gltf: Fix mesh nodes which are also bones.

Fix issue when two skeletons end up directly parented.
Prevent animating TRS for skinned Mesh node.
Fix animating weights on meshes with targets but no weights.
This commit is contained in:
Lyuma 2021-05-21 00:03:06 -07:00
parent 6ec9468e75
commit d699600ec7
4 changed files with 119 additions and 134 deletions

View file

@ -2894,8 +2894,8 @@ Error GLTFDocument::_parse_meshes(Ref<GLTFState> state) {
}
blend_weights.write[j] = weights[j];
}
mesh->set_blend_weights(blend_weights);
}
mesh->set_blend_weights(blend_weights);
mesh->set_mesh(import_mesh);
state->meshes.push_back(mesh);
@ -4196,80 +4196,10 @@ Error GLTFDocument::_reparent_non_joint_skeleton_subtrees(Ref<GLTFState> state,
subtree_set.get_members(subtree_nodes, subtree_root);
for (int subtree_i = 0; subtree_i < subtree_nodes.size(); ++subtree_i) {
ERR_FAIL_COND_V(_reparent_to_fake_joint(state, skeleton, subtree_nodes[subtree_i]), FAILED);
// We modified the tree, recompute all the heights
_compute_node_heights(state);
}
}
return OK;
}
Error GLTFDocument::_reparent_to_fake_joint(Ref<GLTFState> state, Ref<GLTFSkeleton> skeleton, const GLTFNodeIndex node_index) {
Ref<GLTFNode> node = state->nodes[node_index];
// Can we just "steal" this joint if it is just a spatial node?
if (node->skin < 0 && node->mesh < 0 && node->camera < 0) {
Ref<GLTFNode> node = state->nodes[subtree_nodes[subtree_i]];
node->joint = true;
// Add the joint to the skeletons joints
skeleton->joints.push_back(node_index);
return OK;
}
GLTFNode *fake_joint = memnew(GLTFNode);
const GLTFNodeIndex fake_joint_index = state->nodes.size();
state->nodes.push_back(fake_joint);
// We better not be a joint, or we messed up in our logic
if (node->joint)
return FAILED;
fake_joint->translation = node->translation;
fake_joint->rotation = node->rotation;
fake_joint->scale = node->scale;
fake_joint->xform = node->xform;
fake_joint->joint = true;
// We can use the exact same name here, because the joint will be inside a skeleton and not the scene
fake_joint->set_name(node->get_name());
// Clear the nodes transforms, since it will be parented to the fake joint
node->translation = Vector3(0, 0, 0);
node->rotation = Quat();
node->scale = Vector3(1, 1, 1);
node->xform = Transform();
// Transfer the node children to the fake joint
for (int child_i = 0; child_i < node->children.size(); ++child_i) {
Ref<GLTFNode> child = state->nodes[node->children[child_i]];
child->parent = fake_joint_index;
}
fake_joint->children = node->children;
node->children.clear();
// add the fake joint to the parent and remove the original joint
if (node->parent >= 0) {
Ref<GLTFNode> parent = state->nodes[node->parent];
parent->children.erase(node_index);
parent->children.push_back(fake_joint_index);
fake_joint->parent = node->parent;
}
// Add the node to the fake joint
fake_joint->children.push_back(node_index);
node->parent = fake_joint_index;
node->fake_joint_parent = fake_joint_index;
// Add the fake joint to the skeletons joints
skeleton->joints.push_back(fake_joint_index);
// Replace skin_skeletons with fake joints if we must.
for (GLTFSkinIndex skin_i = 0; skin_i < state->skins.size(); ++skin_i) {
Ref<GLTFSkin> skin = state->skins.write[skin_i];
if (skin->skin_root == node_index) {
skin->skin_root = fake_joint_index;
skeleton->joints.push_back(subtree_nodes[subtree_i]);
}
}
@ -5016,9 +4946,9 @@ void GLTFDocument::_assign_scene_names(Ref<GLTFState> state) {
}
}
BoneAttachment *GLTFDocument::_generate_bone_attachment(Ref<GLTFState> state, Skeleton *skeleton, const GLTFNodeIndex node_index) {
BoneAttachment *GLTFDocument::_generate_bone_attachment(Ref<GLTFState> state, Skeleton *skeleton, const GLTFNodeIndex node_index, const GLTFNodeIndex bone_index) {
Ref<GLTFNode> gltf_node = state->nodes[node_index];
Ref<GLTFNode> bone_node = state->nodes[gltf_node->parent];
Ref<GLTFNode> bone_node = state->nodes[bone_index];
BoneAttachment *bone_attachment = memnew(BoneAttachment);
print_verbose("glTF: Creating bone attachment for: " + gltf_node->get_name());
