Fix skeleton reparenting to also work when the skeleton node is not a bone
Existing code only did the reparenting when the parent node was a bone. This change fixes that, plus the reparenting code itself, which used the index of the skin instead of the skin index itself to address the skeleton array.
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0deb3921e3
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@ -1698,6 +1698,22 @@ void EditorSceneImporterGLTF::_assign_scene_names(GLTFState &state) {
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}
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}
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}
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}
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void EditorSceneImporterGLTF::_reparent_skeleton(GLTFState &state, int p_node, Vector<Skeleton *> &skeletons, Node *p_parent_node) {
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//reparent skeletons to proper place
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Vector<int> nodes = state.skeleton_nodes[p_node];
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for (int i = 0; i < nodes.size(); i++) {
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Skeleton *skeleton = skeletons[nodes[i]];
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Node *owner = skeleton->get_owner();
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skeleton->get_parent()->remove_child(skeleton);
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p_parent_node->add_child(skeleton);
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skeleton->set_owner(owner);
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//may have meshes as children, set owner in them too
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for (int j = 0; j < skeleton->get_child_count(); j++) {
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skeleton->get_child(j)->set_owner(owner);
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}
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}
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}
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void EditorSceneImporterGLTF::_generate_node(GLTFState &state, int p_node, Node *p_parent, Node *p_owner, Vector<Skeleton *> &skeletons) {
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void EditorSceneImporterGLTF::_generate_node(GLTFState &state, int p_node, Node *p_parent, Node *p_owner, Vector<Skeleton *> &skeletons) {
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ERR_FAIL_INDEX(p_node, state.nodes.size());
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ERR_FAIL_INDEX(p_node, state.nodes.size());
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@ -1769,24 +1785,17 @@ void EditorSceneImporterGLTF::_generate_node(GLTFState &state, int p_node, Node
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_generate_node(state, n->children[i], node, p_owner, skeletons);
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_generate_node(state, n->children[i], node, p_owner, skeletons);
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}
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}
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}
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}
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if (state.skeleton_nodes.has(p_node)) {
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_reparent_skeleton(state, p_node, skeletons, node);
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}
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}
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}
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void EditorSceneImporterGLTF::_generate_bone(GLTFState &state, int p_node, Vector<Skeleton *> &skeletons, Node *p_parent_node) {
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void EditorSceneImporterGLTF::_generate_bone(GLTFState &state, int p_node, Vector<Skeleton *> &skeletons, Node *p_parent_node) {
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ERR_FAIL_INDEX(p_node, state.nodes.size());
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ERR_FAIL_INDEX(p_node, state.nodes.size());
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if (state.skeleton_nodes.has(p_node)) {
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if (state.skeleton_nodes.has(p_node)) {
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//reparent skeletons to proper place
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_reparent_skeleton(state, p_node, skeletons, p_parent_node);
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Vector<int> nodes = state.skeleton_nodes[p_node];
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for (int i = 0; i < nodes.size(); i++) {
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Node *owner = skeletons[i]->get_owner();
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skeletons[i]->get_parent()->remove_child(skeletons[i]);
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p_parent_node->add_child(skeletons[i]);
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skeletons[i]->set_owner(owner);
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//may have meshes as children, set owner in them too
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for (int j = 0; j < skeletons[i]->get_child_count(); j++) {
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skeletons[i]->get_child(j)->set_owner(owner);
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}
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}
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}
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}
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GLTFNode *n = state.nodes[p_node];
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GLTFNode *n = state.nodes[p_node];
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@ -310,6 +310,7 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
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Vector<Basis> _decode_accessor_as_basis(GLTFState &state, int p_accessor, bool p_for_vertex);
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Vector<Basis> _decode_accessor_as_basis(GLTFState &state, int p_accessor, bool p_for_vertex);
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Vector<Transform> _decode_accessor_as_xform(GLTFState &state, int p_accessor, bool p_for_vertex);
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Vector<Transform> _decode_accessor_as_xform(GLTFState &state, int p_accessor, bool p_for_vertex);
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void _reparent_skeleton(GLTFState &state, int p_node, Vector<Skeleton *> &skeletons, Node *p_parent_node);
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void _generate_bone(GLTFState &state, int p_node, Vector<Skeleton *> &skeletons, Node *p_parent_node);
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void _generate_bone(GLTFState &state, int p_node, Vector<Skeleton *> &skeletons, Node *p_parent_node);
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void _generate_node(GLTFState &state, int p_node, Node *p_parent, Node *p_owner, Vector<Skeleton *> &skeletons);
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void _generate_node(GLTFState &state, int p_node, Node *p_parent, Node *p_owner, Vector<Skeleton *> &skeletons);
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void _import_animation(GLTFState &state, AnimationPlayer *ap, int index, int bake_fps, Vector<Skeleton *> skeletons);
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void _import_animation(GLTFState &state, AnimationPlayer *ap, int index, int bake_fps, Vector<Skeleton *> skeletons);
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