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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/modules/gltf/skin_tool.cpp
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/**************************************************************************/
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/* skin_tool.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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 "skin_tool.h"
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SkinNodeIndex SkinTool::_find_highest_node(Vector<Ref<GLTFNode>> &r_nodes, const Vector<GLTFNodeIndex> &p_subset) {
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int highest = -1;
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SkinNodeIndex best_node = -1;
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for (int i = 0; i < p_subset.size(); ++i) {
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const SkinNodeIndex node_i = p_subset[i];
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const Ref<GLTFNode> node = r_nodes[node_i];
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if (highest == -1 || node->height < highest) {
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highest = node->height;
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best_node = node_i;
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}
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}
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return best_node;
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}
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bool SkinTool::_capture_nodes_in_skin(const Vector<Ref<GLTFNode>> &nodes, Ref<GLTFSkin> p_skin, const SkinNodeIndex p_node_index) {
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bool found_joint = false;
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Ref<GLTFNode> current_node = nodes[p_node_index];
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for (int i = 0; i < current_node->children.size(); ++i) {
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found_joint |= _capture_nodes_in_skin(nodes, p_skin, current_node->children[i]);
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}
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if (found_joint) {
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// Mark it if we happen to find another skins joint...
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if (current_node->joint && !p_skin->joints.has(p_node_index)) {
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p_skin->joints.push_back(p_node_index);
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} else if (!p_skin->non_joints.has(p_node_index)) {
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p_skin->non_joints.push_back(p_node_index);
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}
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}
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if (p_skin->joints.find(p_node_index) > 0) {
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return true;
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}
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return false;
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}
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void SkinTool::_capture_nodes_for_multirooted_skin(Vector<Ref<GLTFNode>> &r_nodes, Ref<GLTFSkin> p_skin) {
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DisjointSet<SkinNodeIndex> disjoint_set;
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for (int i = 0; i < p_skin->joints.size(); ++i) {
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const SkinNodeIndex node_index = p_skin->joints[i];
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const SkinNodeIndex parent = r_nodes[node_index]->parent;
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disjoint_set.insert(node_index);
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if (p_skin->joints.has(parent)) {
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disjoint_set.create_union(parent, node_index);
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}
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}
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Vector<SkinNodeIndex> roots;
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disjoint_set.get_representatives(roots);
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if (roots.size() <= 1) {
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return;
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}
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int maxHeight = -1;
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// Determine the max height rooted tree
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for (int i = 0; i < roots.size(); ++i) {
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const SkinNodeIndex root = roots[i];
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if (maxHeight == -1 || r_nodes[root]->height < maxHeight) {
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maxHeight = r_nodes[root]->height;
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}
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}
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// Go up the tree till all of the multiple roots of the skin are at the same hierarchy level.
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// This sucks, but 99% of all game engines (not just Godot) would have this same issue.
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for (int i = 0; i < roots.size(); ++i) {
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SkinNodeIndex current_node = roots[i];
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while (r_nodes[current_node]->height > maxHeight) {
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SkinNodeIndex parent = r_nodes[current_node]->parent;
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if (r_nodes[parent]->joint && !p_skin->joints.has(parent)) {
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p_skin->joints.push_back(parent);
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} else if (!p_skin->non_joints.has(parent)) {
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p_skin->non_joints.push_back(parent);
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}
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current_node = parent;
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}
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// replace the roots
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roots.write[i] = current_node;
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}
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// Climb up the tree until they all have the same parent
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bool all_same;
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do {
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all_same = true;
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const SkinNodeIndex first_parent = r_nodes[roots[0]]->parent;
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for (int i = 1; i < roots.size(); ++i) {
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all_same &= (first_parent == r_nodes[roots[i]]->parent);
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}
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if (!all_same) {
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for (int i = 0; i < roots.size(); ++i) {
