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+/*************************************************************************/
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+/* editor_importer_bake_reset.cpp */
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+/*************************************************************************/
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+/* This file is part of: */
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+/* GODOT ENGINE */
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+/* https://godotengine.org */
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+/*************************************************************************/
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+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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+/* */
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+/* Permission is hereby granted, free of charge, to any person obtaining */
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+/* a copy of this software and associated documentation files (the */
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+/* "Software"), to deal in the Software without restriction, including */
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+/* without limitation the rights to use, copy, modify, merge, publish, */
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+/* distribute, sublicense, and/or sell copies of the Software, and to */
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+/* permit persons to whom the Software is furnished to do so, subject to */
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+/* the following conditions: */
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+/* */
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+/* The above copyright notice and this permission notice shall be */
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+/* included in all copies or substantial portions of the Software. */
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+/* */
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+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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+/*************************************************************************/
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+
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+#include "editor/import/editor_importer_bake_reset.h"
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+
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+#include "core/error/error_macros.h"
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+#include "core/math/transform_3d.h"
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+#include "editor/import/scene_importer_mesh_node_3d.h"
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+#include "resource_importer_scene.h"
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+#include "scene/3d/mesh_instance_3d.h"
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+#include "scene/3d/node_3d.h"
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+#include "scene/3d/skeleton_3d.h"
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+#include "scene/animation/animation_player.h"
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+
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+// Given that an engineering team has made a reference character, one wants ten animators to create animations.
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+// Currently, a tech artist needs to combine the ten files into one exported gltf2 to import into Godot Engine.
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+// We bake the RESET animation and then set it to identity,
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+// so that rigs with corresponding RESET animation can have their animations transferred with ease.
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+//
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+// The original algorithm for the code was used to change skeleton bone rolls to be parent to child.
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+//
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+// Reference https://github.com/godotengine/godot-proposals/issues/2961
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+void BakeReset::_bake_animation_pose(Node *scene, const String &p_bake_anim) {
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+ Map<StringName, BakeResetRestBone> r_rest_bones;
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+ Vector<Node3D *> r_meshes;
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+ List<Node *> queue;
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+ queue.push_back(scene);
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+ while (!queue.is_empty()) {
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+ List<Node *>::Element *E = queue.front();
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+ Node *node = E->get();
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+ AnimationPlayer *ap = Object::cast_to<AnimationPlayer>(node);
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+ // Step 1: import scene with animations into the rest bones data structure.
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+ _fetch_reset_animation(ap, r_rest_bones, p_bake_anim);
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+
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+ int child_count = node->get_child_count();
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+ for (int i = 0; i < child_count; i++) {
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+ queue.push_back(node->get_child(i));
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+ }
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+ queue.pop_front();
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+ }
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+
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+ queue.push_back(scene);
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+ while (!queue.is_empty()) {
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+ List<Node *>::Element *E = queue.front();
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+ Node *node = E->get();
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+ EditorSceneImporterMeshNode3D *editor_mesh_3d = scene->cast_to<EditorSceneImporterMeshNode3D>(node);
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+ MeshInstance3D *mesh_3d = scene->cast_to<MeshInstance3D>(node);
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+ if (scene->cast_to<Skeleton3D>(node)) {
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+ Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(node);
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+
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+ // Step 2: Bake the RESET animation from the RestBone to the skeleton.
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+ _fix_skeleton(skeleton, r_rest_bones);
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+ }
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+ if (editor_mesh_3d) {
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+ NodePath path = editor_mesh_3d->get_skeleton_path();
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+ if (!path.is_empty() && editor_mesh_3d->get_node_or_null(path) && Object::cast_to<Skeleton3D>(editor_mesh_3d->get_node_or_null(path))) {
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+ r_meshes.push_back(editor_mesh_3d);
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+ }
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+ } else if (mesh_3d) {
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+ NodePath path = mesh_3d->get_skeleton_path();
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+ if (!path.is_empty() && mesh_3d->get_node_or_null(path) && Object::cast_to<Skeleton3D>(mesh_3d->get_node_or_null(path))) {
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+ r_meshes.push_back(mesh_3d);
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+ }
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+ }
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+ int child_count = node->get_child_count();
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+ for (int i = 0; i < child_count; i++) {
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+ queue.push_back(node->get_child(i));
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+ }
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+ queue.pop_front();
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+ }
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+
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+ queue.push_back(scene);
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+ while (!queue.is_empty()) {
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+ List<Node *>::Element *E = queue.front();
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+ Node *node = E->get();
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+ AnimationPlayer *ap = Object::cast_to<AnimationPlayer>(node);
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+ if (ap) {
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+ // Step 3: Key all RESET animation frames to identity.
