GLTF: Fixed some issues with skin groups joining incorrectly and removed unused code

- Skin groups now merge more cleanly together
- Skins whose highest nodes are siblings of another skin now get merged also
- Skin nodes who have children of another skin now also fuse together
- Removed the re-rooting of IBM code, as it is no longer needed with the Skin system
This commit is contained in:
Marios Staikopoulos 2019-09-22 13:03:39 -07:00
parent 72d2468d68
commit 77e223ff94
2 changed files with 88 additions and 79 deletions

View file

@ -1486,12 +1486,12 @@ Error EditorSceneImporterGLTF::_parse_materials(GLTFState &state) {
return OK;
}
EditorSceneImporterGLTF::GLTFNodeIndex EditorSceneImporterGLTF::_find_highest_node(GLTFState &state, const Vector<GLTFNodeIndex> &subtree) {
EditorSceneImporterGLTF::GLTFNodeIndex EditorSceneImporterGLTF::_find_highest_node(GLTFState &state, const Vector<GLTFNodeIndex> &subset) {
int heighest = -1;
GLTFNodeIndex best_node = -1;
for (int i = 0; i < subtree.size(); ++i) {
const GLTFNodeIndex node_i = subtree[i];
for (int i = 0; i < subset.size(); ++i) {
const GLTFNodeIndex node_i = subset[i];
const GLTFNode *node = state.nodes[node_i];
if (heighest == -1 || node->height < heighest) {
@ -1585,10 +1585,10 @@ void EditorSceneImporterGLTF::_capture_nodes_for_multirooted_skin(GLTFState &sta
do {
all_same = true;
const GLTFNode *last_node = state.nodes[roots[0]];
const GLTFNodeIndex first_parent = state.nodes[roots[0]]->parent;
for (int i = 1; i < roots.size(); ++i) {
all_same &= last_node == state.nodes[roots[i]];
all_same &= (first_parent == state.nodes[roots[i]]->parent);
}
if (!all_same) {
@ -1790,6 +1790,48 @@ Error EditorSceneImporterGLTF::_determine_skeletons(GLTFState &state) {
}
}
{ // attempt to joint all touching subsets (siblings/parent are part of another skin)
Vector<GLTFNodeIndex> groups_representatives;
skeleton_sets.get_representatives(groups_representatives);
Vector<GLTFNodeIndex> highest_group_members;
Vector<Vector<GLTFNodeIndex> > groups;
for (int i = 0; i < groups_representatives.size(); ++i) {
Vector<GLTFNodeIndex> group;
skeleton_sets.get_members(group, groups_representatives[i]);
highest_group_members.push_back(_find_highest_node(state, group));
groups.push_back(group);
}
for (int i = 0; i < highest_group_members.size(); ++i) {
const GLTFNodeIndex node_i = highest_group_members[i];
// Attach any siblings together (this needs to be done n^2/2 times)
for (int j = i + 1; j < highest_group_members.size(); ++j) {
const GLTFNodeIndex node_j = highest_group_members[j];
// Even if they are siblings under the root! :)
if (state.nodes[node_i]->parent == state.nodes[node_j]->parent) {
skeleton_sets.create_union(node_i, node_j);
}
}
// Attach any parenting going on together (we need to do this n^2 times)
const GLTFNodeIndex node_i_parent = state.nodes[node_i]->parent;
if (node_i_parent >= 0) {
for (int j = 0; j < groups.size() && i != j; ++j) {
const Vector<GLTFNodeIndex> &group = groups[j];
if (group.find(node_i_parent) >= 0) {
const GLTFNodeIndex node_j = highest_group_members[j];
skeleton_sets.create_union(node_i, node_j);
}
}
}
}
}
// At this point, the skeleton groups should be finalized
Vector<GLTFNodeIndex> skeleton_owners;
skeleton_sets.get_representatives(skeleton_owners);
@ -2109,58 +2151,24 @@ Error EditorSceneImporterGLTF::_map_skin_joints_indices_to_skeleton_bone_indices
return OK;
}
Transform EditorSceneImporterGLTF::_get_scene_transform_for_node(const GLTFState &state, const GLTFNodeIndex node_i) {
if (node_i < 0) {
return Transform();
}
Transform xform;
GLTFNodeIndex current_i = state.nodes[node_i]->parent;
while (current_i >= 0) {
xform = state.nodes[current_i]->xform * xform;
current_i = state.nodes[current_i]->parent;
}
return xform;
}
Transform EditorSceneImporterGLTF::_compute_skin_to_skeleton_transform(const GLTFState &state, const GLTFNodeIndex skin_parent, const GLTFNodeIndex skeleton_parent) {
const Transform xform_skin = _get_scene_transform_for_node(state, skin_parent);
const Transform xform_skel = _get_scene_transform_for_node(state, skeleton_parent);
return xform_skin.affine_inverse() * xform_skel;
}
void EditorSceneImporterGLTF::_compute_skeleton_rooted_skin_inverse_binds(GLTFState &state, const GLTFSkinIndex skin_i) {
GLTFSkin &skin = state.skins.write[skin_i];
const GLTFSkeleton &skeleton = state.skeletons[skin.skeleton];
const GLTFNodeIndex skin_parent = skin.skin_root;
const GLTFNodeIndex skeleton_parent = state.nodes[skeleton.roots[0]]->parent;
