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Merge pull request #49119 from lyuma/gltf_mesh_nodes_bones_3.x

Rémi Verschelde 4 năm trước cách đây
mục cha
commit
fb11927901

+ 119 - 114
editor/import/editor_scene_importer_gltf.cpp

@@ -2082,81 +2082,10 @@ Error EditorSceneImporterGLTF::_reparent_non_joint_skeleton_subtrees(GLTFState &
 		subtree_set.get_members(subtree_nodes, subtree_root);
 
 		for (int subtree_i = 0; subtree_i < subtree_nodes.size(); ++subtree_i) {
-			ERR_FAIL_COND_V(_reparent_to_fake_joint(state, skeleton, subtree_nodes[subtree_i]), FAILED);
-
-			// We modified the tree, recompute all the heights
-			_compute_node_heights(state);
-		}
-	}
-
-	return OK;
-}
-
-Error EditorSceneImporterGLTF::_reparent_to_fake_joint(GLTFState &state, GLTFSkeleton &skeleton, const GLTFNodeIndex node_index) {
-	GLTFNode *node = state.nodes[node_index];
-
-	// Can we just "steal" this joint if it is just a spatial node?
-	if (node->skin < 0 && node->mesh < 0 && node->camera < 0) {
-		node->joint = true;
-		// Add the joint to the skeletons joints
-		skeleton.joints.push_back(node_index);
-		return OK;
-	}
-
-	GLTFNode *fake_joint = memnew(GLTFNode);
-	const GLTFNodeIndex fake_joint_index = state.nodes.size();
-	state.nodes.push_back(fake_joint);
-
-	// We better not be a joint, or we messed up in our logic
-	if (node->joint) {
-		return FAILED;
-	}
-
-	fake_joint->translation = node->translation;
-	fake_joint->rotation = node->rotation;
-	fake_joint->scale = node->scale;
-	fake_joint->xform = node->xform;
-	fake_joint->joint = true;
-
-	// We can use the exact same name here, because the joint will be inside a skeleton and not the scene
-	fake_joint->name = node->name;
-
-	// Clear the nodes transforms, since it will be parented to the fake joint
-	node->translation = Vector3(0, 0, 0);
-	node->rotation = Quat();
-	node->scale = Vector3(1, 1, 1);
-	node->xform = Transform();
-
-	// Transfer the node children to the fake joint
-	for (int child_i = 0; child_i < node->children.size(); ++child_i) {
-		GLTFNode *child = state.nodes[node->children[child_i]];
-		child->parent = fake_joint_index;
-	}
-
-	fake_joint->children = node->children;
-	node->children.clear();
-
-	// add the fake joint to the parent and remove the original joint
-	if (node->parent >= 0) {
-		GLTFNode *parent = state.nodes[node->parent];
-		parent->children.erase(node_index);
-		parent->children.push_back(fake_joint_index);
-		fake_joint->parent = node->parent;
-	}
-
-	// Add the node to the fake joint
-	fake_joint->children.push_back(node_index);
-	node->parent = fake_joint_index;
-	node->fake_joint_parent = fake_joint_index;
-
-	// Add the fake joint to the skeletons joints
-	skeleton.joints.push_back(fake_joint_index);
-
-	// Replace skin_skeletons with fake joints if we must.
-	for (GLTFSkinIndex skin_i = 0; skin_i < state.skins.size(); ++skin_i) {
-		GLTFSkin &skin = state.skins.write[skin_i];
-		if (skin.skin_root == node_index) {
-			skin.skin_root = fake_joint_index;
+			GLTFNode *node = state.nodes[subtree_nodes[subtree_i]];
+			node->joint = true;
+			// Add the joint to the skeletons joints
+			skeleton.joints.push_back(subtree_nodes[subtree_i]);
 		}
 	}
 
@@ -2651,10 +2580,9 @@ void EditorSceneImporterGLTF::_assign_scene_names(GLTFState &state) {
 	}
 }
 
-BoneAttachment *EditorSceneImporterGLTF::_generate_bone_attachment(GLTFState &state, Skeleton *skeleton, const GLTFNodeIndex node_index) {
+BoneAttachment *EditorSceneImporterGLTF::_generate_bone_attachment(GLTFState &state, Skeleton *skeleton, const GLTFNodeIndex node_index, const GLTFNodeIndex bone_index) {
 	const GLTFNode *gltf_node = state.nodes[node_index];
-	const GLTFNode *bone_node = state.nodes[gltf_node->parent];
-
+	const GLTFNode *bone_node = state.nodes[bone_index];
 	BoneAttachment *bone_attachment = memnew(BoneAttachment);
 	print_verbose("glTF: Creating bone attachment for: " + gltf_node->name);
 
