From b439515d73c0f6215edb558f7e5f2140ec3d1799 Mon Sep 17 00:00:00 2001 From: Daniel Rakos Date: Mon, 11 Mar 2019 15:53:53 +0100 Subject: [PATCH] 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. (cherry picked from commit 1cf7ca87cebb0a07733ffe65a50e8f9b0e68b25a) --- editor/import/editor_scene_importer_gltf.cpp | 33 +++++++++++++------- editor/import/editor_scene_importer_gltf.h | 1 + 2 files changed, 22 insertions(+), 12 deletions(-) diff --git a/editor/import/editor_scene_importer_gltf.cpp b/editor/import/editor_scene_importer_gltf.cpp index 7cdac7da338..e6e29df1338 100644 --- a/editor/import/editor_scene_importer_gltf.cpp +++ b/editor/import/editor_scene_importer_gltf.cpp @@ -1697,6 +1697,22 @@ void EditorSceneImporterGLTF::_assign_scene_names(GLTFState &state) { } } +void EditorSceneImporterGLTF::_reparent_skeleton(GLTFState &state, int p_node, Vector &skeletons, Node *p_parent_node) { + //reparent skeletons to proper place + Vector nodes = state.skeleton_nodes[p_node]; + for (int i = 0; i < nodes.size(); i++) { + Skeleton *skeleton = skeletons[nodes[i]]; + Node *owner = skeleton->get_owner(); + skeleton->get_parent()->remove_child(skeleton); + p_parent_node->add_child(skeleton); + skeleton->set_owner(owner); + //may have meshes as children, set owner in them too + for (int j = 0; j < skeleton->get_child_count(); j++) { + skeleton->get_child(j)->set_owner(owner); + } + } +} + void EditorSceneImporterGLTF::_generate_node(GLTFState &state, int p_node, Node *p_parent, Node *p_owner, Vector &skeletons) { ERR_FAIL_INDEX(p_node, state.nodes.size()); @@ -1768,24 +1784,17 @@ void EditorSceneImporterGLTF::_generate_node(GLTFState &state, int p_node, Node _generate_node(state, n->children[i], node, p_owner, skeletons); } } + + if (state.skeleton_nodes.has(p_node)) { + _reparent_skeleton(state, p_node, skeletons, node); + } } void EditorSceneImporterGLTF::_generate_bone(GLTFState &state, int p_node, Vector &skeletons, Node *p_parent_node) { ERR_FAIL_INDEX(p_node, state.nodes.size()); if (state.skeleton_nodes.has(p_node)) { - //reparent skeletons to proper place - Vector nodes = state.skeleton_nodes[p_node]; - for (int i = 0; i < nodes.size(); i++) { - Node *owner = skeletons[i]->get_owner(); - 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); - } - } + _reparent_skeleton(state, p_node, skeletons, p_parent_node); } GLTFNode *n = state.nodes[p_node]; diff --git a/editor/import/editor_scene_importer_gltf.h b/editor/import/editor_scene_importer_gltf.h index 0dff45abaf2..ebf20e122ae 100644 --- a/editor/import/editor_scene_importer_gltf.h +++ b/editor/import/editor_scene_importer_gltf.h @@ -310,6 +310,7 @@ class EditorSceneImporterGLTF : public EditorSceneImporter { Vector _decode_accessor_as_basis(GLTFState &state, int p_accessor, bool p_for_vertex); Vector _decode_accessor_as_xform(GLTFState &state, int p_accessor, bool p_for_vertex); + void _reparent_skeleton(GLTFState &state, int p_node, Vector &skeletons, Node *p_parent_node); void _generate_bone(GLTFState &state, int p_node, Vector &skeletons, Node *p_parent_node); void _generate_node(GLTFState &state, int p_node, Node *p_parent, Node *p_owner, Vector &skeletons); void _import_animation(GLTFState &state, AnimationPlayer *ap, int index, int bake_fps, Vector skeletons);