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- /**************************************************************************/
- /* skin_tool.cpp */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #include "skin_tool.h"
- SkinNodeIndex SkinTool::_find_highest_node(Vector<Ref<GLTFNode>> &r_nodes, const Vector<GLTFNodeIndex> &p_subset) {
- int highest = -1;
- SkinNodeIndex best_node = -1;
- for (int i = 0; i < p_subset.size(); ++i) {
- const SkinNodeIndex node_i = p_subset[i];
- const Ref<GLTFNode> node = r_nodes[node_i];
- if (highest == -1 || node->height < highest) {
- highest = node->height;
- best_node = node_i;
- }
- }
- return best_node;
- }
- bool SkinTool::_capture_nodes_in_skin(const Vector<Ref<GLTFNode>> &nodes, Ref<GLTFSkin> p_skin, const SkinNodeIndex p_node_index) {
- bool found_joint = false;
- Ref<GLTFNode> current_node = nodes[p_node_index];
- for (int i = 0; i < current_node->children.size(); ++i) {
- found_joint |= _capture_nodes_in_skin(nodes, p_skin, current_node->children[i]);
- }
- if (found_joint) {
- // Mark it if we happen to find another skins joint...
- if (current_node->joint && !p_skin->joints.has(p_node_index)) {
- p_skin->joints.push_back(p_node_index);
- } else if (!p_skin->non_joints.has(p_node_index)) {
- p_skin->non_joints.push_back(p_node_index);
- }
- }
- if (p_skin->joints.find(p_node_index) > 0) {
- return true;
- }
- return false;
- }
- void SkinTool::_capture_nodes_for_multirooted_skin(Vector<Ref<GLTFNode>> &r_nodes, Ref<GLTFSkin> p_skin) {
- DisjointSet<SkinNodeIndex> disjoint_set;
- for (int i = 0; i < p_skin->joints.size(); ++i) {
- const SkinNodeIndex node_index = p_skin->joints[i];
- const SkinNodeIndex parent = r_nodes[node_index]->parent;
- disjoint_set.insert(node_index);
- if (p_skin->joints.has(parent)) {
- disjoint_set.create_union(parent, node_index);
- }
- }
- Vector<SkinNodeIndex> roots;
- disjoint_set.get_representatives(roots);
- if (roots.size() <= 1) {
- return;
- }
- int maxHeight = -1;
- // Determine the max height rooted tree
- for (int i = 0; i < roots.size(); ++i) {
- const SkinNodeIndex root = roots[i];
- if (maxHeight == -1 || r_nodes[root]->height < maxHeight) {
- maxHeight = r_nodes[root]->height;
- }
- }
- // Go up the tree till all of the multiple roots of the skin are at the same hierarchy level.
- // This sucks, but 99% of all game engines (not just Godot) would have this same issue.
- for (int i = 0; i < roots.size(); ++i) {
- SkinNodeIndex current_node = roots[i];
- while (r_nodes[current_node]->height > maxHeight) {
- SkinNodeIndex parent = r_nodes[current_node]->parent;
- if (r_nodes[parent]->joint && !p_skin->joints.has(parent)) {
- p_skin->joints.push_back(parent);
- } else if (!p_skin->non_joints.has(parent)) {
- p_skin->non_joints.push_back(parent);
- }
- current_node = parent;
- }
- // replace the roots
- roots.write[i] = current_node;
- }
- // Climb up the tree until they all have the same parent
- bool all_same;
- do {
- all_same = true;
- const SkinNodeIndex first_parent = r_nodes[roots[0]]->parent;
- for (int i = 1; i < roots.size(); ++i) {
- all_same &= (first_parent == r_nodes[roots[i]]->parent);
- }
- if (!all_same) {
- for (int i = 0; i < roots.size(); ++i) {
- const SkinNodeIndex current_node = roots[i];
- const SkinNodeIndex parent = r_nodes[current_node]->parent;
- if (r_nodes[parent]->joint && !p_skin->joints.has(parent)) {
- p_skin->joints.push_back(parent);
- } else if (!p_skin->non_joints.has(parent)) {
- p_skin->non_joints.push_back(parent);
- }
- roots.write[i] = parent;
- }
- }
- } while (!all_same);
- }
- Error SkinTool::_expand_skin(Vector<Ref<GLTFNode>> &r_nodes, Ref<GLTFSkin> p_skin) {
- _capture_nodes_for_multirooted_skin(r_nodes, p_skin);
