Merge pull request #32213 from marstaik/skin_support

GLTF2 Import Fixes - Skin(s) to Skeleton - Skin Support
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Rémi Verschelde 2019-09-23 14:11:14 +02:00 committed by GitHub
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4 changed files with 1606 additions and 595 deletions

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@ -0,0 +1,31 @@
/*************************************************************************/
/* disjoint_set.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "disjoint_set.h"

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core/math/disjoint_set.h Normal file
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/*************************************************************************/
/* disjoint_set.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef DISJOINT_SET_H
#define DISJOINT_SET_H
#include "core/map.h"
#include "core/vector.h"
/**
@author Marios Staikopoulos <marios@staik.net>
*/
/* This DisjointSet class uses Find with path compression and Union by rank */
template <typename T, class C = Comparator<T>, class AL = DefaultAllocator>
class DisjointSet {
struct Element {
T object;
Element *parent = nullptr;
int rank = 0;
};
typedef Map<T, Element *, C, AL> MapT;
MapT elements;
Element *get_parent(Element *element);
_FORCE_INLINE_ Element *insert_or_get(T object);
public:
~DisjointSet();
_FORCE_INLINE_ void insert(T object) { (void)insert_or_get(object); }
void create_union(T a, T b);
void get_representatives(Vector<T> &out_roots);
void get_members(Vector<T> &out_members, T representative);
};
/* FUNCTIONS */
template <typename T, class C, class AL>
DisjointSet<T, C, AL>::~DisjointSet() {
for (typename MapT::Element *itr = elements.front(); itr != nullptr; itr = itr->next()) {
memdelete_allocator<Element, AL>(itr->value());
}
}
template <typename T, class C, class AL>
typename DisjointSet<T, C, AL>::Element *DisjointSet<T, C, AL>::get_parent(Element *element) {
if (element->parent != element) {
element->parent = get_parent(element->parent);
}
return element->parent;
}
template <typename T, class C, class AL>
typename DisjointSet<T, C, AL>::Element *DisjointSet<T, C, AL>::insert_or_get(T object) {
typename MapT::Element *itr = elements.find(object);
if (itr != nullptr) {
return itr->value();
}
Element *new_element = memnew_allocator(Element, AL);
new_element->object = object;
new_element->parent = new_element;
elements.insert(object, new_element);
return new_element;
}
template <typename T, class C, class AL>
void DisjointSet<T, C, AL>::create_union(T a, T b) {
Element *x = insert_or_get(a);
Element *y = insert_or_get(b);
Element *x_root = get_parent(x);
Element *y_root = get_parent(y);
// Already in the same set
if (x_root == y_root)
return;
// Not in the same set, merge
if (x_root->rank < y_root->rank) {
SWAP(x_root, y_root);
}
// Merge y_root into x_root
y_root->parent = x_root;
if (x_root->rank == y_root->rank) {
++x_root->rank;
}
}
template <typename T, class C, class AL>
void DisjointSet<T, C, AL>::get_representatives(Vector<T> &out_representatives) {
for (typename MapT::Element *itr = elements.front(); itr != nullptr; itr = itr->next()) {
Element *element = itr->value();
if (element->parent == element) {
out_representatives.push_back(element->object);
}
}
}
template <typename T, class C, class AL>
void DisjointSet<T, C, AL>::get_members(Vector<T> &out_members, T representative) {
typename MapT::Element *rep_itr = elements.find(representative);
ERR_FAIL_COND(rep_itr == nullptr);
Element *rep_element = rep_itr->value();
ERR_FAIL_COND(rep_element->parent != rep_element);
for (typename MapT::Element *itr = elements.front(); itr != nullptr; itr = itr->next()) {