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+ _align_animations(ap, r_rest_bones);
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+ }
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+
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+ int child_count = node->get_child_count();
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+ for (int i = 0; i < child_count; i++) {
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+ queue.push_back(node->get_child(i));
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+ }
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+ queue.pop_front();
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+ }
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+}
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+
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+void BakeReset::_align_animations(AnimationPlayer *p_ap, const Map<StringName, BakeResetRestBone> &r_rest_bones) {
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+ ERR_FAIL_NULL(p_ap);
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+ List<StringName> anim_names;
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+ p_ap->get_animation_list(&anim_names);
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+ for (List<StringName>::Element *anim_i = anim_names.front(); anim_i; anim_i = anim_i->next()) {
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+ Ref<Animation> a = p_ap->get_animation(anim_i->get());
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+ ERR_CONTINUE(a.is_null());
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+ for (Map<StringName, BakeResetRestBone>::Element *rest_bone_i = r_rest_bones.front(); rest_bone_i; rest_bone_i = rest_bone_i->next()) {
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+ int track = a->find_track(NodePath(rest_bone_i->key()));
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+ if (track == -1) {
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+ continue;
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+ }
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+ int new_track = a->add_track(Animation::TYPE_TRANSFORM3D);
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+ NodePath new_path = NodePath(rest_bone_i->key());
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+ BakeResetRestBone rest_bone = rest_bone_i->get();
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+ a->track_set_path(new_track, new_path);
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+ for (int key_i = 0; key_i < a->track_get_key_count(track); key_i++) {
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+ Vector3 loc;
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+ Quaternion rot;
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+ Vector3 scale;
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+ Error err = a->transform_track_get_key(track, key_i, &loc, &rot, &scale);
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+ ERR_CONTINUE(err);
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+ real_t time = a->track_get_key_time(track, key_i);
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+ rot.normalize();
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+ loc = loc - rest_bone.loc;
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+ rot = rest_bone.rest_delta.get_rotation_quaternion().inverse() * rot;
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+ rot.normalize();
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+ scale = Vector3(1, 1, 1) - (rest_bone.rest_delta.get_scale() - scale);
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+ // Apply the reverse of the rest changes to make the key be close to identity transform.
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+ a->transform_track_insert_key(new_track, time, loc, rot, scale);
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+ }
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+ a->remove_track(track);
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+ }
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+ }
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+}
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+
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+void BakeReset::_fetch_reset_animation(AnimationPlayer *p_ap, Map<StringName, BakeResetRestBone> &r_rest_bones, const String &p_bake_anim) {
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+ ERR_FAIL_NULL(p_ap);
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+ List<StringName> anim_names;
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+ p_ap->get_animation_list(&anim_names);
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+ Node *root = p_ap->get_owner();
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+ ERR_FAIL_NULL(root);
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+ Ref<Animation> a = p_ap->get_animation(p_bake_anim);
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+ ERR_FAIL_NULL(a);
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+ for (int32_t track = 0; track < a->get_track_count(); track++) {
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+ NodePath path = a->track_get_path(track);
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+ String string_path = path;
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+ Skeleton3D *skeleton = root->cast_to<Skeleton3D>(root->get_node(string_path.get_slice(":", 0)));
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+ if (!skeleton) {
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+ continue;
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+ }
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+ String bone_name = string_path.get_slice(":", 1);
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+ for (int key_i = 0; key_i < a->track_get_key_count(track); key_i++) {
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+ Vector3 loc;
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+ Quaternion rot;
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+ Vector3 scale;
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+ Error err = a->transform_track_get_key(track, key_i, &loc, &rot, &scale);
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+ ERR_CONTINUE(err);
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+ rot.normalize();
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+ Basis rot_basis = Basis(rot, scale);
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+ BakeResetRestBone rest_bone;
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+ rest_bone.rest_delta = rot_basis;
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+ rest_bone.loc = loc;
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+ // Store the animation into the RestBone.
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+ r_rest_bones[StringName(String(skeleton->get_owner()->get_path_to(skeleton)) + ":" + bone_name)] = rest_bone;
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+ break;
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+ }
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+ }
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+}
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+
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+void BakeReset::_fix_skeleton(Skeleton3D *p_skeleton, Map<StringName, BakeReset::BakeResetRestBone> &r_rest_bones) {
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+ int bone_count = p_skeleton->get_bone_count();
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+
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+ // First iterate through all the bones and update the RestBone.
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+ for (int j = 0; j < bone_count; j++) {
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+ StringName final_path = String(p_skeleton->get_owner()->get_path_to(p_skeleton)) + String(":") + p_skeleton->get_bone_name(j);
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+ BakeResetRestBone &rest_bone = r_rest_bones[final_path];
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+ rest_bone.rest_local = p_skeleton->get_bone_rest(j);
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+ }
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+ for (int i = 0; i < bone_count; i++) {
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+ int parent_bone = p_skeleton->get_bone_parent(i);
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+ String path = p_skeleton->get_owner()->get_path_to(p_skeleton);
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+ StringName final_path = String(path) + String(":") + p_skeleton->get_bone_name(parent_bone);
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+ if (parent_bone >= 0) {
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+ r_rest_bones[path].children.push_back(i);
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+ }
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+ }
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+
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+ // When we apply transform to a bone, we also have to move all of its children in the opposite direction.
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+ for (int i = 0; i < bone_count; i++) {
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+ StringName final_path = String(p_skeleton->get_owner()->get_path_to(p_skeleton)) + String(":") + p_skeleton->get_bone_name(i);
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+ 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);
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+ // Iterate through the children and move in the opposite direction.
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+ for (int j = 0; j < r_rest_bones[final_path].children.size(); j++) {
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+ int child_index = r_rest_bones[final_path].children[j];
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+ StringName children_path = String(p_skeleton->get_name()) + String(":") + p_skeleton->get_bone_name(child_index);
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+ 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;
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+ }
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+ }
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+
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+ for (int i = 0; i < bone_count; i++) {
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+ StringName final_path = String(p_skeleton->get_owner()->get_path_to(p_skeleton)) + String(":") + p_skeleton->get_bone_name(i);
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+ ERR_CONTINUE(!r_rest_bones.has(final_path));
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+ Transform3D rest_transform = r_rest_bones[final_path].rest_local;
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+ p_skeleton->set_bone_rest(i, rest_transform);
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+ }
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+}
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