- // Grab all nodes that lay in between skin joints/nodes
- DisjointSet<GLTFNodeIndex> disjoint_set;
- Vector<SkinNodeIndex> all_skin_nodes;
- all_skin_nodes.append_array(p_skin->joints);
- all_skin_nodes.append_array(p_skin->non_joints);
- for (int i = 0; i < all_skin_nodes.size(); ++i) {
- const SkinNodeIndex node_index = all_skin_nodes[i];
- const SkinNodeIndex parent = r_nodes[node_index]->parent;
- disjoint_set.insert(node_index);
- if (all_skin_nodes.has(parent)) {
- disjoint_set.create_union(parent, node_index);
- }
- }
- Vector<SkinNodeIndex> out_owners;
- disjoint_set.get_representatives(out_owners);
- Vector<SkinNodeIndex> out_roots;
- for (int i = 0; i < out_owners.size(); ++i) {
- Vector<SkinNodeIndex> set;
- disjoint_set.get_members(set, out_owners[i]);
- const SkinNodeIndex root = _find_highest_node(r_nodes, set);
- ERR_FAIL_COND_V(root < 0, FAILED);
- out_roots.push_back(root);
- }
- out_roots.sort();
- for (int i = 0; i < out_roots.size(); ++i) {
- _capture_nodes_in_skin(r_nodes, p_skin, out_roots[i]);
- }
- p_skin->roots = out_roots;
- return OK;
- }
- Error SkinTool::_verify_skin(Vector<Ref<GLTFNode>> &r_nodes, Ref<GLTFSkin> p_skin) {
- // This may seem duplicated from expand_skins, but this is really a sanity check! (so it kinda is)
- // In case additional interpolating logic is added to the skins, this will help ensure that you
- // do not cause it to self implode into a fiery blaze
- // We are going to re-calculate the root nodes and compare them to the ones saved in the skin,
- // then ensure the multiple trees (if they exist) are on the same sublevel
- // Grab all nodes that lay in between skin joints/nodes
- DisjointSet<GLTFNodeIndex> disjoint_set;
- Vector<SkinNodeIndex> all_skin_nodes;
- all_skin_nodes.append_array(p_skin->joints);
- all_skin_nodes.append_array(p_skin->non_joints);
- for (int i = 0; i < all_skin_nodes.size(); ++i) {
- const SkinNodeIndex node_index = all_skin_nodes[i];
- const SkinNodeIndex parent = r_nodes[node_index]->parent;
- disjoint_set.insert(node_index);
- if (all_skin_nodes.has(parent)) {
- disjoint_set.create_union(parent, node_index);
- }
- }
- Vector<SkinNodeIndex> out_owners;
- disjoint_set.get_representatives(out_owners);
- Vector<SkinNodeIndex> out_roots;
- for (int i = 0; i < out_owners.size(); ++i) {
- Vector<SkinNodeIndex> set;
- disjoint_set.get_members(set, out_owners[i]);
- const SkinNodeIndex root = _find_highest_node(r_nodes, set);
- ERR_FAIL_COND_V(root < 0, FAILED);
- out_roots.push_back(root);
- }
- out_roots.sort();
- ERR_FAIL_COND_V(out_roots.is_empty(), FAILED);
- // Make sure the roots are the exact same (they better be)
- ERR_FAIL_COND_V(out_roots.size() != p_skin->roots.size(), FAILED);
- for (int i = 0; i < out_roots.size(); ++i) {
- ERR_FAIL_COND_V(out_roots[i] != p_skin->roots[i], FAILED);
- }
- // Single rooted skin? Perfectly ok!
- if (out_roots.size() == 1) {
- return OK;
- }
- // Make sure all parents of a multi-rooted skin are the SAME
- const SkinNodeIndex parent = r_nodes[out_roots[0]]->parent;
- for (int i = 1; i < out_roots.size(); ++i) {
- if (r_nodes[out_roots[i]]->parent != parent) {
- return FAILED;
- }
- }
- return OK;
- }
- void SkinTool::_recurse_children(
- Vector<Ref<GLTFNode>> &nodes,
- const SkinNodeIndex p_node_index,
- RBSet<GLTFNodeIndex> &p_all_skin_nodes,
- HashSet<GLTFNodeIndex> &p_child_visited_set) {
- if (p_child_visited_set.has(p_node_index)) {
- return;
- }
- p_child_visited_set.insert(p_node_index);
- Ref<GLTFNode> current_node = nodes[p_node_index];
- for (int i = 0; i < current_node->children.size(); ++i) {
- _recurse_children(nodes, current_node->children[i], p_all_skin_nodes, p_child_visited_set);
- }
- // Continue to use 'current_node' for clarity and direct access.