@ -5106,7 +5036,7 @@ Spatial *GLTFDocument::_generate_mesh_instance(Ref<GLTFState> state, Node *scene
return mi;
}
Light *GLTFDocument::_generate_light(Ref<GLTFState> state, Node *scene_parent, const GLTFNodeIndex node_index) {
Spatial *GLTFDocument::_generate_light(Ref<GLTFState> state, Node *scene_parent, const GLTFNodeIndex node_index) {
Ref<GLTFNode> gltf_node = state->nodes[node_index];
ERR_FAIL_INDEX_V(gltf_node->light, state->lights.size(), nullptr);
@ -5155,7 +5085,7 @@ Light *GLTFDocument::_generate_light(Ref<GLTFState> state, Node *scene_parent, c
light->set_param(SpotLight::PARAM_SPOT_ATTENUATION, angle_attenuation);
return light;
}
return nullptr;
return memnew(Spatial);
}
Camera *GLTFDocument::_generate_camera(Ref<GLTFState> state, Node *scene_parent, const GLTFNodeIndex node_index) {
@ -5526,16 +5456,86 @@ void GLTFDocument::_convert_mesh_to_gltf(Node *p_scene_parent, Ref<GLTFState> st
void GLTFDocument::_generate_scene_node(Ref<GLTFState> state, Node *scene_parent, Spatial *scene_root, const GLTFNodeIndex node_index) {
Ref<GLTFNode> gltf_node = state->nodes[node_index];
if (gltf_node->skeleton >= 0) {
_generate_skeleton_bone_node(state, scene_parent, scene_root, node_index);
return;
}
Spatial *current_node = nullptr;
// Is our parent a skeleton
Skeleton *active_skeleton = Object::cast_to<Skeleton>(scene_parent);
if (gltf_node->skeleton >= 0) {
Skeleton *skeleton = state->skeletons[gltf_node->skeleton]->godot_skeleton;
const bool non_bone_parented_to_skeleton = active_skeleton;
// If we have an active skeleton, and the node is node skinned, we need to create a bone attachment
if (non_bone_parented_to_skeleton && gltf_node->skin < 0) {
// Bone Attachment - Parent Case
BoneAttachment *bone_attachment = _generate_bone_attachment(state, active_skeleton, node_index, gltf_node->parent);
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
if (gltf_node->mesh >= 0) {
current_node = _generate_mesh_instance(state, scene_parent, node_index);
} else if (gltf_node->camera >= 0) {
current_node = _generate_camera(state, scene_parent, node_index);
} else if (gltf_node->light >= 0) {
current_node = _generate_light(state, scene_parent, node_index);
} else {
current_node = _generate_spatial(state, scene_parent, node_index);
}
scene_parent->add_child(current_node);
if (current_node != scene_root) {
current_node->set_owner(scene_root);
}
current_node->set_transform(gltf_node->xform);
current_node->set_name(gltf_node->get_name());
state->scene_nodes.insert(node_index, current_node);
for (int i = 0; i < gltf_node->children.size(); ++i) {
_generate_scene_node(state, current_node, scene_root, gltf_node->children[i]);
}
}
void GLTFDocument::_generate_skeleton_bone_node(Ref<GLTFState> state, Node *scene_parent, Spatial *scene_root, const GLTFNodeIndex node_index) {
Ref<GLTFNode> gltf_node = state->nodes[node_index];
Spatial *current_node = nullptr;
Skeleton *skeleton = state->skeletons[gltf_node->skeleton]->godot_skeleton;
// In this case, this node is already a bone in skeleton.
const bool is_skinned_mesh = (gltf_node->skin >= 0 && gltf_node->mesh >= 0);
const bool requires_extra_node = (gltf_node->mesh >= 0 || gltf_node->camera >= 0 || gltf_node->light >= 0);
Skeleton *active_skeleton = Object::cast_to<Skeleton>(scene_parent);
if (active_skeleton != skeleton) {
ERR_FAIL_COND_MSG(active_skeleton != nullptr, "glTF: Generating scene detected direct parented Skeletons");
if (active_skeleton) {
// Bone Attachment - Direct Parented Skeleton Case
BoneAttachment *bone_attachment = _generate_bone_attachment(state, active_skeleton, node_index, gltf_node->parent);
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;
WARN_PRINT(vformat("glTF: Generating scene detected direct parented Skeletons at node %d", node_index));
}
// Add it to the scene if it has not already been added
if (skeleton->get_parent() == nullptr) {
@ -5546,12 +5546,12 @@ void GLTFDocument::_generate_scene_node(Ref<GLTFState> state, Node *scene_parent