const Transform skin_to_skel_transform = _compute_skin_to_skeleton_transform(state, skin_parent, skeleton_parent);
const Transform skin_to_skel_transform_inverse = skin_to_skel_transform.affine_inverse();
Vector<Transform> new_ibms;
for (int i = 0; i < skin.inverse_binds.size(); ++i) {
new_ibms.push_back(skin.inverse_binds[i] * skin_to_skel_transform_inverse);
}
skin.skeleton_inverse_binds = new_ibms;
}
Error EditorSceneImporterGLTF::_create_skins(GLTFState &state) {
for (GLTFSkinIndex skin_i = 0; skin_i < state.skins.size(); ++skin_i) {
_compute_skeleton_rooted_skin_inverse_binds(state, skin_i);
GLTFSkin &gltf_skin = state.skins.write[skin_i];
Ref<Skin> skin;
skin.instance();
// Some skins don't have IBM's! What absolute monsters!
const bool has_ibms = !gltf_skin.inverse_binds.empty();
for (int joint_i = 0; joint_i < gltf_skin.joints_original.size(); ++joint_i) {
int bone_i = gltf_skin.joint_i_to_bone_i[joint_i];
skin->add_bind(bone_i, gltf_skin.inverse_binds[joint_i]);
if (has_ibms) {
skin->add_bind(bone_i, gltf_skin.inverse_binds[joint_i]);
} else {
skin->add_bind(bone_i, Transform());
}
}
gltf_skin.godot_skin = skin;
@ -2206,8 +2214,8 @@ bool EditorSceneImporterGLTF::_skins_are_same(const Ref<Skin> &skin_a, const Ref
void EditorSceneImporterGLTF::_remove_duplicate_skins(GLTFState &state) {
for (int i = 0; i < state.skins.size(); ++i) {
for (int j = i + 1; j < state.skins.size(); ++j) {
const Ref<Skin>& skin_i = state.skins[i].godot_skin;
const Ref<Skin>& skin_j = state.skins[j].godot_skin;
const Ref<Skin> &skin_i = state.skins[i].godot_skin;
const Ref<Skin> &skin_j = state.skins[j].godot_skin;
if (_skins_are_same(skin_i, skin_j)) {
// replace it and delete the old
@ -2487,31 +2495,39 @@ void EditorSceneImporterGLTF::_generate_scene_node(GLTFState &state, Node *scene
Spatial *current_node = nullptr;
// Is our parent a skeleton?
if (Skeleton *skeleton = Object::cast_to<Skeleton>(scene_parent)) {
if (gltf_node->skeleton >= 0) {
current_node = skeleton;
// Is our parent a skeleton
Skeleton *active_skeleton = Object::cast_to<Skeleton>(scene_parent);
// If we are not attached via skin (mesh instance), we need to attach to the parent bone's node_index by bone_attachment
} else if (gltf_node->skin < 0) {
BoneAttachment *bone_attachment = _generate_bone_attachment(state, skeleton, node_index);
if (gltf_node->skeleton >= 0) {
Skeleton *skeleton = state.skeletons[gltf_node->skeleton].godot_skeleton;
scene_parent->add_child(bone_attachment);
bone_attachment->set_owner(scene_root);
if (active_skeleton != skeleton) {
ERR_FAIL_COND_MSG(active_skeleton != nullptr, "glTF: Generating scene detected direct parented Skeletons");
// 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;
// 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);
}
}
} else if (gltf_node->skeleton >= 0) {
// Set the current node straight from the skeleton map
current_node = state.skeletons[gltf_node->skeleton].godot_skeleton;
scene_parent->add_child(current_node);
current_node->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 (current_node == nullptr && active_skeleton != nullptr && gltf_node->skin < 0) {
BoneAttachment *bone_attachment = _generate_bone_attachment(state, active_skeleton, 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;
}
// We still have not managed to make a node

View file

@ -229,10 +229,6 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
// Godot Skeleton's bone_indices
Map<int, int> joint_i_to_bone_i;
// The same inverse-binds as above, but they have been re-rooted to the
// skeletons parent node
Vector<Transform> skeleton_inverse_binds;
// 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;
@ -368,7 +364,7 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
Error _parse_materials(GLTFState &state);
GLTFNodeIndex _find_highest_node(GLTFState &state, const Vector<GLTFNodeIndex> &subtree);
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);
@ -384,12 +380,9 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
Error _create_skeletons(GLTFState &state);
Error _map_skin_joints_indices_to_skeleton_bone_indices(GLTFState &state);
Transform _get_scene_transform_for_node(const GLTFState &state, const GLTFNodeIndex node_i);
Transform _compute_skin_to_skeleton_transform(const GLTFState &state, const GLTFNodeIndex skin_parent, const GLTFNodeIndex skeleton_parent);
void _compute_skeleton_rooted_skin_inverse_binds(GLTFState &state, const GLTFSkinIndex skin_i);
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);
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);