godot/editor/import/editor_importer_bake_reset.cpp
2021-09-30 15:09:12 -06:00

235 lines
10 KiB
C++

/*************************************************************************/
/* editor_importer_bake_reset.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). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
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/* "Software"), to deal in the Software without restriction, including */
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/* the following conditions: */
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/* The above copyright notice and this permission notice shall be */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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#include "editor/import/editor_importer_bake_reset.h"
#include "core/error/error_list.h"
#include "core/error/error_macros.h"
#include "core/math/transform_3d.h"
#include "editor/import/scene_importer_mesh_node_3d.h"
#include "resource_importer_scene.h"
#include "scene/3d/mesh_instance_3d.h"
#include "scene/3d/node_3d.h"
#include "scene/3d/skeleton_3d.h"
#include "scene/animation/animation_player.h"
// Given that an engineering team has made a reference character, one wants ten animators to create animations.
// Currently, a tech artist needs to combine the ten files into one exported gltf2 to import into Godot Engine.
// We bake the RESET animation and then set it to identity,
// so that rigs with corresponding RESET animation can have their animations transferred with ease.
//
// The original algorithm for the code was used to change skeleton bone rolls to be parent to child.
//
// Reference https://github.com/godotengine/godot-proposals/issues/2961
void BakeReset::_bake_animation_pose(Node *scene, const String &p_bake_anim) {
Map<StringName, BakeResetRestBone> r_rest_bones;
Vector<Node3D *> r_meshes;
List<Node *> queue;
queue.push_back(scene);
while (!queue.is_empty()) {
List<Node *>::Element *E = queue.front();
Node *node = E->get();
AnimationPlayer *ap = Object::cast_to<AnimationPlayer>(node);
// Step 1: import scene with animations into the rest bones data structure.
_fetch_reset_animation(ap, r_rest_bones, p_bake_anim);
int child_count = node->get_child_count();
for (int i = 0; i < child_count; i++) {
queue.push_back(node->get_child(i));
}
queue.pop_front();
}
queue.push_back(scene);
while (!queue.is_empty()) {
List<Node *>::Element *E = queue.front();
Node *node = E->get();
EditorSceneImporterMeshNode3D *editor_mesh_3d = scene->cast_to<EditorSceneImporterMeshNode3D>(node);
MeshInstance3D *mesh_3d = scene->cast_to<MeshInstance3D>(node);
if (scene->cast_to<Skeleton3D>(node)) {
Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(node);
// Step 2: Bake the RESET animation from the RestBone to the skeleton.
_fix_skeleton(skeleton, r_rest_bones);
}
if (editor_mesh_3d) {
NodePath path = editor_mesh_3d->get_skeleton_path();
if (!path.is_empty() && editor_mesh_3d->get_node_or_null(path) && Object::cast_to<Skeleton3D>(editor_mesh_3d->get_node_or_null(path))) {
r_meshes.push_back(editor_mesh_3d);
}
} else if (mesh_3d) {
NodePath path = mesh_3d->get_skeleton_path();
if (!path.is_empty() && mesh_3d->get_node_or_null(path) && Object::cast_to<Skeleton3D>(mesh_3d->get_node_or_null(path))) {
r_meshes.push_back(mesh_3d);
}
}
int child_count = node->get_child_count();
for (int i = 0; i < child_count; i++) {
queue.push_back(node->get_child(i));
}
queue.pop_front();
}
queue.push_back(scene);
while (!queue.is_empty()) {
List<Node *>::Element *E = queue.front();
Node *node = E->get();
AnimationPlayer *ap = Object::cast_to<AnimationPlayer>(node);
if (ap) {
// Step 3: Key all RESET animation frames to identity.
_align_animations(ap, r_rest_bones);
}
int child_count = node->get_child_count();
for (int i = 0; i < child_count; i++) {
queue.push_back(node->get_child(i));
}
queue.pop_front();
}
}
void BakeReset::_align_animations(AnimationPlayer *p_ap, const Map<StringName, BakeResetRestBone> &r_rest_bones) {
ERR_FAIL_NULL(p_ap);
List<StringName> anim_names;
p_ap->get_animation_list(&anim_names);
for (List<StringName>::Element *anim_i = anim_names.front(); anim_i; anim_i = anim_i->next()) {
Ref<Animation> a = p_ap->get_animation(anim_i->get());
ERR_CONTINUE(a.is_null());
for (const KeyValue<StringName, BakeResetRestBone> &rest_bone_i : r_rest_bones) {
int track = a->find_track(NodePath(rest_bone_i.key));
if (track == -1) {
continue;
}
int new_track = a->add_track(Animation::TYPE_TRANSFORM3D);
NodePath new_path = NodePath(rest_bone_i.key);
const BakeResetRestBone rest_bone = rest_bone_i.value;
a->track_set_path(new_track, new_path);
for (int key_i = 0; key_i < a->track_get_key_count(track); key_i++) {
Vector3 loc;
Quaternion rot;
Vector3 scale;
Error err = a->transform_track_get_key(track, key_i, &loc, &rot, &scale);
ERR_CONTINUE(err);
real_t time = a->track_get_key_time(track, key_i);
rot.normalize();
loc = loc - rest_bone.loc;
rot = rest_bone.rest_delta.get_rotation_quaternion().inverse() * rot;
rot.normalize();
scale = Vector3(1, 1, 1) - (rest_bone.rest_delta.get_scale() - scale);
// Apply the reverse of the rest changes to make the key be close to identity transform.
