Bake RESET animation.
Co-authored-by: MMMaellon <mmmaellon@gmail.com> Co-authored-by: Eron <rufsketch1@gmail.com>
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/*************************************************************************/
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/* editor_importer_bake_reset.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "editor/import/editor_importer_bake_reset.h"
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#include "core/error/error_macros.h"
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#include "core/math/transform_3d.h"
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#include "editor/import/scene_importer_mesh_node_3d.h"
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#include "resource_importer_scene.h"
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#include "scene/3d/mesh_instance_3d.h"
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#include "scene/3d/node_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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// Given that an engineering team has made a reference character, one wants ten animators to create animations.
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// Currently, a tech artist needs to combine the ten files into one exported gltf2 to import into Godot Engine.
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// We bake the RESET animation and then set it to identity,
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// so that rigs with corresponding RESET animation can have their animations transferred with ease.
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//
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// The original algorithm for the code was used to change skeleton bone rolls to be parent to child.
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//
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// Reference https://github.com/godotengine/godot-proposals/issues/2961
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void BakeReset::_bake_animation_pose(Node *scene, const String &p_bake_anim) {
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Map<StringName, BakeResetRestBone> r_rest_bones;
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Vector<Node3D *> r_meshes;
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List<Node *> queue;
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queue.push_back(scene);
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while (!queue.is_empty()) {
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List<Node *>::Element *E = queue.front();
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Node *node = E->get();
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AnimationPlayer *ap = Object::cast_to<AnimationPlayer>(node);
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// Step 1: import scene with animations into the rest bones data structure.
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_fetch_reset_animation(ap, r_rest_bones, p_bake_anim);
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int child_count = node->get_child_count();
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for (int i = 0; i < child_count; i++) {
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queue.push_back(node->get_child(i));
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}
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queue.pop_front();
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}
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queue.push_back(scene);
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while (!queue.is_empty()) {
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List<Node *>::Element *E = queue.front();
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Node *node = E->get();
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EditorSceneImporterMeshNode3D *editor_mesh_3d = scene->cast_to<EditorSceneImporterMeshNode3D>(node);
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MeshInstance3D *mesh_3d = scene->cast_to<MeshInstance3D>(node);
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if (scene->cast_to<Skeleton3D>(node)) {
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Skeleton3D *skeleton = Object::cast_to<Skeleton3D>(node);
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// Step 2: Bake the RESET animation from the RestBone to the skeleton.
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_fix_skeleton(skeleton, r_rest_bones);
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}
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if (editor_mesh_3d) {
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NodePath path = editor_mesh_3d->get_skeleton_path();
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if (!path.is_empty() && editor_mesh_3d->get_node_or_null(path) && Object::cast_to<Skeleton3D>(editor_mesh_3d->get_node_or_null(path))) {
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r_meshes.push_back(editor_mesh_3d);
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}
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} else if (mesh_3d) {
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NodePath path = mesh_3d->get_skeleton_path();
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if (!path.is_empty() && mesh_3d->get_node_or_null(path) && Object::cast_to<Skeleton3D>(mesh_3d->get_node_or_null(path))) {
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r_meshes.push_back(mesh_3d);
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}
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}
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int child_count = node->get_child_count();
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for (int i = 0; i < child_count; i++) {
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queue.push_back(node->get_child(i));
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}
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queue.pop_front();
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}
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queue.push_back(scene);
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while (!queue.is_empty()) {
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List<Node *>::Element *E = queue.front();
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Node *node = E->get();
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AnimationPlayer *ap = Object::cast_to<AnimationPlayer>(node);
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if (ap) {
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// Step 3: Key all RESET animation frames to identity.
