Merge pull request #32275 from godotengine/skin_support

Added skin support and simplified APIs to override bone position + glTF 2.0 import fixes
This commit is contained in:
Rémi Verschelde
2019-09-23 15:02:15 +02:00
committed by GitHub
32 changed files with 2025 additions and 876 deletions

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@ -176,7 +176,6 @@ Error ColladaImport::_create_scene_skeletons(Collada::Node *p_node) {
Skeleton *sk = memnew(Skeleton);
int bone = 0;
sk->set_use_bones_in_world_transform(true); // This improves compatibility in Collada
for (int i = 0; i < p_node->children.size(); i++) {
_populate_skeleton(sk, p_node->children[i], bone, -1);

File diff suppressed because it is too large Load Diff

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@ -36,11 +36,26 @@
#include "scene/3d/spatial.h"
class AnimationPlayer;
class BoneAttachment;
class MeshInstance;
class EditorSceneImporterGLTF : public EditorSceneImporter {
GDCLASS(EditorSceneImporterGLTF, EditorSceneImporter);
typedef int GLTFAccessorIndex;
typedef int GLTFAnimationIndex;
typedef int GLTFBufferIndex;
typedef int GLTFBufferViewIndex;
typedef int GLTFCameraIndex;
typedef int GLTFImageIndex;
typedef int GLTFMaterialIndex;
typedef int GLTFMeshIndex;
typedef int GLTFNodeIndex;
typedef int GLTFSkeletonIndex;
typedef int GLTFSkinIndex;
typedef int GLTFTextureIndex;
enum {
ARRAY_BUFFER = 34962,
ELEMENT_ARRAY_BUFFER = 34963,
@ -61,8 +76,8 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
};
String _get_component_type_name(uint32_t p_component);
int _get_component_type_size(int component_type);
String _get_component_type_name(const uint32_t p_component);
int _get_component_type_size(const int component_type);
enum GLTFType {
TYPE_SCALAR,
@ -74,60 +89,48 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
TYPE_MAT4,
};
String _get_type_name(GLTFType p_component);
String _get_type_name(const GLTFType p_component);
struct GLTFNode {
//matrices need to be transformed to this
int parent;
GLTFNodeIndex parent;
int height;
Transform xform;
String name;
//Node *godot_node;
//int godot_bone_index;
int mesh;
int camera;
int skin;
//int skeleton_skin;
//int child_of_skeleton; // put as children of skeleton
//Vector<int> skeleton_children; //skeleton put as children of this
GLTFMeshIndex mesh;
GLTFCameraIndex camera;
GLTFSkinIndex skin;
struct Joint {
int skin;
int bone;
int godot_bone_index;
GLTFSkeletonIndex skeleton;
bool joint;
Joint() {
skin = -1;
bone = -1;
godot_bone_index = -1;
}
};
Vector<Joint> joints;
//keep them for animation
Vector3 translation;
Quat rotation;
Vector3 scale;
Vector<int> children;
Vector<Node *> godot_nodes;
GLTFNodeIndex fake_joint_parent;
GLTFNode() :
parent(-1),
height(-1),
mesh(-1),
camera(-1),
skin(-1),
//skeleton_skin(-1),
//child_of_skeleton(-1),
scale(Vector3(1, 1, 1)) {
}
skeleton(-1),
joint(false),
translation(0, 0, 0),
scale(Vector3(1, 1, 1)),
fake_joint_parent(-1) {}
};
struct GLTFBufferView {
int buffer;
GLTFBufferIndex buffer;
int byte_offset;
int byte_length;
int byte_stride;
@ -135,7 +138,7 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
//matrices need to be transformed to this
GLTFBufferView() :
buffer(0),
buffer(-1),
byte_offset(0),
byte_length(0),
byte_stride(0),
@ -145,7 +148,7 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
struct GLTFAccessor {
int buffer_view;
GLTFBufferViewIndex buffer_view;
int byte_offset;
int component_type;
bool normalized;
@ -160,8 +163,6 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
int sparse_values_buffer_view;
int sparse_values_byte_offset;
//matrices need to be transformed to this
GLTFAccessor() {
buffer_view = 0;
byte_offset = 0;
@ -176,25 +177,65 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
}
};
struct GLTFTexture {
int src_image;
GLTFImageIndex src_image;
};
struct GLTFSkeleton {
// The *synthesized* skeletons joints
Vector<GLTFNodeIndex> joints;
// The roots of the skeleton. If there are multiple, each root must have the same parent