- if (current_node->skin < 0 || current_node->mesh < 0 || !current_node->children.is_empty()) {
- p_all_skin_nodes.insert(p_node_index);
- }
- }
- Error SkinTool::_determine_skeletons(
- Vector<Ref<GLTFSkin>> &skins,
- Vector<Ref<GLTFNode>> &nodes,
- Vector<Ref<GLTFSkeleton>> &skeletons,
- const Vector<GLTFNodeIndex> &p_single_skeleton_roots) {
- if (!p_single_skeleton_roots.is_empty()) {
- Ref<GLTFSkin> skin;
- skin.instantiate();
- skin->set_name("godot_single_skeleton_root");
- for (GLTFNodeIndex i = 0; i < p_single_skeleton_roots.size(); i++) {
- skin->joints.push_back(p_single_skeleton_roots[i]);
- }
- skins.push_back(skin);
- }
- // Using a disjoint set, we are going to potentially combine all skins that are actually branches
- // of a main skeleton, or treat skins defining the same set of nodes as ONE skeleton.
- // This is another unclear issue caused by the current glTF specification.
- DisjointSet<GLTFNodeIndex> skeleton_sets;
- for (GLTFSkinIndex skin_i = 0; skin_i < skins.size(); ++skin_i) {
- const Ref<GLTFSkin> skin = skins[skin_i];
- ERR_CONTINUE(skin.is_null());
- HashSet<GLTFNodeIndex> child_visited_set;
- RBSet<GLTFNodeIndex> all_skin_nodes;
- for (int i = 0; i < skin->joints.size(); ++i) {
- all_skin_nodes.insert(skin->joints[i]);
- SkinTool::_recurse_children(nodes, skin->joints[i], all_skin_nodes, child_visited_set);
- }
- for (int i = 0; i < skin->non_joints.size(); ++i) {
- all_skin_nodes.insert(skin->non_joints[i]);
- SkinTool::_recurse_children(nodes, skin->non_joints[i], all_skin_nodes, child_visited_set);
- }
- for (GLTFNodeIndex node_index : all_skin_nodes) {
- const GLTFNodeIndex parent = nodes[node_index]->parent;
- skeleton_sets.insert(node_index);
- if (all_skin_nodes.has(parent)) {
- skeleton_sets.create_union(parent, node_index);
- }
- }
- // We are going to connect the separate skin subtrees in each skin together
- // so that the final roots are entire sets of valid skin trees
- for (int i = 1; i < skin->roots.size(); ++i) {
- skeleton_sets.create_union(skin->roots[0], skin->roots[i]);
- }
- }
- { // attempt to joint all touching subsets (siblings/parent are part of another skin)
- Vector<SkinNodeIndex> groups_representatives;
- skeleton_sets.get_representatives(groups_representatives);
- Vector<SkinNodeIndex> highest_group_members;
- Vector<Vector<SkinNodeIndex>> groups;
- for (int i = 0; i < groups_representatives.size(); ++i) {
- Vector<SkinNodeIndex> group;
- skeleton_sets.get_members(group, groups_representatives[i]);
- highest_group_members.push_back(SkinTool::_find_highest_node(nodes, group));
- groups.push_back(group);
- }
- for (int i = 0; i < highest_group_members.size(); ++i) {
- const SkinNodeIndex node_i = highest_group_members[i];
- // Attach any siblings together (this needs to be done n^2/2 times)
- for (int j = i + 1; j < highest_group_members.size(); ++j) {
- const SkinNodeIndex node_j = highest_group_members[j];
- // Even if they are siblings under the root! :)
