Add option to import skeleton rest as RESET animation
Also creates an AnimationPlayer if one does not exist. Designed to be used in conjunction with loading rest pose in another importer.
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@ -21,6 +21,9 @@
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<member name="animation/import" type="bool" setter="" getter="" default="true">
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If [code]true[/code], import animations from the 3D scene.
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</member>
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<member name="animation/import_rest_as_RESET" type="bool" setter="" getter="" default="false">
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If [code]true[/code], adds an [Animation] named [code]RESET[/code], containing the [method Skeleton3D.get_bone_rest] from [Skeleton3D] nodes. This can be useful to extract an animation in the reference pose.
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</member>
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<member name="animation/remove_immutable_tracks" type="bool" setter="" getter="" default="true">
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If [code]true[/code], remove animation tracks that only contain default values. This can reduce output file size and memory usage with certain 3D scenes, depending on the contents of their animation tracks.
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</member>
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@ -312,6 +312,71 @@ String ResourceImporterScene::get_preset_name(int p_idx) const {
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return String();
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}
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void ResourceImporterScene::_pre_fix_global(Node *p_scene, const HashMap<StringName, Variant> &p_options) const {
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if (p_options.has("animation/import_rest_as_RESET") && (bool)p_options["animation/import_rest_as_RESET"]) {
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TypedArray<Node> anim_players = p_scene->find_children("*", "AnimationPlayer");
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if (anim_players.is_empty()) {
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AnimationPlayer *anim_player = memnew(AnimationPlayer);
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anim_player->set_name("AnimationPlayer");
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p_scene->add_child(anim_player);
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anim_player->set_owner(p_scene);
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anim_players.append(anim_player);
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}
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Ref<Animation> reset_anim;
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for (int i = 0; i < anim_players.size(); i++) {
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AnimationPlayer *player = cast_to<AnimationPlayer>(anim_players[i]);
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if (player->has_animation(SNAME("RESET"))) {
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reset_anim = player->get_animation(SNAME("RESET"));
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break;
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}
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}
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if (reset_anim.is_null()) {
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AnimationPlayer *anim_player = cast_to<AnimationPlayer>(anim_players[0]);
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reset_anim.instantiate();
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Ref<AnimationLibrary> anim_library;
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if (anim_player->has_animation_library(StringName())) {
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anim_library = anim_player->get_animation_library(StringName());
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} else {
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anim_library.instantiate();
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anim_player->add_animation_library(StringName(), anim_library);
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}
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anim_library->add_animation(SNAME("RESET"), reset_anim);
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}
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TypedArray<Node> skeletons = p_scene->find_children("*", "Skeleton3D");
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for (int i = 0; i < skeletons.size(); i++) {
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Skeleton3D *skeleton = cast_to<Skeleton3D>(skeletons[i]);
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NodePath skeleton_path = p_scene->get_path_to(skeleton);
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HashSet<NodePath> existing_pos_tracks;
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HashSet<NodePath> existing_rot_tracks;
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for (int trk_i = 0; trk_i < reset_anim->get_track_count(); trk_i++) {
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NodePath np = reset_anim->track_get_path(trk_i);
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if (reset_anim->track_get_type(trk_i) == Animation::TYPE_POSITION_3D) {
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existing_pos_tracks.insert(np);
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}
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if (reset_anim->track_get_type(trk_i) == Animation::TYPE_ROTATION_3D) {
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existing_rot_tracks.insert(np);
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}
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}
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for (int bone_i = 0; bone_i < skeleton->get_bone_count(); bone_i++) {
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NodePath bone_path(skeleton_path.get_names(), Vector<StringName>{ skeleton->get_bone_name(bone_i) }, false);
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if (!existing_pos_tracks.has(bone_path)) {
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int pos_t = reset_anim->add_track(Animation::TYPE_POSITION_3D);
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reset_anim->track_set_path(pos_t, bone_path);
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reset_anim->position_track_insert_key(pos_t, 0.0, skeleton->get_bone_rest(bone_i).origin);
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reset_anim->track_set_imported(pos_t, true);
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}
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if (!existing_rot_tracks.has(bone_path)) {
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int rot_t = reset_anim->add_track(Animation::TYPE_ROTATION_3D);
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reset_anim->track_set_path(rot_t, bone_path);
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reset_anim->rotation_track_insert_key(rot_t, 0.0, skeleton->get_bone_rest(bone_i).basis.get_rotation_quaternion());
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reset_anim->track_set_imported(rot_t, true);
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}
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}
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}
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}
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}
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static bool _teststr(const String &p_what, const String &p_str) {
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String what = p_what;
