GLTF2 Import Fixes - Skin(s) to Skeleton - Skin Support
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4 changed files with 1232 additions and 390 deletions
31
core/math/disjoint_set.cpp
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31
core/math/disjoint_set.cpp
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/*************************************************************************/
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/* disjoint_set.h */
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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) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 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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#include "disjoint_set.h"
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155
core/math/disjoint_set.h
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155
core/math/disjoint_set.h
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/*************************************************************************/
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/* disjoint_set.h */
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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) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 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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#ifndef DISJOINT_SET_H
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#define DISJOINT_SET_H
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#include "core/map.h"
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#include "core/vector.h"
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/**
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@author Marios Staikopoulos <marios@staik.net>
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*/
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/* This DisjointSet class uses Find with path compression and Union by rank */
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template <typename T, class C = Comparator<T>, class AL = DefaultAllocator>
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class DisjointSet {
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struct Element {
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T object;
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Element *parent = nullptr;
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int rank = 0;
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};
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typedef Map<T, Element *, C, AL> MapT;
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MapT elements;
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Element *get_parent(Element *element);
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_FORCE_INLINE_ Element *insert_or_get(T object);
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public:
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~DisjointSet();
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_FORCE_INLINE_ void insert(T object) { (void)insert_or_get(object); }
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void create_union(T a, T b);
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void get_representatives(Vector<T> &out_roots);
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void get_members(Vector<T> &out_members, T representative);
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};
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/* FUNCTIONS */
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template <typename T, class C, class AL>
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DisjointSet<T, C, AL>::~DisjointSet() {
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for (typename MapT::Element *itr = elements.front(); itr != nullptr; itr = itr->next()) {
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memdelete_allocator<Element, AL>(itr->value());
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}
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}
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template <typename T, class C, class AL>
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typename DisjointSet<T, C, AL>::Element *DisjointSet<T, C, AL>::get_parent(Element *element) {
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if (element->parent != element) {
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element->parent = get_parent(element->parent);
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}
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return element->parent;
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}
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template <typename T, class C, class AL>
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typename DisjointSet<T, C, AL>::Element *DisjointSet<T, C, AL>::insert_or_get(T object) {
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typename MapT::Element *itr = elements.find(object);
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if (itr != nullptr) {
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return itr->value();
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}
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Element *new_element = memnew_allocator(Element, AL);
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new_element->object = object;
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new_element->parent = new_element;
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elements.insert(object, new_element);
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return new_element;
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}
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template <typename T, class C, class AL>
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void DisjointSet<T, C, AL>::create_union(T a, T b) {
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Element *x = insert_or_get(a);
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Element *y = insert_or_get(b);
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Element *x_root = get_parent(x);
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Element *y_root = get_parent(y);
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// Already in the same set
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if (x_root == y_root)
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return;
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// Not in the same set, merge
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if (x_root->rank < y_root->rank) {
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SWAP(x_root, y_root);
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}
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// Merge y_root into x_root
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y_root->parent = x_root;
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if (x_root->rank == y_root->rank) {
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++x_root->rank;
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}
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}
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template <typename T, class C, class AL>
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void DisjointSet<T, C, AL>::get_representatives(Vector<T> &out_representatives) {
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for (typename MapT::Element *itr = elements.front(); itr != nullptr; itr = itr->next()) {
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Element *element = itr->value();
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if (element->parent == element) {
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out_representatives.push_back(element->object);
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}
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}
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}
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template <typename T, class C, class AL>
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void DisjointSet<T, C, AL>::get_members(Vector<T> &out_members, T representative) {
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typename MapT::Element *rep_itr = elements.find(representative);
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ERR_FAIL_COND(rep_itr == nullptr);
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Element *rep_element = rep_itr->value();
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ERR_FAIL_COND(rep_element->parent != rep_element);
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for (typename MapT::Element *itr = elements.front(); itr != nullptr; itr = itr->next()) {
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Element *parent = get_parent(itr->value());
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if (parent == rep_element) {
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out_members.push_back(itr->key());
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}
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}
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}
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#endif
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@ -36,11 +36,18 @@
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#include "scene/3d/spatial.h"
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class AnimationPlayer;
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class BoneAttachment;
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class MeshInstance;
