diff --git a/editor/import/editor_scene_importer_gltf.cpp b/editor/import/editor_scene_importer_gltf.cpp index 1398be5980..404875e7c7 100644 --- a/editor/import/editor_scene_importer_gltf.cpp +++ b/editor/import/editor_scene_importer_gltf.cpp @@ -2082,81 +2082,10 @@ Error EditorSceneImporterGLTF::_reparent_non_joint_skeleton_subtrees(GLTFState & 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 EditorSceneImporterGLTF::_reparent_to_fake_joint(GLTFState &state, GLTFSkeleton &skeleton, const GLTFNodeIndex node_index) { - 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->name = node->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) { - 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) { - 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) { - GLTFSkin &skin = state.skins.write[skin_i]; - if (skin.skin_root == node_index) { - skin.skin_root = fake_joint_index; + 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]); } } @@ -2651,10 +2580,9 @@ void EditorSceneImporterGLTF::_assign_scene_names(GLTFState &state) { } } -BoneAttachment *EditorSceneImporterGLTF::_generate_bone_attachment(GLTFState &state, Skeleton *skeleton, const GLTFNodeIndex node_index) { +BoneAttachment *EditorSceneImporterGLTF::_generate_bone_attachment(GLTFState &state, Skeleton *skeleton, const GLTFNodeIndex node_index, const GLTFNodeIndex bone_index) { const GLTFNode *gltf_node = state.nodes[node_index]; - const GLTFNode *bone_node = state.nodes[gltf_node->parent]; - + const GLTFNode *bone_node = state.nodes[bone_index]; BoneAttachment *bone_attachment = memnew(BoneAttachment); print_verbose("glTF: Creating bone attachment for: " + gltf_node->name); @@ -2687,7 +2615,7 @@ MeshInstance *EditorSceneImporterGLTF::_generate_mesh_instance(GLTFState &state, return mi; } -Light *EditorSceneImporterGLTF::_generate_light(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index) { +Spatial *EditorSceneImporterGLTF::_generate_light(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index) { const GLTFNode *gltf_node = state.nodes[node_index]; ERR_FAIL_INDEX_V(gltf_node->light, state.lights.size(), nullptr); @@ -2736,7 +2664,7 @@ Light *EditorSceneImporterGLTF::_generate_light(GLTFState &state, Node *scene_pa light->set_param(SpotLight::PARAM_SPOT_ATTENUATION, angle_attenuation); return light; } - return nullptr; + return memnew(Spatial); } Camera *EditorSceneImporterGLTF::_generate_camera(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index) { @@ -2769,31 +2697,22 @@ Spatial *EditorSceneImporterGLTF::_generate_spatial(GLTFState &state, Node *scen void EditorSceneImporterGLTF::_generate_scene_node(GLTFState &state, Node *scene_parent, Spatial *scene_root, const GLTFNodeIndex node_index) { const GLTFNode *gltf_node = state.nodes[node_index]; + if (gltf_node->skeleton >= 0) { + _generate_skeleton_bone_node(state, scene_parent, scene_root, node_index); + return; + } + Spatial *current_node = nullptr; // Is our parent a skeleton Skeleton *active_skeleton = Object::cast_to(scene_parent); - if (gltf_node->skeleton >= 0) { - Skeleton *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) { - BoneAttachment *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 + BoneAttachment *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); @@ -2807,20 +2726,100 @@ void EditorSceneImporterGLTF::_generate_scene_node(GLTFState &state, Node *scene } // 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); + current_node->set_owner(scene_root); + current_node->set_transform(gltf_node->xform); + if (state.use_legacy_names) { + current_node->set_name(_legacy_validate_node_name(gltf_node->name)); + } else { + current_node->set_name(gltf_node->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 EditorSceneImporterGLTF::_generate_skeleton_bone_node(GLTFState &state, Node *scene_parent, Spatial *scene_root, const GLTFNodeIndex node_index) { + const GLTFNode *gltf_node = state.nodes[node_index]; + + Spatial *current_node = nullptr; + + Skeleton *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); + + Skeleton *active_skeleton = Object::cast_to(scene_parent); + if (active_skeleton != skeleton) { + if (active_skeleton) { + // Bone Attachment - Direct Parented Skeleton Case + BoneAttachment *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, "BoneAttachment")); + + // 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 we have an active skeleton, and the node is node skinned, we need to create a bone