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@ -1945,6 +2010,7 @@ void ResourceImporterScene::get_import_options(const String &p_path, List<Import
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r_options->push_back(ImportOption(PropertyInfo(Variant::FLOAT, "animation/fps", PROPERTY_HINT_RANGE, "1,120,1"), 30));
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r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "animation/trimming"), false));
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r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "animation/remove_immutable_tracks"), true));
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r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "animation/import_rest_as_RESET"), false));
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r_options->push_back(ImportOption(PropertyInfo(Variant::STRING, "import_script/path", PROPERTY_HINT_FILE, script_ext_hint), ""));
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r_options->push_back(ImportOption(PropertyInfo(Variant::DICTIONARY, "_subresources", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), Dictionary()));
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@ -2387,6 +2453,8 @@ Node *ResourceImporterScene::pre_import(const String &p_source_file, const HashM
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return nullptr;
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}
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_pre_fix_global(scene, p_options);
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HashMap<Ref<ImporterMesh>, Vector<Ref<Shape3D>>> collision_map;
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List<Pair<NodePath, Node *>> node_renames;
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_pre_fix_node(scene, scene, collision_map, nullptr, node_renames);
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@ -2521,6 +2589,8 @@ Error ResourceImporterScene::import(const String &p_source_file, const String &p
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}
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}
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_pre_fix_global(scene, p_options);
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HashSet<Ref<ImporterMesh>> scanned_meshes;
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HashMap<Ref<ImporterMesh>, Vector<Ref<Shape3D>>> collision_map;
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Pair<PackedVector3Array, PackedInt32Array> occluder_arrays;
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@ -282,6 +282,7 @@ public:
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// Import scenes *after* everything else (such as textures).
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virtual int get_import_order() const override { return ResourceImporter::IMPORT_ORDER_SCENE; }
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void _pre_fix_global(Node *p_scene, const HashMap<StringName, Variant> &p_options) const;
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Node *_pre_fix_node(Node *p_node, Node *p_root, HashMap<Ref<ImporterMesh>, Vector<Ref<Shape3D>>> &r_collision_map, Pair<PackedVector3Array, PackedInt32Array> *r_occluder_arrays, List<Pair<NodePath, Node *>> &r_node_renames);
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Node *_pre_fix_animations(Node *p_node, Node *p_root, const Dictionary &p_node_data, const Dictionary &p_animation_data, float p_animation_fps);
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Node *_post_fix_node(Node *p_node, Node *p_root, HashMap<Ref<ImporterMesh>, Vector<Ref<Shape3D>>> &collision_map, Pair<PackedVector3Array, PackedInt32Array> &r_occluder_arrays, HashSet<Ref<ImporterMesh>> &r_scanned_meshes, const Dictionary &p_node_data, const Dictionary &p_material_data, const Dictionary &p_animation_data, float p_animation_fps, float p_applied_root_scale);
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@ -433,13 +433,20 @@ void SceneImportSettingsDialog::_update_view_gizmos() {
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return;
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}
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const HashMap<StringName, Variant> &main_settings = scene_import_settings_data->current;
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bool reshow_settings = false;
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if (main_settings.has("nodes/import_as_skeleton_bones")) {
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bool new_import_as_skeleton = main_settings["nodes/import_as_skeleton_bones"];
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if (new_import_as_skeleton != previous_import_as_skeleton) {
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previous_import_as_skeleton = new_import_as_skeleton;
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_re_import();
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open_settings(base_path);
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}
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reshow_settings = reshow_settings || (new_import_as_skeleton != previous_import_as_skeleton);
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previous_import_as_skeleton = new_import_as_skeleton;
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}
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if (main_settings.has("animation/import_rest_as_RESET")) {
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bool new_rest_as_reset = main_settings["animation/import_rest_as_RESET"];
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reshow_settings = reshow_settings || (new_rest_as_reset != previous_rest_as_reset);
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previous_rest_as_reset = new_rest_as_reset;
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}
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if (reshow_settings) {
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_re_import();
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open_settings(base_path);
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return;
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}
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for (const KeyValue<String, NodeData> &e : node_map) {
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@ -688,6 +695,9 @@ void SceneImportSettingsDialog::open_settings(const String &p_path, bool p_for_a
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if (main_settings.has("nodes/import_as_skeleton_bones")) {
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previous_import_as_skeleton = main_settings["nodes/import_as_skeleton_bones"];
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}
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if (main_settings.has("animation/import_rest_as_RESET")) {
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previous_rest_as_reset = main_settings["animation/import_rest_as_RESET"];
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}
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popup_centered_ratio();
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_update_view_gizmos();
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_update_camera();
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@ -97,6 +97,7 @@ class SceneImportSettingsDialog : public ConfirmationDialog {
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Animation::LoopMode animation_loop_mode = Animation::LOOP_NONE;
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bool animation_pingpong = false;
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bool previous_import_as_skeleton = false;
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bool previous_rest_as_reset = false;
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Ref<StandardMaterial3D> collider_mat;
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