@@ -2687,7 +2615,7 @@ MeshInstance *EditorSceneImporterGLTF::_generate_mesh_instance(GLTFState &state,
 	return mi;
 }
 
-Light *EditorSceneImporterGLTF::_generate_light(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index) {
+Spatial *EditorSceneImporterGLTF::_generate_light(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index) {
 	const GLTFNode *gltf_node = state.nodes[node_index];
 
 	ERR_FAIL_INDEX_V(gltf_node->light, state.lights.size(), nullptr);
@@ -2736,7 +2664,7 @@ Light *EditorSceneImporterGLTF::_generate_light(GLTFState &state, Node *scene_pa
 		light->set_param(SpotLight::PARAM_SPOT_ATTENUATION, angle_attenuation);
 		return light;
 	}
-	return nullptr;
+	return memnew(Spatial);
 }
 
 Camera *EditorSceneImporterGLTF::_generate_camera(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index) {
@@ -2769,31 +2697,22 @@ Spatial *EditorSceneImporterGLTF::_generate_spatial(GLTFState &state, Node *scen
 void EditorSceneImporterGLTF::_generate_scene_node(GLTFState &state, Node *scene_parent, Spatial *scene_root, const GLTFNodeIndex node_index) {
 	const GLTFNode *gltf_node = state.nodes[node_index];
 
+	if (gltf_node->skeleton >= 0) {
+		_generate_skeleton_bone_node(state, scene_parent, scene_root, node_index);
+		return;
+	}
+
 	Spatial *current_node = nullptr;
 
 	// Is our parent a skeleton
 	Skeleton *active_skeleton = Object::cast_to<Skeleton>(scene_parent);
 
-	if (gltf_node->skeleton >= 0) {
-		Skeleton *skeleton = state.skeletons[gltf_node->skeleton].godot_skeleton;
-
-		if (active_skeleton != skeleton) {
-			ERR_FAIL_COND_MSG(active_skeleton != nullptr, "glTF: Generating scene detected direct parented Skeletons");
-
-			// Add it to the scene if it has not already been added
-			if (skeleton->get_parent() == nullptr) {
-				scene_parent->add_child(skeleton);
-				skeleton->set_owner(scene_root);
-			}
-		}
+	const bool non_bone_parented_to_skeleton = active_skeleton;
 
-		active_skeleton = skeleton;
-		current_node = skeleton;
-	}
-
-	// If we have an active skeleton, and the node is node skinned, we need to create a bone attachment
-	if (current_node == nullptr && active_skeleton != nullptr && gltf_node->skin < 0) {
-		BoneAttachment *bone_attachment = _generate_bone_attachment(state, active_skeleton, node_index);
+	// skinned meshes must not be placed in a bone attachment.
+	if (non_bone_parented_to_skeleton && gltf_node->skin < 0) {
+		// Bone Attachment - Parent Case
+		BoneAttachment *bone_attachment = _generate_bone_attachment(state, active_skeleton, node_index, gltf_node->parent);
 
 		scene_parent->add_child(bone_attachment);
 		bone_attachment->set_owner(scene_root);
@@ -2807,20 +2726,100 @@ void EditorSceneImporterGLTF::_generate_scene_node(GLTFState &state, Node *scene
 	}
 