a->transform_track_insert_key(new_track, time, loc, rot, scale);
}
a->remove_track(track);
}
}
}
void BakeReset::_fetch_reset_animation(AnimationPlayer *p_ap, Map<StringName, BakeResetRestBone> &r_rest_bones, const String &p_bake_anim) {
if (!p_ap) {
return;
}
List<StringName> anim_names;
p_ap->get_animation_list(&anim_names);
Node *root = p_ap->get_owner();
ERR_FAIL_NULL(root);
if (!p_ap->has_animation(p_bake_anim)) {
return;
}
Ref<Animation> a = p_ap->get_animation(p_bake_anim);
if (a.is_null()) {
return;
}
for (int32_t track = 0; track < a->get_track_count(); track++) {
NodePath path = a->track_get_path(track);
String string_path = path;
Skeleton3D *skeleton = root->cast_to<Skeleton3D>(root->get_node(string_path.get_slice(":", 0)));
if (!skeleton) {
continue;
}
String bone_name = string_path.get_slice(":", 1);
for (int key_i = 0; key_i < a->track_get_key_count(track); key_i++) {
Vector3 loc;
Quaternion rot;
Vector3 scale;
Error err = a->transform_track_get_key(track, key_i, &loc, &rot, &scale);
if (err != OK) {
ERR_PRINT_ONCE("Reset animation baker can't get key.");
continue;
}
rot.normalize();
Basis rot_basis = Basis(rot, scale);
BakeResetRestBone rest_bone;
rest_bone.rest_delta = rot_basis;
rest_bone.loc = loc;
// Store the animation into the RestBone.
r_rest_bones[StringName(String(skeleton->get_owner()->get_path_to(skeleton)) + ":" + bone_name)] = rest_bone;
break;
}
}
}
void BakeReset::_fix_skeleton(Skeleton3D *p_skeleton, Map<StringName, BakeReset::BakeResetRestBone> &r_rest_bones) {
int bone_count = p_skeleton->get_bone_count();
// First iterate through all the bones and update the RestBone.
for (int j = 0; j < bone_count; j++) {
StringName final_path = String(p_skeleton->get_owner()->get_path_to(p_skeleton)) + String(":") + p_skeleton->get_bone_name(j);
BakeResetRestBone &rest_bone = r_rest_bones[final_path];
rest_bone.rest_local = p_skeleton->get_bone_rest(j);
}
for (int i = 0; i < bone_count; i++) {
int parent_bone = p_skeleton->get_bone_parent(i);
String path = p_skeleton->get_owner()->get_path_to(p_skeleton);
StringName final_path = String(path) + String(":") + p_skeleton->get_bone_name(parent_bone);
if (parent_bone >= 0) {
r_rest_bones[path].children.push_back(i);
}
}
// When we apply transform to a bone, we also have to move all of its children in the opposite direction.
for (int i = 0; i < bone_count; i++) {
StringName final_path = String(p_skeleton->get_owner()->get_path_to(p_skeleton)) + String(":") + p_skeleton->get_bone_name(i);
r_rest_bones[final_path].rest_local = r_rest_bones[final_path].rest_local * Transform3D(r_rest_bones[final_path].rest_delta, r_rest_bones[final_path].loc);
// Iterate through the children and move in the opposite direction.
for (int j = 0; j < r_rest_bones[final_path].children.size(); j++) {
int child_index = r_rest_bones[final_path].children[j];
StringName children_path = String(p_skeleton->get_name()) + String(":") + p_skeleton->get_bone_name(child_index);
r_rest_bones[children_path].rest_local = Transform3D(r_rest_bones[final_path].rest_delta, r_rest_bones[final_path].loc).affine_inverse() * r_rest_bones[children_path].rest_local;
}
}
for (int i = 0; i < bone_count; i++) {
StringName final_path = String(p_skeleton->get_owner()->get_path_to(p_skeleton)) + String(":") + p_skeleton->get_bone_name(i);
ERR_CONTINUE(!r_rest_bones.has(final_path));
Transform3D rest_transform = r_rest_bones[final_path].rest_local;
p_skeleton->set_bone_rest(i, rest_transform);
}
}