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-rw-r--r--editor/import/editor_scene_importer_gltf.cpp282
-rw-r--r--editor/import/editor_scene_importer_gltf.h39
-rw-r--r--scene/3d/skeleton.cpp1
3 files changed, 171 insertions, 151 deletions
diff --git a/editor/import/editor_scene_importer_gltf.cpp b/editor/import/editor_scene_importer_gltf.cpp
index 00eb69a568..189e98ea68 100644
--- a/editor/import/editor_scene_importer_gltf.cpp
+++ b/editor/import/editor_scene_importer_gltf.cpp
@@ -185,11 +185,13 @@ Error EditorSceneImporterGLTF::_parse_nodes(GLTFState &state) {
}
if (n.has("skin")) {
node->skin = n["skin"];
+ /*
if (!state.skin_users.has(node->skin)) {
state.skin_users[node->skin] = Vector<int>();
}
state.skin_users[node->skin].push_back(i);
+ */
}
if (n.has("matrix")) {
node->xform = _arr_to_xform(n["matrix"]);
@@ -1316,8 +1318,10 @@ Error EditorSceneImporterGLTF::_parse_skins(GLTFState &state) {
for (int j = 0; j < joints.size(); j++) {
int index = joints[j];
ERR_FAIL_INDEX_V(index, state.nodes.size(), ERR_PARSE_ERROR);
- state.nodes[index]->joint_skin = state.skins.size();
- state.nodes[index]->joint_bone = j;
+ GLTFNode::Joint joint;
+ joint.skin = state.skins.size();
+ joint.bone = j;
+ state.nodes[index]->joints.push_back(joint);
GLTFSkin::Bone bone;
bone.node = index;
if (bind_matrices.size()) {
@@ -1331,7 +1335,7 @@ Error EditorSceneImporterGLTF::_parse_skins(GLTFState &state) {
if (d.has("skeleton")) {
int skeleton = d["skeleton"];
ERR_FAIL_INDEX_V(skeleton, state.nodes.size(), ERR_PARSE_ERROR);
- state.nodes[skeleton]->skeleton_skin = state.skins.size();
+ //state.nodes[skeleton]->skeleton_skin = state.skins.size();
print_line("setting skeleton skin to" + itos(skeleton));
skin.skeleton = skeleton;
}
@@ -1341,7 +1345,7 @@ Error EditorSceneImporterGLTF::_parse_skins(GLTFState &state) {
}
//locate the right place to put a Skeleton node
-
+ /*
if (state.skin_users.has(i)) {
Vector<int> users = state.skin_users[i];
int skin_node = -1;
@@ -1382,6 +1386,7 @@ Error EditorSceneImporterGLTF::_parse_skins(GLTFState &state) {
state.nodes[skin_node]->skeleton_children.push_back(i);
}
}
+ */
state.skins.push_back(skin);
}
print_line("total skins: " + itos(state.skins.size()));
@@ -1577,7 +1582,7 @@ void EditorSceneImporterGLTF::_assign_scene_names(GLTFState &state) {
if (n->name == "") {
if (n->mesh >= 0) {
n->name = "Mesh";
- } else if (n->joint_skin >= 0) {
+ } else if (n->joints.size()) {
n->name = "Bone";
} else {
n->name = "Node";
@@ -1607,6 +1612,7 @@ void EditorSceneImporterGLTF::_generate_node(GLTFState &state, int p_node, Node
}
node = mi;
+
} else if (n->camera >= 0) {
ERR_FAIL_INDEX(n->camera, state.cameras.size());
Camera *camera = memnew(Camera);
@@ -1625,18 +1631,20 @@ void EditorSceneImporterGLTF::_generate_node(GLTFState &state, int p_node, Node
node->set_name(n->name);
- if (n->child_of_skeleton >= 0) {
- //move skeleton around and place it on node, as the node _is_ a skeleton.
- Skeleton *s = skeletons[n->child_of_skeleton];
- p_parent = s;
- }
-
p_parent->add_child(node);
node->set_owner(p_owner);
node->set_transform(n->xform);
- n->godot_node = node;
+ n->godot_nodes.push_back(node);
+
+ if (n->skin >= 0 && Object::cast_to<MeshInstance>(node)) {
+ MeshInstance *mi = Object::cast_to<MeshInstance>(node);
+ //move skeleton around and place it on node, as the node _is_ a skeleton.
