Bones are now named and their parents are correct.
This commit is contained in:
parent
2e67fc57e6
commit
ac541f5d16
2 changed files with 16 additions and 18 deletions
|
@ -1711,14 +1711,14 @@ void EditorSceneImporterGLTF::_generate_node(GLTFState &state, int p_node, Node
|
|||
#endif
|
||||
for (int i = 0; i < n->children.size(); i++) {
|
||||
if (state.nodes[n->children[i]]->joints.size()) {
|
||||
_generate_bone(state, n->children[i], skeletons, Vector<int>(), node);
|
||||
_generate_bone(state, n->children[i], skeletons, node);
|
||||
} else {
|
||||
_generate_node(state, n->children[i], node, p_owner, skeletons);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void EditorSceneImporterGLTF::_generate_bone(GLTFState &state, int p_node, Vector<Skeleton *> &skeletons, const Vector<int> &p_parent_bones, Node *p_parent_node) {
|
||||
void EditorSceneImporterGLTF::_generate_bone(GLTFState &state, int p_node, Vector<Skeleton *> &skeletons, Node *p_parent_node) {
|
||||
ERR_FAIL_INDEX(p_node, state.nodes.size());
|
||||
|
||||
if (state.skeleton_nodes.has(p_node)) {
|
||||
|
@ -1733,30 +1733,28 @@ void EditorSceneImporterGLTF::_generate_bone(GLTFState &state, int p_node, Vecto
|
|||
}
|
||||
|
||||
GLTFNode *n = state.nodes[p_node];
|
||||
Vector<int> parent_bones;
|
||||
|
||||
for (int i = 0; i < n->joints.size(); i++) {
|
||||
ERR_FAIL_COND(n->joints[i].skin < 0);
|
||||
const int skin = n->joints[i].skin;
|
||||
ERR_FAIL_COND(skin < 0);
|
||||
|
||||
int bone_index = n->joints[i].bone;
|
||||
Skeleton *s = skeletons[skin];
|
||||
const GLTFNode *gltf_bone_node = state.nodes[state.skins[skin].bones[n->joints[i].bone].node];
|
||||
const String bone_name = gltf_bone_node->name;
|
||||
const int parent = gltf_bone_node->parent;
|
||||
const int parent_index = s->find_bone(state.nodes[parent]->name);
|
||||
|
||||
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());
|
||||
s->add_bone(bone_name);
|
||||
const int bone_index = s->find_bone(bone_name);
|
||||
s->set_bone_parent(bone_index, parent_index);
|
||||
s->set_bone_rest(bone_index, state.skins[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);
|
||||
}
|
||||
|
||||
for (int i = 0; i < n->children.size(); i++) {
|
||||
_generate_bone(state, n->children[i], skeletons, parent_bones, p_parent_node);
|
||||
_generate_bone(state, n->children[i], skeletons, p_parent_node);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2070,7 +2068,7 @@ Spatial *EditorSceneImporterGLTF::_generate_scene(GLTFState &state, int p_bake_f
|
|||
}
|
||||
for (int i = 0; i < state.root_nodes.size(); i++) {
|
||||
if (state.nodes[state.root_nodes[i]]->joints.size()) {
|
||||
_generate_bone(state, state.root_nodes[i], skeletons, Vector<int>(), root);
|
||||
_generate_bone(state, state.root_nodes[i], skeletons, root);
|
||||
} else {
|
||||
_generate_node(state, state.root_nodes[i], root, root, skeletons);
|
||||
}
|
||||
|
|
|
@ -311,7 +311,7 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
|
|||
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);
|
||||
|
||||
void _generate_bone(GLTFState &state, int p_node, Vector<Skeleton *> &skeletons, const Vector<int> &p_parent_bones, 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);
|
||||
|
||||
|
|
Loading…
Reference in a new issue