Fix skeleton import from glTF
For some glTF files, the order of bones in the skeleton array wasn't matching the joints array in the meshes.
Fixes #17808.
(cherry picked from commit d8765dd103
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@ -1732,14 +1732,19 @@ void EditorSceneImporterGLTF::_generate_bone(GLTFState &state, int p_node, Vecto
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for (int i = 0; i < n->joints.size(); i++) {
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ERR_FAIL_COND(n->joints[i].skin < 0);
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int bone_index = skeletons[n->joints[i].skin]->get_bone_count();
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skeletons[n->joints[i].skin]->add_bone(n->name);
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if (p_parent_bones.size()) {
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skeletons[n->joints[i].skin]->set_bone_parent(bone_index, p_parent_bones[i]);
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}
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skeletons[n->joints[i].skin]->set_bone_rest(bone_index, state.skins[n->joints[i].skin].bones[n->joints[i].bone].inverse_bind.affine_inverse());
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int bone_index = n->joints[i].bone;
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n->godot_nodes.push_back(skeletons[n->joints[i].skin]);
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Skeleton *s = skeletons[n->joints[i].skin];
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while (s->get_bone_count() <= bone_index) {
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s->add_bone("Bone " + itos(s->get_bone_count()));
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}
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if (p_parent_bones.size()) {
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s->set_bone_parent(bone_index, p_parent_bones[i]);
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}
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s->set_bone_rest(bone_index, state.skins[n->joints[i].skin].bones[n->joints[i].bone].inverse_bind.affine_inverse());
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n->godot_nodes.push_back(s);
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n->joints[i].godot_bone_index = bone_index;
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parent_bones.push_back(bone_index);
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}
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