+ Skeleton *s = skeletons[n->skin];
+ mi->set_skeleton_path(mi->get_path_to(s));
+ }
+#if 0
for (int i = 0; i < n->skeleton_children.size(); i++) {
Skeleton *s = skeletons[n->skeleton_children[i]];
@@ -1644,36 +1652,39 @@ void EditorSceneImporterGLTF::_generate_node(GLTFState &state, int p_node, Node
node->add_child(s);
s->set_owner(p_owner);
}
-
+#endif
for (int i = 0; i < n->children.size(); i++) {
- if (state.nodes[n->children[i]]->joint_skin >= 0) {
- _generate_bone(state, n->children[i], skeletons, -1);
+ if (state.nodes[n->children[i]]->joints.size()) {
+ _generate_bone(state, n->children[i], skeletons, Vector<int>());
} else {
_generate_node(state, n->children[i], node, p_owner, skeletons);
}
}
}
-void EditorSceneImporterGLTF::_generate_bone(GLTFState &state, int p_node, Vector<Skeleton *> &skeletons, int p_parent_bone) {
+void EditorSceneImporterGLTF::_generate_bone(GLTFState &state, int p_node, Vector<Skeleton *> &skeletons, const Vector<int> &p_parent_bones) {
ERR_FAIL_INDEX(p_node, state.nodes.size());
GLTFNode *n = state.nodes[p_node];
+ Vector<int> parent_bones;
- ERR_FAIL_COND(n->joint_skin < 0);
+ for (int i = 0; i < n->joints.size(); i++) {
+ ERR_FAIL_COND(n->joints[i].skin < 0);
- int bone_index = skeletons[n->joint_skin]->get_bone_count();
- skeletons[n->joint_skin]->add_bone(n->name);
- if (p_parent_bone >= 0) {
- skeletons[n->joint_skin]->set_bone_parent(bone_index, p_parent_bone);
- }
- skeletons[n->joint_skin]->set_bone_rest(bone_index, state.skins[n->joint_skin].bones[n->joint_bone].inverse_bind.affine_inverse());
+ int bone_index = skeletons[n->joints[i].skin]->get_bone_count();
+ skeletons[n->joints[i].skin]->add_bone(n->name);
+ if (p_parent_bones.size()) {
+ skeletons[n->joints[i].skin]->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());
- n->godot_node = skeletons[n->joint_skin];
- n->godot_bone_index = bone_index;
+ n->godot_nodes.push_back(skeletons[n->joints[i].skin]);
+ n->joints[i].godot_bone_index = bone_index;
+ parent_bones.push_back(bone_index);
+ }
for (int i = 0; i < n->children.size(); i++) {
- ERR_CONTINUE(state.nodes[n->children[i]]->joint_skin < 0);
- _generate_bone(state, n->children[i], skeletons, bone_index);
+ _generate_bone(state, n->children[i], skeletons, parent_bones);
}
}
@@ -1818,141 +1829,104 @@ void EditorSceneImporterGLTF::_import_animation(GLTFState &state, AnimationPlaye
NodePath node_path;
GLTFNode *node = state.nodes[E->key()];
- ERR_CONTINUE(!node->godot_node);
-
- if (node->godot_bone_index >= 0) {
- Skeleton *sk = (Skeleton *)node->godot_node;
- String path = ap->get_parent()->get_path_to(sk);
- String bone = sk->get_bone_name(node->godot_bone_index);
- node_path = path + ":" + bone;
- } else {
- node_path = ap->get_parent()->get_path_to(node->godot_node);
- }
-
- float length = 0;
+ for (int i = 0; i < node->godot_nodes.size(); i++) {
- for (int i = 0; i < track.rotation_track.times.size(); i++) {
- length = MAX(length, track.rotation_track.times[i]);
- }
- for (int i = 0; i < track.translation_track.times.size(); i++) {
- length = MAX(length, track.translation_track.times[i]);
- }
- for (int i = 0; i < track.scale_track.times.size(); i++) {
- length = MAX(length, track.scale_track.times[i]);
- }
-
- for (int i = 0; i < track.weight_tracks.size(); i++) {
- for (int j = 0; j < track.weight_tracks[i].times.size(); j++) {
- length = MAX(length, track.weight_tracks[i].times[j]);
+ if (node->joints.size()) {
+ Skeleton *sk = (Skeleton *)node->godot_nodes[i];
