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-rw-r--r--editor/import/editor_importer_bake_reset.cpp223
-rw-r--r--editor/import/editor_importer_bake_reset.h54
-rw-r--r--editor/import/resource_importer_scene.cpp7
3 files changed, 284 insertions, 0 deletions
diff --git a/editor/import/editor_importer_bake_reset.cpp b/editor/import/editor_importer_bake_reset.cpp
new file mode 100644
index 0000000000..939c47faa4
--- /dev/null
+++ b/editor/import/editor_importer_bake_reset.cpp
@@ -0,0 +1,223 @@
+/*************************************************************************/
+/* editor_importer_bake_reset.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "editor/import/editor_importer_bake_reset.h"
+
+#include "core/error/error_macros.h"
+#include "core/math/transform_3d.h"
+#include "editor/import/scene_importer_mesh_node_3d.h"
+#include "resource_importer_scene.h"
+#include "scene/3d/mesh_instance_3d.h"
+#include "scene/3d/node_3d.h"
+#include "scene/3d/skeleton_3d.h"
+#include "scene/animation/animation_player.h"
+
+// Given that an engineering team has made a reference character, one wants ten animators to create animations.
+// Currently, a tech artist needs to combine the ten files into one exported gltf2 to import into Godot Engine.
+// We bake the RESET animation and then set it to identity,
+// so that rigs with corresponding RESET animation can have their animations transferred with ease.
+//
+// The original algorithm for the code was used to change skeleton bone rolls to be parent to child.
+//
+// Reference https://github.com/godotengine/godot-proposals/issues/2961
+void BakeReset::_bake_animation_pose(Node *scene, const String &p_bake_anim) {
+ Map<StringName, BakeResetRestBone> r_rest_bones;
+ Vector<Node3D *> r_meshes;
+ List<Node *> queue;
+ queue.push_back(scene);
+ while (!queue.is_empty()) {
+ List<Node *>::Element *E = queue.front();
+ Node *node = E->get();
+ AnimationPlayer *ap = Object::cast_to<AnimationPlayer>(node);
+ // Step 1: import scene with animations into the rest bones data structure.
+ _fetch_reset_animation(ap, r_rest_bones, p_bake_anim);
+
+ int child_count = node->get_child_count();
+ for (int i = 0; i < child_count; i++) {
+ queue.push_back(node->get_child(i));
+ }
+ queue.pop_front();
+ }
+
+ queue.push_back(scene);
+ while (!queue.is_empty()) {
+ List<Node *>::Element *E = queue.front();
+ Node *node = E->get();
+ EditorSceneImporterMeshNode3D *editor_mesh_3d = scene->cast_to<EditorSceneImporterMeshNode3D>(node);
+ MeshInstance3D *mesh_3d = scene->cast_to<MeshInstance3D>(node);
+ if (scene->cast_to<Skeleton3D>(node)) {
+ Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(node);
+
+ // Step 2: Bake the RESET animation from the RestBone to the skeleton.
+ _fix_skeleton(skeleton, r_rest_bones);
+ }
+ if (editor_mesh_3d) {
+ NodePath path = editor_mesh_3d->get_skeleton_path();
+ if (!path.is_empty() && editor_mesh_3d->get_node_or_null(path) && Object::cast_to<Skeleton3D>(editor_mesh_3d->get_node_or_null(path))) {
+ r_meshes.push_back(editor_mesh_3d);
+ }
+ } else if (mesh_3d) {
+ NodePath path = mesh_3d->get_skeleton_path();
+ if (!path.is_empty() && mesh_3d->get_node_or_null(path) && Object::cast_to<Skeleton3D>(mesh_3d->get_node_or_null(path))) {
+ r_meshes.push_back(mesh_3d);
+ }
+ }
+ int child_count = node->get_child_count();
+ for (int i = 0; i < child_count; i++) {
+ queue.push_back(node->get_child(i));
+ }
+ queue.pop_front();
+ }
+
+ queue.push_back(scene);
+ while (!queue.is_empty()) {
+ List<Node *>::Element *E = queue.front();
+ Node *node = E->get();
+ AnimationPlayer *ap = Object::cast_to<AnimationPlayer>(node);
+ if (ap) {
+ // Step 3: Key all RESET animation frames to identity.