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_align_animations(ap, r_rest_bones);
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}
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int child_count = node->get_child_count();
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for (int i = 0; i < child_count; i++) {
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queue.push_back(node->get_child(i));
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}
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queue.pop_front();
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}
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}
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void BakeReset::_align_animations(AnimationPlayer *p_ap, const Map<StringName, BakeResetRestBone> &r_rest_bones) {
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ERR_FAIL_NULL(p_ap);
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List<StringName> anim_names;
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p_ap->get_animation_list(&anim_names);
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for (List<StringName>::Element *anim_i = anim_names.front(); anim_i; anim_i = anim_i->next()) {
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Ref<Animation> a = p_ap->get_animation(anim_i->get());
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ERR_CONTINUE(a.is_null());
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for (Map<StringName, BakeResetRestBone>::Element *rest_bone_i = r_rest_bones.front(); rest_bone_i; rest_bone_i = rest_bone_i->next()) {
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int track = a->find_track(NodePath(rest_bone_i->key()));
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if (track == -1) {
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continue;
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}
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int new_track = a->add_track(Animation::TYPE_TRANSFORM3D);
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NodePath new_path = NodePath(rest_bone_i->key());
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BakeResetRestBone rest_bone = rest_bone_i->get();
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a->track_set_path(new_track, new_path);
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for (int key_i = 0; key_i < a->track_get_key_count(track); key_i++) {
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Vector3 loc;
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Quaternion rot;
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Vector3 scale;
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Error err = a->transform_track_get_key(track, key_i, &loc, &rot, &scale);
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ERR_CONTINUE(err);
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real_t time = a->track_get_key_time(track, key_i);
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rot.normalize();
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loc = loc - rest_bone.loc;
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rot = rest_bone.rest_delta.get_rotation_quaternion().inverse() * rot;
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rot.normalize();
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scale = Vector3(1, 1, 1) - (rest_bone.rest_delta.get_scale() - scale);
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// Apply the reverse of the rest changes to make the key be close to identity transform.
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a->transform_track_insert_key(new_track, time, loc, rot, scale);
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}
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a->remove_track(track);
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}
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}
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}
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void BakeReset::_fetch_reset_animation(AnimationPlayer *p_ap, Map<StringName, BakeResetRestBone> &r_rest_bones, const String &p_bake_anim) {
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ERR_FAIL_NULL(p_ap);
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List<StringName> anim_names;
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p_ap->get_animation_list(&anim_names);
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Node *root = p_ap->get_owner();
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ERR_FAIL_NULL(root);
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Ref<Animation> a = p_ap->get_animation(p_bake_anim);
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ERR_FAIL_NULL(a);
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for (int32_t track = 0; track < a->get_track_count(); track++) {
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NodePath path = a->track_get_path(track);
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String string_path = path;
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Skeleton3D *skeleton = root->cast_to<Skeleton3D>(root->get_node(string_path.get_slice(":", 0)));
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if (!skeleton) {
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continue;
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}
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String bone_name = string_path.get_slice(":", 1);
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for (int key_i = 0; key_i < a->track_get_key_count(track); key_i++) {
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Vector3 loc;
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Quaternion rot;
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Vector3 scale;
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Error err = a->transform_track_get_key(track, key_i, &loc, &rot, &scale);
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ERR_CONTINUE(err);
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rot.normalize();
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Basis rot_basis = Basis(rot, scale);
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BakeResetRestBone rest_bone;
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rest_bone.rest_delta = rot_basis;
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rest_bone.loc = loc;
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// Store the animation into the RestBone.
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r_rest_bones[StringName(String(skeleton->get_owner()->get_path_to(skeleton)) + ":" + bone_name)] = rest_bone;
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break;
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}
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}
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}
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void BakeReset::_fix_skeleton(Skeleton3D *p_skeleton, Map<StringName, BakeReset::BakeResetRestBone> &r_rest_bones) {
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int bone_count = p_skeleton->get_bone_count();
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// First iterate through all the bones and update the RestBone.
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for (int j = 0; j < bone_count; j++) {
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StringName final_path = String(p_skeleton->get_owner()->get_path_to(p_skeleton)) + String(":") + p_skeleton->get_bone_name(j);
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BakeResetRestBone &rest_bone = r_rest_bones[final_path];
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rest_bone.rest_local = p_skeleton->get_bone_rest(j);
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}
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for (int i = 0; i < bone_count; i++) {
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int parent_bone = p_skeleton->get_bone_parent(i);
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String path = p_skeleton->get_owner()->get_path_to(p_skeleton);
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StringName final_path = String(path) + String(":") + p_skeleton->get_bone_name(parent_bone);
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if (parent_bone >= 0) {
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r_rest_bones[path].children.push_back(i);
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}
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}
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// When we apply transform to a bone, we also have to move all of its children in the opposite direction.