 	// We still have not managed to make a node
-	if (current_node == nullptr) {
+	if (gltf_node->mesh >= 0) {
+		current_node = _generate_mesh_instance(state, scene_parent, node_index);
+	} else if (gltf_node->camera >= 0) {
+		current_node = _generate_camera(state, scene_parent, node_index);
+	} else if (gltf_node->light >= 0) {
+		current_node = _generate_light(state, scene_parent, node_index);
+	} else {
+		current_node = _generate_spatial(state, scene_parent, node_index);
+	}
+
+	scene_parent->add_child(current_node);
+	current_node->set_owner(scene_root);
+	current_node->set_transform(gltf_node->xform);
+	if (state.use_legacy_names) {
+		current_node->set_name(_legacy_validate_node_name(gltf_node->name));
+	} else {
+		current_node->set_name(gltf_node->name);
+	}
+
+	state.scene_nodes.insert(node_index, current_node);
+
+	for (int i = 0; i < gltf_node->children.size(); ++i) {
+		_generate_scene_node(state, current_node, scene_root, gltf_node->children[i]);
+	}
+}
+
+void EditorSceneImporterGLTF::_generate_skeleton_bone_node(GLTFState &state, Node *scene_parent, Spatial *scene_root, const GLTFNodeIndex node_index) {
+	const GLTFNode *gltf_node = state.nodes[node_index];
+
+	Spatial *current_node = nullptr;
+
+	Skeleton *skeleton = state.skeletons[gltf_node->skeleton].godot_skeleton;
+	// In this case, this node is already a bone in skeleton.
+	const bool is_skinned_mesh = (gltf_node->skin >= 0 && gltf_node->mesh >= 0);
+	const bool requires_extra_node = (gltf_node->mesh >= 0 || gltf_node->camera >= 0 || gltf_node->light >= 0);
+
+	Skeleton *active_skeleton = Object::cast_to<Skeleton>(scene_parent);
+	if (active_skeleton != skeleton) {
+		if (active_skeleton) {
+			// Bone Attachment - Direct Parented Skeleton Case
+			BoneAttachment *bone_attachment = _generate_bone_attachment(state, active_skeleton, node_index, gltf_node->parent);
+
+			scene_parent->add_child(bone_attachment);
+			bone_attachment->set_owner(scene_root);
+
+			// There is no gltf_node that represent this, so just directly create a unique name
+			bone_attachment->set_name(_gen_unique_name(state, "BoneAttachment"));
+
+			// We change the scene_parent to our bone attachment now. We do not set current_node because we want to make the node
+			// and attach it to the bone_attachment
+			scene_parent = bone_attachment;
+			WARN_PRINT(vformat("glTF: Generating scene detected direct parented Skeletons at node %d", node_index));
+		}
+
+		// Add it to the scene if it has not already been added
+		if (skeleton->get_parent() == nullptr) {
+			scene_parent->add_child(skeleton);
+			skeleton->set_owner(scene_root);
+		}
+	}
+
+	active_skeleton = skeleton;
+	current_node = skeleton;
+
+	// If we have an active skeleton, and the node is node skinned, we need to create a bone attachment
+	if (requires_extra_node) {
+		// skinned meshes must not be placed in a bone attachment.
+		if (!is_skinned_mesh) {
+			BoneAttachment *bone_attachment = _generate_bone_attachment(state, active_skeleton, node_index, node_index);
+
+			scene_parent->add_child(bone_attachment);
+			bone_attachment->set_owner(scene_root);
+
+			// There is no gltf_node that represent this, so just directly create a unique name
+			bone_attachment->set_name(_gen_unique_name(state, "BoneAttachment"));
+
+			// We change the scene_parent to our bone attachment now. We do not set current_node because we want to make the node
+			// and attach it to the bone_attachment
+			scene_parent = bone_attachment;
+			current_node = nullptr;
+		}
+
+		// We still have not managed to make a node
 		if (gltf_node->mesh >= 0) {
 			current_node = _generate_mesh_instance(state, scene_parent, node_index);
 		} else if (gltf_node->camera >= 0) {
 			current_node = _generate_camera(state, scene_parent, node_index);
 		} else if (gltf_node->light >= 0) {
 			current_node = _generate_light(state, scene_parent, node_index);
-		} else {
-			current_node = _generate_spatial(state, scene_parent, node_index);
 		}
 
 		scene_parent->add_child(current_node);
 		current_node->set_owner(scene_root);
-		current_node->set_transform(gltf_node->xform);
+		// Do not set transform here. Transform is already applied to our bone.
 		if (state.use_legacy_names) {
 			current_node->set_name(_legacy_validate_node_name(gltf_node->name));
 		} else {
@@ -2831,7 +2830,7 @@ void EditorSceneImporterGLTF::_generate_scene_node(GLTFState &state, Node *scene
 	state.scene_nodes.insert(node_index, current_node);
 
 	for (int i = 0; i < gltf_node->children.size(); ++i) {
-		_generate_scene_node(state, current_node, scene_root, gltf_node->children[i]);
+		_generate_scene_node(state, active_skeleton, scene_root, gltf_node->children[i]);
 	}
 }
 
@@ -2976,26 +2975,30 @@ void EditorSceneImporterGLTF::_import_animation(GLTFState &state, AnimationPlaye
 
 	for (Map<int, GLTFAnimation::Track>::Element *E = anim.tracks.front(); E; E = E->next()) {
 		const GLTFAnimation::Track &track = E->get();
-		//need to find the path
+		//need to find the path: for skeletons, weight tracks will affect the mesh
 		NodePath node_path;
+		//for skeletons, transform tracks always affect bones
+		NodePath transform_node_path;
 