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const SkinNodeIndex current_node = roots[i];
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const SkinNodeIndex parent = r_nodes[current_node]->parent;
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if (r_nodes[parent]->joint && !p_skin->joints.has(parent)) {
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p_skin->joints.push_back(parent);
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} else if (!p_skin->non_joints.has(parent)) {
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p_skin->non_joints.push_back(parent);
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}
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roots.write[i] = parent;
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}
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}
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} while (!all_same);
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}
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Error SkinTool::_expand_skin(Vector<Ref<GLTFNode>> &r_nodes, Ref<GLTFSkin> p_skin) {
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_capture_nodes_for_multirooted_skin(r_nodes, p_skin);
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// Grab all nodes that lay in between skin joints/nodes
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DisjointSet<GLTFNodeIndex> disjoint_set;
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Vector<SkinNodeIndex> all_skin_nodes;
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all_skin_nodes.append_array(p_skin->joints);
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all_skin_nodes.append_array(p_skin->non_joints);
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for (int i = 0; i < all_skin_nodes.size(); ++i) {
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const SkinNodeIndex node_index = all_skin_nodes[i];
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const SkinNodeIndex parent = r_nodes[node_index]->parent;
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disjoint_set.insert(node_index);
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if (all_skin_nodes.has(parent)) {
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disjoint_set.create_union(parent, node_index);
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}
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}
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Vector<SkinNodeIndex> out_owners;
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disjoint_set.get_representatives(out_owners);
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Vector<SkinNodeIndex> out_roots;
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for (int i = 0; i < out_owners.size(); ++i) {
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Vector<SkinNodeIndex> set;
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disjoint_set.get_members(set, out_owners[i]);
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const SkinNodeIndex root = _find_highest_node(r_nodes, set);
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ERR_FAIL_COND_V(root < 0, FAILED);
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out_roots.push_back(root);
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}
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out_roots.sort();
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for (int i = 0; i < out_roots.size(); ++i) {
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_capture_nodes_in_skin(r_nodes, p_skin, out_roots[i]);
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}
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p_skin->roots = out_roots;
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return OK;
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}
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Error SkinTool::_verify_skin(Vector<Ref<GLTFNode>> &r_nodes, Ref<GLTFSkin> p_skin) {
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// This may seem duplicated from expand_skins, but this is really a sanity check! (so it kinda is)
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// In case additional interpolating logic is added to the skins, this will help ensure that you
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// do not cause it to self implode into a fiery blaze
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// We are going to re-calculate the root nodes and compare them to the ones saved in the skin,
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// then ensure the multiple trees (if they exist) are on the same sublevel
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// Grab all nodes that lay in between skin joints/nodes
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DisjointSet<GLTFNodeIndex> disjoint_set;
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Vector<SkinNodeIndex> all_skin_nodes;
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all_skin_nodes.append_array(p_skin->joints);
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all_skin_nodes.append_array(p_skin->non_joints);
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for (int i = 0; i < all_skin_nodes.size(); ++i) {
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const SkinNodeIndex node_index = all_skin_nodes[i];
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const SkinNodeIndex parent = r_nodes[node_index]->parent;
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disjoint_set.insert(node_index);
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if (all_skin_nodes.has(parent)) {
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disjoint_set.create_union(parent, node_index);
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}
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}
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Vector<SkinNodeIndex> out_owners;
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disjoint_set.get_representatives(out_owners);
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Vector<SkinNodeIndex> out_roots;
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for (int i = 0; i < out_owners.size(); ++i) {
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Vector<SkinNodeIndex> set;
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disjoint_set.get_members(set, out_owners[i]);
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const SkinNodeIndex root = _find_highest_node(r_nodes, set);
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ERR_FAIL_COND_V(root < 0, FAILED);
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out_roots.push_back(root);
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}
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out_roots.sort();
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ERR_FAIL_COND_V(out_roots.is_empty(), FAILED);
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// Make sure the roots are the exact same (they better be)
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ERR_FAIL_COND_V(out_roots.size() != p_skin->roots.size(), FAILED);
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for (int i = 0; i < out_roots.size(); ++i) {
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ERR_FAIL_COND_V(out_roots[i] != p_skin->roots[i], FAILED);
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}
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// Single rooted skin? Perfectly ok!
