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Merge pull request #51057 from V-Sekai/bake-reset-anim

Bake RESET animation.
Rémi Verschelde 4 vuotta sitten
vanhempi
commit
a35b4bf3ea

+ 223 - 0
editor/import/editor_importer_bake_reset.cpp

@@ -0,0 +1,223 @@
+/*************************************************************************/
+/*  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 */
+/* a copy of this software and associated documentation files (the       */
+/* "Software"), to deal in the Software without restriction, including   */
+/* without limitation the rights to use, copy, modify, merge, publish,   */
+/* distribute, sublicense, and/or sell copies of the Software, and to    */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions:                                             */
+/*                                                                       */
+/* The above copyright notice and this permission notice shall be        */
+/* included in all copies or substantial portions of the Software.       */
+/*                                                                       */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
+/*************************************************************************/
+
+#include "editor/import/editor_importer_bake_reset.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 (Map<StringName, BakeResetRestBone>::Element *rest_bone_i = r_rest_bones.front(); rest_bone_i; rest_bone_i = rest_bone_i->next()) {
+			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());
+			BakeResetRestBone rest_bone = rest_bone_i->get();
+			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) {
+	ERR_FAIL_NULL(p_ap);
+	List<StringName> anim_names;
+	p_ap->get_animation_list(&anim_names);
+	Node *root = p_ap->get_owner();
+	ERR_FAIL_NULL(root);
+	Ref<Animation> a = p_ap->get_animation(p_bake_anim);
+	ERR_FAIL_NULL(a);
+	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);
+			ERR_CONTINUE(err);
+			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);
+	}
+}

+ 54 - 0
editor/import/editor_importer_bake_reset.h

@@ -0,0 +1,54 @@
+/*************************************************************************/
+/*  editor_importer_bake_reset.h                                         */
+/*************************************************************************/
+/*                       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 */
+/* a copy of this software and associated documentation files (the       */
+/* "Software"), to deal in the Software without restriction, including   */
+/* without limitation the rights to use, copy, modify, merge, publish,   */
+/* distribute, sublicense, and/or sell copies of the Software, and to    */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions:                                             */
+/*                                                                       */
+/* The above copyright notice and this permission notice shall be        */
+/* included in all copies or substantial portions of the Software.       */
+/*                                                                       */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
+/*************************************************************************/
+
+#ifndef RESOURCE_IMPORTER_BAKE_RESET_H
+#define RESOURCE_IMPORTER_BAKE_RESET_H
+
+#include "scene/main/node.h"
+
+class Skeleton3D;
+class AnimationPlayer;
+class BakeReset {
+	struct BakeResetRestBone {
+		Transform3D rest_local;
+		Basis rest_delta;
+		Vector3 loc;
+		Vector<int> children;
+	};
+
+public:
+	void _bake_animation_pose(Node *scene, const String &p_bake_anim);
+
+private:
+	void _fix_skeleton(Skeleton3D *p_skeleton, Map<StringName, BakeReset::BakeResetRestBone> &r_rest_bones);
+	void _align_animations(AnimationPlayer *p_ap, const Map<StringName, BakeResetRestBone> &r_rest_bones);
+	void _fetch_reset_animation(AnimationPlayer *p_ap, Map<StringName, BakeResetRestBone> &r_rest_bones, const String &p_bake_anim);
+};
+#endif

+ 7 - 0
editor/import/resource_importer_scene.cpp

@@ -32,6 +32,7 @@
 
 #include "core/io/resource_saver.h"
 #include "editor/editor_node.h"
+#include "editor/import/editor_importer_bake_reset.h"
 #include "editor/import/scene_import_settings.h"
 #include "editor/import/scene_importer_mesh_node_3d.h"
 #include "scene/3d/area_3d.h"
@@ -1060,6 +1061,7 @@ void ResourceImporterScene::get_import_options(List<ImportOption> *r_options, in
 	r_options->push_back(ImportOption(PropertyInfo(Variant::FLOAT, "meshes/lightmap_texel_size", PROPERTY_HINT_RANGE, "0.001,100,0.001"), 0.1));
 	r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "skins/use_named_skins"), true));
 	r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "animation/import"), true));
+	r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "animation/bake_reset_animation"), true));
 	r_options->push_back(ImportOption(PropertyInfo(Variant::FLOAT, "animation/fps", PROPERTY_HINT_RANGE, "1,120,1"), 15));
 	r_options->push_back(ImportOption(PropertyInfo(Variant::STRING, "import_script/path", PROPERTY_HINT_FILE, script_ext_hint), ""));
 
@@ -1410,6 +1412,11 @@ Error ResourceImporterScene::import(const String &p_source_file, const String &p
 
 	_pre_fix_node(scene, scene, collision_map);
 	_post_fix_node(scene, scene, collision_map, scanned_meshes, node_data, material_data, animation_data, fps);
+	bool use_bake_reset_animation = p_options["animation/bake_reset_animation"];
+	if (use_bake_reset_animation) {
+		BakeReset bake_reset;
+		bake_reset._bake_animation_pose(scene, "RESET");
+	}
 
 	String root_type = p_options["nodes/root_type"];
 	root_type = root_type.split(" ")[0]; // full root_type is "ClassName (filename.gd)" for a script global class.