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@ -2821,8 +2821,8 @@ Error GLTFDocument::_parse_meshes(Ref<GLTFState> state) {
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}
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blend_weights.write[j] = weights[j];
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}
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mesh->set_blend_weights(blend_weights);
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}
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mesh->set_blend_weights(blend_weights);
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mesh->set_mesh(import_mesh);
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state->meshes.push_back(mesh);
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@ -4108,81 +4108,10 @@ Error GLTFDocument::_reparent_non_joint_skeleton_subtrees(Ref<GLTFState> state,
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subtree_set.get_members(subtree_nodes, subtree_root);
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for (int subtree_i = 0; subtree_i < subtree_nodes.size(); ++subtree_i) {
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ERR_FAIL_COND_V(_reparent_to_fake_joint(state, skeleton, subtree_nodes[subtree_i]), FAILED);
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// We modified the tree, recompute all the heights
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_compute_node_heights(state);
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}
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}
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return OK;
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}
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Error GLTFDocument::_reparent_to_fake_joint(Ref<GLTFState> state, Ref<GLTFSkeleton> skeleton, const GLTFNodeIndex node_index) {
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Ref<GLTFNode> node = state->nodes[node_index];
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// Can we just "steal" this joint if it is just a spatial node?
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if (node->skin < 0 && node->mesh < 0 && node->camera < 0) {
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node->joint = true;
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// Add the joint to the skeletons joints
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skeleton->joints.push_back(node_index);
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return OK;
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}
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GLTFNode *fake_joint = memnew(GLTFNode);
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const GLTFNodeIndex fake_joint_index = state->nodes.size();
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state->nodes.push_back(fake_joint);
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// We better not be a joint, or we messed up in our logic
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if (node->joint) {
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return FAILED;
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}
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fake_joint->translation = node->translation;
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fake_joint->rotation = node->rotation;
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fake_joint->scale = node->scale;
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fake_joint->xform = node->xform;
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fake_joint->joint = true;
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// We can use the exact same name here, because the joint will be inside a skeleton and not the scene
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fake_joint->set_name(node->get_name());
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// Clear the nodes transforms, since it will be parented to the fake joint
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node->translation = Vector3(0, 0, 0);
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node->rotation = Quat();
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node->scale = Vector3(1, 1, 1);
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node->xform = Transform();
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// Transfer the node children to the fake joint
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for (int child_i = 0; child_i < node->children.size(); ++child_i) {
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Ref<GLTFNode> child = state->nodes[node->children[child_i]];
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child->parent = fake_joint_index;
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}
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fake_joint->children = node->children;
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node->children.clear();
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// add the fake joint to the parent and remove the original joint
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if (node->parent >= 0) {
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Ref<GLTFNode> parent = state->nodes[node->parent];
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parent->children.erase(node_index);
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parent->children.push_back(fake_joint_index);
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fake_joint->parent = node->parent;
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}
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// Add the node to the fake joint
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fake_joint->children.push_back(node_index);
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node->parent = fake_joint_index;
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node->fake_joint_parent = fake_joint_index;
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// Add the fake joint to the skeletons joints
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skeleton->joints.push_back(fake_joint_index);
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// Replace skin_skeletons with fake joints if we must.