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for (int i = 0; i < bone_count; i++) {
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StringName final_path = String(p_skeleton->get_owner()->get_path_to(p_skeleton)) + String(":") + p_skeleton->get_bone_name(i);
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r_rest_bones[final_path].rest_local = r_rest_bones[final_path].rest_local * Transform3D(r_rest_bones[final_path].rest_delta, r_rest_bones[final_path].loc);
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// Iterate through the children and move in the opposite direction.
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for (int j = 0; j < r_rest_bones[final_path].children.size(); j++) {
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int child_index = r_rest_bones[final_path].children[j];
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StringName children_path = String(p_skeleton->get_name()) + String(":") + p_skeleton->get_bone_name(child_index);
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r_rest_bones[children_path].rest_local = Transform3D(r_rest_bones[final_path].rest_delta, r_rest_bones[final_path].loc).affine_inverse() * r_rest_bones[children_path].rest_local;
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}
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}
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for (int i = 0; i < bone_count; i++) {
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StringName final_path = String(p_skeleton->get_owner()->get_path_to(p_skeleton)) + String(":") + p_skeleton->get_bone_name(i);
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ERR_CONTINUE(!r_rest_bones.has(final_path));
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Transform3D rest_transform = r_rest_bones[final_path].rest_local;
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p_skeleton->set_bone_rest(i, rest_transform);
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}
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}
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/*************************************************************************/
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/* editor_importer_bake_reset.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef RESOURCE_IMPORTER_BAKE_RESET_H
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#define RESOURCE_IMPORTER_BAKE_RESET_H
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#include "scene/main/node.h"
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class Skeleton3D;
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class AnimationPlayer;
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class BakeReset {
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struct BakeResetRestBone {
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Transform3D rest_local;
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Basis rest_delta;
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Vector3 loc;
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Vector<int> children;
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};
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public:
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void _bake_animation_pose(Node *scene, const String &p_bake_anim);
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private:
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void _fix_skeleton(Skeleton3D *p_skeleton, Map<StringName, BakeReset::BakeResetRestBone> &r_rest_bones);
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void _align_animations(AnimationPlayer *p_ap, const Map<StringName, BakeResetRestBone> &r_rest_bones);
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void _fetch_reset_animation(AnimationPlayer *p_ap, Map<StringName, BakeResetRestBone> &r_rest_bones, const String &p_bake_anim);
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};
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#endif
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@ -32,6 +32,7 @@
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#include "core/io/resource_saver.h"
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#include "editor/editor_node.h"
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#include "editor/import/editor_importer_bake_reset.h"
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#include "editor/import/scene_import_settings.h"
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#include "editor/import/scene_importer_mesh_node_3d.h"
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#include "scene/3d/area_3d.h"
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r_options->push_back(ImportOption(PropertyInfo(Variant::FLOAT, "meshes/lightmap_texel_size", PROPERTY_HINT_RANGE, "0.001,100,0.001"), 0.1));
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r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "skins/use_named_skins"), true));
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r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "animation/import"), true));
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r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "animation/bake_reset_animation"), true));
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r_options->push_back(ImportOption(PropertyInfo(Variant::FLOAT, "animation/fps", PROPERTY_HINT_RANGE, "1,120,1"), 15));
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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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_pre_fix_node(scene, scene, collision_map);
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_post_fix_node(scene, scene, collision_map, scanned_meshes, node_data, material_data, animation_data, fps);
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bool use_bake_reset_animation = p_options["animation/bake_reset_animation"];
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if (use_bake_reset_animation) {
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BakeReset bake_reset;
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bake_reset._bake_animation_pose(scene, "RESET");
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}
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String root_type = p_options["nodes/root_type"];
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root_type = root_type.split(" ")[0]; // full root_type is "ClassName (filename.gd)" for a script global class.
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