Respect process order for out of order skeleton bones (fixes GLTF2 import issues).

This commit is contained in:
Juan Linietsky 2018-08-06 22:35:09 -03:00
parent 00c573c255
commit 5b70ad9d34
4 changed files with 104 additions and 16 deletions

View File

@ -1656,6 +1656,7 @@ void EditorSceneImporterGLTF::_generate_node(GLTFState &state, int p_node, Node
if (n->mesh >= 0) {
ERR_FAIL_INDEX(n->mesh, state.meshes.size());
MeshInstance *mi = memnew(MeshInstance);
print_line("**creating mesh for: " + n->name);
GLTFMesh &mesh = state.meshes.write[n->mesh];
mi->set_mesh(mesh.mesh);
if (mesh.mesh->get_name() == "") {
@ -1730,6 +1731,10 @@ void EditorSceneImporterGLTF::_generate_bone(GLTFState &state, int p_node, Vecto
skeletons[i]->get_parent()->remove_child(skeletons[i]);
p_parent_node->add_child(skeletons[i]);
skeletons[i]->set_owner(owner);
//may have meshes as children, set owner in them too
for (int j = 0; j < skeletons[i]->get_child_count(); j++) {
skeletons[i]->get_child(j)->set_owner(owner);
}
}
}
@ -1978,8 +1983,9 @@ void EditorSceneImporterGLTF::_import_animation(GLTFState &state, AnimationPlaye
if (node->joints.size()) {
Transform xform;
xform.basis = Basis(rot);
xform.basis.scale(scale);
//xform.basis = Basis(rot);
//xform.basis.scale(scale);
xform.basis.set_quat_scale(rot, scale);
xform.origin = pos;
Skeleton *skeleton = skeletons[node->joints[i].skin];

View File

@ -1452,7 +1452,9 @@ void SkeletonSpatialGizmo::redraw() {
Color bonecolor = Color(1.0, 0.4, 0.4, 0.3);
Color rootcolor = Color(0.4, 1.0, 0.4, 0.1);
for (int i = 0; i < skel->get_bone_count(); i++) {
for (int i_bone = 0; i_bone < skel->get_bone_count(); i_bone++) {
int i = skel->get_process_order(i_bone);
int parent = skel->get_bone_parent(i);
@ -3371,10 +3373,10 @@ NavigationMeshSpatialGizmo::NavigationMeshSpatialGizmo(NavigationMeshInstance *p
navmesh = p_navmesh;
}
//////
///
///
///
//////
///
///
///
#define BODY_A_RADIUS 0.25
#define BODY_B_RADIUS 0.27