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for (GLTFSkinIndex skin_i = 0; skin_i < state->skins.size(); ++skin_i) {
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Ref<GLTFSkin> skin = state->skins.write[skin_i];
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if (skin->skin_root == node_index) {
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skin->skin_root = fake_joint_index;
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Ref<GLTFNode> node = state->nodes[subtree_nodes[subtree_i]];
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node->joint = true;
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// Add the joint to the skeletons joints
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skeleton->joints.push_back(subtree_nodes[subtree_i]);
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}
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}
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@ -4920,10 +4849,9 @@ void GLTFDocument::_assign_scene_names(Ref<GLTFState> state) {
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}
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}
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BoneAttachment3D *GLTFDocument::_generate_bone_attachment(Ref<GLTFState> state, Skeleton3D *skeleton, const GLTFNodeIndex node_index) {
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BoneAttachment3D *GLTFDocument::_generate_bone_attachment(Ref<GLTFState> state, Skeleton3D *skeleton, const GLTFNodeIndex node_index, const GLTFNodeIndex bone_index) {
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Ref<GLTFNode> gltf_node = state->nodes[node_index];
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Ref<GLTFNode> bone_node = state->nodes[gltf_node->parent];
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Ref<GLTFNode> bone_node = state->nodes[bone_index];
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BoneAttachment3D *bone_attachment = memnew(BoneAttachment3D);
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print_verbose("glTF: Creating bone attachment for: " + gltf_node->get_name());
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@ -5008,7 +4936,7 @@ EditorSceneImporterMeshNode3D *GLTFDocument::_generate_mesh_instance(Ref<GLTFSta
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return mi;
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}
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Light3D *GLTFDocument::_generate_light(Ref<GLTFState> state, Node *scene_parent, const GLTFNodeIndex node_index) {
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Node3D *GLTFDocument::_generate_light(Ref<GLTFState> state, Node *scene_parent, const GLTFNodeIndex node_index) {
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Ref<GLTFNode> gltf_node = state->nodes[node_index];
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ERR_FAIL_INDEX_V(gltf_node->light, state->lights.size(), nullptr);
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@ -5057,7 +4985,7 @@ Light3D *GLTFDocument::_generate_light(Ref<GLTFState> state, Node *scene_parent,
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light->set_param(SpotLight3D::PARAM_SPOT_ATTENUATION, angle_attenuation);
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return light;
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}
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return nullptr;
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return memnew(Node3D);
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}
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Camera3D *GLTFDocument::_generate_camera(Ref<GLTFState> state, Node *scene_parent, const GLTFNodeIndex node_index) {
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@ -5429,31 +5357,22 @@ void GLTFDocument::_convert_mesh_to_gltf(Node *p_scene_parent, Ref<GLTFState> st
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void GLTFDocument::_generate_scene_node(Ref<GLTFState> state, Node *scene_parent, Node3D *scene_root, const GLTFNodeIndex node_index) {
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Ref<GLTFNode> gltf_node = state->nodes[node_index];
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if (gltf_node->skeleton >= 0) {
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_generate_skeleton_bone_node(state, scene_parent, scene_root, node_index);
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return;
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}
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Node3D *current_node = nullptr;
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// Is our parent a skeleton
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Skeleton3D *active_skeleton = Object::cast_to<Skeleton3D>(scene_parent);
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if (gltf_node->skeleton >= 0) {
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Skeleton3D *skeleton = state->skeletons[gltf_node->skeleton]->godot_skeleton;
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const bool non_bone_parented_to_skeleton = active_skeleton;
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if (active_skeleton != skeleton) {
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ERR_FAIL_COND_MSG(active_skeleton != nullptr, "glTF: Generating scene detected direct parented Skeletons");
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// Add it to the scene if it has not already been added
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if (skeleton->get_parent() == nullptr) {
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scene_parent->add_child(skeleton);
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skeleton->set_owner(scene_root);
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}
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}
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active_skeleton = skeleton;
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current_node = skeleton;
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}
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// If we have an active skeleton, and the node is node skinned, we need to create a bone attachment
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if (current_node == nullptr && active_skeleton != nullptr && gltf_node->skin < 0) {
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BoneAttachment3D *bone_attachment = _generate_bone_attachment(state, active_skeleton, node_index);
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// skinned meshes must not be placed in a bone attachment.
