Merge pull request #18032 from RandomShaper/fix-gltf-skeletons

Fix skeleton import from glTF
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Juan Linietsky 2018-04-07 15:53:05 -03:00 committed by GitHub
commit 704244ed88
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@ -1732,14 +1732,19 @@ void EditorSceneImporterGLTF::_generate_bone(GLTFState &state, int p_node, Vecto
for (int i = 0; i < n->joints.size(); i++) {
ERR_FAIL_COND(n->joints[i].skin < 0);
int bone_index = skeletons[n->joints[i].skin]->get_bone_count();
skeletons[n->joints[i].skin]->add_bone(n->name);
if (p_parent_bones.size()) {
skeletons[n->joints[i].skin]->set_bone_parent(bone_index, p_parent_bones[i]);
}
skeletons[n->joints[i].skin]->set_bone_rest(bone_index, state.skins[n->joints[i].skin].bones[n->joints[i].bone].inverse_bind.affine_inverse());
int bone_index = n->joints[i].bone;
n->godot_nodes.push_back(skeletons[n->joints[i].skin]);
Skeleton *s = skeletons[n->joints[i].skin];
while (s->get_bone_count() <= bone_index) {
s->add_bone("Bone " + itos(s->get_bone_count()));
}
if (p_parent_bones.size()) {
s->set_bone_parent(bone_index, p_parent_bones[i]);
}
s->set_bone_rest(bone_index, state.skins[n->joints[i].skin].bones[n->joints[i].bone].inverse_bind.affine_inverse());
n->godot_nodes.push_back(s);
n->joints[i].godot_bone_index = bone_index;
parent_bones.push_back(bone_index);
}