attachment + if (requires_extra_node) { + // skinned meshes must not be placed in a bone attachment. + if (!is_skinned_mesh) { + BoneAttachment *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, "BoneAttachment")); + + // 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; + current_node = nullptr; + } + + // 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) { 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); 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. if (state.use_legacy_names) { current_node->set_name(_legacy_validate_node_name(gltf_node->name)); } else { @@ -2831,7 +2830,7 @@ void EditorSceneImporterGLTF::_generate_scene_node(GLTFState &state, Node *scene 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]); } } @@ -2976,26 +2975,30 @@ void EditorSceneImporterGLTF::_import_animation(GLTFState &state, AnimationPlaye for (Map::Element *E = anim.tracks.front(); E; E = E->next()) { const GLTFAnimation::Track &track = E->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 = E->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 GLTFNode *node = state.nodes[E->key()]; + Node *root = ap->get_parent(); + ERR_FAIL_COND(root == nullptr); + Map::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 (node->skeleton >= 0) { - const Skeleton *sk = Object::cast_to(state.scene_nodes.find(node_index)->get()); + const Skeleton *sk = state.skeletons[node->skeleton].godot_skeleton; ERR_FAIL_COND(sk == nullptr); const String path = ap->get_parent()->get_path_to(sk); const String bone = node->name; - node_path = path + ":" + bone; + transform_node_path = path + ":" + bone; } else { - node_path = ap->get_parent()->get_path_to(state.scene_nodes.find(node_index)->get()); + transform_node_path = node_path; } for (int i = 0; i < track.rotation_track.times.size(); i++) { @@ -3014,11 +3017,13 @@ void EditorSceneImporterGLTF::_import_animation(GLTFState &state, AnimationPlaye } } - 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 = node->skeleton < 0 && 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); animation->track_set_imported(track_idx, true); //first determine animation length diff --git a/editor/import/editor_scene_importer_gltf.h b/editor/import/editor_scene_importer_gltf.h index 33192aefad..ca04f622a6 100644 --- a/editor/import/editor_scene_importer_gltf.h +++ b/editor/import/editor_scene_importer_gltf.h @@ -113,8 +113,6 @@ class EditorSceneImporterGLTF : public EditorSceneImporter { Vector children; - GLTFNodeIndex fake_joint_parent; - GLTFLightIndex light; GLTFNode() : @@ -127,7 +125,6 @@ class EditorSceneImporterGLTF : public EditorSceneImporter { joint(false), translation(0, 0, 0), scale(Vector3(1, 1, 1)), - fake_joint_parent(-1), light(-1) {} }; @@ -406,7 +403,6 @@ class EditorSceneImporterGLTF : public EditorSceneImporter { Error _determine_skeletons(GLTFState &state); Error _reparent_non_joint_skeleton_subtrees(GLTFState &state, GLTFSkeleton &skeleton, const Vector &non_joints); - Error _reparent_to_fake_joint(GLTFState &state, GLTFSkeleton &skeleton, const GLTFNodeIndex node_index); Error _determine_skeleton_roots(GLTFState &state, const GLTFSkeletonIndex skel_i); Error _create_skeletons(GLTFState &state); @@ -420,13 +416,14 @@ class EditorSceneImporterGLTF : public EditorSceneImporter { Error _parse_lights(GLTFState &state); Error _parse_animations(GLTFState &state); - BoneAttachment *_generate_bone_attachment(GLTFState &state, Skeleton *skeleton, const GLTFNodeIndex node_index); + BoneAttachment *_generate_bone_attachment(GLTFState &state, Skeleton *skeleton, const GLTFNodeIndex node_index, const GLTFNodeIndex bone_index); MeshInstance *_generate_mesh_instance(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index); Camera *_generate_camera(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index); - Light *_generate_light(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index); + Spatial *_generate_light(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index); Spatial *_generate_spatial(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index); void _generate_scene_node(GLTFState &state, Node *scene_parent, Spatial *scene_root, const GLTFNodeIndex node_index); + void _generate_skeleton_bone_node(GLTFState &state, Node *scene_parent, Spatial *scene_root, const GLTFNodeIndex node_index); Spatial *_generate_scene(GLTFState &state, const int p_bake_fps); void _process_mesh_instances(GLTFState &state, Spatial *scene_root);