 		GLTFNodeIndex node_index = E->key();
-		if (state.nodes[node_index]->fake_joint_parent >= 0) {
-			// Should be same as parent
-			node_index = state.nodes[node_index]->fake_joint_parent;
-		}
 
 		const GLTFNode *node = state.nodes[E->key()];
 
+		Node *root = ap->get_parent();
+		ERR_FAIL_COND(root == nullptr);
+		Map<GLTFNodeIndex, Node *>::Element *node_element = state.scene_nodes.find(node_index);
+		ERR_CONTINUE_MSG(node_element == nullptr, vformat("Unable to find node %d for animation", node_index));
+		node_path = root->get_path_to(node_element->get());
+
 		if (node->skeleton >= 0) {
-			const Skeleton *sk = Object::cast_to<Skeleton>(state.scene_nodes.find(node_index)->get());
+			const Skeleton *sk = state.skeletons[node->skeleton].godot_skeleton;
 			ERR_FAIL_COND(sk == nullptr);
 
 			const String path = ap->get_parent()->get_path_to(sk);
 			const String bone = node->name;
-			node_path = path + ":" + bone;
+			transform_node_path = path + ":" + bone;
 		} else {
-			node_path = ap->get_parent()->get_path_to(state.scene_nodes.find(node_index)->get());
+			transform_node_path = node_path;
 		}
 
 		for (int i = 0; i < track.rotation_track.times.size(); i++) {
@@ -3014,11 +3017,13 @@ void EditorSceneImporterGLTF::_import_animation(GLTFState &state, AnimationPlaye
 			}
 		}
 
-		if (track.rotation_track.values.size() || track.translation_track.values.size() || track.scale_track.values.size()) {
+		// Animated TRS properties will not affect a skinned mesh.
+		const bool transform_affects_skinned_mesh_instance = node->skeleton < 0 && node->skin >= 0;
+		if ((track.rotation_track.values.size() || track.translation_track.values.size() || track.scale_track.values.size()) && !transform_affects_skinned_mesh_instance) {
 			//make transform track
 			int track_idx = animation->get_track_count();
 			animation->add_track(Animation::TYPE_TRANSFORM);
-			animation->track_set_path(track_idx, node_path);
+			animation->track_set_path(track_idx, transform_node_path);
 			animation->track_set_imported(track_idx, true);
 			//first determine animation length
 

+ 3 - 6
editor/import/editor_scene_importer_gltf.h

@@ -113,8 +113,6 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
 
 		Vector<int> children;
 
-		GLTFNodeIndex fake_joint_parent;
-
 		GLTFLightIndex light;
 
 		GLTFNode() :
@@ -127,7 +125,6 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
 				joint(false),
 				translation(0, 0, 0),
 				scale(Vector3(1, 1, 1)),
-				fake_joint_parent(-1),
 				light(-1) {}
 	};
 
@@ -406,7 +403,6 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
 
 	Error _determine_skeletons(GLTFState &state);
 	Error _reparent_non_joint_skeleton_subtrees(GLTFState &state, GLTFSkeleton &skeleton, const Vector<GLTFNodeIndex> &non_joints);
-	Error _reparent_to_fake_joint(GLTFState &state, GLTFSkeleton &skeleton, const GLTFNodeIndex node_index);
 	Error _determine_skeleton_roots(GLTFState &state, const GLTFSkeletonIndex skel_i);
 
 	Error _create_skeletons(GLTFState &state);
@@ -420,13 +416,14 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
 	Error _parse_lights(GLTFState &state);
 	Error _parse_animations(GLTFState &state);
 
-	BoneAttachment *_generate_bone_attachment(GLTFState &state, Skeleton *skeleton, const GLTFNodeIndex node_index);
+	BoneAttachment *_generate_bone_attachment(GLTFState &state, Skeleton *skeleton, const GLTFNodeIndex node_index, const GLTFNodeIndex bone_index);
 	MeshInstance *_generate_mesh_instance(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index);
 	Camera *_generate_camera(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index);
-	Light *_generate_light(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index);
+	Spatial *_generate_light(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index);
 	Spatial *_generate_spatial(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index);
 
 	void _generate_scene_node(GLTFState &state, Node *scene_parent, Spatial *scene_root, const GLTFNodeIndex node_index);
+	void _generate_skeleton_bone_node(GLTFState &state, Node *scene_parent, Spatial *scene_root, const GLTFNodeIndex node_index);
 	Spatial *_generate_scene(GLTFState &state, const int p_bake_fps);
 
 	void _process_mesh_instances(GLTFState &state, Spatial *scene_root);