Adjust BoneAttachment3D children/meshes during rest fixer
Also simplifies equivalent matrix math which previously used ibm_diffs to calculate skinned mesh offsets.
(cherry picked from commit 7b71061b3e
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@ -31,6 +31,7 @@
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#include "post_import_plugin_skeleton_rest_fixer.h"
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#include "editor/import/scene_import_settings.h"
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#include "scene/3d/bone_attachment_3d.h"
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#include "scene/3d/importer_mesh_instance_3d.h"
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#include "scene/3d/skeleton_3d.h"
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#include "scene/animation/animation_player.h"
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@ -105,42 +106,6 @@ void PostImportPluginSkeletonRestFixer::internal_process(InternalImportCategory
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global_transform.origin = Vector3(); // Translation by a Node is not a bone animation, so the retargeted model should be at the origin.
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}
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// Calc IBM difference.
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LocalVector<Vector<Transform3D>> ibm_diffs;
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{
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TypedArray<Node> nodes = p_base_scene->find_children("*", "ImporterMeshInstance3D");
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while (nodes.size()) {
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ImporterMeshInstance3D *mi = Object::cast_to<ImporterMeshInstance3D>(nodes.pop_back());
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ERR_CONTINUE(!mi);
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Ref<Skin> skin = mi->get_skin();
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ERR_CONTINUE(!skin.is_valid());
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Node *node = mi->get_node(mi->get_skeleton_path());
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ERR_CONTINUE(!node);
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Skeleton3D *mesh_skeleton = Object::cast_to<Skeleton3D>(node);
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if (!mesh_skeleton || mesh_skeleton != src_skeleton) {
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continue;
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}
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Vector<Transform3D> ibm_diff;
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ibm_diff.resize(src_skeleton->get_bone_count());
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Transform3D *ibm_diff_w = ibm_diff.ptrw();
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int skin_len = skin->get_bind_count();
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for (int i = 0; i < skin_len; i++) {
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StringName bn = skin->get_bind_name(i);
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int bone_idx = src_skeleton->find_bone(bn);
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if (bone_idx >= 0) {
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ibm_diff_w[bone_idx] = global_transform * src_skeleton->get_bone_global_rest(bone_idx) * skin->get_bind_pose(i);
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}
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}
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ibm_diffs.push_back(ibm_diff);
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}
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}
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// Apply node transforms.
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if (bool(p_options["retarget/rest_fixer/apply_node_transforms"])) {
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Vector3 scl = global_transform.basis.get_scale_local();
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@ -288,12 +253,11 @@ void PostImportPluginSkeletonRestFixer::internal_process(InternalImportCategory
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Vector<Transform3D> silhouette_diff; // Transform values to be ignored when overwrite axis.
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silhouette_diff.resize(src_skeleton->get_bone_count());
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Transform3D *silhouette_diff_w = silhouette_diff.ptrw();
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LocalVector<Transform3D> pre_silhouette_skeleton_global_rest;
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for (int i = 0; i < src_skeleton->get_bone_count(); i++) {
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pre_silhouette_skeleton_global_rest.push_back(src_skeleton->get_bone_global_rest(i));
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}
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if (bool(p_options["retarget/rest_fixer/fix_silhouette/enable"])) {
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LocalVector<Transform3D> old_skeleton_global_rest;
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for (int i = 0; i < src_skeleton->get_bone_count(); i++) {
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old_skeleton_global_rest.push_back(src_skeleton->get_bone_global_rest(i));
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}
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Vector<int> bones_to_process = prof_skeleton->get_parentless_bones();
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while (bones_to_process.size() > 0) {
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int prof_idx = bones_to_process[0];
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@ -450,7 +414,7 @@ void PostImportPluginSkeletonRestFixer::internal_process(InternalImportCategory
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// For skin modification in overwrite rest.
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for (int i = 0; i < src_skeleton->get_bone_count(); i++) {
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silhouette_diff_w[i] = old_skeleton_global_rest[i] * src_skeleton->get_bone_global_rest(i).inverse();
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silhouette_diff_w[i] = pre_silhouette_skeleton_global_rest[i] * src_skeleton->get_bone_global_rest(i).affine_inverse();
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}
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is_rest_changed = true;
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@ -652,7 +616,9 @@ void PostImportPluginSkeletonRestFixer::internal_process(InternalImportCategory
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ERR_CONTINUE(!mi);
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Ref<Skin> skin = mi->get_skin();
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ERR_CONTINUE(!skin.is_valid());
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if (skin.is_null()) {
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continue;
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}
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Node *node = mi->get_node(mi->get_skeleton_path());
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ERR_CONTINUE(!node);
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@ -662,20 +628,42 @@ void PostImportPluginSkeletonRestFixer::internal_process(InternalImportCategory
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continue;
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}
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Vector<Transform3D> ibm_diff = ibm_diffs[skin_idx];
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int skin_len = skin->get_bind_count();
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for (int i = 0; i < skin_len; i++) {
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StringName bn = skin->get_bind_name(i);
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int bone_idx = src_skeleton->find_bone(bn);
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if (bone_idx >= 0) {
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Transform3D new_rest = silhouette_diff[bone_idx] * src_skeleton->get_bone_global_rest(bone_idx);
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skin->set_bind_pose(i, new_rest.inverse() * ibm_diff[bone_idx]);
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Transform3D adjust_transform = src_skeleton->get_bone_global_rest(bone_idx).affine_inverse() * silhouette_diff[bone_idx].affine_inverse() * pre_silhouette_skeleton_global_rest[bone_idx];
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adjust_transform.scale(global_transform.basis.get_scale_local());
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skin->set_bind_pose(i, adjust_transform * skin->get_bind_pose(i));
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}
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}
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skin_idx++;
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}
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nodes = src_skeleton->get_children();
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while (nodes.size()) {
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BoneAttachment3D *attachment = Object::cast_to<BoneAttachment3D>(nodes.pop_back());
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if (attachment == nullptr) {
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continue;
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}
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int bone_idx = attachment->get_bone_idx();
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if (bone_idx == -1) {
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bone_idx = src_skeleton->find_bone(attachment->get_bone_name());
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}
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ERR_CONTINUE(bone_idx < 0 || bone_idx >= src_skeleton->get_bone_count());
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Transform3D adjust_transform = src_skeleton->get_bone_global_rest(bone_idx).affine_inverse() * silhouette_diff[bone_idx].affine_inverse() * pre_silhouette_skeleton_global_rest[bone_idx];
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adjust_transform.scale(global_transform.basis.get_scale_local());
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TypedArray<Node> child_nodes = attachment->get_children();
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while (child_nodes.size()) {
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Node3D *child = Object::cast_to<Node3D>(child_nodes.pop_back());
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if (child == nullptr) {
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continue;
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}
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child->set_transform(adjust_transform * child->get_transform());
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}
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}
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}
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// Init skeleton pose to new rest.
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