diff options
Diffstat (limited to 'editor/import')
-rw-r--r-- | editor/import/editor_import_collada.cpp | 148 | ||||
-rw-r--r-- | editor/import/editor_importer_bake_reset.cpp | 234 | ||||
-rw-r--r-- | editor/import/editor_importer_bake_reset.h | 54 | ||||
-rw-r--r-- | editor/import/resource_importer_scene.cpp | 230 | ||||
-rw-r--r-- | editor/import/resource_importer_scene.h | 14 |
5 files changed, 295 insertions, 385 deletions
diff --git a/editor/import/editor_import_collada.cpp b/editor/import/editor_import_collada.cpp index 4b01595028..d1bacf54de 100644 --- a/editor/import/editor_import_collada.cpp +++ b/editor/import/editor_import_collada.cpp @@ -91,8 +91,8 @@ struct ColladaImport { Error _create_mesh_surfaces(bool p_optimize, Ref<ImporterMesh> &p_mesh, const Map<String, Collada::NodeGeometry::Material> &p_material_map, const Collada::MeshData &meshdata, const Transform3D &p_local_xform, const Vector<int> &bone_remap, const Collada::SkinControllerData *p_skin_controller, const Collada::MorphControllerData *p_morph_data, Vector<Ref<ImporterMesh>> p_morph_meshes = Vector<Ref<ImporterMesh>>(), bool p_use_compression = false, bool p_use_mesh_material = false); Error load(const String &p_path, int p_flags, bool p_force_make_tangents = false, bool p_use_compression = false); void _fix_param_animation_tracks(); - void create_animation(int p_clip, bool p_make_tracks_in_all_bones, bool p_import_value_tracks); - void create_animations(bool p_make_tracks_in_all_bones, bool p_import_value_tracks); + void create_animation(int p_clip, bool p_import_value_tracks); + void create_animations(bool p_import_value_tracks); Set<String> tracks_in_clips; Vector<String> missing_textures; @@ -120,6 +120,15 @@ Error ColladaImport::_populate_skeleton(Skeleton3D *p_skeleton, Collada::Node *p skeleton_bone_map[p_skeleton][joint->sid] = r_bone; + { + Transform3D xform = joint->compute_transform(collada); + collada.fix_transform(xform) * joint->post_transform; + + p_skeleton->set_bone_pose_position(r_bone, xform.origin); + p_skeleton->set_bone_pose_rotation(r_bone, xform.basis.get_rotation_quaternion()); + p_skeleton->set_bone_pose_scale(r_bone, xform.basis.get_scale()); + } + if (collada.state.bone_rest_map.has(joint->sid)) { p_skeleton->set_bone_rest(r_bone, collada.fix_transform(collada.state.bone_rest_map[joint->sid])); //should map this bone to something for animation? @@ -1384,7 +1393,7 @@ void ColladaImport::_fix_param_animation_tracks() { } } -void ColladaImport::create_animations(bool p_make_tracks_in_all_bones, bool p_import_value_tracks) { +void ColladaImport::create_animations(bool p_import_value_tracks) { _fix_param_animation_tracks(); for (int i = 0; i < collada.state.animation_clips.size(); i++) { for (int j = 0; j < collada.state.animation_clips[i].tracks.size(); j++) { @@ -1417,13 +1426,13 @@ void ColladaImport::create_animations(bool p_make_tracks_in_all_bones, bool p_im } } - create_animation(-1, p_make_tracks_in_all_bones, p_import_value_tracks); + create_animation(-1, p_import_value_tracks); for (int i = 0; i < collada.state.animation_clips.size(); i++) { - create_animation(i, p_make_tracks_in_all_bones, p_import_value_tracks); + create_animation(i, p_import_value_tracks); } } -void ColladaImport::create_animation(int p_clip, bool p_make_tracks_in_all_bones, bool p_import_value_tracks) { +void ColladaImport::create_animation(int p_clip, bool p_import_value_tracks) { Ref<Animation> animation = Ref<Animation>(memnew(Animation)); if (p_clip == -1) { @@ -1522,10 +1531,55 @@ void ColladaImport::create_animation(int p_clip, bool p_make_tracks_in_all_bones continue; } - animation->add_track(Animation::TYPE_TRANSFORM3D); - int track = animation->get_track_count() - 1; - animation->track_set_path(track, path); - animation->track_set_imported(track, true); //helps merging later + bool has_position = false; + bool has_rotation = false; + bool