+ String path = ap->get_parent()->get_path_to(sk);
+ String bone = sk->get_bone_name(node->joints[i].godot_bone_index);
+ node_path = path + ":" + bone;
+ } else {
+ node_path = ap->get_parent()->get_path_to(node->godot_nodes[i]);
}
- }
-
- animation->set_length(length);
-
- if (track.rotation_track.values.size() || track.translation_track.values.size() || track.scale_track.values.size()) {
- //make transform track
- int track_idx = animation->get_track_count();
- animation->add_track(Animation::TYPE_TRANSFORM);
- animation->track_set_path(track_idx, node_path);
- //first determine animation length
- float increment = 1.0 / float(bake_fps);
- float time = 0.0;
+ float length = 0;
- Vector3 base_pos;
- Quat base_rot;
- Vector3 base_scale = Vector3(1, 1, 1);
-
- if (!track.rotation_track.values.size()) {
- base_rot = state.nodes[E->key()]->rotation;
+ for (int i = 0; i < track.rotation_track.times.size(); i++) {
+ length = MAX(length, track.rotation_track.times[i]);
}
-
- if (!track.translation_track.values.size()) {
- base_pos = state.nodes[E->key()]->translation;
+ for (int i = 0; i < track.translation_track.times.size(); i++) {
+ length = MAX(length, track.translation_track.times[i]);
+ }
+ for (int i = 0; i < track.scale_track.times.size(); i++) {
+ length = MAX(length, track.scale_track.times[i]);
}
- if (!track.scale_track.values.size()) {
- base_scale = state.nodes[E->key()]->scale;
+ for (int i = 0; i < track.weight_tracks.size(); i++) {
+ for (int j = 0; j < track.weight_tracks[i].times.size(); j++) {
+ length = MAX(length, track.weight_tracks[i].times[j]);
+ }
}
- bool last = false;
- while (true) {
+ animation->set_length(length);
+
+ if (track.rotation_track.values.size() || track.translation_track.values.size() || track.scale_track.values.size()) {
+ //make transform track
+ int track_idx = animation->get_track_count();
+ animation->add_track(Animation::TYPE_TRANSFORM);
+ animation->track_set_path(track_idx, node_path);
+ //first determine animation length
- Vector3 pos = base_pos;
- Quat rot = base_rot;
- Vector3 scale = base_scale;
+ float increment = 1.0 / float(bake_fps);
+ float time = 0.0;
- if (track.translation_track.times.size()) {
+ Vector3 base_pos;
+ Quat base_rot;
+ Vector3 base_scale = Vector3(1, 1, 1);
- pos = _interpolate_track<Vector3>(track.translation_track.times, track.translation_track.values, time, track.translation_track.interpolation);
+ if (!track.rotation_track.values.size()) {
+ base_rot = state.nodes[E->key()]->rotation;
}
- if (track.rotation_track.times.size()) {
+ if (!track.translation_track.values.size()) {
+ base_pos = state.nodes[E->key()]->translation;
+ }
- rot = _interpolate_track<Quat>(track.rotation_track.times, track.rotation_track.values, time, track.rotation_track.interpolation);
+ if (!track.scale_track.values.size()) {
+ base_scale = state.nodes[E->key()]->scale;
}
- if (track.scale_track.times.size()) {
+ bool last = false;
+ while (true) {
- scale = _interpolate_track<Vector3>(track.scale_track.times, track.scale_track.values, time, track.scale_track.interpolation);
- }
+ Vector3 pos = base_pos;
+ Quat rot = base_rot;
+ Vector3 scale = base_scale;
- if (node->godot_bone_index >= 0) {
+ if (track.translation_track.times.size()) {
- Transform xform;
- xform.basis = Basis(rot);
- xform.basis.scale(scale);
- xform.origin = pos;
+ pos = _interpolate_track<Vector3>(track.translation_track.times, track.translation_track.values, time, track.translation_track.interpolation);
+ }
- Skeleton *skeleton = skeletons[node->joint_skin];
