godot/modules/fbx/data/fbx_skeleton.cpp
Rémi Verschelde d71eed2865
FBX: Fix first bone getting unnecessary '_1' suffix
Fixes #43820.

Co-authored-by: Gordon MacPherson <gordon@gordonite.tech>
2021-03-29 17:25:12 +02:00

124 lines
5.3 KiB
C++

/*************************************************************************/
/* fbx_skeleton.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). */
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#include "fbx_skeleton.h"
#include "import_state.h"
#include "tools/import_utils.h"
void FBXSkeleton::init_skeleton(const ImportState &state) {
int skeleton_bone_count = skeleton_bones.size();
if (skeleton == nullptr && skeleton_bone_count > 0) {
skeleton = memnew(Skeleton3D);
if (fbx_node.is_valid()) {
// cache skeleton attachment for later during node creation
// can't be done until after node hierarchy is built
if (fbx_node->godot_node != state.root) {
fbx_node->skeleton_node = Ref<FBXSkeleton>(this);
print_verbose("cached armature skeleton attachment for node " + fbx_node->node_name);
} else {
// root node must never be a skeleton to prevent cyclic skeletons from being allowed (skeleton in a skeleton)
fbx_node->godot_node->add_child(skeleton);
skeleton->set_owner(state.root_owner);
skeleton->set_name("Skeleton3D");
print_verbose("created armature skeleton for root");
}
} else {
memfree(skeleton);
skeleton = nullptr;
print_error("[doc] skeleton has no valid node to parent nodes to - erasing");
skeleton_bones.clear();
return;
}
}
// Make the bone name uniques.
for (int x = 0; x < skeleton_bone_count; x++) {
Ref<FBXBone> bone = skeleton_bones[x];
if (bone.is_valid()) {
// Make sure the bone name is unique.
const String bone_name = bone->bone_name;
int same_name_count = 0;
for (int y = x + 1; y < skeleton_bone_count; y++) {
Ref<FBXBone> other_bone = skeleton_bones[y];
if (other_bone.is_valid()) {
if (other_bone->bone_name == bone_name) {
same_name_count += 1;
other_bone->bone_name += "_" + itos(same_name_count);
}
}
}
}
}
Map<int, Ref<FBXBone>> bone_map;
// implement fbx cluster skin logic here this is where it goes
int bone_count = 0;
for (int x = 0; x < skeleton_bone_count; x++) {
Ref<FBXBone> bone = skeleton_bones[x];
if (bone.is_valid()) {
skeleton->add_bone(bone->bone_name);
bone->godot_bone_id = bone_count;
bone->fbx_skeleton = Ref<FBXSkeleton>(this);
bone_map.insert(bone_count, bone);
print_verbose("added bone " + itos(bone->bone_id) + " " + bone->bone_name);
bone_count++;
}
}
ERR_FAIL_COND_MSG(skeleton->get_bone_count() != bone_count, "Not all bones got added, is the file corrupted?");
for (Map<int, Ref<FBXBone>>::Element *bone_element = bone_map.front(); bone_element; bone_element = bone_element->next()) {
const Ref<FBXBone> bone = bone_element->value();
int bone_index = bone_element->key();
print_verbose("working on bone: " + itos(bone_index) + " bone name:" + bone->bone_name);
skeleton->set_bone_rest(bone->godot_bone_id, get_unscaled_transform(bone->node->pivot_transform->LocalTransform, state.scale));
// lookup parent ID
if (bone->valid_parent && state.fbx_bone_map.has(bone->parent_bone_id)) {
Ref<FBXBone> parent_bone = state.fbx_bone_map[bone->parent_bone_id];
int bone_id = skeleton->find_bone(parent_bone->bone_name);
if (bone_id != -1) {
skeleton->set_bone_parent(bone_index, bone_id);
} else {
print_error("invalid bone parent: " + parent_bone->bone_name);
}
} else {
if (bone->godot_bone_id != -1) {
skeleton->set_bone_parent(bone_index, -1); // no parent for this bone
}
}
}
}