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class EditorSceneImporterGLTF : public EditorSceneImporter {
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GDCLASS(EditorSceneImporterGLTF, EditorSceneImporter);
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typedef int GLTFNodeIndex;
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typedef int GLTFSkinIndex;
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typedef int GLTFSkeletonIndex;
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typedef int GLTFMeshIndex;
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enum {
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ARRAY_BUFFER = 34962,
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ELEMENT_ARRAY_BUFFER = 34963,
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@ -77,52 +84,41 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
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String _get_type_name(GLTFType p_component);
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struct GLTFNode {
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//matrices need to be transformed to this
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int parent;
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GLTFNodeIndex parent;
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int height;
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Transform xform;
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String name;
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//Node *godot_node;
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//int godot_bone_index;
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int mesh;
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int camera;
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int skin;
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//int skeleton_skin;
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//int child_of_skeleton; // put as children of skeleton
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//Vector<int> skeleton_children; //skeleton put as children of this
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struct Joint {
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int skin;
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int bone;
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int godot_bone_index;
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GLTFSkeletonIndex skeleton;
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bool joint;
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Joint() {
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skin = -1;
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bone = -1;
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godot_bone_index = -1;
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}
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};
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Vector<Joint> joints;
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//keep them for animation
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Vector3 translation;
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Quat rotation;
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Vector3 scale;
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Vector<int> children;
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Vector<Node *> godot_nodes;
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GLTFNodeIndex fake_joint_parent;
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GLTFNode() :
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parent(-1),
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height(-1),
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mesh(-1),
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camera(-1),
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skin(-1),
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//skeleton_skin(-1),
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//child_of_skeleton(-1),
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scale(Vector3(1, 1, 1)) {
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}
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skeleton(-1),
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joint(false),
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translation(0, 0, 0),
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scale(Vector3(1, 1, 1)),
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fake_joint_parent(-1) {}
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};
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struct GLTFBufferView {
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@ -160,8 +156,6 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
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int sparse_values_buffer_view;
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int sparse_values_byte_offset;
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//matrices need to be transformed to this
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GLTFAccessor() {
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buffer_view = 0;
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byte_offset = 0;
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int src_image;
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};
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struct GLTFSkin {
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struct GLTFSkeleton {
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// The *synthesized* skeletons joints
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Vector<GLTFNodeIndex> joints;
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String name;
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struct Bone {
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Transform inverse_bind;
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int node;
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};
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// The roots of the skeleton. If there are multiple, each root must have the same parent
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// (ie roots are siblings)
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Vector<GLTFNodeIndex> roots;
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int skeleton;
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Vector<Bone> bones;
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// The created Skeleton for the scene
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Skeleton *godot_skeleton;
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//matrices need to be transformed to this
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GLTFSkin() {
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skeleton = -1;
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GLTFSkeleton() :
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godot_skeleton(nullptr) {
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}
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};
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struct GLTFSkin {
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String name;
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// The "skeleton" property defined in the gltf spec. -1 = Scene Root
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GLTFNodeIndex skin_root;
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Vector<GLTFNodeIndex> joints_original;
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Vector<Transform> inverse_binds;
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// Note: joints + non_joints should form a complete subtree, or subtrees with a common parent
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// All nodes that are skins that are caught in-between the original joints
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// (inclusive of joints_original)
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Vector<GLTFNodeIndex> joints;
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// All Nodes that are caught in-between skin joint nodes, and are not defined
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// as joints by any skin
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Vector<GLTFNodeIndex> non_joints;
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// The roots of the skin. In the case of multiple roots, their parent *must*
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// be the same (the roots must be siblings)
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Vector<GLTFNodeIndex> roots;
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// The GLTF Skeleton this Skin points to (after we determine skeletons)
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GLTFSkeletonIndex skeleton;
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// A mapping from the joint indices (in the order of joints_original) to the
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// Godot Skeleton's bone_indices
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Map<int, int> joint_i_to_bone_i;
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// The same inverse-binds as above, but they have been re-rooted to the
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// skeletons parent node
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Vector<Transform> skeleton_inverse_binds;
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// The Actual Skin that will be created as a mapping between the IBM's of this skin
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// to the generated skeleton for the mesh instances.
