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Fix desynced duplicate GLTFNode transform properties

Aaron Franke 1 year ago
parent
commit
c60ed2587d

+ 37 - 47
modules/gltf/gltf_document.cpp

@@ -430,20 +430,22 @@ Error GLTFDocument::_serialize_nodes(Ref<GLTFState> p_state) {
 		}
 		if (gltf_node->skeleton != -1 && gltf_node->skin < 0) {
 		}
-		if (gltf_node->xform != Transform3D()) {
-			node["matrix"] = _xform_to_array(gltf_node->xform);
-		}
-
-		if (!gltf_node->rotation.is_equal_approx(Quaternion())) {
-			node["rotation"] = _quaternion_to_array(gltf_node->rotation);
-		}
-
-		if (!gltf_node->scale.is_equal_approx(Vector3(1.0f, 1.0f, 1.0f))) {
-			node["scale"] = _vec3_to_arr(gltf_node->scale);
-		}
-
-		if (!gltf_node->position.is_zero_approx()) {
-			node["translation"] = _vec3_to_arr(gltf_node->position);
+		if (gltf_node->transform.basis.is_orthogonal()) {
+			// An orthogonal transform is decomposable into TRS, so prefer that.
+			const Vector3 position = gltf_node->get_position();
+			if (!position.is_zero_approx()) {
+				node["translation"] = _vec3_to_arr(position);
+			}
+			const Quaternion rotation = gltf_node->get_rotation();
+			if (!rotation.is_equal_approx(Quaternion())) {
+				node["rotation"] = _quaternion_to_array(rotation);
+			}
+			const Vector3 scale = gltf_node->get_scale();
+			if (!scale.is_equal_approx(Vector3(1.0f, 1.0f, 1.0f))) {
+				node["scale"] = _vec3_to_arr(scale);
+			}
+		} else {
+			node["matrix"] = _xform_to_array(gltf_node->transform);
 		}
 		if (gltf_node->children.size()) {
 			Array children;
@@ -609,20 +611,17 @@ Error GLTFDocument::_parse_nodes(Ref<GLTFState> p_state) {
 			node->skin = n["skin"];
 		}
 		if (n.has("matrix")) {
-			node->xform = _arr_to_xform(n["matrix"]);
+			node->transform = _arr_to_xform(n["matrix"]);
 		} else {
 			if (n.has("translation")) {
-				node->position = _arr_to_vec3(n["translation"]);
+				node->set_position(_arr_to_vec3(n["translation"]));
 			}
 			if (n.has("rotation")) {
-				node->rotation = _arr_to_quaternion(n["rotation"]);
+				node->set_rotation(_arr_to_quaternion(n["rotation"]));
 			}
 			if (n.has("scale")) {
-				node->scale = _arr_to_vec3(n["scale"]);
+				node->set_scale(_arr_to_vec3(n["scale"]));
 			}
-
-			node->xform.basis.set_quaternion_scale(node->rotation, node->scale);
-			node->xform.origin = node->position;
 		}
 
 		if (n.has("extensions")) {
@@ -4802,10 +4801,10 @@ Error GLTFDocument::_create_skeletons(Ref<GLTFState> p_state) {
 			node->set_name(_gen_unique_bone_name(p_state, skel_i, node->get_name()));
 
 			skeleton->add_bone(node->get_name());
-			skeleton->set_bone_rest(bone_index, node->xform);
-			skeleton->set_bone_pose_position(bone_index, node->position);
-			skeleton->set_bone_pose_rotation(bone_index, node->rotation.normalized());
-			skeleton->set_bone_pose_scale(bone_index, node->scale);
+			skeleton->set_bone_rest(bone_index, node->transform);
+			skeleton->set_bone_pose_position(bone_index, node->get_position());
+			skeleton->set_bone_pose_rotation(bone_index, node->get_rotation());
+			skeleton->set_bone_pose_scale(bone_index, node->get_scale());
 
 			if (node->parent >= 0 && p_state->nodes[node->parent]->skeleton == skel_i) {
 				const int bone_parent = skeleton->find_bone(p_state->nodes[node->parent]->get_name());
@@ -5511,10 +5510,7 @@ GLTFLightIndex GLTFDocument::_convert_light(Ref<GLTFState> p_state, Light3D *p_l
 }
 
 void GLTFDocument::_convert_spatial(Ref<GLTFState> p_state, Node3D *p_spatial, Ref<GLTFNode> p_node) {
-	Transform3D xform = p_spatial->get_transform();
-	p_node->scale = xform.basis.get_scale();
-	p_node->rotation = xform.basis.get_rotation_quaternion();
-	p_node->position = xform.origin;
+	p_node->transform = p_spatial->get_transform();
 }
 
