_valid()) { Ref<FBXSkeleton> fbx_skeleton = bone->fbx_skeleton; String bone_path = state.root->get_path_to(fbx_skeleton->skeleton); bone_path += ":" + fbx_skeleton->skeleton->get_bone_name(bone->godot_bone_id); print_verbose("[doc] track bone path: " + bone_path); - NodePath path = bone_path; - animation->track_set_path(track_idx, path); + track_path = bone_path; } } else if (state.fbx_target_map.has(target_id)) { //print_verbose("[doc] we have a valid target for a node animation"); Ref<FBXNode> target_node = state.fbx_target_map[target_id]; if (target_node.is_valid() && target_node->godot_node != nullptr) { String node_path = state.root->get_path_to(target_node->godot_node); - NodePath path = node_path; - animation->track_set_path(track_idx, path); + track_path = node_path; //print_verbose("[doc] node animation path: " + node_path); } } else { @@ -1186,6 +1183,30 @@ Node3D *EditorSceneImporterFBX::_generate_scene( const Vector3 def_scale = scale_keys.has_default ? scale_keys.default_value : bone_rest.basis.get_scale(); print_verbose("track defaults: p(" + def_pos + ") s(" + def_scale + ") r(" + def_rot + ")"); + int position_idx = -1; + if (pos_values.size()) { + position_idx = animation->get_track_count(); + animation->add_track(Animation::TYPE_POSITION_3D); + animation->track_set_path(position_idx, track_path); + animation->track_set_imported(position_idx, true); + } + + int rotation_idx = -1; + if (pos_values.size()) { + rotation_idx = animation->get_track_count(); + animation->add_track(Animation::TYPE_ROTATION_3D); + animation->track_set_path(rotation_idx, track_path); + animation->track_set_imported(rotation_idx, true); + } + + int scale_idx = -1; + if (pos_values.size()) { + scale_idx = animation->get_track_count(); + animation->add_track(Animation::TYPE_SCALE_3D); + animation->track_set_path(scale_idx, track_path); + animation->track_set_imported(scale_idx, true); + } + while (true) { Vector3 pos = def_pos; Quaternion rot = def_rot; @@ -1220,7 +1241,15 @@ Node3D *EditorSceneImporterFBX::_generate_scene( pos = t.origin; } - animation->transform_track_insert_key(track_idx, time, pos, rot, scale); + if (position_idx >= 0) { + animation->position_track_insert_key(position_idx, time, pos); + } + if (rotation_idx >= 0) { + animation->rotation_track_insert_key(rotation_idx, time, rot); + } + if (scale_idx >= 0) { + animation->scale_track_insert_key(scale_idx, time, scale); + } if (last) { break; |