- int bone = node->godot_bone_index;
- xform = skeleton->get_bone_rest(bone).affine_inverse() * xform;
+ if (track.rotation_track.times.size()) {
- rot = xform.basis;
- rot.normalize();
- scale = xform.basis.get_scale();
- pos = xform.origin;
- }
+ rot = _interpolate_track<Quat>(track.rotation_track.times, track.rotation_track.values, time, track.rotation_track.interpolation);
+ }
- animation->transform_track_insert_key(track_idx, time, pos, rot, scale);
+ if (track.scale_track.times.size()) {
- if (last) {
- break;
- }
- time += increment;
- if (time >= length) {
- last = true;
- time = length;
- }
- }
- }
+ scale = _interpolate_track<Vector3>(track.scale_track.times, track.scale_track.values, time, track.scale_track.interpolation);
+ }
- for (int i = 0; i < track.weight_tracks.size(); i++) {
- ERR_CONTINUE(node->mesh < 0 || node->mesh >= state.meshes.size());
- const GLTFMesh &mesh = state.meshes[node->mesh];
- String prop = "blend_shapes/" + mesh.mesh->get_blend_shape_name(i);
- node_path = String(node_path) + ":" + prop;
+ if (node->joints.size()) {
- int track_idx = animation->get_track_count();
- animation->add_track(Animation::TYPE_VALUE);
- animation->track_set_path(track_idx, node_path);
+ Transform xform;
+ xform.basis = Basis(rot);
+ xform.basis.scale(scale);
+ xform.origin = pos;
- if (track.weight_tracks[i].interpolation <= GLTFAnimation::INTERP_STEP) {
- animation->track_set_interpolation_type(track_idx, track.weight_tracks[i].interpolation == GLTFAnimation::INTERP_STEP ? Animation::INTERPOLATION_NEAREST : Animation::INTERPOLATION_NEAREST);
- for (int j = 0; j < track.weight_tracks[i].times.size(); j++) {
- float t = track.weight_tracks[i].times[j];
- float w = track.weight_tracks[i].values[j];
- animation->track_insert_key(track_idx, t, w);
- }
- } else {
- //must bake, apologies.
- float increment = 1.0 / float(bake_fps);
- float time = 0.0;
+ Skeleton *skeleton = skeletons[node->joints[i].skin];
+ int bone = node->joints[i].godot_bone_index;
+ xform = skeleton->get_bone_rest(bone).affine_inverse() * xform;
- bool last = false;
- while (true) {
+ rot = xform.basis;
+ rot.normalize();
+ scale = xform.basis.get_scale();
+ pos = xform.origin;
+ }
+
+ animation->transform_track_insert_key(track_idx, time, pos, rot, scale);
- _interpolate_track<float>(track.weight_tracks[i].times, track.weight_tracks[i].values, time, track.weight_tracks[i].interpolation);
if (last) {
break;
}
@@ -1963,6 +1937,44 @@ void EditorSceneImporterGLTF::_import_animation(GLTFState &state, AnimationPlaye
}
}
}
+
+ for (int i = 0; i < track.weight_tracks.size(); i++) {
+ ERR_CONTINUE(node->mesh < 0 || node->mesh >= state.meshes.size());
+ const GLTFMesh &mesh = state.meshes[node->mesh];
+ String prop = "blend_shapes/" + mesh.mesh->get_blend_shape_name(i);
+ node_path = String(node_path) + ":" + prop;
+
+ int track_idx = animation->get_track_count();
+ animation->add_track(Animation::TYPE_VALUE);
+ animation->track_set_path(track_idx, node_path);
+
+ if (track.weight_tracks[i].interpolation <= GLTFAnimation::INTERP_STEP) {
+ animation->track_set_interpolation_type(track_idx, track.weight_tracks[i].interpolation == GLTFAnimation::INTERP_STEP ? Animation::INTERPOLATION_NEAREST : Animation::INTERPOLATION_NEAREST);
+ for (int j = 0; j < track.weight_tracks[i].times.size(); j++) {
+ float t = track.weight_tracks[i].times[j];
+ float w = track.weight_tracks[i].values[j];
+ animation->track_insert_key(track_idx, t, w);
+ }
+ } else {
+ //must bake, apologies.