 Node3D *GLTFDocument::_generate_spatial(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index) {
@@ -5628,7 +5624,7 @@ void GLTFDocument::_convert_csg_shape_to_gltf(CSGShape3D *p_current, GLTFNodeInd
 	GLTFMeshIndex mesh_i = p_state->meshes.size();
 	p_state->meshes.push_back(gltf_mesh);
 	p_gltf_node->mesh = mesh_i;
-	p_gltf_node->xform = csg->get_meshes()[0];
+	p_gltf_node->transform = csg->get_meshes()[0];
 	p_gltf_node->set_name(_gen_unique_name(p_state, csg->get_name()));
 }
 #endif // MODULE_CSG_ENABLED
@@ -5704,7 +5700,7 @@ void GLTFDocument::_convert_grid_map_to_gltf(GridMap *p_grid_map, GLTFNodeIndex
 		gltf_mesh->set_mesh(_mesh_to_importer_mesh(p_grid_map->get_mesh_library()->get_item_mesh(cell)));
 		new_gltf_node->mesh = p_state->meshes.size();
 		p_state->meshes.push_back(gltf_mesh);
-		new_gltf_node->xform = cell_xform * p_grid_map->get_transform();
+		new_gltf_node->transform = cell_xform * p_grid_map->get_transform();
 		new_gltf_node->set_name(_gen_unique_name(p_state, p_grid_map->get_mesh_library()->get_item_name(cell)));
 	}
 }
@@ -5772,7 +5768,7 @@ void GLTFDocument::_convert_multi_mesh_instance_to_gltf(
 		Ref<GLTFNode> new_gltf_node;
 		new_gltf_node.instantiate();
 		new_gltf_node->mesh = mesh_index;
-		new_gltf_node->xform = transform;
+		new_gltf_node->transform = transform;
 		new_gltf_node->set_name(_gen_unique_name(p_state, p_multi_mesh_instance->get_name()));
 		p_gltf_node->children.push_back(p_state->nodes.size());
 		p_state->nodes.push_back(new_gltf_node);
@@ -5797,10 +5793,7 @@ void GLTFDocument::_convert_skeleton_to_gltf(Skeleton3D *p_skeleton3d, Ref<GLTFS
 		// Note that we cannot use _gen_unique_bone_name here, because glTF spec requires all node
 		// names to be unique regardless of whether or not they are used as joints.
 		joint_node->set_name(_gen_unique_name(p_state, skeleton->get_bone_name(bone_i)));
-		Transform3D xform = skeleton->get_bone_pose(bone_i);
-		joint_node->scale = xform.basis.get_scale();
-		joint_node->rotation = xform.basis.get_rotation_quaternion();
-		joint_node->position = xform.origin;
+		joint_node->transform = skeleton->get_bone_pose(bone_i);
 		joint_node->joint = true;
 		GLTFNodeIndex current_node_i = p_state->nodes.size();
 		p_state->scene_nodes.insert(current_node_i, skeleton);
@@ -5949,7 +5942,7 @@ void GLTFDocument::_generate_scene_node(Ref<GLTFState> p_state, const GLTFNodeIn
 		Array args;
 		args.append(p_scene_root);
 		current_node->propagate_call(StringName("set_owner"), args);
-		current_node->set_transform(gltf_node->xform);
+		current_node->set_transform(gltf_node->transform);
 	}
 
 	p_state->scene_nodes.insert(p_node_index, current_node);
@@ -6276,7 +6269,7 @@ void GLTFDocument::_import_animation(Ref<GLTFState> p_state, AnimationPlayer *p_
 			if (track.position_track.values.size()) {
 				bool is_default = true; //discard the track if all it contains is default values
 				if (p_remove_immutable_tracks) {
-					Vector3 base_pos = p_state->nodes[track_i.key]->position;
+					Vector3 base_pos = gltf_node->get_position();
 					for (int i = 0; i < track.position_track.times.size(); i++) {
 						int value_index = track.position_track.interpolation == GLTFAnimation::INTERP_CUBIC_SPLINE ? (1 + i * 3) : i;
 						ERR_FAIL_COND_MSG(value_index >= track.position_track.values.size(), "Animation sampler output accessor with 'CUBICSPLINE' interpolation doesn't have enough elements.");
@@ -6301,7 +6294,7 @@ void GLTFDocument::_import_animation(Ref<GLTFState> p_state, AnimationPlayer *p_
 			if (track.rotation_track.values.size()) {
 				bool is_default = true; //discard the track if all it contains is default values
 				if (p_remove_immutable_tracks) {
-					Quaternion base_rot = p_state->nodes[track_i.key]->rotation.normalized();
+					Quaternion base_rot = gltf_node->get_rotation();
 					for (int i = 0; i < track.rotation_track.times.size(); i++) {
 						int value_index = track.rotation_track.interpolation == GLTFAnimation::INTERP_CUBIC_SPLINE ? (1 + i * 3) : i;
 						ERR_FAIL_COND_MSG(value_index >= track.rotation_track.values.size(), "Animation sampler output accessor with 'CUBICSPLINE' interpolation doesn't have enough elements.");
@@ -6326,7 +6319,7 @@ void GLTFDocument::_import_animation(Ref<GLTFState> p_state, AnimationPlayer *p_
 			if (track.scale_track.values.size()) {
 				bool is_default = true; //discard the track if all it contains is default values
 				if (p_remove_immutable_tracks) {
-					Vector3 base_scale = p_state->nodes[track_i.key]->scale;
+					Vector3 base_scale = gltf_node->get_scale();
 					for (int i = 0; i < track.scale_track.times.size(); i++) {
 						int value_index = track.scale_track.interpolation == GLTFAnimation::INTERP_CUBIC_SPLINE ? (1 + i * 3) : i;
 						ERR_FAIL_COND_MSG(value_index >= track.scale_track.values.size(), "Animation sampler output accessor with 'CUBICSPLINE' interpolation doesn't have enough elements.");
@@ -6357,15 +6350,15 @@ void GLTFDocument::_import_animation(Ref<GLTFState> p_state, AnimationPlayer *p_
 			Vector3 base_scale = Vector3(1, 1, 1);
 