has_scale = false; + + for (int i = 0; cn->xform_list.size(); i++) { + switch (cn->xform_list[i].op) { + case Collada::Node::XForm::OP_ROTATE: { + has_rotation = true; + } break; + case Collada::Node::XForm::OP_SCALE: { + has_scale = true; + } break; + case Collada::Node::XForm::OP_TRANSLATE: { + has_position = true; + } break; + case Collada::Node::XForm::OP_MATRIX: { + has_position = true; + has_rotation = true; + has_scale = true; + } break; + case Collada::Node::XForm::OP_VISIBILITY: { + } break; + } + } + + int base_track = animation->get_track_count(); + int position_idx = -1; + if (has_position) { + position_idx = animation->get_track_count(); + animation->add_track(Animation::TYPE_POSITION_3D); + animation->track_set_path(position_idx, path); + animation->track_set_imported(position_idx, true); //helps merging later + } + + int rotation_idx = -1; + if (has_rotation) { + rotation_idx = animation->get_track_count(); + animation->add_track(Animation::TYPE_ROTATION_3D); + animation->track_set_path(rotation_idx, path); + animation->track_set_imported(rotation_idx, true); //helps merging later + } + + int scale_idx = -1; + if (has_scale) { + scale_idx = animation->get_track_count(); + animation->add_track(Animation::TYPE_SCALE_3D); + animation->track_set_path(scale_idx, path); + animation->track_set_imported(scale_idx, true); //helps merging later + } Vector<real_t> snapshots = base_snapshots; @@ -1594,22 +1648,21 @@ void ColladaImport::create_animation(int p_clip, bool p_make_tracks_in_all_bones Transform3D xform = cn->compute_transform(collada); xform = collada.fix_transform(xform) * cn->post_transform; - if (nm.bone >= 0) { - //make bone transform relative to rest (in case of skeleton) - Skeleton3D *sk = Object::cast_to<Skeleton3D>(nm.node); - if (sk) { - xform = sk->get_bone_rest(nm.bone).affine_inverse() * xform; - } else { - ERR_PRINT("Collada: Invalid skeleton"); - } - } - Vector3 s = xform.basis.get_scale(); bool singular_matrix = Math::is_zero_approx(s.x) || Math::is_zero_approx(s.y) || Math::is_zero_approx(s.z); - Quaternion q = singular_matrix ? Quaternion() : xform.basis.get_rotation_quaternion(); + Quaternion q = singular_matrix ? Quaternion() : + xform.basis.get_rotation_quaternion(); Vector3 l = xform.origin; - animation->transform_track_insert_key(track, snapshots[i], l, q, s); + if (position_idx >= 0) { + animation->position_track_insert_key(position_idx, snapshots[i], l); + } + if (rotation_idx >= 0) { + animation->rotation_track_insert_key(rotation_idx, snapshots[i], q); + } + if (scale_idx >= 0) { + animation->scale_track_insert_key(scale_idx, snapshots[i], s); + } } if (nm.bone >= 0) { @@ -1621,48 +1674,15 @@ void ColladaImport::create_animation(int p_clip, bool p_make_tracks_in_all_bones if (found_anim) { tracks_found = true; } else { - animation->remove_track(track); - } - } - - if (p_make_tracks_in_all_bones) { - //some bones may lack animation, but since we don't store pose as a property, we must add keyframes! - for (const KeyValue<String, bool> &E : bones_with_animation) { - if (E.value) { - continue; + if (position_idx >= 0) { + animation->remove_track(base_track); } - - NodeMap &nm = node_map[E.key]; - String path = scene->get_path_to(nm.node); - ERR_CONTINUE(nm.bone < 0); - Skeleton3D *sk = static_cast<Skeleton3D *>(nm.node); - String name = sk->get_bone_name(nm.bone); - path = path + ":" + name; - - Collada::Node *cn = collada.state.scene_map[E.key]; - if (cn->ignore_anim) { - WARN_PRINT("Collada: Ignoring animation on node: " + path); - continue; + if (rotation_idx >= 0) { + animation->remove_track(base_track); + } + if (scale_idx >= 0) { + animation->remove_track(base_track); } - - animation->add_track(Animation::TYPE_TRANSFORM3D); - int track = animation->get_track_count() - 1; - animation->track_set_path(track, path); - animation->track_set_imported(track, true); //helps merging