// (ie roots are siblings)
Vector<GLTFNodeIndex> roots;
// The created Skeleton for the scene
Skeleton *godot_skeleton;
// Set of unique bone names for the skeleton
Set<String> unique_names;
GLTFSkeleton() :
godot_skeleton(nullptr) {
}
};
struct GLTFSkin {
String name;
struct Bone {
Transform inverse_bind;
int node;
};
int skeleton;
Vector<Bone> bones;
// The "skeleton" property defined in the gltf spec. -1 = Scene Root
GLTFNodeIndex skin_root;
//matrices need to be transformed to this
Vector<GLTFNodeIndex> joints_original;
Vector<Transform> inverse_binds;
GLTFSkin() {
skeleton = -1;
}
// Note: joints + non_joints should form a complete subtree, or subtrees with a common parent
// All nodes that are skins that are caught in-between the original joints
// (inclusive of joints_original)
Vector<GLTFNodeIndex> joints;
// All Nodes that are caught in-between skin joint nodes, and are not defined
// as joints by any skin
Vector<GLTFNodeIndex> non_joints;
// The roots of the skin. In the case of multiple roots, their parent *must*
// be the same (the roots must be siblings)
Vector<GLTFNodeIndex> roots;
// The GLTF Skeleton this Skin points to (after we determine skeletons)
GLTFSkeletonIndex skeleton;
// A mapping from the joint indices (in the order of joints_original) to the
// Godot Skeleton's bone_indices
Map<int, int> joint_i_to_bone_i;
// The Actual Skin that will be created as a mapping between the IBM's of this skin
// to the generated skeleton for the mesh instances.
Ref<Skin> godot_skin;
GLTFSkin() :
skin_root(-1),
skeleton(-1) {}
};
struct GLTFMesh {
@ -272,11 +313,10 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
Set<String> unique_names;
Vector<GLTFSkeleton> skeletons;
Vector<GLTFAnimation> animations;
Map<int, Vector<int> > skeleton_nodes;
//Map<int, Vector<int> > skin_users; //cache skin users
Map<GLTFNodeIndex, Node *> scene_nodes;
~GLTFState() {
for (int i = 0; i < nodes.size(); i++) {
@ -285,37 +325,38 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
}
};
String _sanitize_scene_name(const String &name);
String _gen_unique_name(GLTFState &state, const String &p_name);
Ref<Texture> _get_texture(GLTFState &state, int p_texture);
String _sanitize_bone_name(const String &name);
String _gen_unique_bone_name(GLTFState &state, const GLTFSkeletonIndex skel_i, const String &p_name);
Ref<Texture> _get_texture(GLTFState &state, const GLTFTextureIndex p_texture);
Error _parse_json(const String &p_path, GLTFState &state);
Error _parse_glb(const String &p_path, GLTFState &state);
Error _parse_scenes(GLTFState &state);
Error _parse_nodes(GLTFState &state);
void _compute_node_heights(GLTFState &state);
Error _parse_buffers(GLTFState &state, const String &p_base_path);
Error _parse_buffer_views(GLTFState &state);
GLTFType _get_type_from_str(const String &p_string);
Error _parse_accessors(GLTFState &state);
Error _decode_buffer_view(GLTFState &state, int p_buffer_view, double *dst, int skip_every, int skip_bytes, int element_size, int count, GLTFType type, int component_count, int component_type, int component_size, bool normalized, int byte_offset, bool for_vertex);
Vector<double> _decode_accessor(GLTFState &state, int p_accessor, bool p_for_vertex);
PoolVector<float> _decode_accessor_as_floats(GLTFState &state, int p_accessor, bool p_for_vertex);
PoolVector<int> _decode_accessor_as_ints(GLTFState &state, int p_accessor, bool p_for_vertex);
PoolVector<Vector2> _decode_accessor_as_vec2(GLTFState &state, int p_accessor, bool p_for_vertex);
PoolVector<Vector3> _decode_accessor_as_vec3(GLTFState &state, int p_accessor, bool p_for_vertex);
PoolVector<Color> _decode_accessor_as_color(GLTFState &state, int p_accessor, bool p_for_vertex);
Vector<Quat> _decode_accessor_as_quat(GLTFState &state, int p_accessor, bool p_for_vertex);
Vector<Transform2D> _decode_accessor_as_xform2d(GLTFState &state, int p_accessor, bool p_for_vertex);
Vector<Basis> _decode_accessor_as_basis(GLTFState &state, int p_accessor, bool p_for_vertex);