Element *parent = get_parent(itr->value());
if (parent == rep_element) {
out_members.push_back(itr->key());
}
}
}
#endif

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@ -36,11 +36,26 @@
#include "scene/3d/spatial.h"
class AnimationPlayer;
class BoneAttachment;
class MeshInstance;
class EditorSceneImporterGLTF : public EditorSceneImporter {
GDCLASS(EditorSceneImporterGLTF, EditorSceneImporter);
typedef int GLTFAccessorIndex;
typedef int GLTFAnimationIndex;
typedef int GLTFBufferIndex;
typedef int GLTFBufferViewIndex;
typedef int GLTFCameraIndex;
typedef int GLTFImageIndex;
typedef int GLTFMaterialIndex;
typedef int GLTFMeshIndex;
typedef int GLTFNodeIndex;
typedef int GLTFSkeletonIndex;
typedef int GLTFSkinIndex;
typedef int GLTFTextureIndex;
enum {
ARRAY_BUFFER = 34962,
ELEMENT_ARRAY_BUFFER = 34963,
@ -61,8 +76,8 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
};
String _get_component_type_name(uint32_t p_component);
int _get_component_type_size(int component_type);
String _get_component_type_name(const uint32_t p_component);
int _get_component_type_size(const int component_type);
enum GLTFType {
TYPE_SCALAR,
@ -74,60 +89,48 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
TYPE_MAT4,
};
String _get_type_name(GLTFType p_component);
String _get_type_name(const GLTFType p_component);
struct GLTFNode {
//matrices need to be transformed to this
int parent;
GLTFNodeIndex parent;
int height;
Transform xform;
String name;
//Node *godot_node;
//int godot_bone_index;
int mesh;
int camera;
int skin;
//int skeleton_skin;
//int child_of_skeleton; // put as children of skeleton
//Vector<int> skeleton_children; //skeleton put as children of this
GLTFMeshIndex mesh;
GLTFCameraIndex camera;
GLTFSkinIndex skin;
struct Joint {
int skin;
int bone;
int godot_bone_index;
GLTFSkeletonIndex skeleton;
bool joint;
Joint() {
skin = -1;
bone = -1;
godot_bone_index = -1;
}
};
Vector<Joint> joints;
//keep them for animation
Vector3 translation;
Quat rotation;
Vector3 scale;
Vector<int> children;
Vector<Node *> godot_nodes;
GLTFNodeIndex fake_joint_parent;
GLTFNode() :
parent(-1),
height(-1),
mesh(-1),
camera(-1),
skin(-1),
//skeleton_skin(-1),
//child_of_skeleton(-1),
scale(Vector3(1, 1, 1)) {
}
skeleton(-1),
joint(false),
translation(0, 0, 0),
scale(Vector3(1, 1, 1)),
fake_joint_parent(-1) {}
};
struct GLTFBufferView {
int buffer;
GLTFBufferIndex buffer;
int byte_offset;
int byte_length;
int byte_stride;
@ -135,7 +138,7 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
//matrices need to be transformed to this
GLTFBufferView() :
buffer(0),
buffer(-1),
byte_offset(0),
byte_length(0),
byte_stride(0),
@ -145,7 +148,7 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
struct GLTFAccessor {
int buffer_view;
GLTFBufferViewIndex buffer_view;
int byte_offset;
int component_type;
bool normalized;
@ -160,8 +163,6 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
int sparse_values_buffer_view;
int sparse_values_byte_offset;
//matrices need to be transformed to this
GLTFAccessor() {
buffer_view = 0;
byte_offset = 0;
@ -176,25 +177,65 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
}
};
struct GLTFTexture {
int src_image;
GLTFImageIndex src_image;
};
struct GLTFSkeleton {
// The *synthesized* skeletons joints
Vector<GLTFNodeIndex> joints;
// The roots of the skeleton. If there are multiple, each root must have the same parent
// (ie roots are siblings)
Vector<GLTFNodeIndex> roots;
// The created Skeleton for the scene
Skeleton *godot_skeleton;
// Set of unique bone names for the skeleton
Set<String> unique_names;
GLTFSkeleton() :
godot_skeleton(nullptr) {
}
};
struct GLTFSkin {
String name;
struct Bone {
Transform inverse_bind;
int node;
};
int skeleton;