+ _align_animations(ap, r_rest_bones);
+ }
+
+ int child_count = node->get_child_count();
+ for (int i = 0; i < child_count; i++) {
+ queue.push_back(node->get_child(i));
+ }
+ queue.pop_front();
+ }
+}
+
+void BakeReset::_align_animations(AnimationPlayer *p_ap, const Map<StringName, BakeResetRestBone> &r_rest_bones) {
+ ERR_FAIL_NULL(p_ap);
+ List<StringName> anim_names;
+ p_ap->get_animation_list(&anim_names);
+ for (List<StringName>::Element *anim_i = anim_names.front(); anim_i; anim_i = anim_i->next()) {
+ Ref<Animation> a = p_ap->get_animation(anim_i->get());
+ ERR_CONTINUE(a.is_null());
+ for (Map<StringName, BakeResetRestBone>::Element *rest_bone_i = r_rest_bones.front(); rest_bone_i; rest_bone_i = rest_bone_i->next()) {
+ int track = a->find_track(NodePath(rest_bone_i->key()));
+ if (track == -1) {
+ continue;
+ }
+ int new_track = a->add_track(Animation::TYPE_TRANSFORM3D);
+ NodePath new_path = NodePath(rest_bone_i->key());
+ BakeResetRestBone rest_bone = rest_bone_i->get();
+ a->track_set_path(new_track, new_path);
+ for (int key_i = 0; key_i < a->track_get_key_count(track); key_i++) {
+ Vector3 loc;
+ Quaternion rot;
+ Vector3 scale;
+ Error err = a->transform_track_get_key(track, key_i, &loc, &rot, &scale);
+ ERR_CONTINUE(err);
+ real_t time = a->track_get_key_time(track, key_i);
+ rot.normalize();
+ loc = loc - rest_bone.loc;
+ rot = rest_bone.rest_delta.get_rotation_quaternion().inverse() * rot;
+ rot.normalize();
+ scale = Vector3(1, 1, 1) - (rest_bone.rest_delta.get_scale() - scale);
+ // Apply the reverse of the rest changes to make the key be close to identity transform.
+ a->transform_track_insert_key(new_track, time, loc, rot, scale);
+ }
+ a->remove_track(track);
+ }
+ }
+}
+
+void BakeReset::_fetch_reset_animation(AnimationPlayer *p_ap, Map<StringName, BakeResetRestBone> &r_rest_bones, const String &p_bake_anim) {
+ ERR_FAIL_NULL(p_ap);
+ List<StringName> anim_names;
+ p_ap->get_animation_list(&anim_names);
+ Node *root = p_ap->get_owner();
+ ERR_FAIL_NULL(root);
+ Ref<Animation> a = p_ap->get_animation(p_bake_anim);
+ ERR_FAIL_NULL(a);
+ for (int32_t track = 0; track < a->get_track_count(); track++) {
+ NodePath path = a->track_get_path(track);
+ String string_path = path;
+ Skeleton3D *skeleton = root->cast_to<Skeleton3D>(root->get_node(string_path.get_slice(":", 0)));
+ if (!skeleton) {
+ continue;
+ }
+ String bone_name = string_path.get_slice(":", 1);
+ for (int key_i = 0; key_i < a->track_get_key_count(track); key_i++) {
+ Vector3 loc;
+ Quaternion rot;
+ Vector3 scale;
+ Error err = a->transform_track_get_key(track, key_i, &loc, &rot, &scale);
+ ERR_CONTINUE(err);
+ rot.normalize();
+ Basis rot_basis = Basis(rot, scale);
+ BakeResetRestBone rest_bone;
+ rest_bone.rest_delta = rot_basis;
+ rest_bone.loc = loc;
+ // Store the animation into the RestBone.
+ r_rest_bones[StringName(String(skeleton->get_owner()->get_path_to(skeleton)) + ":" + bone_name)] = rest_bone;
+ break;
+ }
+ }
+}
+
+void BakeReset::_fix_skeleton(Skeleton3D *p_skeleton, Map<StringName, BakeReset::BakeResetRestBone> &r_rest_bones) {
+ int bone_count = p_skeleton->get_bone_count();
+
+ // First iterate through all the bones and update the RestBone.
+ for (int j = 0; j < bone_count; j++) {
+ StringName final_path = String(p_skeleton->get_owner()->get_path_to(p_skeleton)) + String(":") + p_skeleton->get_bone_name(j);
+ BakeResetRestBone &rest_bone = r_rest_bones[final_path];
+ rest_bone.rest_local = p_skeleton->get_bone_rest(j);
+ }
+ for (int i = 0; i < bone_count; i++) {
+ int parent_bone = p_skeleton->get_bone_parent(i);
+ String path = p_skeleton->get_owner()->get_path_to(p_skeleton);
+ StringName final_path = String(path) + String(":") + p_skeleton->get_bone_name(parent_bone);
+ if (parent_bone >= 0) {
+ r_rest_bones[path].children.push_back(i);
+ }
+ }
+
+ // When we apply transform to a bone, we also have to move all of its children in the opposite direction.
