Several fixes to GLTF2 importer
This commit is contained in:
parent
edde52c8de
commit
00c573c255
|
@ -203,7 +203,6 @@ Error EditorSceneImporterGLTF::_parse_nodes(GLTFState &state) {
|
|||
GLTFNode *node = memnew(GLTFNode);
|
||||
Dictionary n = nodes[i];
|
||||
|
||||
print_line("node " + itos(i) + ": " + String(Variant(n)));
|
||||
if (n.has("name")) {
|
||||
node->name = n["name"];
|
||||
}
|
||||
|
@ -1686,20 +1685,22 @@ void EditorSceneImporterGLTF::_generate_node(GLTFState &state, int p_node, Node
|
|||
|
||||
node->set_name(n->name);
|
||||
|
||||
p_parent->add_child(node);
|
||||
node->set_owner(p_owner);
|
||||
node->set_transform(n->xform);
|
||||
|
||||
n->godot_nodes.push_back(node);
|
||||
|
||||
if (n->skin >= 0 && Object::cast_to<MeshInstance>(node)) {
|
||||
MeshInstance *mi = Object::cast_to<MeshInstance>(node);
|
||||
//move skeleton around and place it on node, as the node _is_ a skeleton.
|
||||
|
||||
Skeleton *s = skeletons[n->skin];
|
||||
state.paths_to_skeleton[mi] = s;
|
||||
//move it later, as skeleton may be moved around first
|
||||
s->add_child(node); //According to spec, mesh should actually act as a child of the skeleton, as it inherits its transform
|
||||
mi->set_skeleton_path(String(".."));
|
||||
|
||||
} else {
|
||||
p_parent->add_child(node);
|
||||
node->set_transform(n->xform);
|
||||
}
|
||||
|
||||
node->set_owner(p_owner);
|
||||
|
||||
#if 0
|
||||
for (int i = 0; i < n->skeleton_children.size(); i++) {
|
||||
|
||||
|
@ -1744,10 +1745,8 @@ void EditorSceneImporterGLTF::_generate_bone(GLTFState &state, int p_node, Vecto
|
|||
const int parent = gltf_bone_node->parent;
|
||||
const int parent_index = s->find_bone(state.nodes[parent]->name);
|
||||
|
||||
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.write[i].godot_bone_index = bone_index;
|
||||
|
@ -2061,6 +2060,10 @@ Spatial *EditorSceneImporterGLTF::_generate_scene(GLTFState &state, int p_bake_f
|
|||
if (name == "") {
|
||||
name = _gen_unique_name(state, "Skeleton");
|
||||
}
|
||||
for (int j = 0; j < state.skins[i].bones.size(); j++) {
|
||||
s->add_bone(state.nodes[state.skins[i].bones[j].node]->name);
|
||||
s->set_bone_rest(j, state.skins[i].bones[j].inverse_bind.affine_inverse());
|
||||
}
|
||||
s->set_name(name);
|
||||
root->add_child(s);
|
||||
s->set_owner(root);
|
||||
|
@ -2074,12 +2077,6 @@ Spatial *EditorSceneImporterGLTF::_generate_scene(GLTFState &state, int p_bake_f
|
|||
}
|
||||
}
|
||||
|
||||
for (Map<Node *, Skeleton *>::Element *E = state.paths_to_skeleton.front(); E; E = E->next()) {
|
||||
MeshInstance *mi = Object::cast_to<MeshInstance>(E->key());
|
||||
ERR_CONTINUE(!mi);
|
||||
mi->set_skeleton_path(mi->get_path_to(E->get()));
|
||||
}
|
||||
|
||||
for (int i = 0; i < skeletons.size(); i++) {
|
||||
skeletons[i]->localize_rests();
|
||||
}
|
||||
|
|
|
@ -275,7 +275,6 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
|
|||
Vector<GLTFAnimation> animations;
|
||||
|
||||
Map<int, Vector<int> > skeleton_nodes;
|
||||
Map<Node *, Skeleton *> paths_to_skeleton;
|
||||
|
||||
//Map<int, Vector<int> > skin_users; //cache skin users
|
||||
|
||||
|
|
Loading…
Reference in New Issue