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 || gltf_node->mesh >= 0 || gltf_node->camera >= 0 || gltf_node->light >= 0) {
if (active_skeleton != nullptr && gltf_node->skin < 0) {
BoneAttachment *bone_attachment = _generate_bone_attachment(state, active_skeleton, node_index);
if (requires_extra_node) {
// skinned meshes must not be placed in a bone attachment.
if (!is_skinned_mesh) {
// Bone Attachment - Same Node Case
BoneAttachment *bone_attachment = _generate_bone_attachment(state, active_skeleton, node_index, node_index);
scene_parent->add_child(bone_attachment);
bone_attachment->set_owner(scene_root);
@ -5573,17 +5573,11 @@ void GLTFDocument::_generate_scene_node(Ref<GLTFState> state, Node *scene_parent
current_node = _generate_light(state, scene_parent, node_index);
}
if (!current_node) {
current_node = _generate_spatial(state, scene_parent, node_index);
}
scene_parent->add_child(current_node);
if (current_node != scene_root) {
current_node->set_owner(scene_root);
}
if (use_xform) {
current_node->set_transform(gltf_node->xform);
}
// Do not set transform here. Transform is already applied to our bone.
if (state->use_legacy_names) {
current_node->set_name(_legacy_validate_node_name(gltf_node->get_name()));
} else {
@ -5594,7 +5588,7 @@ void GLTFDocument::_generate_scene_node(Ref<GLTFState> state, Node *scene_parent
state->scene_nodes.insert(node_index, current_node);
for (int i = 0; i < gltf_node->children.size(); ++i) {
_generate_scene_node(state, current_node, scene_root, gltf_node->children[i]);
_generate_scene_node(state, active_skeleton, scene_root, gltf_node->children[i]);
}
}
@ -5735,28 +5729,30 @@ void GLTFDocument::_import_animation(Ref<GLTFState> state, AnimationPlayer *ap,
for (Map<int, GLTFAnimation::Track>::Element *track_i = anim->get_tracks().front(); track_i; track_i = track_i->next()) {
const GLTFAnimation::Track &track = track_i->get();
//need to find the path
//need to find the path: for skeletons, weight tracks will affect the mesh
NodePath node_path;
//for skeletons, transform tracks always affect bones
NodePath transform_node_path;
GLTFNodeIndex node_index = track_i->key();
if (state->nodes[node_index]->fake_joint_parent >= 0) {
// Should be same as parent
node_index = state->nodes[node_index]->fake_joint_parent;
}
const Ref<GLTFNode> gltf_node = state->nodes[track_i->key()];
Node *root = ap->get_parent();
ERR_FAIL_COND(root == nullptr);
Map<GLTFNodeIndex, Node *>::Element *node_element = state->scene_nodes.find(node_index);
ERR_CONTINUE_MSG(node_element == nullptr, vformat("Unable to find node %d for animation", node_index));
node_path = root->get_path_to(node_element->get());
if (gltf_node->skeleton >= 0) {
const Skeleton *sk = state->skeletons[gltf_node->skeleton]->godot_skeleton;
ERR_FAIL_COND(sk == nullptr);
const String path = ap->get_parent()->get_path_to(sk);
const String bone = gltf_node->get_name();
node_path = path + ":" + bone;
transform_node_path = path + ":" + bone;
} else {
Node *root = ap->get_parent();
Node *godot_node = state->scene_nodes.find(node_index)->get();
node_path = root->get_path_to(godot_node);
transform_node_path = node_path;
}
for (int i = 0; i < track.rotation_track.times.size(); i++) {
@ -5775,11 +5771,13 @@ void GLTFDocument::_import_animation(Ref<GLTFState> state, AnimationPlayer *ap,
}
}
if (track.rotation_track.values.size() || track.translation_track.values.size() || track.scale_track.values.size()) {
// Animated TRS properties will not affect a skinned mesh.
const bool transform_affects_skinned_mesh_instance = gltf_node->skeleton < 0 && gltf_node->skin >= 0;
if ((track.rotation_track.values.size() || track.translation_track.values.size() || track.scale_track.values.size()) && !transform_affects_skinned_mesh_instance) {
//make transform track
int track_idx = animation->get_track_count();
animation->add_track(Animation::TYPE_TRANSFORM);
animation->track_set_path(track_idx, node_path);
animation->track_set_path(track_idx, transform_node_path);
//first determine animation length
const double increment = 1.0 / bake_fps;

