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@@ -86,6 +86,17 @@ static Quaternion _as_quaternion(const ufbx_quat &p_quat) {
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return Quaternion(real_t(p_quat.x), real_t(p_quat.y), real_t(p_quat.z), real_t(p_quat.w));
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}
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+static Transform3D _as_transform(const ufbx_transform &p_xform) {
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+ Transform3D result;
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+ result.origin = FBXDocument::_as_vec3(p_xform.translation);
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+ result.basis.set_quaternion_scale(_as_quaternion(p_xform.rotation), FBXDocument::_as_vec3(p_xform.scale));
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+ return result;
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+}
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+
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+static real_t _relative_error(const Vector3 &p_a, const Vector3 &p_b) {
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+ return p_a.distance_to(p_b) / MAX(p_a.length(), p_b.length());
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+}
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+
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static Color _material_color(const ufbx_material_map &p_map) {
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if (p_map.value_components == 1) {
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float r = float(p_map.value_real);
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@@ -196,6 +207,16 @@ static uint32_t _decode_vertex_index(const Vector3 &p_vertex) {
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return uint32_t(p_vertex.x) | uint32_t(p_vertex.y) << 16;
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}
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+static ufbx_skin_deformer *_find_skin_deformer(ufbx_skin_cluster *p_cluster) {
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+ for (const ufbx_connection &conn : p_cluster->element.connections_src) {
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+ ufbx_skin_deformer *deformer = ufbx_as_skin_deformer(conn.dst);
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+ if (deformer) {
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+ return deformer;
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+ }
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+ }
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+ return nullptr;
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+}
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+
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struct ThreadPoolFBX {
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struct Group {
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ufbx_thread_pool_context ctx = {};
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@@ -333,23 +354,67 @@ Error FBXDocument::_parse_nodes(Ref<FBXState> p_state) {
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}
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{
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- node->transform.origin = _as_vec3(fbx_node->local_transform.translation);
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- node->transform.basis.set_quaternion_scale(_as_quaternion(fbx_node->local_transform.rotation), _as_vec3(fbx_node->local_transform.scale));
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-
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- if (fbx_node->bind_pose) {
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- ufbx_bone_pose *pose = ufbx_get_bone_pose(fbx_node->bind_pose, fbx_node);
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- ufbx_transform rest_transform = ufbx_matrix_to_transform(&pose->bone_to_parent);
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-
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- Vector3 rest_position = _as_vec3(rest_transform.translation);
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- Quaternion rest_rotation = _as_quaternion(rest_transform.rotation);
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- Vector3 rest_scale = _as_vec3(rest_transform.scale);
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- Transform3D godot_rest_xform;
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- godot_rest_xform.basis.set_quaternion_scale(rest_rotation, rest_scale);
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- godot_rest_xform.origin = rest_position;
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- node->set_additional_data("GODOT_rest_transform", godot_rest_xform);
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- } else {
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- node->set_additional_data("GODOT_rest_transform", node->transform);
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+ node->transform = _as_transform(fbx_node->local_transform);
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+
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+ bool found_rest_xform = false;
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+ bool bad_rest_xform = false;
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+ Transform3D candidate_rest_xform;
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+
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+ if (fbx_node->parent) {
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+ // Attempt to resolve a rest pose for bones: This uses internal FBX connections to find
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+ // all skin clusters connected to the bone.
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+ for (const ufbx_connection &child_conn : fbx_node->element.connections_src) {
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+ ufbx_skin_cluster *child_cluster = ufbx_as_skin_cluster(child_conn.dst);
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+ if (!child_cluster)
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+ continue;
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+ ufbx_skin_deformer *child_deformer = _find_skin_deformer(child_cluster);
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+ if (!child_deformer)
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+ continue;
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+
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+ // Found a skin cluster: Now iterate through all the skin clusters of the parent and
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+ // try to find one that used by the same deformer.
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+ for (const ufbx_connection &parent_conn : fbx_node->parent->element.connections_src) {
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+ ufbx_skin_cluster *parent_cluster = ufbx_as_skin_cluster(parent_conn.dst);
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+ if (!parent_cluster)
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+ continue;
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+ ufbx_skin_deformer *parent_deformer = _find_skin_deformer(parent_cluster);
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+ if (parent_deformer != child_deformer)
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+ continue;
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+
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+ // Success: Found two skin clusters from the same deformer, now we can resolve the
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+ // local bind pose from the difference between the two world-space bind poses.
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+ ufbx_matrix child_to_world = child_cluster->bind_to_world;
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+ ufbx_matrix world_to_parent = ufbx_matrix_invert(&parent_cluster->bind_to_world);
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+ ufbx_matrix child_to_parent = ufbx_matrix_mul(&world_to_parent, &child_to_world);
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+ Transform3D xform = _as_transform(ufbx_matrix_to_transform(&child_to_parent));
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+
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+ if (!found_rest_xform) {
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+ // Found the first bind pose for the node, assume that this one is good
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+ found_rest_xform = true;
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+ candidate_rest_xform = xform;
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+ } else if (!bad_rest_xform) {
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+ // Found another: Let's hope it's similar to the previous one, if not warn and
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+ // use the initial pose, which is used by default if rest pose is not found.
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+ real_t error = 0.0f;
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+ error += _relative_error(candidate_rest_xform.origin, xform.origin);
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+ for (int i = 0; i < 3; i++) {
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+ error += _relative_error(candidate_rest_xform.basis.rows[i], xform.basis.rows[i]);
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+ }
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+ const real_t max_error = 0.01f;
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+ if (error >= max_error) {
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+ WARN_PRINT(vformat("FBX: Node '%s' has multiple bind poses, using initial pose as rest pose.", node->get_name()));
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+ bad_rest_xform = true;
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+ }
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+ }
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+ }
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+ }
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+ }
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+
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+ Transform3D godot_rest_xform = node->transform;
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+ if (found_rest_xform && !bad_rest_xform) {
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+ godot_rest_xform = candidate_rest_xform;
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}
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+ node->set_additional_data("GODOT_rest_transform", godot_rest_xform);
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}
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for (const ufbx_node *child : fbx_node->children) {
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