later - - Transform3D xform = cn->compute_transform(collada); - xform = collada.fix_transform(xform) * cn->post_transform; - - xform = sk->get_bone_rest(nm.bone).affine_inverse() * xform; - - Vector3 s = xform.basis.get_scale(); - bool singular_matrix = Math::is_zero_approx(s.x) || Math::is_zero_approx(s.y) || Math::is_zero_approx(s.z); - Quaternion q = singular_matrix ? Quaternion() : xform.basis.get_rotation_quaternion(); - Vector3 l = xform.origin; - - animation->transform_track_insert_key(track, 0, l, q, s); - - tracks_found = true; } } @@ -1773,7 +1793,7 @@ Node *EditorSceneImporterCollada::import_scene(const String &p_path, uint32_t p_ } if (p_flags & IMPORT_ANIMATION) { - state.create_animations(true, true); + state.create_animations(true); AnimationPlayer *ap = memnew(AnimationPlayer); for (int i = 0; i < state.animations.size(); i++) { String name; @@ -1800,7 +1820,7 @@ Ref<Animation> EditorSceneImporterCollada::import_animation(const String &p_path Error err = state.load(p_path, Collada::IMPORT_FLAG_ANIMATION, p_flags & EditorSceneImporter::IMPORT_GENERATE_TANGENT_ARRAYS); ERR_FAIL_COND_V_MSG(err != OK, RES(), "Cannot load animation from file '" + p_path + "'."); - state.create_animations(true, true); + state.create_animations(true); if (state.scene) { memdelete(state.scene); } diff --git a/editor/import/editor_importer_bake_reset.cpp b/editor/import/editor_importer_bake_reset.cpp deleted file mode 100644 index 451a07351c..0000000000 --- a/editor/import/editor_importer_bake_reset.cpp +++ /dev/null @@ -1,234 +0,0 @@ -/*************************************************************************/ -/* 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_list.h" -#include "core/error/error_macros.h" -#include "core/math/transform_3d.h" -#include "resource_importer_scene.h" -#include "scene/3d/importer_mesh_instance_3d.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(); - ImporterMeshInstance3D *editor_mesh_3d = scene->cast_to<ImporterMeshInstance3D>(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 (const KeyValue<StringName, BakeResetRestBone> &rest_bone_i : r_rest_bones) { - 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); - const BakeResetRestBone rest_bone = rest_bone_i.value; - 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) { - if (!p_ap) { - return; - } - List<StringName> anim_names; - p_ap->get_animation_list(&anim_names); - Node *root = p_ap->get_owner(); - ERR_FAIL_NULL(root); - if (!p_ap->has_animation(p_bake_anim)) { - return; - } - Ref<Animation> a = p_ap->get_animation(p_bake_anim); - if (a.is_null()) { - return; - } - 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); - if (err != OK) { - ERR_PRINT_ONCE("Reset animation baker can't get key."); - continue; - } - 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 deleted file mode 100644 index e36ae86181..0000000000 --- a/editor/import/editor_importer_bake_reset.h +++ /dev/null @@ -1,54 +0,0 @@ -/*************************************************************************/ -/* 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 1e93113488..1780aed4cb 100644 --- a/editor/import/resource_importer_scene.cpp +++ b/editor/import/resource_importer_scene.cpp @@ -32,7 +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 "scene/3d/area_3d.h" #include "scene/3d/collision_shape_3d.h" @@ -779,6 +779,16 @@ Node *ResourceImporterScene::_post_fix_node(Node *p_node, Node *p_root, Map<Ref< } } } + + AnimationImportTracks import_tracks_mode[TRACK_CHANNEL_MAX] = { + AnimationImportTracks(int(node_settings["import_tracks/position"])), + AnimationImportTracks(int(node_settings["import_tracks/rotation"])), + AnimationImportTracks(int(node_settings["import_tracks/scale"])) + }; + + if (anims.size() > 1 && (import_tracks_mode[0] != ANIMATION_IMPORT_TRACKS_IF_PRESENT || import_tracks_mode[1] != ANIMATION_IMPORT_TRACKS_IF_PRESENT || import_tracks_mode[2] != ANIMATION_IMPORT_TRACKS_IF_PRESENT)) { + _optimize_track_usage(ap, import_tracks_mode); + } } } @@ -851,42 +861,57 @@ void ResourceImporterScene::_create_clips(AnimationPlayer *anim, const Array &p_ new_anim->track_set_path(dtrack, default_anim->track_get_path(j)); if (kt > (from + 0.01) && k > 0) { - if (default_anim->track_get_type(j) == Animation::TYPE_TRANSFORM3D) { - Quaternion q; + if (default_anim->track_get_type(j) == Animation::TYPE_POSITION_3D) { Vector3 p; + default_anim->position_track_interpolate(j, from, &p); + new_anim->position_track_insert_key(dtrack, 0, p); + } else if (default_anim->track_get_type(j) == Animation::TYPE_ROTATION_3D) { + Quaternion r; + default_anim->rotation_track_interpolate(j, from, &r); + new_anim->rotation_track_insert_key(dtrack, 0, r); + } else if (default_anim->track_get_type(j) == Animation::TYPE_SCALE_3D) { Vector3 s; - default_anim->transform_track_interpolate(j, from, &p, &q, &s); - new_anim->transform_track_insert_key(dtrack, 0, p, q, s); - } - if (default_anim->track_get_type(j) == Animation::TYPE_VALUE) { + default_anim->scale_track_interpolate(j, from, &s); + new_anim->scale_track_insert_key(dtrack, 0, s); + } else if (default_anim->track_get_type(j) == Animation::TYPE_VALUE) { Variant var = default_anim->value_track_interpolate(j, from); new_anim->track_insert_key(dtrack, 0, var); } } } - if (default_anim->track_get_type(j) == Animation::TYPE_TRANSFORM3D) { - Quaternion q; + if (default_anim->track_get_type(j) == Animation::TYPE_POSITION_3D) { Vector3 p; + default_anim->position_track_get_key(j, k, &p); + new_anim->position_track_insert_key(dtrack, kt - from, p); + } else if (default_anim->track_get_type(j) == Animation::TYPE_ROTATION_3D) { + Quaternion r; + default_anim->rotation_track_get_key(j, k, &r); + new_anim->rotation_track_insert_key(dtrack, kt - from, r); + } else if (default_anim->track_get_type(j) == Animation::TYPE_SCALE_3D) { Vector3 s; - default_anim->transform_track_get_key(j, k, &p, &q, &s); - new_anim->transform_track_insert_key(dtrack, kt - from, p, q, s); - } - if (default_anim->track_get_type(j) == Animation::TYPE_VALUE) { + default_anim->scale_track_get_key(j, k, &s); + new_anim->scale_track_insert_key(dtrack, kt - from, s); + } else if (default_anim->track_get_type(j) == Animation::TYPE_VALUE) { Variant var = default_anim->track_get_key_value(j, k); new_anim->track_insert_key(dtrack, kt - from, var); } } if (dtrack != -1 && kt >= to) { - if (default_anim->track_get_type(j) == Animation::TYPE_TRANSFORM3D) { - Quaternion q; + if (default_anim->track_get_type(j) == Animation::TYPE_POSITION_3D) { Vector3 p; + default_anim->position_track_interpolate(j, to, &p); + new_anim->position_track_insert_key(dtrack, to - from, p); + } else if (default_anim->track_get_type(j) == Animation::TYPE_ROTATION_3D) { + Quaternion r; + default_anim->rotation_track_interpolate(j, to, &r); + new_anim->rotation_track_insert_key(dtrack, to - from, r); + } else if (default_anim->track_get_type(j) == Animation::TYPE_SCALE_3D) { Vector3 s; - default_anim->transform_track_interpolate(j, to, &p, &q, &s); - new_anim->transform_track_insert_key(dtrack, to - from, p, q, s); - } - if (default_anim->track_get_type(j) == Animation::TYPE_VALUE) { + default_anim->scale_track_interpolate(j, to, &s); + new_anim->scale_track_insert_key(dtrack, to - from, s); + } else if (default_anim->track_get_type(j) == Animation::TYPE_VALUE) { Variant var = default_anim->value_track_interpolate(j, to); new_anim->track_insert_key(dtrack, to - from, var); } @@ -897,16 +922,25 @@ void ResourceImporterScene::_create_clips(AnimationPlayer *anim, const Array &p_ new_anim->add_track(default_anim->track_get_type(j)); dtrack = new_anim->get_track_count() - 1; new_anim->track_set_path(dtrack, default_anim->track_get_path(j)); - if (default_anim->track_get_type(j) == Animation::TYPE_TRANSFORM3D) { - Quaternion