View File

@ -131,7 +131,7 @@ void Skeleton::_get_property_list(List<PropertyInfo> *p_list) const {
String prep = "bones/" + itos(i) + "/";
p_list->push_back(PropertyInfo(Variant::STRING, prep + "name"));
p_list->push_back(PropertyInfo(Variant::INT, prep + "parent", PROPERTY_HINT_RANGE, "-1," + itos(i - 1) + ",1"));
p_list->push_back(PropertyInfo(Variant::INT, prep + "parent", PROPERTY_HINT_RANGE, "-1," + itos(bones.size() - 1) + ",1"));
p_list->push_back(PropertyInfo(Variant::TRANSFORM, prep + "rest"));
p_list->push_back(PropertyInfo(Variant::BOOL, prep + "enabled"));
p_list->push_back(PropertyInfo(Variant::TRANSFORM, prep + "pose", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR));
@ -139,6 +139,59 @@ void Skeleton::_get_property_list(List<PropertyInfo> *p_list) const {
}
}
void Skeleton::_update_process_order() {
if (!process_order_dirty)
return;
Bone *bonesptr = bones.ptrw();
int len = bones.size();
process_order.resize(len);
int *order = process_order.ptrw();
for (int i = 0; i < len; i++) {
if (bonesptr[i].parent >= len) {
//validate this just in case
ERR_PRINTS("Bone " + itos(i) + " has invalid parent: " + itos(bonesptr[i].parent));
bonesptr[i].parent = -1;
}
order[i] = i;
bonesptr[i].sort_index = i;
}
//now check process order
int pass_count = 0;
while (pass_count < len * len) {
//using bubblesort because of simplicity, it wont run every frame though.
//bublesort worst case is O(n^2), and this may be an infinite loop if cyclic
bool swapped = false;
for (int i = 0; i < len; i++) {
int parent_idx = bonesptr[order[i]].parent;
if (parent_idx < 0)
continue; //do nothing because it has no parent
//swap indices
int parent_order = bonesptr[parent_idx].sort_index;
if (parent_order > i) {
bonesptr[order[i]].sort_index = parent_order;
bonesptr[parent_idx].sort_index = i;
//swap order
SWAP(order[i], order[parent_order]);
swapped = true;
}
}
if (!swapped)
break;
pass_count++;
}
if (pass_count == len * len) {
ERR_PRINT("Skeleton parenthood graph is cyclic");
}
process_order_dirty = false;
}
void Skeleton::_notification(int p_what) {
switch (p_what) {
@ -181,19 +234,23 @@ void Skeleton::_notification(int p_what) {
vs->skeleton_allocate(skeleton, len); // if same size, nothin really happens
_update_process_order();
const int *order = process_order.ptr();
// pose changed, rebuild cache of inverses
if (rest_global_inverse_dirty) {
// calculate global rests and invert them
for (int i = 0; i < len; i++) {
Bone &b = bonesptr[i];
Bone &b = bonesptr[order[i]];
if (b.parent >= 0)
b.rest_global_inverse = bonesptr[b.parent].rest_global_inverse * b.rest;
else
b.rest_global_inverse = b.rest;
}
for (int i = 0; i < len; i++) {
Bone &b = bonesptr[i];
Bone &b = bonesptr[order[i]];
b.rest_global_inverse.affine_invert();
}
@ -205,7 +262,7 @@ void Skeleton::_notification(int p_what) {
for (int i = 0; i < len; i++) {
Bone &b = bonesptr[i];
Bone &b = bonesptr[order[i]];
if (b.disable_rest) {
if (b.enabled) {
@ -319,12 +376,13 @@ void Skeleton::add_bone(const String &p_name) {
for (int i = 0; i < bones.size(); i++) {
ERR_FAIL_COND(bones[i].name == "p_name");
ERR_FAIL_COND(bones[i].name == p_name);
}
Bone b;
b.name = p_name;
bones.push_back(b);
process_order_dirty = true;
rest_global_inverse_dirty = true;
_make_dirty();
@ -368,10 +426,11 @@ int Skeleton::get_bone_count() const {
void Skeleton::set_bone_parent(int p_bone, int p_parent) {
ERR_FAIL_INDEX(p_bone, bones.size());
ERR_FAIL_COND(p_parent != -1 && (p_parent < 0 || p_parent >= p_bone));
ERR_FAIL_COND(p_parent != -1 && (p_parent < 0));
bones.write[p_bone].parent = p_parent;
rest_global_inverse_dirty = true;
process_order_dirty = true;
_make_dirty();
}
@ -379,6 +438,8 @@ void Skeleton::unparent_bone_and_rest(int p_bone) {
ERR_FAIL_INDEX(p_bone, bones.size());
_update_process_order();
int parent = bones[p_bone].parent;
while (parent >= 0) {
bones.write[p_bone].rest = bones[parent].rest * bones[p_bone].rest;
@ -387,6 +448,7 @@ void Skeleton::unparent_bone_and_rest(int p_bone) {
bones.write[p_bone].parent = -1;
bones.write[p_bone].rest_global_inverse = bones[p_bone].rest.affine_inverse(); //same thing
process_order_dirty = true;
_make_dirty();
}
@ -489,6 +551,8 @@ void Skeleton::clear_bones() {
bones.clear();
rest_global_inverse_dirty = true;
process_order_dirty = true;
_make_dirty();
}
@ -538,12 +602,21 @@ void Skeleton::_make_dirty() {
dirty = true;
}
int Skeleton::get_process_order(int p_idx) {
ERR_FAIL_INDEX_V(p_idx, bones.size(), -1);
_update_process_order();
return process_order[p_idx];
}
void Skeleton::localize_rests() {
for (int i = bones.size() - 1; i >= 0; i--) {
_update_process_order();
if (bones[i].parent >= 0)
set_bone_rest(i, bones[bones[i].parent].rest.affine_inverse() * bones[i].rest);
for (int i = bones.size() - 1; i >= 0; i--) {
int idx = process_order[i];
if (bones[idx].parent >= 0) {
set_bone_rest(idx, bones[bones[idx].parent].rest.affine_inverse() * bones[idx].rest);
}
}
}
@ -752,6 +825,7 @@ Skeleton::Skeleton() {
rest_global_inverse_dirty = true;
dirty = false;
process_order_dirty = true;
skeleton = VisualServer::get_singleton()->skeleton_create();
set_notify_transform(true);
}

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@ -54,6 +54,7 @@ class Skeleton : public Spatial {
bool enabled;
int parent;
int sort_index; //used for re-sorting process order
bool ignore_animation;
@ -92,6 +93,8 @@ class Skeleton : public Spatial {
bool rest_global_inverse_dirty;
Vector<Bone> bones;
Vector<int> process_order;
bool process_order_dirty;
RID skeleton;
@ -112,6 +115,8 @@ class Skeleton : public Spatial {
return bound;
}
void _update_process_order();
protected:
bool _get(const StringName &p_path, Variant &r_ret) const;
bool _set(const StringName &p_path, const Variant &p_value);
@ -172,6 +177,7 @@ public:
Transform get_bone_custom_pose(int p_bone) const;
void localize_rests(); // used for loaders and tools
int get_process_order(int p_idx);
#ifndef _3D_DISABLED
// Physical bone API