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if (non_bone_parented_to_skeleton && gltf_node->skin < 0) {
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// Bone Attachment - Parent Case
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BoneAttachment3D *bone_attachment = _generate_bone_attachment(state, active_skeleton, node_index, gltf_node->parent);
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scene_parent->add_child(bone_attachment);
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bone_attachment->set_owner(scene_root);
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@ -5467,7 +5386,86 @@ void GLTFDocument::_generate_scene_node(Ref<GLTFState> state, Node *scene_parent
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}
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// We still have not managed to make a node
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if (current_node == nullptr) {
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if (gltf_node->mesh >= 0) {
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current_node = _generate_mesh_instance(state, scene_parent, node_index);
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} else if (gltf_node->camera >= 0) {
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current_node = _generate_camera(state, scene_parent, node_index);
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} else if (gltf_node->light >= 0) {
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current_node = _generate_light(state, scene_parent, node_index);
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} else {
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current_node = _generate_spatial(state, scene_parent, node_index);
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}
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scene_parent->add_child(current_node);
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if (current_node != scene_root) {
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current_node->set_owner(scene_root);
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}
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current_node->set_transform(gltf_node->xform);
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current_node->set_name(gltf_node->get_name());
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state->scene_nodes.insert(node_index, current_node);
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for (int i = 0; i < gltf_node->children.size(); ++i) {
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_generate_scene_node(state, current_node, scene_root, gltf_node->children[i]);
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}
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}
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void GLTFDocument::_generate_skeleton_bone_node(Ref<GLTFState> state, Node *scene_parent, Node3D *scene_root, const GLTFNodeIndex node_index) {
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Ref<GLTFNode> gltf_node = state->nodes[node_index];
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Node3D *current_node = nullptr;
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Skeleton3D *skeleton = state->skeletons[gltf_node->skeleton]->godot_skeleton;
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// In this case, this node is already a bone in skeleton.
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const bool is_skinned_mesh = (gltf_node->skin >= 0 && gltf_node->mesh >= 0);
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const bool requires_extra_node = (gltf_node->mesh >= 0 || gltf_node->camera >= 0 || gltf_node->light >= 0);
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Skeleton3D *active_skeleton = Object::cast_to<Skeleton3D>(scene_parent);
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if (active_skeleton != skeleton) {
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if (active_skeleton) {
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// Bone Attachment - Direct Parented Skeleton Case
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BoneAttachment3D *bone_attachment = _generate_bone_attachment(state, active_skeleton, node_index, gltf_node->parent);
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scene_parent->add_child(bone_attachment);
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bone_attachment->set_owner(scene_root);
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// There is no gltf_node that represent this, so just directly create a unique name
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bone_attachment->set_name(_gen_unique_name(state, "BoneAttachment3D"));
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// We change the scene_parent to our bone attachment now. We do not set current_node because we want to make the node
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// and attach it to the bone_attachment
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scene_parent = bone_attachment;
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WARN_PRINT(vformat("glTF: Generating scene detected direct parented Skeletons at node %d", node_index));
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}
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// Add it to the scene if it has not already been added
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if (skeleton->get_parent() == nullptr) {
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scene_parent->add_child(skeleton);
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skeleton->set_owner(scene_root);
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}
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}
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active_skeleton = skeleton;
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current_node = skeleton;
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if (requires_extra_node) {
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// skinned meshes must not be placed in a bone attachment.
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if (!is_skinned_mesh) {
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// Bone Attachment - Same Node Case
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BoneAttachment3D *bone_attachment = _generate_bone_attachment(state, active_skeleton, node_index, node_index);
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scene_parent->add_child(bone_attachment);
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bone_attachment->set_owner(scene_root);
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// There is no gltf_node that represent this, so just directly create a unique name
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bone_attachment->set_name(_gen_unique_name(state, "BoneAttachment3D"));
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// We change the scene_parent to our bone attachment now. We do not set current_node because we want to make the node
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// and attach it to the bone_attachment
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scene_parent = bone_attachment;
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}
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// We still have not managed to make a node
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if (gltf_node->mesh >= 0) {
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current_node = _generate_mesh_instance(state, scene_parent, node_index);
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} else if (gltf_node->camera >= 0) {
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@ -5476,22 +5474,18 @@ void GLTFDocument::_generate_scene_node(Ref<GLTFState> state, Node *scene_parent
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current_node = _generate_light(state, scene_parent, node_index);
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}
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if (!current_node) {
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current_node = _generate_spatial(state, scene_parent, node_index);
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}
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scene_parent->add_child(current_node);
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if (current_node != scene_root) {
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current_node->set_owner(scene_root);
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}
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current_node->set_transform(gltf_node->xform);
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// Do not set transform here. Transform is already applied to our bone.