Vector<Transform> _decode_accessor_as_xform(GLTFState &state, int p_accessor, bool p_for_vertex);
Error _decode_buffer_view(GLTFState &state, double *dst, const GLTFBufferViewIndex p_buffer_view, const int skip_every, const int skip_bytes, const int element_size, const int count, const GLTFType type, const int component_count, const int component_type, const int component_size, const bool normalized, const int byte_offset, const bool for_vertex);
void _reparent_skeleton(GLTFState &state, int p_node, Vector<Skeleton *> &skeletons, Node *p_parent_node);
void _generate_bone(GLTFState &state, int p_node, Vector<Skeleton *> &skeletons, Node *p_parent_node);
void _generate_node(GLTFState &state, int p_node, Node *p_parent, Node *p_owner, Vector<Skeleton *> &skeletons);
void _import_animation(GLTFState &state, AnimationPlayer *ap, int index, int bake_fps, Vector<Skeleton *> skeletons);
Spatial *_generate_scene(GLTFState &state, int p_bake_fps);
Vector<double> _decode_accessor(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
PoolVector<float> _decode_accessor_as_floats(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
PoolVector<int> _decode_accessor_as_ints(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
PoolVector<Vector2> _decode_accessor_as_vec2(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
PoolVector<Vector3> _decode_accessor_as_vec3(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
PoolVector<Color> _decode_accessor_as_color(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
Vector<Quat> _decode_accessor_as_quat(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
Vector<Transform2D> _decode_accessor_as_xform2d(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
Vector<Basis> _decode_accessor_as_basis(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
Vector<Transform> _decode_accessor_as_xform(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
Error _parse_meshes(GLTFState &state);
Error _parse_images(GLTFState &state, const String &p_base_path);
@ -323,16 +364,46 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
Error _parse_materials(GLTFState &state);
GLTFNodeIndex _find_highest_node(GLTFState &state, const Vector<GLTFNodeIndex> &subset);
bool _capture_nodes_in_skin(GLTFState &state, GLTFSkin &skin, const GLTFNodeIndex node_index);
void _capture_nodes_for_multirooted_skin(GLTFState &state, GLTFSkin &skin);
Error _expand_skin(GLTFState &state, GLTFSkin &skin);
Error _verify_skin(GLTFState &state, GLTFSkin &skin);
Error _parse_skins(GLTFState &state);
Error _determine_skeletons(GLTFState &state);
Error _reparent_non_joint_skeleton_subtrees(GLTFState &state, GLTFSkeleton &skeleton, const Vector<GLTFNodeIndex> &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);
Error _map_skin_joints_indices_to_skeleton_bone_indices(GLTFState &state);
Error _create_skins(GLTFState &state);
bool _skins_are_same(const Ref<Skin> &skin_a, const Ref<Skin> &skin_b);
void _remove_duplicate_skins(GLTFState &state);
Error _parse_cameras(GLTFState &state);
Error _parse_animations(GLTFState &state);
BoneAttachment *_generate_bone_attachment(GLTFState &state, Skeleton *skeleton, const GLTFNodeIndex node_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);
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);
Spatial *_generate_scene(GLTFState &state, const int p_bake_fps);
void _process_mesh_instances(GLTFState &state, Spatial *scene_root);
void _assign_scene_names(GLTFState &state);
template <class T>
T _interpolate_track(const Vector<float> &p_times, const Vector<T> &p_values, float p_time, GLTFAnimation::Interpolation p_interp);
T _interpolate_track(const Vector<float> &p_times, const Vector<T> &p_values, const float p_time, const GLTFAnimation::Interpolation p_interp);
void _import_animation(GLTFState &state, AnimationPlayer *ap, const GLTFAnimationIndex index, const int bake_fps);
public:
virtual uint32_t get_import_flags() const;