Merge pull request #91036 from bqqbarbhg/ufbx-bind-pose-fix

Resolve bind poses from FBX clusters instead of FBX poses.
This commit is contained in:
Rémi Verschelde 2024-04-26 11:08:38 +02:00
commit 36833c6871
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@ -86,6 +86,17 @@ static Quaternion _as_quaternion(const ufbx_quat &p_quat) {
return Quaternion(real_t(p_quat.x), real_t(p_quat.y), real_t(p_quat.z), real_t(p_quat.w));
}
static Transform3D _as_transform(const ufbx_transform &p_xform) {
Transform3D result;
result.origin = FBXDocument::_as_vec3(p_xform.translation);
result.basis.set_quaternion_scale(_as_quaternion(p_xform.rotation), FBXDocument::_as_vec3(p_xform.scale));
return result;
}
static real_t _relative_error(const Vector3 &p_a, const Vector3 &p_b) {
return p_a.distance_to(p_b) / MAX(p_a.length(), p_b.length());
}
static Color _material_color(const ufbx_material_map &p_map) {
if (p_map.value_components == 1) {
float r = float(p_map.value_real);
@ -196,6 +207,16 @@ static uint32_t _decode_vertex_index(const Vector3 &p_vertex) {
return uint32_t(p_vertex.x) | uint32_t(p_vertex.y) << 16;
}
static ufbx_skin_deformer *_find_skin_deformer(ufbx_skin_cluster *p_cluster) {
for (const ufbx_connection &conn : p_cluster->element.connections_src) {
ufbx_skin_deformer *deformer = ufbx_as_skin_deformer(conn.dst);
if (deformer) {
return deformer;
}
}
return nullptr;
}
struct ThreadPoolFBX {
struct Group {
ufbx_thread_pool_context ctx = {};
@ -333,23 +354,67 @@ Error FBXDocument::_parse_nodes(Ref<FBXState> p_state) {
}
{
node->transform.origin = _as_vec3(fbx_node->local_transform.translation);
node->transform.basis.set_quaternion_scale(_as_quaternion(fbx_node->local_transform.rotation), _as_vec3(fbx_node->local_transform.scale));
node->transform = _as_transform(fbx_node->local_transform);
if (fbx_node->bind_pose) {
ufbx_bone_pose *pose = ufbx_get_bone_pose(fbx_node->bind_pose, fbx_node);
ufbx_transform rest_transform = ufbx_matrix_to_transform(&pose->bone_to_parent);
bool found_rest_xform = false;
bool bad_rest_xform = false;
Transform3D candidate_rest_xform;
Vector3 rest_position = _as_vec3(rest_transform.translation);
Quaternion rest_rotation = _as_quaternion(rest_transform.rotation);
Vector3 rest_scale = _as_vec3(rest_transform.scale);
Transform3D godot_rest_xform;
godot_rest_xform.basis.set_quaternion_scale(rest_rotation, rest_scale);
godot_rest_xform.origin = rest_position;
node->set_additional_data("GODOT_rest_transform", godot_rest_xform);
} else {
node->set_additional_data("GODOT_rest_transform", node->transform);
if (fbx_node->parent) {
// Attempt to resolve a rest pose for bones: This uses internal FBX connections to find
// all skin clusters connected to the bone.
for (const ufbx_connection &child_conn : fbx_node->element.connections_src) {
ufbx_skin_cluster *child_cluster = ufbx_as_skin_cluster(child_conn.dst);
if (!child_cluster)
continue;
ufbx_skin_deformer *child_deformer = _find_skin_deformer(child_cluster);
if (!child_deformer)
continue;
// Found a skin cluster: Now iterate through all the skin clusters of the parent and
// try to find one that used by the same deformer.
for (const ufbx_connection &parent_conn : fbx_node->parent->element.connections_src) {
ufbx_skin_cluster *parent_cluster = ufbx_as_skin_cluster(parent_conn.dst);
if (!parent_cluster)
continue;
ufbx_skin_deformer *parent_deformer = _find_skin_deformer(parent_cluster);
if (parent_deformer != child_deformer)
continue;
// Success: Found two skin clusters from the same deformer, now we can resolve the
// local bind pose from the difference between the two world-space bind poses.
ufbx_matrix child_to_world = child_cluster->bind_to_world;
ufbx_matrix world_to_parent = ufbx_matrix_invert(&parent_cluster->bind_to_world);
ufbx_matrix child_to_parent = ufbx_matrix_mul(&world_to_parent, &child_to_world);
Transform3D xform = _as_transform(ufbx_matrix_to_transform(&child_to_parent));
if (!found_rest_xform) {
// Found the first bind pose for the node, assume that this one is good
found_rest_xform = true;
candidate_rest_xform = xform;
} else if (!bad_rest_xform) {
// Found another: Let's hope it's similar to the previous one, if not warn and
// use the initial pose, which is used by default if rest pose is not found.
real_t error = 0.0f;
error += _relative_error(candidate_rest_xform.origin, xform.origin);
for (int i = 0; i < 3; i++) {
error += _relative_error(candidate_rest_xform.basis.rows[i], xform.basis.rows[i]);
}
const real_t max_error = 0.01f;
if (error >= max_error) {
WARN_PRINT(vformat("FBX: Node '%s' has multiple bind poses, using initial pose as rest pose.", node->get_name()));
bad_rest_xform = true;
}
}
}
}
}
Transform3D godot_rest_xform = node->transform;
if (found_rest_xform && !bad_rest_xform) {
godot_rest_xform = candidate_rest_xform;
}
node->set_additional_data("GODOT_rest_transform", godot_rest_xform);
}
for (const ufbx_node *child : fbx_node->children) {