View file

@ -258,11 +258,12 @@ private:
Error _serialize_animations(Ref<GLTFState> state);
BoneAttachment *_generate_bone_attachment(Ref<GLTFState> state,
Skeleton *skeleton,
const GLTFNodeIndex node_index);
const GLTFNodeIndex node_index,
const GLTFNodeIndex bone_index);
Spatial *_generate_mesh_instance(Ref<GLTFState> state, Node *scene_parent, const GLTFNodeIndex node_index);
Camera *_generate_camera(Ref<GLTFState> state, Node *scene_parent,
const GLTFNodeIndex node_index);
Light *_generate_light(Ref<GLTFState> state, Node *scene_parent, const GLTFNodeIndex node_index);
Spatial *_generate_light(Ref<GLTFState> state, Node *scene_parent, const GLTFNodeIndex node_index);
Spatial *_generate_spatial(Ref<GLTFState> state, Node *scene_parent,
const GLTFNodeIndex node_index);
void _assign_scene_names(Ref<GLTFState> state);
@ -366,6 +367,7 @@ public:
void _generate_scene_node(Ref<GLTFState> state, Node *scene_parent,
Spatial *scene_root,
const GLTFNodeIndex node_index);
void _generate_skeleton_bone_node(Ref<GLTFState> state, Node *scene_parent, Spatial *scene_root, const GLTFNodeIndex node_index);
void _import_animation(Ref<GLTFState> state, AnimationPlayer *ap,
const GLTFAnimationIndex index, const int bake_fps);
GLTFMeshIndex _convert_mesh_instance(Ref<GLTFState> state,

View file

@ -55,8 +55,6 @@ void GLTFNode::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_scale", "scale"), &GLTFNode::set_scale);
ClassDB::bind_method(D_METHOD("get_children"), &GLTFNode::get_children);
ClassDB::bind_method(D_METHOD("set_children", "children"), &GLTFNode::set_children);
ClassDB::bind_method(D_METHOD("get_fake_joint_parent"), &GLTFNode::get_fake_joint_parent);
ClassDB::bind_method(D_METHOD("set_fake_joint_parent", "fake_joint_parent"), &GLTFNode::set_fake_joint_parent);
ClassDB::bind_method(D_METHOD("get_light"), &GLTFNode::get_light);
ClassDB::bind_method(D_METHOD("set_light", "light"), &GLTFNode::set_light);
@ -72,7 +70,6 @@ void GLTFNode::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::QUAT, "rotation"), "set_rotation", "get_rotation"); // Quat
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "scale"), "set_scale", "get_scale"); // Vector3
ADD_PROPERTY(PropertyInfo(Variant::POOL_INT_ARRAY, "children"), "set_children", "get_children"); // Vector<int>
ADD_PROPERTY(PropertyInfo(Variant::INT, "fake_joint_parent"), "set_fake_joint_parent", "get_fake_joint_parent"); // GLTFNodeIndex
ADD_PROPERTY(PropertyInfo(Variant::INT, "light"), "set_light", "get_light"); // GLTFLightIndex
}
@ -172,14 +169,6 @@ void GLTFNode::set_children(Vector<int> p_children) {
children = p_children;
}
GLTFNodeIndex GLTFNode::get_fake_joint_parent() {
return fake_joint_parent;
}
void GLTFNode::set_fake_joint_parent(GLTFNodeIndex p_fake_joint_parent) {
fake_joint_parent = p_fake_joint_parent;
}
GLTFLightIndex GLTFNode::get_light() {
return light;
}

View file

@ -53,7 +53,6 @@ private:
Quat rotation;
Vector3 scale = Vector3(1, 1, 1);
Vector<int> children;
GLTFNodeIndex fake_joint_parent = -1;
GLTFLightIndex light = -1;
protected:
@ -96,9 +95,6 @@ public:
Vector<int> get_children();
void set_children(Vector<int> p_children);
GLTFNodeIndex get_fake_joint_parent();
void set_fake_joint_parent(GLTFNodeIndex p_fake_joint_parent);
GLTFLightIndex get_light();
void set_light(GLTFLightIndex p_light);
};