- if (nodes[node_i]->parent == nodes[node_j]->parent) {
- skeleton_sets.create_union(node_i, node_j);
- }
- }
- // Attach any parenting going on together (we need to do this n^2 times)
- const SkinNodeIndex node_i_parent = nodes[node_i]->parent;
- if (node_i_parent >= 0) {
- for (int j = 0; j < groups.size() && i != j; ++j) {
- const Vector<SkinNodeIndex> &group = groups[j];
- if (group.has(node_i_parent)) {
- const SkinNodeIndex node_j = highest_group_members[j];
- skeleton_sets.create_union(node_i, node_j);
- }
- }
- }
- }
- }
- // At this point, the skeleton groups should be finalized
- Vector<SkinNodeIndex> skeleton_owners;
- skeleton_sets.get_representatives(skeleton_owners);
- // Mark all the skins actual skeletons, after we have merged them
- for (SkinSkeletonIndex skel_i = 0; skel_i < skeleton_owners.size(); ++skel_i) {
- const SkinNodeIndex skeleton_owner = skeleton_owners[skel_i];
- Ref<GLTFSkeleton> skeleton;
- skeleton.instantiate();
- Vector<SkinNodeIndex> skeleton_nodes;
- skeleton_sets.get_members(skeleton_nodes, skeleton_owner);
- for (GLTFSkinIndex skin_i = 0; skin_i < skins.size(); ++skin_i) {
- Ref<GLTFSkin> skin = skins.write[skin_i];
- // If any of the the skeletons nodes exist in a skin, that skin now maps to the skeleton
- for (int i = 0; i < skeleton_nodes.size(); ++i) {
- SkinNodeIndex skel_node_i = skeleton_nodes[i];
- if (skin->joints.has(skel_node_i) || skin->non_joints.has(skel_node_i)) {
- skin->skeleton = skel_i;
- continue;
- }
- }
- }
- Vector<SkinNodeIndex> non_joints;
- for (int i = 0; i < skeleton_nodes.size(); ++i) {
- const SkinNodeIndex node_i = skeleton_nodes[i];
- if (nodes[node_i]->joint) {
- skeleton->joints.push_back(node_i);
- } else {
- non_joints.push_back(node_i);
- }
- }
- skeletons.push_back(skeleton);
- SkinTool::_reparent_non_joint_skeleton_subtrees(nodes, skeletons.write[skel_i], non_joints);
- }
- for (SkinSkeletonIndex skel_i = 0; skel_i < skeletons.size(); ++skel_i) {
- Ref<GLTFSkeleton> skeleton = skeletons.write[skel_i];
- for (int i = 0; i < skeleton->joints.size(); ++i) {
- const SkinNodeIndex node_i = skeleton->joints[i];
- Ref<GLTFNode> node = nodes[node_i];
- ERR_FAIL_COND_V(!node->joint, ERR_PARSE_ERROR);
- ERR_FAIL_COND_V(node->skeleton >= 0, ERR_PARSE_ERROR);
- node->skeleton = skel_i;
- }
- ERR_FAIL_COND_V(SkinTool::_determine_skeleton_roots(nodes, skeletons, skel_i), ERR_PARSE_ERROR);
- }
- return OK;
- }
- Error SkinTool::_reparent_non_joint_skeleton_subtrees(
- Vector<Ref<GLTFNode>> &nodes,
- Ref<GLTFSkeleton> p_skeleton,
- const Vector<SkinNodeIndex> &p_non_joints) {
- DisjointSet<GLTFNodeIndex> subtree_set;
- // Populate the disjoint set with ONLY non joints that are in the skeleton hierarchy (non_joints vector)
- // This way we can find any joints that lie in between joints, as the current glTF specification
- // mentions nothing about non-joints being in between joints of the same skin. Hopefully one day we
- // can remove this code.