Vector<Bone> bones;
// The "skeleton" property defined in the gltf spec. -1 = Scene Root
GLTFNodeIndex skin_root;
//matrices need to be transformed to this
Vector<GLTFNodeIndex> joints_original;
Vector<Transform> inverse_binds;
GLTFSkin() {
skeleton = -1;
}
// Note: joints + non_joints should form a complete subtree, or subtrees with a common parent
// All nodes that are skins that are caught in-between the original joints
// (inclusive of joints_original)
Vector<GLTFNodeIndex> joints;
// All Nodes that are caught in-between skin joint nodes, and are not defined
// as joints by any skin
Vector<GLTFNodeIndex> non_joints;
// The roots of the skin. In the case of multiple roots, their parent *must*
// be the same (the roots must be siblings)
Vector<GLTFNodeIndex> roots;
// The GLTF Skeleton this Skin points to (after we determine skeletons)
GLTFSkeletonIndex skeleton;
// A mapping from the joint indices (in the order of joints_original) to the
// Godot Skeleton's bone_indices
Map<int, int> joint_i_to_bone_i;
// The Actual Skin that will be created as a mapping between the IBM's of this skin
// to the generated skeleton for the mesh instances.
Ref<Skin> godot_skin;
GLTFSkin() :
skin_root(-1),
skeleton(-1) {}
};
struct GLTFMesh {
@ -272,11 +313,10 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
Set<String> unique_names;
Vector<GLTFSkeleton> skeletons;
Vector<GLTFAnimation> animations;
Map<int, Vector<int> > skeleton_nodes;
//Map<int, Vector<int> > skin_users; //cache skin users
Map<GLTFNodeIndex, Node *> scene_nodes;
~GLTFState() {
for (int i = 0; i < nodes.size(); i++) {
@ -285,37 +325,38 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
}
};
String _sanitize_scene_name(const String &name);
String _gen_unique_name(GLTFState &state, const String &p_name);
Ref<Texture> _get_texture(GLTFState &state, int p_texture);
String _sanitize_bone_name(const String &name);
String _gen_unique_bone_name(GLTFState &state, const GLTFSkeletonIndex skel_i, const String &p_name);
Ref<Texture> _get_texture(GLTFState &state, const GLTFTextureIndex p_texture);
Error _parse_json(const String &p_path, GLTFState &state);
Error _parse_glb(const String &p_path, GLTFState &state);
Error _parse_scenes(GLTFState &state);
Error _parse_nodes(GLTFState &state);
void _compute_node_heights(GLTFState &state);
Error _parse_buffers(GLTFState &state, const String &p_base_path);
Error _parse_buffer_views(GLTFState &state);
GLTFType _get_type_from_str(const String &p_string);
Error _parse_accessors(GLTFState &state);
Error _decode_buffer_view(GLTFState &state, int p_buffer_view, double *dst, int skip_every, int skip_bytes, int element_size, int count, GLTFType type, int component_count, int component_type, int component_size, bool normalized, int byte_offset, bool for_vertex);
Vector<double> _decode_accessor(GLTFState &state, int p_accessor, bool p_for_vertex);
PoolVector<float> _decode_accessor_as_floats(GLTFState &state, int p_accessor, bool p_for_vertex);
PoolVector<int> _decode_accessor_as_ints(GLTFState &state, int p_accessor, bool p_for_vertex);
PoolVector<Vector2> _decode_accessor_as_vec2(GLTFState &state, int p_accessor, bool p_for_vertex);
PoolVector<Vector3> _decode_accessor_as_vec3(GLTFState &state, int p_accessor, bool p_for_vertex);
PoolVector<Color> _decode_accessor_as_color(GLTFState &state, int p_accessor, bool p_for_vertex);
Vector<Quat> _decode_accessor_as_quat(GLTFState &state, int p_accessor, bool p_for_vertex);
Vector<Transform2D> _decode_accessor_as_xform2d(GLTFState &state, int p_accessor, bool p_for_vertex);
Vector<Basis> _decode_accessor_as_basis(GLTFState &state, int p_accessor, bool p_for_vertex);
Vector<Transform> _decode_accessor_as_xform(GLTFState &state, int p_accessor, bool p_for_vertex);