+ for (int i = 0; i < bone_count; i++) {
+ StringName final_path = String(p_skeleton->get_owner()->get_path_to(p_skeleton)) + String(":") + p_skeleton->get_bone_name(i);
+ r_rest_bones[final_path].rest_local = r_rest_bones[final_path].rest_local * Transform3D(r_rest_bones[final_path].rest_delta, r_rest_bones[final_path].loc);
+ // Iterate through the children and move in the opposite direction.
+ for (int j = 0; j < r_rest_bones[final_path].children.size(); j++) {
+ int child_index = r_rest_bones[final_path].children[j];
+ StringName children_path = String(p_skeleton->get_name()) + String(":") + p_skeleton->get_bone_name(child_index);
+ r_rest_bones[children_path].rest_local = Transform3D(r_rest_bones[final_path].rest_delta, r_rest_bones[final_path].loc).affine_inverse() * r_rest_bones[children_path].rest_local;
+ }
+ }
+
+ for (int i = 0; i < bone_count; i++) {
+ StringName final_path = String(p_skeleton->get_owner()->get_path_to(p_skeleton)) + String(":") + p_skeleton->get_bone_name(i);
+ ERR_CONTINUE(!r_rest_bones.has(final_path));
+ Transform3D rest_transform = r_rest_bones[final_path].rest_local;
+ p_skeleton->set_bone_rest(i, rest_transform);
+ }
+}
diff --git a/editor/import/editor_importer_bake_reset.h b/editor/import/editor_importer_bake_reset.h
new file mode 100644
index 0000000000..e36ae86181
--- /dev/null
+++ b/editor/import/editor_importer_bake_reset.h
@@ -0,0 +1,54 @@
+/*************************************************************************/
+/* editor_importer_bake_reset.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef RESOURCE_IMPORTER_BAKE_RESET_H
+#define RESOURCE_IMPORTER_BAKE_RESET_H
+
+#include "scene/main/node.h"
+
+class Skeleton3D;
+class AnimationPlayer;
+class BakeReset {
+ struct BakeResetRestBone {
+ Transform3D rest_local;
+ Basis rest_delta;
+ Vector3 loc;
+ Vector<int> children;
+ };
+
+public:
+ void _bake_animation_pose(Node *scene, const String &p_bake_anim);
+
+private:
+ void _fix_skeleton(Skeleton3D *p_skeleton, Map<StringName, BakeReset::BakeResetRestBone> &r_rest_bones);
+ void _align_animations(AnimationPlayer *p_ap, const Map<StringName, BakeResetRestBone> &r_rest_bones);
+ void _fetch_reset_animation(AnimationPlayer *p_ap, Map<StringName, BakeResetRestBone> &r_rest_bones, const String &p_bake_anim);
+};
+#endif
diff --git a/editor/import/resource_importer_scene.cpp b/editor/import/resource_importer_scene.cpp
index e9160f0414..1e642462dc 100644
--- a/editor/import/resource_importer_scene.cpp
+++ b/editor/import/resource_importer_scene.cpp
@@ -32,6 +32,7 @@
#include "core/io/resource_saver.h"
#include "editor/editor_node.h"
+#include "editor/import/editor_importer_bake_reset.h"
#include "editor/import/scene_import_settings.h"
#include "editor/import/scene_importer_mesh_node_3d.h"
#include "scene/3d/area_3d.h"
@@ -1060,6 +1061,7 @@ void ResourceImporterScene::get_import_options(List<ImportOption> *r_options, in
r_options->push_back(ImportOption(PropertyInfo(Variant::FLOAT, "meshes/lightmap_texel_size", PROPERTY_HINT_RANGE, "0.001,100,0.001"), 0.1));
r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "skins/use_named_skins"), true));
r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "animation/import"), true));
+ r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "animation/bake_reset_animation"), true));
r_options->push_back(ImportOption(PropertyInfo(Variant::FLOAT, "animation/fps", PROPERTY_HINT_RANGE, "1,120,1"), 15));
r_options->push_back(ImportOption(PropertyInfo(Variant::STRING, "import_script/path", PROPERTY_HINT_FILE, script_ext_hint), ""));
@@ -1410,6 +1412,11 @@ Error ResourceImporterScene::import(const String &p_source_file, const String &p
_pre_fix_node(scene, scene, collision_map);
_post_fix_node(scene, scene, collision_map, scanned_meshes, node_data, material_data, animation_data, fps);
+ bool use_bake_reset_animation = p_options["animation/bake_reset_animation"];
+ if (use_bake_reset_animation) {
+ BakeReset bake_reset;
+ bake_reset._bake_animation_pose(scene, "RESET");
+ }
String root_type = p_options["nodes/root_type"];
root_type = root_type.split(" ")[0]; // full root_type is "ClassName (filename.gd)" for a script global class.