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if (out_roots.size() == 1) {
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return OK;
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}
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// Make sure all parents of a multi-rooted skin are the SAME
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const SkinNodeIndex parent = r_nodes[out_roots[0]]->parent;
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for (int i = 1; i < out_roots.size(); ++i) {
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if (r_nodes[out_roots[i]]->parent != parent) {
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return FAILED;
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}
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}
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return OK;
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}
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void SkinTool::_recurse_children(
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Vector<Ref<GLTFNode>> &nodes,
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const SkinNodeIndex p_node_index,
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RBSet<GLTFNodeIndex> &p_all_skin_nodes,
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HashSet<GLTFNodeIndex> &p_child_visited_set) {
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if (p_child_visited_set.has(p_node_index)) {
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return;
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}
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p_child_visited_set.insert(p_node_index);
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Ref<GLTFNode> current_node = nodes[p_node_index];
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for (int i = 0; i < current_node->children.size(); ++i) {
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_recurse_children(nodes, current_node->children[i], p_all_skin_nodes, p_child_visited_set);
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}
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// Continue to use 'current_node' for clarity and direct access.
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if (current_node->skin < 0 || current_node->mesh < 0 || !current_node->children.is_empty()) {
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p_all_skin_nodes.insert(p_node_index);
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}
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}
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void SkinTool::_check_if_parent_needs_to_become_joint(const Vector<Ref<GLTFNode>> &p_all_nodes, const Vector<GLTFNodeIndex> &p_skeleton_node_indices, const Ref<GLTFNode> &p_gltf_node, Vector<GLTFNodeIndex> &r_non_joint_indices) {
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const GLTFNodeIndex parent_index = p_gltf_node->parent;
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if (parent_index >= 0) {
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const Ref<GLTFNode> &parent = p_all_nodes[parent_index];
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if (!parent->joint && p_skeleton_node_indices.has(parent_index) && !r_non_joint_indices.has(parent_index)) {
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_check_if_parent_needs_to_become_joint(p_all_nodes, p_skeleton_node_indices, parent, r_non_joint_indices);
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r_non_joint_indices.push_back(parent_index);
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}
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}
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}
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Error SkinTool::_determine_skeletons(
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Vector<Ref<GLTFSkin>> &skins,
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Vector<Ref<GLTFNode>> &nodes,
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Vector<Ref<GLTFSkeleton>> &skeletons,
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const Vector<GLTFNodeIndex> &p_single_skeleton_roots,
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bool p_turn_non_joint_descendants_into_bones) {
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if (!p_single_skeleton_roots.is_empty()) {
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Ref<GLTFSkin> skin;
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skin.instantiate();
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skin->set_name("godot_single_skeleton_root");
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for (GLTFNodeIndex i = 0; i < p_single_skeleton_roots.size(); i++) {
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skin->joints.push_back(p_single_skeleton_roots[i]);
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}
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skins.push_back(skin);
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}
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// Using a disjoint set, we are going to potentially combine all skins that are actually branches
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// of a main skeleton, or treat skins defining the same set of nodes as ONE skeleton.
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// This is another unclear issue caused by the current glTF specification.
