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community
godot
Commits
9a34f39d
Commit
9a34f39d
authored
Feb 21, 2020
by
Juan Linietsky
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Add support for named binds in Skin.
Helps better reutilization of skeletons from Maya exported files.
parent
851cb429
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Showing
8 changed files
with
110 additions
and
8 deletions
+110
-8
editor_scene_importer_gltf.cpp
editor/import/editor_scene_importer_gltf.cpp
+12
-3
editor_scene_importer_gltf.h
editor/import/editor_scene_importer_gltf.h
+3
-0
resource_importer_scene.cpp
editor/import/resource_importer_scene.cpp
+4
-0
resource_importer_scene.h
editor/import/resource_importer_scene.h
+2
-1
skeleton.cpp
scene/3d/skeleton.cpp
+44
-2
skeleton.h
scene/3d/skeleton.h
+5
-0
skin.cpp
scene/resources/skin.cpp
+29
-1
skin.h
scene/resources/skin.h
+11
-1
No files found.
editor/import/editor_scene_importer_gltf.cpp
View file @
9a34f39d
...
...
@@ -2183,6 +2183,8 @@ Error EditorSceneImporterGLTF::_map_skin_joints_indices_to_skeleton_bone_indices
const
GLTFNodeIndex
node_i
=
skin
.
joints_original
[
joint_index
];
const
GLTFNode
*
node
=
state
.
nodes
[
node_i
];
skin
.
joint_i_to_name
.
insert
(
joint_index
,
node
->
name
);
const
int
bone_index
=
skeleton
.
godot_skeleton
->
find_bone
(
node
->
name
);
ERR_FAIL_COND_V
(
bone_index
<
0
,
FAILED
);
...
...
@@ -2204,12 +2206,18 @@ Error EditorSceneImporterGLTF::_create_skins(GLTFState &state) {
const
bool
has_ibms
=
!
gltf_skin
.
inverse_binds
.
empty
();
for
(
int
joint_i
=
0
;
joint_i
<
gltf_skin
.
joints_original
.
size
();
++
joint_i
)
{
int
bone_i
=
gltf_skin
.
joint_i_to_bone_i
[
joint_i
];
Transform
xform
;
if
(
has_ibms
)
{
skin
->
add_bind
(
bone_i
,
gltf_skin
.
inverse_binds
[
joint_i
]);
xform
=
gltf_skin
.
inverse_binds
[
joint_i
];
}
if
(
state
.
use_named_skin_binds
)
{
StringName
name
=
gltf_skin
.
joint_i_to_name
[
joint_i
];
skin
->
add_named_bind
(
name
,
xform
);
}
else
{
skin
->
add_bind
(
bone_i
,
Transform
());
int
bone_i
=
gltf_skin
.
joint_i_to_bone_i
[
joint_i
];
skin
->
add_bind
(
bone_i
,
xform
);
}
}
...
...
@@ -2995,6 +3003,7 @@ Node *EditorSceneImporterGLTF::import_scene(const String &p_path, uint32_t p_fla
state
.
major_version
=
version
.
get_slice
(
"."
,
0
).
to_int
();
state
.
minor_version
=
version
.
get_slice
(
"."
,
1
).
to_int
();
state
.
use_named_skin_binds
=
p_flags
&
IMPORT_USE_NAMED_SKIN_BINDS
;
/* STEP 0 PARSE SCENE */
Error
err
=
_parse_scenes
(
state
);
...
...
editor/import/editor_scene_importer_gltf.h
View file @
9a34f39d
...
...
@@ -231,6 +231,7 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
// A mapping from the joint indices (in the order of joints_original) to the
// Godot Skeleton's bone_indices
Map
<
int
,
int
>
joint_i_to_bone_i
;
Map
<
int
,
StringName
>
joint_i_to_name
;
// The Actual Skin that will be created as a mapping between the IBM's of this skin
// to the generated skeleton for the mesh instances.
...
...
@@ -298,6 +299,8 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
int
minor_version
;
Vector
<
uint8_t
>
glb_data
;
bool
use_named_skin_binds
;
Vector
<
GLTFNode
*>
nodes
;
Vector
<
Vector
<
uint8_t
>
>
buffers
;
Vector
<
GLTFBufferView
>
buffer_views
;
...
...
editor/import/resource_importer_scene.cpp
View file @
9a34f39d
...
...
@@ -1171,6 +1171,7 @@ void ResourceImporterScene::get_import_options(List<ImportOption> *r_options, in
r_options
->
push_back
(
ImportOption
(
PropertyInfo
(
Variant
::
INT
,
"meshes/storage"
,
PROPERTY_HINT_ENUM
,
"Built-In,Files (.mesh),Files (.tres)"
),
meshes_out
?
