Fix skeleton import from glTF

For some glTF files, the order of bones in the skeleton array wasn't matching the joints array in the meshes.

Fixes #17808.

(cherry picked from commit d8765dd103)
This commit is contained in:
Pedro J. Estébanez 2018-04-06 22:21:18 +02:00 committed by Hein-Pieter van Braam
parent 0f5a3d23ea
commit 4e756d61c8

View file

@ -1732,14 +1732,19 @@ void EditorSceneImporterGLTF::_generate_bone(GLTFState &state, int p_node, Vecto
for (int i = 0; i < n->joints.size(); i++) {
ERR_FAIL_COND(n->joints[i].skin < 0);
int bone_index = skeletons[n->joints[i].skin]->get_bone_count();
skeletons[n->joints[i].skin]->add_bone(n->name);
if (p_parent_bones.size()) {
skeletons[n->joints[i].skin]->set_bone_parent(bone_index, p_parent_bones[i]);
}
skeletons[n->joints[i].skin]->set_bone_rest(bone_index, state.skins[n->joints[i].skin].bones[n->joints[i].bone].inverse_bind.affine_inverse());
int bone_index = n->joints[i].bone;
n->godot_nodes.push_back(skeletons[n->joints[i].skin]);
Skeleton *s = skeletons[n->joints[i].skin];
while (s->get_bone_count() <= bone_index) {
s->add_bone("Bone " + itos(s->get_bone_count()));
}
if (p_parent_bones.size()) {
s->set_bone_parent(bone_index, p_parent_bones[i]);
}
s->set_bone_rest(bone_index, state.skins[n->joints[i].skin].bones[n->joints[i].bone].inverse_bind.affine_inverse());
n->godot_nodes.push_back(s);
n->joints[i].godot_bone_index = bone_index;
parent_bones.push_back(bone_index);
}