- // skinD depicted here explains this issue:
- // https://github.com/KhronosGroup/glTF-Asset-Generator/blob/master/Output/Positive/Animation_Skin
- for (int i = 0; i < p_non_joints.size(); ++i) {
- const SkinNodeIndex node_i = p_non_joints[i];
- subtree_set.insert(node_i);
- const SkinNodeIndex parent_i = nodes[node_i]->parent;
- if (parent_i >= 0 && p_non_joints.has(parent_i) && !nodes[parent_i]->joint) {
- subtree_set.create_union(parent_i, node_i);
- }
- }
- // Find all the non joint subtrees and re-parent them to a new "fake" joint
- Vector<SkinNodeIndex> non_joint_subtree_roots;
- subtree_set.get_representatives(non_joint_subtree_roots);
- for (int root_i = 0; root_i < non_joint_subtree_roots.size(); ++root_i) {
- const SkinNodeIndex subtree_root = non_joint_subtree_roots[root_i];
- Vector<SkinNodeIndex> subtree_nodes;
- subtree_set.get_members(subtree_nodes, subtree_root);
- for (int subtree_i = 0; subtree_i < subtree_nodes.size(); ++subtree_i) {
- Ref<GLTFNode> node = nodes[subtree_nodes[subtree_i]];
- node->joint = true;
- // Add the joint to the skeletons joints
- p_skeleton->joints.push_back(subtree_nodes[subtree_i]);
- }
- }
- return OK;
- }
- Error SkinTool::_determine_skeleton_roots(
- Vector<Ref<GLTFNode>> &nodes,
- Vector<Ref<GLTFSkeleton>> &skeletons,
- const SkinSkeletonIndex p_skel_i) {
- DisjointSet<GLTFNodeIndex> disjoint_set;
- for (SkinNodeIndex i = 0; i < nodes.size(); ++i) {
- const Ref<GLTFNode> node = nodes[i];
- if (node->skeleton != p_skel_i) {
- continue;
- }
- disjoint_set.insert(i);
- if (node->parent >= 0 && nodes[node->parent]->skeleton == p_skel_i) {
- disjoint_set.create_union(node->parent, i);
- }
- }
- Ref<GLTFSkeleton> skeleton = skeletons.write[p_skel_i];
- Vector<SkinNodeIndex> representatives;
- disjoint_set.get_representatives(representatives);
- Vector<SkinNodeIndex> roots;
- for (int i = 0; i < representatives.size(); ++i) {
- Vector<SkinNodeIndex> set;
- disjoint_set.get_members(set, representatives[i]);
- const SkinNodeIndex root = _find_highest_node(nodes, set);
- ERR_FAIL_COND_V(root < 0, FAILED);
- roots.push_back(root);
- }
- roots.sort();
- skeleton->roots = roots;
- if (roots.size() == 0) {
- return FAILED;
- } else if (roots.size() == 1) {
- return OK;
- }
- // Check that the subtrees have the same parent root
- const SkinNodeIndex parent = nodes[roots[0]]->parent;
- for (int i = 1; i < roots.size(); ++i) {
- if (nodes[roots[i]]->parent != parent) {
- return FAILED;
- }
- }
- return OK;
- }
- Error SkinTool::_create_skeletons(
- HashSet<String> &unique_names,
- Vector<Ref<GLTFSkin>> &skins,
- Vector<Ref<GLTFNode>> &nodes,
- HashMap<ObjectID, GLTFSkeletonIndex> &skeleton3d_to_gltf_skeleton,
- Vector<Ref<GLTFSkeleton>> &skeletons,
- HashMap<GLTFNodeIndex, Node *> &scene_nodes) {
- for (SkinSkeletonIndex skel_i = 0; skel_i < skeletons.size(); ++skel_i) {
- Ref<GLTFSkeleton> gltf_skeleton = skeletons.write[skel_i];
- Skeleton3D *skeleton = memnew(Skeleton3D);
- gltf_skeleton->godot_skeleton = skeleton;
- skeleton3d_to_gltf_skeleton[skeleton->get_instance_id()] = skel_i;
- // Make a unique name, no gltf node represents this skeleton
- skeleton->set_name("Skeleton3D");
- List<GLTFNodeIndex> bones;
- for (int i = 0; i < gltf_skeleton->roots.size(); ++i) {
- bones.push_back(gltf_skeleton->roots[i]);
- }
- // Make the skeleton creation deterministic by going through the roots in
- // a sorted order, and DEPTH FIRST
- bones.sort();
- while (!bones.is_empty()) {
- const SkinNodeIndex node_i = bones.front()->get();
- bones.pop_front();
- Ref<GLTFNode> node = nodes[node_i];
- ERR_FAIL_COND_V(node->skeleton != skel_i, FAILED);
- { // Add all child nodes to the stack (deterministically)
- Vector<SkinNodeIndex> child_nodes;
- for (int i = 0; i < node->children.size(); ++i) {
- const SkinNodeIndex child_i = node->children[i];
- if (nodes[child_i]->skeleton == skel_i) {
- child_nodes.push_back(child_i);
- }
- }
- // Depth first insertion
- child_nodes.sort();
- for (int i = child_nodes.size() - 1; i >= 0; --i) {
- bones.push_front(child_nodes[i]);
- }
- }
- const int bone_index = skeleton->get_bone_count();
- if (node->get_name().is_empty()) {
- node->set_name("bone");
- }
- node->set_name(_gen_unique_bone_name(unique_names, node->get_name()));
- skeleton->add_bone(node->get_name());
- Transform3D rest_transform = node->get_additional_data("GODOT_rest_transform");
- skeleton->set_bone_rest(bone_index, rest_transform);
- skeleton->set_bone_pose_position(bone_index, node->transform.origin);
- skeleton->set_bone_pose_rotation(bone_index, node->transform.basis.get_rotation_quaternion());
- skeleton->set_bone_pose_scale(bone_index, node->transform.basis.get_scale());
- // Store bone-level GLTF extras in skeleton per bone meta.