1
:
0
));
r_options
->
push_back
(
ImportOption
(
PropertyInfo
(
Variant
::
INT
,
"meshes/light_baking"
,
PROPERTY_HINT_ENUM
,
"Disabled,Enable,Gen Lightmaps"
,
PROPERTY_USAGE_DEFAULT
|
PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED
),
0
));
r_options
->
push_back
(
ImportOption
(
PropertyInfo
(
Variant
::
REAL
,
"meshes/lightmap_texel_size"
,
PROPERTY_HINT_RANGE
,
"0.001,100,0.001"
),
0.1
));
r_options
->
push_back
(
ImportOption
(
PropertyInfo
(
Variant
::
BOOL
,
"skins/use_named_skins"
),
true
));
r_options
->
push_back
(
ImportOption
(
PropertyInfo
(
Variant
::
BOOL
,
"external_files/store_in_subdir"
),
false
));
r_options
->
push_back
(
ImportOption
(
PropertyInfo
(
Variant
::
BOOL
,
"animation/import"
,
PROPERTY_HINT_NONE
,
""
,
PROPERTY_USAGE_DEFAULT
|
PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED
),
true
));
r_options
->
push_back
(
ImportOption
(
PropertyInfo
(
Variant
::
REAL
,
"animation/fps"
,
PROPERTY_HINT_RANGE
,
"1,120,1"
),
15
));
...
...
@@ -1313,6 +1314,9 @@ Error ResourceImporterScene::import(const String &p_source_file, const String &p
if
(
int
(
p_options
[
"materials/location"
])
==
0
)
import_flags
|=
EditorSceneImporter
::
IMPORT_MATERIALS_IN_INSTANCES
;
if
(
bool
(
p_options
[
"skins/use_named_skins"
]))
import_flags
|=
EditorSceneImporter
::
IMPORT_USE_NAMED_SKIN_BINDS
;
Error
err
=
OK
;
List
<
String
>
missing_deps
;
// for now, not much will be done with this
Node
*
scene
=
importer
->
import_scene
(
src_path
,
import_flags
,
fps
,
&
missing_deps
,
&
err
);
...
...
editor/import/resource_importer_scene.h
View file @
9a34f39d
...
...
@@ -59,7 +59,8 @@ public:
IMPORT_GENERATE_TANGENT_ARRAYS
=
256
,
IMPORT_FAIL_ON_MISSING_DEPENDENCIES
=
512
,
IMPORT_MATERIALS_IN_INSTANCES
=
1024
,
IMPORT_USE_COMPRESSION
=
2048
IMPORT_USE_COMPRESSION
=
2048
,
IMPORT_USE_NAMED_SKIN_BINDS
=
4096
,
};
...
...
scene/3d/skeleton.cpp
View file @
9a34f39d
...
...
@@ -41,6 +41,7 @@ void SkinReference::_skin_changed() {
if
(
skeleton_node
)
{
skeleton_node
->
_make_dirty
();
}
skeleton_version
=
0
;
}
void
SkinReference
::
_bind_methods
()
{
...
...
@@ -322,10 +323,49 @@ void Skeleton::_notification(int p_what) {
if
(
E
->
get
()
->
bind_count
!=
bind_count
)
{
VS
::
get_singleton
()
->
skeleton_allocate
(
skeleton
,
bind_count
);
E
->
get
()
->
bind_count
=
bind_count
;
E
->
get
()
->
skin_bone_indices
.
resize
(
bind_count
);
E
->
get
()
->
skin_bone_indices_ptrs
=
E
->
get
()
->
skin_bone_indices
.
ptrw
();
}
if
(
E
->
get
()
->
skeleton_version
!=
version
)
{
for
(
uint32_t
i
=
0
;
i
<
bind_count
;
i
++
)
{
StringName
bind_name
=
skin
->
get_bind_name
(
i
);
if
(
bind_name
!=
StringName
())
{
//bind name used, use this
bool
found
=
false
;
for
(
int
j
=
0
;
j
<
len
;
j
++
)
{
if
(
bonesptr
[
j
].
name
==
bind_name
)
{
E
->
get
()
->
skin_bone_indices_ptrs
[
i
]
=
j
;
found
=
true
;
break
;
}
}
if
(
!
found
)
{
ERR_PRINT
(
"Skin bind #"
+
itos
(
i
)
+
" contains named bind '"
+
String
(
bind_name
)
+
"' but Skeleton has no bone by that name."