 			if (rotation_idx == -1) {
-				base_rot = p_state->nodes[track_i.key]->rotation.normalized();
+				base_rot = gltf_node->get_rotation();
 			}
 
 			if (position_idx == -1) {
-				base_pos = p_state->nodes[track_i.key]->position;
+				base_pos = gltf_node->get_position();
 			}
 
 			if (scale_idx == -1) {
-				base_scale = p_state->nodes[track_i.key]->scale;
+				base_scale = gltf_node->get_scale();
 			}
 
 			bool last = false;
@@ -6472,10 +6465,7 @@ void GLTFDocument::_convert_mesh_instances(Ref<GLTFState> p_state) {
 		if (!mi) {
 			continue;
 		}
-		Transform3D mi_xform = mi->get_transform();
-		node->scale = mi_xform.basis.get_scale();
-		node->rotation = mi_xform.basis.get_rotation_quaternion();
-		node->position = mi_xform.origin;
+		node->transform = mi->get_transform();
 
 		Node *skel_node = mi->get_node_or_null(mi->get_skeleton_path());
 		Skeleton3D *godot_skeleton = Object::cast_to<Skeleton3D>(skel_node);

+ 8 - 8
modules/gltf/structures/gltf_node.cpp

@@ -89,11 +89,11 @@ void GLTFNode::set_height(int p_height) {
 }
 
 Transform3D GLTFNode::get_xform() {
-	return xform;
+	return transform;
 }
 
 void GLTFNode::set_xform(Transform3D p_xform) {
-	xform = p_xform;
+	transform = p_xform;
 }
 
 GLTFMeshIndex GLTFNode::get_mesh() {
@@ -129,27 +129,27 @@ void GLTFNode::set_skeleton(GLTFSkeletonIndex p_skeleton) {
 }
 
 Vector3 GLTFNode::get_position() {
-	return position;
+	return transform.origin;
 }
 
 void GLTFNode::set_position(Vector3 p_position) {
-	position = p_position;
+	transform.origin = p_position;
 }
 
 Quaternion GLTFNode::get_rotation() {
-	return rotation;
+	return transform.basis.get_rotation_quaternion();
 }
 
 void GLTFNode::set_rotation(Quaternion p_rotation) {
-	rotation = p_rotation;
+	transform.basis.set_quaternion_scale(p_rotation, transform.basis.get_scale());
 }
 
 Vector3 GLTFNode::get_scale() {
-	return scale;
+	return transform.basis.get_scale();
 }
 
 void GLTFNode::set_scale(Vector3 p_scale) {
-	scale = p_scale;
+	transform.basis = transform.basis.orthonormalized() * Basis::from_scale(p_scale);
 }
 
 Vector<int> GLTFNode::get_children() {

+ 1 - 5
modules/gltf/structures/gltf_node.h

@@ -40,18 +40,14 @@ class GLTFNode : public Resource {
 	friend class GLTFDocument;
 
 private:
-	// matrices need to be transformed to this
 	GLTFNodeIndex parent = -1;
 	int height = -1;
-	Transform3D xform;
+	Transform3D transform;
 	GLTFMeshIndex mesh = -1;
 	GLTFCameraIndex camera = -1;
 	GLTFSkinIndex skin = -1;
 	GLTFSkeletonIndex skeleton = -1;
 	bool joint = false;
-	Vector3 position;
-	Quaternion rotation;
-	Vector3 scale = Vector3(1, 1, 1);
 	Vector<int> children;
 	GLTFLightIndex light = -1;
 	Dictionary additional_data;