- if (node->has_meta("extras")) {
- skeleton->set_bone_meta(bone_index, "extras", node->get_meta("extras"));
- }
- if (node->parent >= 0 && nodes[node->parent]->skeleton == skel_i) {
- const int bone_parent = skeleton->find_bone(nodes[node->parent]->get_name());
- ERR_FAIL_COND_V(bone_parent < 0, FAILED);
- skeleton->set_bone_parent(bone_index, skeleton->find_bone(nodes[node->parent]->get_name()));
- }
- scene_nodes.insert(node_i, skeleton);
- }
- }
- ERR_FAIL_COND_V(_map_skin_joints_indices_to_skeleton_bone_indices(skins, skeletons, nodes), ERR_PARSE_ERROR);
- return OK;
- }
- Error SkinTool::_map_skin_joints_indices_to_skeleton_bone_indices(
- Vector<Ref<GLTFSkin>> &skins,
- Vector<Ref<GLTFSkeleton>> &skeletons,
- Vector<Ref<GLTFNode>> &nodes) {
- for (GLTFSkinIndex skin_i = 0; skin_i < skins.size(); ++skin_i) {
- Ref<GLTFSkin> skin = skins.write[skin_i];
- ERR_CONTINUE(skin.is_null());
- Ref<GLTFSkeleton> skeleton = skeletons[skin->skeleton];
- for (int joint_index = 0; joint_index < skin->joints_original.size(); ++joint_index) {
- const SkinNodeIndex node_i = skin->joints_original[joint_index];
- const Ref<GLTFNode> node = nodes[node_i];
- const int bone_index = skeleton->godot_skeleton->find_bone(node->get_name());
- ERR_FAIL_COND_V(bone_index < 0, FAILED);
- skin->joint_i_to_bone_i.insert(joint_index, bone_index);
- }
- }
- return OK;
- }
- Error SkinTool::_create_skins(Vector<Ref<GLTFSkin>> &skins, Vector<Ref<GLTFNode>> &nodes, bool use_named_skin_binds, HashSet<String> &unique_names) {
- for (GLTFSkinIndex skin_i = 0; skin_i < skins.size(); ++skin_i) {
- Ref<GLTFSkin> gltf_skin = skins.write[skin_i];
- ERR_CONTINUE(gltf_skin.is_null());
- Ref<Skin> skin;
- skin.instantiate();
- // Some skins don't have IBM's! What absolute monsters!
- const bool has_ibms = !gltf_skin->inverse_binds.is_empty();
- for (int joint_i = 0; joint_i < gltf_skin->joints_original.size(); ++joint_i) {
- SkinNodeIndex node = gltf_skin->joints_original[joint_i];
- String bone_name = nodes[node]->get_name();
- Transform3D xform;
- if (has_ibms) {
- xform = gltf_skin->inverse_binds[joint_i];
- }
- if (use_named_skin_binds) {
- skin->add_named_bind(bone_name, xform);
- } else {
- int32_t bone_i = gltf_skin->joint_i_to_bone_i[joint_i];
- skin->add_bind(bone_i, xform);
- }
- }
- gltf_skin->godot_skin = skin;
- }
- // Purge the duplicates!