+ float increment = 1.0 / float(bake_fps);
+ float time = 0.0;
+
+ bool last = false;
+ while (true) {
+
+ _interpolate_track<float>(track.weight_tracks[i].times, track.weight_tracks[i].values, time, track.weight_tracks[i].interpolation);
+ if (last) {
+ break;
+ }
+ time += increment;
+ if (time >= length) {
+ last = true;
+ time = length;
+ }
+ }
+ }
+ }
}
}
@@ -1987,8 +1999,8 @@ Spatial *EditorSceneImporterGLTF::_generate_scene(GLTFState &state, int p_bake_f
skeletons.push_back(s);
}
for (int i = 0; i < state.root_nodes.size(); i++) {
- if (state.nodes[state.root_nodes[i]]->joint_skin >= 0) {
- _generate_bone(state, state.root_nodes[i], skeletons, -1);
+ if (state.nodes[state.root_nodes[i]]->joints.size()) {
+ _generate_bone(state, state.root_nodes[i], skeletons, Vector<int>());
} else {
_generate_node(state, state.root_nodes[i], root, root, skeletons);
}
diff --git a/editor/import/editor_scene_importer_gltf.h b/editor/import/editor_scene_importer_gltf.h
index 91c584a05a..abbdfa418b 100644
--- a/editor/import/editor_scene_importer_gltf.h
+++ b/editor/import/editor_scene_importer_gltf.h
@@ -52,18 +52,29 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
Transform xform;
String name;
- Node *godot_node;
- int godot_bone_index;
+ //Node *godot_node;
+ //int godot_bone_index;
int mesh;
int camera;
int skin;
- int skeleton_skin;
- int child_of_skeleton; // put as children of skeleton
- Vector<int> skeleton_children; //skeleton put as children of this
+ //int skeleton_skin;
+ //int child_of_skeleton; // put as children of skeleton
+ //Vector<int> skeleton_children; //skeleton put as children of this
+
+ struct Joint {
+ int skin;
+ int bone;
+ int godot_bone_index;
+
+ Joint() {
+ skin = -1;
+ bone = -1;
+ godot_bone_index = -1;
+ }
+ };
- int joint_skin;
- int joint_bone;
+ Vector<Joint> joints;
//keep them for animation
Vector3 translation;
@@ -71,17 +82,15 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
Vector3 scale;
Vector<int> children;
+ Vector<Node *> godot_nodes;
GLTFNode() {
- godot_node = NULL;
- godot_bone_index = -1;
- joint_skin = -1;
- joint_bone = -1;
- child_of_skeleton = -1;
- skeleton_skin = -1;
+ // child_of_skeleton = -1;
+ // skeleton_skin = -1;
mesh = -1;
camera = -1;
parent = -1;
+ skin = -1;
scale = Vector3(1, 1, 1);
}
};
@@ -235,7 +244,7 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
Vector<GLTFAnimation> animations;
- Map<int, Vector<int> > skin_users; //cache skin users
+ //Map<int, Vector<int> > skin_users; //cache skin users
~GLTFState() {
for (int i = 0; i < nodes.size(); i++) {
@@ -269,7 +278,7 @@ 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 _generate_bone(GLTFState &state, int p_node, Vector<Skeleton *> &skeletons, int p_parent_bone);
+ void _generate_bone(GLTFState &state, int p_node, Vector<Skeleton *> &skeletons, const Vector<int> &p_parent_bones);
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);
diff --git a/scene/3d/skeleton.cpp b/scene/3d/skeleton.cpp
index 3d40bb299a..a4a43c1a88 100644
--- a/scene/3d/skeleton.cpp
+++ b/scene/3d/skeleton.cpp
@@ -243,7 +243,6 @@ void Skeleton::_notification(int p_what) {
}
Transform transform = b.pose_global * b.rest_global_inverse;
-
vs->skeleton_bone_set_transform(skeleton, i, global_transform * (transform * global_transform_inverse));
for (List<uint32_t>::Element *E = b.nodes_bound.front(); E; E = E->next()) {