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DisjointSet<GLTFNodeIndex> skeleton_sets;
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for (GLTFSkinIndex skin_i = 0; skin_i < skins.size(); ++skin_i) {
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const Ref<GLTFSkin> skin = skins[skin_i];
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ERR_CONTINUE(skin.is_null());
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HashSet<GLTFNodeIndex> child_visited_set;
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RBSet<GLTFNodeIndex> all_skin_nodes;
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for (int i = 0; i < skin->joints.size(); ++i) {
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all_skin_nodes.insert(skin->joints[i]);
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SkinTool::_recurse_children(nodes, skin->joints[i], all_skin_nodes, child_visited_set);
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}
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for (int i = 0; i < skin->non_joints.size(); ++i) {
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all_skin_nodes.insert(skin->non_joints[i]);
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SkinTool::_recurse_children(nodes, skin->non_joints[i], all_skin_nodes, child_visited_set);
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}
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for (GLTFNodeIndex node_index : all_skin_nodes) {
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const GLTFNodeIndex parent = nodes[node_index]->parent;
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skeleton_sets.insert(node_index);
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if (all_skin_nodes.has(parent)) {
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skeleton_sets.create_union(parent, node_index);
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}
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}
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// We are going to connect the separate skin subtrees in each skin together
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// so that the final roots are entire sets of valid skin trees
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for (int i = 1; i < skin->roots.size(); ++i) {
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skeleton_sets.create_union(skin->roots[0], skin->roots[i]);
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}
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}
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{ // attempt to joint all touching subsets (siblings/parent are part of another skin)
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Vector<SkinNodeIndex> groups_representatives;
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skeleton_sets.get_representatives(groups_representatives);
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Vector<SkinNodeIndex> highest_group_members;
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Vector<Vector<SkinNodeIndex>> groups;
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for (int i = 0; i < groups_representatives.size(); ++i) {
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Vector<SkinNodeIndex> group;
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skeleton_sets.get_members(group, groups_representatives[i]);
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highest_group_members.push_back(SkinTool::_find_highest_node(nodes, group));
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groups.push_back(group);
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}
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for (int i = 0; i < highest_group_members.size(); ++i) {
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const SkinNodeIndex node_i = highest_group_members[i];
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// Attach any siblings together (this needs to be done n^2/2 times)
365
for (int j = i + 1; j < highest_group_members.size(); ++j) {
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const SkinNodeIndex node_j = highest_group_members[j];
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// Even if they are siblings under the root! :)
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if (nodes[node_i]->parent == nodes[node_j]->parent) {
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skeleton_sets.create_union(node_i, node_j);
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}
372
}
373
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// Attach any parenting going on together (we need to do this n^2 times)
375
const SkinNodeIndex node_i_parent = nodes[node_i]->parent;
376
if (node_i_parent >= 0) {
377
for (int j = 0; j < groups.size() && i != j; ++j) {
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const Vector<SkinNodeIndex> &group = groups[j];
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if (group.has(node_i_parent)) {
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const SkinNodeIndex node_j = highest_group_members[j];
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skeleton_sets.create_union(node_i, node_j);
383
}
384
}
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}
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}
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}
388
389
// At this point, the skeleton groups should be finalized
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Vector<SkinNodeIndex> skeleton_owners;
391
skeleton_sets.get_representatives(skeleton_owners);
392
393
// Mark all the skins actual skeletons, after we have merged them
394
for (SkinSkeletonIndex skel_i = 0; skel_i < skeleton_owners.size(); ++skel_i) {
395
const SkinNodeIndex skeleton_owner = skeleton_owners[skel_i];
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Ref<GLTFSkeleton> skeleton;
397
skeleton.instantiate();
398
399
Vector<SkinNodeIndex> skeleton_nodes;
400
skeleton_sets.get_members(skeleton_nodes, skeleton_owner);
401
402
for (GLTFSkinIndex skin_i = 0; skin_i < skins.size(); ++skin_i) {
403
Ref<GLTFSkin> skin = skins.write[skin_i];
404
405
// If any of the skeletons nodes exist in a skin, that skin now maps to the skeleton
406
for (int i = 0; i < skeleton_nodes.size(); ++i) {
407
SkinNodeIndex skel_node_i = skeleton_nodes[i];
408
if (skin->joints.has(skel_node_i) || skin->non_joints.has(skel_node_i)) {
409
skin->skeleton = skel_i;
410
continue;
411
}
412
}
413
}
414
// The nodes placed into `non_joints` will be passed to `_reparent_non_joint_skeleton_subtrees`
415
// which will add them to the skeleton and set `node->joint` to true.
416
Vector<SkinNodeIndex> non_joints;
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for (int i = 0; i < skeleton_nodes.size(); ++i) {
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const SkinNodeIndex node_i = skeleton_nodes[i];
419
Ref<GLTFNode> node = nodes[node_i];
420
if (node->joint) {
421
if (!p_turn_non_joint_descendants_into_bones) {
422
// If a joint node has non-joint parents, we need to make them joints as well.
423
// For example, if A/B/C/D, and A/B and D are joints, then we need to make C a joint as well.