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current_node->set_name(gltf_node->get_name());
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}
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state->scene_nodes.insert(node_index, current_node);
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for (int i = 0; i < gltf_node->children.size(); ++i) {
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_generate_scene_node(state, current_node, scene_root, gltf_node->children[i]);
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_generate_scene_node(state, active_skeleton, scene_root, gltf_node->children[i]);
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}
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}
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@ -5632,28 +5626,30 @@ void GLTFDocument::_import_animation(Ref<GLTFState> state, AnimationPlayer *ap,
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for (Map<int, GLTFAnimation::Track>::Element *track_i = anim->get_tracks().front(); track_i; track_i = track_i->next()) {
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const GLTFAnimation::Track &track = track_i->get();
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//need to find the path
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//need to find the path: for skeletons, weight tracks will affect the mesh
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NodePath node_path;
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//for skeletons, transform tracks always affect bones
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NodePath transform_node_path;
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GLTFNodeIndex node_index = track_i->key();
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if (state->nodes[node_index]->fake_joint_parent >= 0) {
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// Should be same as parent
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node_index = state->nodes[node_index]->fake_joint_parent;
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}
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const Ref<GLTFNode> gltf_node = state->nodes[track_i->key()];
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Node *root = ap->get_parent();
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ERR_FAIL_COND(root == nullptr);
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Map<GLTFNodeIndex, Node *>::Element *node_element = state->scene_nodes.find(node_index);
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ERR_CONTINUE_MSG(node_element == nullptr, vformat("Unable to find node %d for animation", node_index));
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node_path = root->get_path_to(node_element->get());
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if (gltf_node->skeleton >= 0) {
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const Skeleton3D *sk = Object::cast_to<Skeleton3D>(state->scene_nodes.find(node_index)->get());
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const Skeleton3D *sk = state->skeletons[gltf_node->skeleton]->godot_skeleton;
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ERR_FAIL_COND(sk == nullptr);
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const String path = ap->get_parent()->get_path_to(sk);
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const String bone = gltf_node->get_name();
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node_path = path + ":" + bone;
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transform_node_path = path + ":" + bone;
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} else {
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Node *root = ap->get_parent();
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Node *godot_node = state->scene_nodes.find(node_index)->get();
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node_path = root->get_path_to(godot_node);
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transform_node_path = node_path;
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}
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for (int i = 0; i < track.rotation_track.times.size(); i++) {
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@ -5672,11 +5668,13 @@ void GLTFDocument::_import_animation(Ref<GLTFState> state, AnimationPlayer *ap,
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}
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}
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if (track.rotation_track.values.size() || track.translation_track.values.size() || track.scale_track.values.size()) {
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// Animated TRS properties will not affect a skinned mesh.
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const bool transform_affects_skinned_mesh_instance = gltf_node->skeleton < 0 && gltf_node->skin >= 0;
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if ((track.rotation_track.values.size() || track.translation_track.values.size() || track.scale_track.values.size()) && !transform_affects_skinned_mesh_instance) {
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//make transform track
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int track_idx = animation->get_track_count();
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animation->add_track(Animation::TYPE_TRANSFORM);
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animation->track_set_path(track_idx, node_path);
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animation->track_set_path(track_idx, transform_node_path);
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//first determine animation length
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const double increment = 1.0 / bake_fps;
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