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