q; + if (default_anim->track_get_type(j) == Animation::TYPE_POSITION_3D) { Vector3 p; + default_anim->position_track_interpolate(j, from, &p); + new_anim->position_track_insert_key(dtrack, 0, p); + default_anim->position_track_interpolate(j, to, &p); + new_anim->position_track_insert_key(dtrack, to - from, p); + } else if (default_anim->track_get_type(j) == Animation::TYPE_ROTATION_3D) { + Quaternion r; + default_anim->rotation_track_interpolate(j, from, &r); + new_anim->rotation_track_insert_key(dtrack, 0, r); + default_anim->rotation_track_interpolate(j, to, &r); + new_anim->rotation_track_insert_key(dtrack, to - from, r); + } else if (default_anim->track_get_type(j) == Animation::TYPE_SCALE_3D) { Vector3 s; - default_anim->transform_track_interpolate(j, from, &p, &q, &s); - new_anim->transform_track_insert_key(dtrack, 0, p, q, s); - default_anim->transform_track_interpolate(j, to, &p, &q, &s); - new_anim->transform_track_insert_key(dtrack, to - from, p, q, s); - } - if (default_anim->track_get_type(j) == Animation::TYPE_VALUE) { + default_anim->scale_track_interpolate(j, from, &s); + new_anim->scale_track_insert_key(dtrack, 0, s); + default_anim->scale_track_interpolate(j, to, &s); + new_anim->scale_track_insert_key(dtrack, to - from, s); + } else if (default_anim->track_get_type(j) == Animation::TYPE_VALUE) { Variant var = default_anim->value_track_interpolate(j, from); new_anim->track_insert_key(dtrack, 0, var); Variant to_var = default_anim->value_track_interpolate(j, to); @@ -1000,6 +1034,9 @@ void ResourceImporterScene::get_internal_import_options(InternalImportCategory p r_options->push_back(ImportOption(PropertyInfo(Variant::FLOAT, "optimizer/max_linear_error"), 0.05)); r_options->push_back(ImportOption(PropertyInfo(Variant::FLOAT, "optimizer/max_angular_error"), 0.01)); r_options->push_back(ImportOption(PropertyInfo(Variant::FLOAT, "optimizer/max_angle"), 22)); + r_options->push_back(ImportOption(PropertyInfo(Variant::INT, "import_tracks/position", PROPERTY_HINT_ENUM, "IfPresent,IfPresentForAll,Never"), 1)); + r_options->push_back(ImportOption(PropertyInfo(Variant::INT, "import_tracks/rotation", PROPERTY_HINT_ENUM, "IfPresent,IfPresentForAll,Never"), 1)); + r_options->push_back(ImportOption(PropertyInfo(Variant::INT, "import_tracks/scale", PROPERTY_HINT_ENUM, "IfPresent,IfPresentForAll,Never"), 1)); r_options->push_back(ImportOption(PropertyInfo(Variant::INT, "slices/amount", PROPERTY_HINT_RANGE, "0,256,1", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), 0)); for (int i = 0; i < 256; i++) { @@ -1171,7 +1208,6 @@ 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), "")); @@ -1422,6 +1458,139 @@ void ResourceImporterScene::_add_shapes(Node *p_node, const Vector<Ref<Shape3D>> } } +void ResourceImporterScene::_optimize_track_usage(AnimationPlayer *p_player, AnimationImportTracks *p_track_actions) { + List<StringName> anims; + p_player->get_animation_list(&anims); + Node *parent = p_player->get_parent(); + ERR_FAIL_COND(parent == nullptr); + OrderedHashMap<NodePath, uint32_t> used_tracks[TRACK_CHANNEL_MAX]; + bool tracks_to_add = false; + static const Animation::TrackType track_types[TRACK_CHANNEL_MAX] = { Animation::TYPE_POSITION_3D, Animation::TYPE_ROTATION_3D, Animation::TYPE_SCALE_3D }; + for (const StringName &I : anims) { + Ref<Animation> anim = p_player->get_animation(I); + for (int i = 0; i < anim->get_track_count(); i++) { + for (int j = 0; j < TRACK_CHANNEL_MAX; j++) { + if (anim->track_get_type(i) != track_types[j]) { + continue; + } + switch (p_track_actions[j]) { + case ANIMATION_IMPORT_TRACKS_IF_PRESENT: { + // Do Nothing. + } break; + case ANIMATION_IMPORT_TRACKS_IF_PRESENT_FOR_ALL: { + used_tracks[j].insert(anim->track_get_path(i), 0); + tracks_to_add = true; + } break; + case ANIMATION_IMPORT_TRACKS_NEVER: { + anim->remove_track(i); + i--; + } break; + } + } + } + } + + if (!tracks_to_add) { + return; + } + + uint32_t pass = 0; + for (const StringName &I : anims) { + Ref<Animation> anim = p_player->get_animation(I); + for (int j = 0; j < TRACK_CHANNEL_MAX; j++) { + if (p_track_actions[j] != ANIMATION_IMPORT_TRACKS_IF_PRESENT_FOR_ALL) { + continue; + } + + pass++; + + for (int i = 0; i < anim->get_track_count(); i++) { + if (anim->track_get_type(i) != track_types[j]) { + continue; + } + + NodePath path = anim->track_get_path(i); + + ERR_CONTINUE(!used_tracks[j].has(path)); // Should never happen. + + used_tracks[j][path] = pass; + } + + for (OrderedHashMap<NodePath, uint32_t>::Element J = used_tracks[j].front(); J; J = J.next()) { + if (J.get() == pass) { + continue; + } + + NodePath path = J.key(); + Node *n = parent->get_node(path); + Skeleton3D *skel = Object::cast_to<Skeleton3D>(n); + Node3D *n3d = Object::cast_to<Node3D>(n); + Vector3 loc; + Quaternion rot; + Vector3 scale; + if (skel && path.get_subname_count() > 0) { + StringName bone = path.get_subname(0); + int bone_idx = skel->find_bone(bone); + if (bone_idx == -1) { + continue; + } + skel->get_bone_pose(bone_idx); + loc = skel->get_bone_pose_position(bone_idx); + rot = skel->get_bone_pose_rotation(bone_idx); + scale = skel->get_bone_pose_scale(bone_idx); + } else if (n3d) { + loc = n3d->get_position(); + rot = n3d->get_transform().basis.get_rotation_quaternion(); + scale = n3d->get_scale(); + } else { + continue; + } + + // Ensure insertion keeps tracks together and ordered by type (loc/rot/scale) + int insert_at_pos = -1; + for (int k = 0; k < anim->get_track_count(); k++) { + NodePath tpath = anim->track_get_path(k); + + if (path == tpath) { + Animation::TrackType ttype = anim->track_get_type(k); + if (insert_at_pos == -1) { + // First insert, determine whether replacing or kicking back + if (track_types[j] < ttype) { + insert_at_pos = k; + break; // No point in continuing. + } else { + insert_at_pos = k + 1; + } + } else if (ttype < track_types[j]) { + // Kick back. + insert_at_pos = k + 1; + } + } else if (insert_at_pos >= 0) { + break; + } + } + int track_idx = anim->add_track(track_types[j], insert_at_pos); + + anim->track_set_path(track_idx, path); + anim->track_set_imported(track_idx, true); + switch (j) { + case TRACK_CHANNEL_POSITION: { + anim->position_track_insert_key(track_idx, 0, loc); + } break; + case TRACK_CHANNEL_ROTATION: { + anim->rotation_track_insert_key(track_idx, 0, rot); + } break; + case TRACK_CHANNEL_SCALE: { + anim->scale_track_insert_key(track_idx, 0, scale); + } break; + default: { + } + } + } + } + } +} + Node *ResourceImporterScene::pre_import(const String &p_source_file) { Ref<EditorSceneImporter> importer; String ext = p_source_file.get_extension().to_lower(); @@ -1533,11 +1702,6 @@ 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. diff --git a/editor/import/resource_importer_scene.h b/editor/import/resource_importer_scene.h index 2a67fa9aae..a612de940a 100644 --- a/editor/import/resource_importer_scene.h +++ b/editor/import/resource_importer_scene.h @@ -144,6 +144,20 @@ class ResourceImporterScene : public ResourceImporter { void _generate_meshes(Node *p_node, const Dictionary &p_mesh_data, bool p_generate_lods, bool p_create_shadow_meshes, LightBakeMode p_light_bake_mode, float p_lightmap_texel_size, const Vector<uint8_t> &p_src_lightmap_cache, Vector<Vector<uint8_t>> &r_lightmap_caches); void _add_shapes(Node *p_node, const Vector<Ref<Shape3D>> &p_shapes); + enum AnimationImportTracks { + ANIMATION_IMPORT_TRACKS_IF_PRESENT, + ANIMATION_IMPORT_TRACKS_IF_PRESENT_FOR_ALL, + ANIMATION_IMPORT_TRACKS_NEVER, + }; + enum TrackChannel { + TRACK_CHANNEL_POSITION, + TRACK_CHANNEL_ROTATION, + TRACK_CHANNEL_SCALE, + TRACK_CHANNEL_MAX + }; + + void _optimize_track_usage(AnimationPlayer *p_player, AnimationImportTracks *p_track_actions); + public: static ResourceImporterScene *get_singleton() { return singleton; } |