Bones are now named and their parents are correct.
(cherry picked from commit ac541f5d16
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005d1c8901
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ff35310650
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@ -1708,14 +1708,14 @@ void EditorSceneImporterGLTF::_generate_node(GLTFState &state, int p_node, Node
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#endif
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for (int i = 0; i < n->children.size(); i++) {
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if (state.nodes[n->children[i]]->joints.size()) {
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_generate_bone(state, n->children[i], skeletons, Vector<int>(), node);
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_generate_bone(state, n->children[i], skeletons, node);
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} else {
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_generate_node(state, n->children[i], node, p_owner, skeletons);
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}
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}
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}
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void EditorSceneImporterGLTF::_generate_bone(GLTFState &state, int p_node, Vector<Skeleton *> &skeletons, const Vector<int> &p_parent_bones, Node *p_parent_node) {
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void EditorSceneImporterGLTF::_generate_bone(GLTFState &state, int p_node, Vector<Skeleton *> &skeletons, Node *p_parent_node) {
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ERR_FAIL_INDEX(p_node, state.nodes.size());
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if (state.skeleton_nodes.has(p_node)) {
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@ -1730,30 +1730,28 @@ void EditorSceneImporterGLTF::_generate_bone(GLTFState &state, int p_node, Vecto
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}
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GLTFNode *n = state.nodes[p_node];
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Vector<int> parent_bones;
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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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const int skin = n->joints[i].skin;
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ERR_FAIL_COND(skin < 0);
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int bone_index = n->joints[i].bone;
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Skeleton *s = skeletons[skin];
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const GLTFNode *gltf_bone_node = state.nodes[state.skins[skin].bones[n->joints[i].bone].node];
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const String bone_name = gltf_bone_node->name;
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const int parent = gltf_bone_node->parent;
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const int parent_index = s->find_bone(state.nodes[parent]->name);
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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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s->add_bone(bone_name);
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const int bone_index = s->find_bone(bone_name);
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s->set_bone_parent(bone_index, parent_index);
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s->set_bone_rest(bone_index, state.skins[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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for (int i = 0; i < n->children.size(); i++) {
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_generate_bone(state, n->children[i], skeletons, parent_bones, p_parent_node);
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_generate_bone(state, n->children[i], skeletons, p_parent_node);
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}
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}
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@ -2068,7 +2066,7 @@ Spatial *EditorSceneImporterGLTF::_generate_scene(GLTFState &state, int p_bake_f
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}
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for (int i = 0; i < state.root_nodes.size(); i++) {
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if (state.nodes[state.root_nodes[i]]->joints.size()) {
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_generate_bone(state, state.root_nodes[i], skeletons, Vector<int>(), root);
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_generate_bone(state, state.root_nodes[i], skeletons, root);
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} else {
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_generate_node(state, state.root_nodes[i], root, root, skeletons);
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}
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@ -311,7 +311,7 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
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Vector<Basis> _decode_accessor_as_basis(GLTFState &state, int p_accessor, bool p_for_vertex);
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Vector<Transform> _decode_accessor_as_xform(GLTFState &state, int p_accessor, bool p_for_vertex);
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void _generate_bone(GLTFState &state, int p_node, Vector<Skeleton *> &skeletons, const Vector<int> &p_parent_bones, Node *p_parent_node);
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void _generate_bone(GLTFState &state, int p_node, Vector<Skeleton *> &skeletons, Node *p_parent_node);
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void _generate_node(GLTFState &state, int p_node, Node *p_parent, Node *p_owner, Vector<Skeleton *> &skeletons);
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void _import_animation(GLTFState &state, AnimationPlayer *ap, int index, int bake_fps, Vector<Skeleton *> skeletons);
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