- _remove_duplicate_skins(skins);
- // Create unique names now, after removing duplicates
- for (GLTFSkinIndex skin_i = 0; skin_i < skins.size(); ++skin_i) {
- ERR_CONTINUE(skins.get(skin_i).is_null());
- Ref<Skin> skin = skins.write[skin_i]->godot_skin;
- ERR_CONTINUE(skin.is_null());
- if (skin->get_name().is_empty()) {
- // Make a unique name, no node represents this skin
- skin->set_name(_gen_unique_name(unique_names, "Skin"));
- }
- }
- return OK;
- }
- // FIXME: Duplicated from FBXDocument, very similar code in GLTFDocument too,
- // and even below in this class for bone names.
- String SkinTool::_gen_unique_name(HashSet<String> &unique_names, const String &p_name) {
- const String s_name = p_name.validate_node_name();
- String u_name;
- int index = 1;
- while (true) {
- u_name = s_name;
- if (index > 1) {
- u_name += itos(index);
- }
- if (!unique_names.has(u_name)) {
- break;
- }
- index++;
- }
- unique_names.insert(u_name);
- return u_name;
- }
- bool SkinTool::_skins_are_same(const Ref<Skin> p_skin_a, const Ref<Skin> p_skin_b) {
- if (p_skin_a->get_bind_count() != p_skin_b->get_bind_count()) {
- return false;
- }
- for (int i = 0; i < p_skin_a->get_bind_count(); ++i) {
- if (p_skin_a->get_bind_bone(i) != p_skin_b->get_bind_bone(i)) {
- return false;
- }
- if (p_skin_a->get_bind_name(i) != p_skin_b->get_bind_name(i)) {
- return false;
- }
- Transform3D a_xform = p_skin_a->get_bind_pose(i);
- Transform3D b_xform = p_skin_b->get_bind_pose(i);
- if (a_xform != b_xform) {
- return false;
- }
- }
- return true;
- }
- void SkinTool::_remove_duplicate_skins(Vector<Ref<GLTFSkin>> &r_skins) {
- for (int i = 0; i < r_skins.size(); ++i) {
- for (int j = i + 1; j < r_skins.size(); ++j) {
- const Ref<Skin> skin_i = r_skins[i]->godot_skin;
- const Ref<Skin> skin_j = r_skins[j]->godot_skin;
- if (_skins_are_same(skin_i, skin_j)) {
- // replace it and delete the old
- r_skins.write[j]->godot_skin = skin_i;
- }
- }
- }
- }
- String SkinTool::_gen_unique_bone_name(HashSet<String> &r_unique_names, const String &p_name) {
- String s_name = _sanitize_bone_name(p_name);
- if (s_name.is_empty()) {
- s_name = "bone";
- }
- String u_name;
- int index = 1;
- while (true) {
- u_name = s_name;
- if (index > 1) {
- u_name += "_" + itos(index);
- }
- if (!r_unique_names.has(u_name)) {
- break;
- }
- index++;
- }
- r_unique_names.insert(u_name);
- return u_name;
- }
- Error SkinTool::_asset_parse_skins(
- const Vector<SkinNodeIndex> &input_skin_indices,
- const Vector<Ref<GLTFSkin>> &input_skins,
- const Vector<Ref<GLTFNode>> &input_nodes,
- Vector<SkinNodeIndex> &output_skin_indices,
- Vector<Ref<GLTFSkin>> &output_skins,
- HashMap<GLTFNodeIndex, bool> &joint_mapping) {
- output_skin_indices.clear();
- output_skins.clear();
- joint_mapping.clear();
- for (int i = 0; i < input_skin_indices.size(); ++i) {
- SkinNodeIndex skin_index = input_skin_indices[i];
- if (skin_index >= 0 && skin_index < input_skins.size()) {
- output_skin_indices.push_back(skin_index);
- output_skins.push_back(input_skins[skin_index]);
- Ref<GLTFSkin> skin = input_skins[skin_index];
- Vector<SkinNodeIndex> skin_joints = skin->get_joints();
- for (int j = 0; j < skin_joints.size(); ++j) {
- SkinNodeIndex joint_index = skin_joints[j];
- joint_mapping[joint_index] = true;
- }
- }
- }
- return OK;
- }
- String SkinTool::_sanitize_bone_name(const String &p_name) {
- String bone_name = p_name;
- bone_name = bone_name.replace(":", "_");
- bone_name = bone_name.replace("/", "_");
- return bone_name;
- }
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