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Ref<Skin> godot_skin;
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GLTFSkin() :
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skin_root(-1),
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skeleton(-1) {}
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};
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struct GLTFMesh {
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Ref<ArrayMesh> mesh;
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Vector<float> blend_weights;
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Set<String> unique_names;
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Vector<GLTFSkeleton> skeletons;
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Vector<GLTFAnimation> animations;
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Map<int, Vector<int> > skeleton_nodes;
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//Map<int, Vector<int> > skin_users; //cache skin users
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Map<GLTFNodeIndex, Node *> scene_nodes;
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~GLTFState() {
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for (int i = 0; i < nodes.size(); i++) {
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Error _parse_scenes(GLTFState &state);
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Error _parse_nodes(GLTFState &state);
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void _compute_node_heights(GLTFState &state);
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Error _parse_buffers(GLTFState &state, const String &p_base_path);
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Error _parse_buffer_views(GLTFState &state);
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GLTFType _get_type_from_str(const String &p_string);
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Vector<Basis> _decode_accessor_as_basis(GLTFState &state, int p_accessor, bool p_for_vertex);
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Vector<Transform> _decode_accessor_as_xform(GLTFState &state, int p_accessor, bool p_for_vertex);
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void _reparent_skeleton(GLTFState &state, int p_node, Vector<Skeleton *> &skeletons, Node *p_parent_node);
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void _generate_bone(GLTFState &state, int p_node, Vector<Skeleton *> &skeletons, Node *p_parent_node);
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void _generate_node(GLTFState &state, int p_node, Node *p_parent, Node *p_owner, Vector<Skeleton *> &skeletons);
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void _import_animation(GLTFState &state, AnimationPlayer *ap, int index, int bake_fps, Vector<Skeleton *> skeletons);
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Spatial *_generate_scene(GLTFState &state, int p_bake_fps);
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Error _parse_meshes(GLTFState &state);
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Error _parse_images(GLTFState &state, const String &p_base_path);
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Error _parse_textures(GLTFState &state);
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Error _parse_materials(GLTFState &state);
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GLTFNodeIndex _find_highest_node(GLTFState &state, const Vector<GLTFNodeIndex> &subtree);
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bool _capture_nodes_in_skin(GLTFState &state, GLTFSkin &skin, GLTFNodeIndex node_index);
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void _capture_nodes_for_multirooted_skin(GLTFState &state, GLTFSkin &skin);
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Error _expand_skin(GLTFState &state, GLTFSkin &skin);
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Error _verify_skin(GLTFState &state, GLTFSkin &skin);
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Error _parse_skins(GLTFState &state);
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Error _determine_skeletons(GLTFState &state);
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Error _reparent_non_joint_skeleton_subtrees(GLTFState &state, GLTFSkeleton &skeleton, const Vector<GLTFNodeIndex> &non_joints);
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Error _reparent_to_fake_joint(GLTFState &state, GLTFSkeleton &skeleton, const GLTFNodeIndex node_index);
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Error _determine_skeleton_roots(GLTFState &state, GLTFSkeletonIndex &skel_i);
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Error _create_skeletons(GLTFState &state);
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Error _map_skin_joints_indices_to_skeleton_bone_indices(GLTFState &state);
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Transform _get_scene_transform_for_node(const GLTFState &state, const GLTFNodeIndex node_i);
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Transform _compute_skin_to_skeleton_transform(const GLTFState &state, const GLTFNodeIndex skin_parent, const GLTFNodeIndex skeleton_parent);
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void _compute_skeleton_rooted_skin_inverse_binds(GLTFState &state, const GLTFSkinIndex skin_i);
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Error _create_skins(GLTFState &state);
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Error _parse_cameras(GLTFState &state);
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Error _parse_animations(GLTFState &state);
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BoneAttachment *_generate_bone_attachment(GLTFState &state, Skeleton *skeleton, const GLTFNodeIndex node_index);
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MeshInstance *_generate_mesh_instance(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index);
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Camera *_generate_camera(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index);
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Spatial *_generate_spatial(GLTFState &state, Node *scene_parent, const GLTFNodeIndex node_index);
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void _generate_scene_node(GLTFState &state, Node *scene_parent, Spatial *scene_root, const GLTFNodeIndex node_index);
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Spatial *_generate_scene(GLTFState &state, int p_bake_fps);
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void _process_mesh_instances(GLTFState &state, Spatial *scene_root);
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void _assign_scene_names(GLTFState &state);
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template <class T>
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T _interpolate_track(const Vector<float> &p_times, const Vector<T> &p_values, float p_time, GLTFAnimation::Interpolation p_interp);
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void _import_animation(GLTFState &state, AnimationPlayer *ap, int index, int bake_fps);
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public:
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virtual uint32_t get_import_flags() const;
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virtual void get_extensions(List<String> *r_extensions) const;
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