);
E
->
get
()
->
skin_bone_indices_ptrs
[
i
]
=
0
;
}
}
else
if
(
skin
->
get_bind_bone
(
i
)
>=
0
)
{
int
bind_index
=
skin
->
get_bind_bone
(
i
);
if
(
bind_index
>=
len
)
{
ERR_PRINT
(
"Skin bind #"
+
itos
(
i
)
+
" contains bone index bind: "
+
itos
(
bind_index
)
+
" , which is greater than the skeleton bone count: "
+
itos
(
len
)
+
"."
);
E
->
get
()
->
skin_bone_indices_ptrs
[
i
]
=
0
;
}
else
{
E
->
get
()
->
skin_bone_indices_ptrs
[
i
]
=
bind_index
;
}
}
else
{
ERR_PRINT
(
"Skin bind #"
+
itos
(
i
)
+
" does not contain a name nor a bone index."
);
E
->
get
()
->
skin_bone_indices_ptrs
[
i
]
=
0
;
}
}
E
->
get
()
->
skeleton_version
=
version
;
}
for
(
uint32_t
i
=
0
;
i
<
bind_count
;
i
++
)
{
uint32_t
bone_index
=
skin
->
get_bind_bone
(
i
)
;
uint32_t
bone_index
=
E
->
get
()
->
skin_bone_indices_ptrs
[
i
]
;
ERR_CONTINUE
(
bone_index
>=
(
uint32_t
)
len
);
vs
->
skeleton_bone_set_transform
(
skeleton
,
i
,
bonesptr
[
bone_index
].
pose_global
*
skin
->
get_bind_pose
(
i
));
}
...
...
@@ -388,6 +428,7 @@ void Skeleton::add_bone(const String &p_name) {
b
.
name
=
p_name
;
bones
.
push_back
(
b
);
process_order_dirty
=
true
;
version
++
;
_make_dirty
();
update_gizmo
();
}
...
...
@@ -539,7 +580,7 @@ void Skeleton::clear_bones() {
bones
.
clear
();
process_order_dirty
=
true
;
version
++
;
_make_dirty
();
}
...
...
@@ -894,6 +935,7 @@ Skeleton::Skeleton() {
animate_physical_bones
=
true
;
dirty
=
false
;
version
=
1
;
process_order_dirty
=
true
;
}
...
...
scene/3d/skeleton.h
View file @
9a34f39d
...
...
@@ -51,6 +51,9 @@ class SkinReference : public Reference {
RID
skeleton
;
Ref
<
Skin
>
skin
;
uint32_t
bind_count
=
0
;
uint64_t
skeleton_version
=
0
;
Vector
<
uint32_t
>
skin_bone_indices
;
uint32_t
*
skin_bone_indices_ptrs
;
void
_skin_changed
();
protected
:
...
...
@@ -123,6 +126,8 @@ private:
void
_make_dirty
();
bool
dirty
;
uint64_t
version
;
// bind helpers
Array
_get_bound_child_nodes_to_bone
(
int
p_bone
)
const
{
...
...
scene/resources/skin.cpp
View file @
9a34f39d
...
...
@@ -45,6 +45,24 @@ void Skin::add_bind(int p_bone, const Transform &p_pose) {
set_bind_pose
(
index
,
p_pose
);
}
void
Skin
::
add_named_bind
(
const
String
&
p_name
,
const
Transform
&
p_pose
)
{
uint32_t
index
=
bind_count
;
set_bind_count
(
bind_count
+
1
);
set_bind_name
(
index
,
p_name
);
set_bind_pose
(
index
,
p_pose
);
}
void
Skin
::
set_bind_name
(
int
p_index
,
const
StringName
&
p_name
)
{
ERR_FAIL_INDEX
(
p_index
,
bind_count
);
bool
notify_change
=
(
binds_ptr
[
p_index
].
name
!=
StringName
())
!=
(
p_name
!=
StringName
());
binds_ptr
[
p_index
].
name
=
p_name
;
emit_changed
();
if
(
notify_change
)
{
_change_notify
();
}
}
void
Skin
::
set_bind_bone
(
int
p_index
,
int
p_bone
)
{
ERR_FAIL_INDEX
(
p_index
,
bind_count
);
binds_ptr
[
p_index
].
bone
=
p_bone
;
...
...
@@ -75,6 +93,9 @@ bool Skin::_set(const StringName &p_name, const Variant &p_value) {
if
(
what
==
"bone"
)
{
set_bind_bone
(
index
,
p_value
);
return
true
;
}
else
if
(
what
==
"name"
)
{
set_bind_name
(
index
,
p_value
);
return
true
;
}
else
if
(
what
==
"pose"
)
{
set_bind_pose
(
index
,
p_value
);
return
true
;
...
...