Error _decode_buffer_view(GLTFState &state, double *dst, const GLTFBufferViewIndex p_buffer_view, const int skip_every, const int skip_bytes, const int element_size, const int count, const GLTFType type, const int component_count, const int component_type, const int component_size, const bool normalized, const int byte_offset, const bool for_vertex);
void _reparent_skeleton(GLTFState &state, int p_node, Vector<Skeleton *> &skeletons, Node *p_parent_node);
void _generate_bone(GLTFState &state, int p_node, Vector<Skeleton *> &skeletons, Node *p_parent_node);
void _generate_node(GLTFState &state, int p_node, Node *p_parent, Node *p_owner, Vector<Skeleton *> &skeletons);
void _import_animation(GLTFState &state, AnimationPlayer *ap, int index, int bake_fps, Vector<Skeleton *> skeletons);
Spatial *_generate_scene(GLTFState &state, int p_bake_fps);
Vector<double> _decode_accessor(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
PoolVector<float> _decode_accessor_as_floats(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
PoolVector<int> _decode_accessor_as_ints(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
PoolVector<Vector2> _decode_accessor_as_vec2(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
PoolVector<Vector3> _decode_accessor_as_vec3(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
PoolVector<Color> _decode_accessor_as_color(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
Vector<Quat> _decode_accessor_as_quat(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
Vector<Transform2D> _decode_accessor_as_xform2d(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
Vector<Basis> _decode_accessor_as_basis(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
Vector<Transform> _decode_accessor_as_xform(GLTFState &state, const GLTFAccessorIndex p_accessor, const bool p_for_vertex);
Error _parse_meshes(GLTFState &state);
Error _parse_images(GLTFState &state, const String &p_base_path);
@ -323,16 +364,46 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
Error _parse_materials(GLTFState &state);
GLTFNodeIndex _find_highest_node(GLTFState &state, const Vector<GLTFNodeIndex> &subset);
bool _capture_nodes_in_skin(GLTFState &state, GLTFSkin &skin, const GLTFNodeIndex node_index);
void _capture_nodes_for_multirooted_skin(GLTFState &state, GLTFSkin &skin);
Error _expand_skin(GLTFState &state, GLTFSkin &skin);
Error _verify_skin(GLTFState &state, GLTFSkin &skin);
Error _parse_skins(GLTFState &state);
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);
Error _map_skin_joints_indices_to_skeleton_bone_indices(GLTFState &state);
Error _create_skins(GLTFState &state);
bool _skins_are_same(const Ref<Skin> &skin_a, const Ref<Skin> &skin_b);
void _remove_duplicate_skins(GLTFState &state);
Error _parse_cameras(GLTFState &state);
Error _parse_animations(GLTFState &state);
BoneAttachment *_generate_bone_attachment(GLTFState &state, Skeleton *skeleton, const GLTFNodeIndex node_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);
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);
Spatial *_generate_scene(GLTFState &state, const int p_bake_fps);
void _process_mesh_instances(GLTFState &state, Spatial *scene_root);
void _assign_scene_names(GLTFState &state);
template <class T>
T _interpolate_track(const Vector<float> &p_times, const Vector<T> &p_values, float p_time, GLTFAnimation::Interpolation p_interp);
T _interpolate_track(const Vector<float> &p_times, const Vector<T> &p_values, const float p_time, const GLTFAnimation::Interpolation p_interp);
void _import_animation(GLTFState &state, AnimationPlayer *ap, const GLTFAnimationIndex index, const int bake_fps);
public:
virtual uint32_t get_import_flags() const;