Merge pull request #48915 from lyuma/gltf_mesh_nodes_bones

gltf: Fix mesh nodes which are also bones.
This commit is contained in:
Rémi Verschelde 2021-05-31 09:55:05 +02:00 committed by GitHub
commit 39df47b88f
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GPG key ID: 4AEE18F83AFDEB23
5 changed files with 121 additions and 138 deletions

View file

@ -13,8 +13,6 @@
</member>
<member name="children" type="PackedInt32Array" setter="set_children" getter="get_children" default="PackedInt32Array( )">
</member>
<member name="fake_joint_parent" type="int" setter="set_fake_joint_parent" getter="get_fake_joint_parent" default="-1">
</member>
<member name="height" type="int" setter="set_height" getter="get_height" default="-1">
</member>
<member name="joint" type="bool" setter="set_joint" getter="get_joint" default="false">

View file

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

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@ -260,11 +260,12 @@ private:
Error _serialize_animations(Ref<GLTFState> state);
BoneAttachment3D *_generate_bone_attachment(Ref<GLTFState> state,
Skeleton3D *skeleton,
const GLTFNodeIndex node_index);
const GLTFNodeIndex node_index,
const GLTFNodeIndex bone_index);
EditorSceneImporterMeshNode3D *_generate_mesh_instance(Ref<GLTFState> state, Node *scene_parent, const GLTFNodeIndex node_index);
Camera3D *_generate_camera(Ref<GLTFState> state, Node *scene_parent,
const GLTFNodeIndex node_index);
Light3D *_generate_light(Ref<GLTFState> state, Node *scene_parent, const GLTFNodeIndex node_index);
Node3D *_generate_light(Ref<GLTFState> state, Node *scene_parent, const GLTFNodeIndex node_index);
Node3D *_generate_spatial(Ref<GLTFState> state, Node *scene_parent,
const GLTFNodeIndex node_index);
void _assign_scene_names(Ref<GLTFState> state);
@ -365,6 +366,7 @@ public:
void _generate_scene_node(Ref<GLTFState> state, Node *scene_parent,
Node3D *scene_root,
const GLTFNodeIndex node_index);
void _generate_skeleton_bone_node(Ref<GLTFState> state, Node *scene_parent, Node3D *scene_root, const GLTFNodeIndex node_index);
void _import_animation(Ref<GLTFState> state, AnimationPlayer *ap,
const GLTFAnimationIndex index, const int bake_fps);
GLTFMeshIndex _convert_mesh_instance(Ref<GLTFState> state,

View file

@ -55,8 +55,6 @@ void GLTFNode::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_scale", "scale"), &GLTFNode::set_scale);
ClassDB::bind_method(D_METHOD("get_children"), &GLTFNode::get_children);
ClassDB::bind_method(D_METHOD("set_children", "children"), &GLTFNode::set_children);
ClassDB::bind_method(D_METHOD("get_fake_joint_parent"), &GLTFNode::get_fake_joint_parent);
ClassDB::bind_method(D_METHOD("set_fake_joint_parent", "fake_joint_parent"), &GLTFNode::set_fake_joint_parent);
ClassDB::bind_method(D_METHOD("get_light"), &GLTFNode::get_light);
ClassDB::bind_method(D_METHOD("set_light", "light"), &GLTFNode::set_light);
@ -72,7 +70,6 @@ void GLTFNode::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::QUAT, "rotation"), "set_rotation", "get_rotation"); // Quat
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "scale"), "set_scale", "get_scale"); // Vector3
ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "children"), "set_children", "get_children"); // Vector<int>
ADD_PROPERTY(PropertyInfo(Variant::INT, "fake_joint_parent"), "set_fake_joint_parent", "get_fake_joint_parent"); // GLTFNodeIndex
ADD_PROPERTY(PropertyInfo(Variant::INT, "light"), "set_light", "get_light"); // GLTFLightIndex
}
@ -172,14 +169,6 @@ void GLTFNode::set_children(Vector<int> p_children) {
children = p_children;
}
GLTFNodeIndex GLTFNode::get_fake_joint_parent() {
return fake_joint_parent;
}
void GLTFNode::set_fake_joint_parent(GLTFNodeIndex p_fake_joint_parent) {
fake_joint_parent = p_fake_joint_parent;
}
GLTFLightIndex GLTFNode::get_light() {
return light;
}

View file

@ -53,7 +53,6 @@ private:
Quat rotation;
Vector3 scale = Vector3(1, 1, 1);
Vector<int> children;
GLTFNodeIndex fake_joint_parent = -1;
GLTFLightIndex light = -1;
protected:
@ -96,9 +95,6 @@ public:
Vector<int> get_children();
void set_children(Vector<int> p_children);
GLTFNodeIndex get_fake_joint_parent();
void set_fake_joint_parent(GLTFNodeIndex p_fake_joint_parent);
GLTFLightIndex get_light();
void set_light(GLTFLightIndex p_light);
};