@@ -95,6 +116,9 @@ bool Skin::_get(const StringName &p_name, Variant &r_ret) const {
if
(
what
==
"bone"
)
{
r_ret
=
get_bind_bone
(
index
);
return
true
;
}
else
if
(
what
==
"name"
)
{
r_ret
=
get_bind_name
(
index
);
return
true
;
}
else
if
(
what
==
"pose"
)
{
r_ret
=
get_bind_pose
(
index
);
return
true
;
...
...
@@ -105,7 +129,8 @@ bool Skin::_get(const StringName &p_name, Variant &r_ret) const {
void
Skin
::
_get_property_list
(
List
<
PropertyInfo
>
*
p_list
)
const
{
p_list
->
push_back
(
PropertyInfo
(
Variant
::
INT
,
"bind_count"
,
PROPERTY_HINT_RANGE
,
"0,16384,1,or_greater"
));
for
(
int
i
=
0
;
i
<
get_bind_count
();
i
++
)
{
p_list
->
push_back
(
PropertyInfo
(
Variant
::
INT
,
"bind/"
+
itos
(
i
)
+
"/bone"
,
PROPERTY_HINT_RANGE
,
"0,16384,1,or_greater"
));
p_list
->
push_back
(
PropertyInfo
(
Variant
::
STRING
,
"bind/"
+
itos
(
i
)
+
"/name"
,
PROPERTY_HINT_RANGE
,
"0,16384,1,or_greater"
));
p_list
->
push_back
(
PropertyInfo
(
Variant
::
INT
,
"bind/"
+
itos
(
i
)
+
"/bone"
,
PROPERTY_HINT_RANGE
,
"0,16384,1,or_greater"
,
get_bind_name
(
i
)
!=
StringName
()
?
PROPERTY_USAGE_NOEDITOR
:
PROPERTY_USAGE_DEFAULT
));
p_list
->
push_back
(
PropertyInfo
(
Variant
::
TRANSFORM
,
"bind/"
+
itos
(
i
)
+
"/pose"
));
}
}
...
...
@@ -120,6 +145,9 @@ void Skin::_bind_methods() {
ClassDB
::
bind_method
(
D_METHOD
(
"set_bind_pose"
,
"bind_index"
,
"pose"
),
&
Skin
::
set_bind_pose
);
ClassDB
::
bind_method
(
D_METHOD
(
"get_bind_pose"
,
"bind_index"
),
&
Skin
::
get_bind_pose
);
ClassDB
::
bind_method
(
D_METHOD
(
"set_bind_name"
,
"bind_index"
,
"name"
),
&
Skin
::
set_bind_name
);
ClassDB
::
bind_method
(
D_METHOD
(
"get_bind_name"
,
"bind_index"
),
&
Skin
::
get_bind_name
);
ClassDB
::
bind_method
(
D_METHOD
(
"set_bind_bone"
,
"bind_index"
,
"bone"
),
&
Skin
::
set_bind_bone
);
ClassDB
::
bind_method
(
D_METHOD
(
"get_bind_bone"
,
"bind_index"
),
&
Skin
::
get_bind_bone
);
...
...
scene/resources/skin.h
View file @
9a34f39d
...
...
@@ -37,7 +37,8 @@ class Skin : public Resource {
GDCLASS
(
Skin
,
Resource
)
struct
Bind
{
int
bone
;
int
bone
=
-
1
;
StringName
name
;
Transform
pose
;
};
...
...
@@ -58,9 +59,11 @@ public:
inline
int
get_bind_count
()
const
{
return
bind_count
;
}
void
add_bind
(
int
p_bone
,
const
Transform
&
p_pose
);
void
add_named_bind
(
const
String
&
p_name
,
const
Transform
&
p_pose
);
void
set_bind_bone
(
int
p_index
,
int
p_bone
);
void
set_bind_pose
(
int
p_index
,
const
Transform
&
p_pose
);
void
set_bind_name
(
int
p_index
,
const
StringName
&
p_name
);
inline
int
get_bind_bone
(
int
p_index
)
const
{
#ifdef DEBUG_ENABLED
...
...
@@ -69,6 +72,13 @@ public:
return
binds_ptr
[
p_index
].
bone
;
}
inline
StringName
get_bind_name
(
int
p_index
)
const
{
#ifdef DEBUG_ENABLED
ERR_FAIL_INDEX_V
(
p_index
,
bind_count
,
StringName
());
#endif
return
binds_ptr
[
p_index
].
name
;
}
inline
Transform
get_bind_pose
(
int
p_index
)
const
{
#ifdef DEBUG_ENABLED
ERR_FAIL_INDEX_V
(
p_index
,
bind_count
,
Transform
());
...
...
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