424
// This is required to handle the "skinD" example in `Animation_Skin_09.gltf` from the glTF-Asset-Generator:
425
// https://github.com/KhronosGroup/glTF-Asset-Generator/blob/master/Output/Positive/Animation_Skin
426
_check_if_parent_needs_to_become_joint(nodes, skeleton_nodes, node, non_joints);
427
}
428
skeleton->joints.push_back(node_i);
429
} else if (p_turn_non_joint_descendants_into_bones) {
430
non_joints.push_back(node_i);
431
}
432
}
433
434
skeletons.push_back(skeleton);
435
436
SkinTool::_reparent_non_joint_skeleton_subtrees(nodes, skeletons.write[skel_i], non_joints);
437
}
438
439
for (SkinSkeletonIndex skel_i = 0; skel_i < skeletons.size(); ++skel_i) {
440
Ref<GLTFSkeleton> skeleton = skeletons.write[skel_i];
441
442
for (int i = 0; i < skeleton->joints.size(); ++i) {
443
const SkinNodeIndex node_i = skeleton->joints[i];
444
Ref<GLTFNode> node = nodes[node_i];
445
446
ERR_FAIL_COND_V(!node->joint, ERR_PARSE_ERROR);
447
ERR_FAIL_COND_V(node->skeleton >= 0, ERR_PARSE_ERROR);
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node->skeleton = skel_i;
449
}
450
451
ERR_FAIL_COND_V(SkinTool::_determine_skeleton_roots(nodes, skeletons, skel_i), ERR_PARSE_ERROR);
452
}
453
454
return OK;
455
}
456
457
Error SkinTool::_reparent_non_joint_skeleton_subtrees(
458
Vector<Ref<GLTFNode>> &nodes,
459
Ref<GLTFSkeleton> p_skeleton,
460
const Vector<SkinNodeIndex> &p_non_joints) {
461
DisjointSet<GLTFNodeIndex> subtree_set;
462
463
// Populate the disjoint set with ONLY non joints that are in the skeleton hierarchy (non_joints vector)
464
// This way we can find any joints that lie in between joints, as the current glTF specification
465
// mentions nothing about non-joints being in between joints of the same skin. Hopefully one day we
466
// can remove this code.
467
468
// skinD depicted here explains this issue:
469
// https://github.com/KhronosGroup/glTF-Asset-Generator/blob/master/Output/Positive/Animation_Skin
470
471
for (int i = 0; i < p_non_joints.size(); ++i) {
472
const SkinNodeIndex node_i = p_non_joints[i];
473
474
subtree_set.insert(node_i);
475
476
const SkinNodeIndex parent_i = nodes[node_i]->parent;
477
if (parent_i >= 0 && p_non_joints.has(parent_i) && !nodes[parent_i]->joint) {
478
subtree_set.create_union(parent_i, node_i);
479
}
480
}
481
482
// Find all the non joint subtrees and re-parent them to a new "fake" joint
483
484
Vector<SkinNodeIndex> non_joint_subtree_roots;
485
subtree_set.get_representatives(non_joint_subtree_roots);
486
487
for (int root_i = 0; root_i < non_joint_subtree_roots.size(); ++root_i) {
488
const SkinNodeIndex subtree_root = non_joint_subtree_roots[root_i];
489
490
Vector<SkinNodeIndex> subtree_nodes;
491
subtree_set.get_members(subtree_nodes, subtree_root);
492
493
for (int subtree_i = 0; subtree_i < subtree_nodes.size(); ++subtree_i) {
494
Ref<GLTFNode> node = nodes[subtree_nodes[subtree_i]];
495
node->joint = true;
496
// Add the joint to the skeletons joints
497
p_skeleton->joints.push_back(subtree_nodes[subtree_i]);
498
}
499
}
500
501
return OK;
502
}
503
504
Error SkinTool::_determine_skeleton_roots(
505
Vector<Ref<GLTFNode>> &nodes,
506
Vector<Ref<GLTFSkeleton>> &skeletons,
507
const SkinSkeletonIndex p_skel_i) {
508
DisjointSet<GLTFNodeIndex> disjoint_set;
509
510
for (SkinNodeIndex i = 0; i < nodes.size(); ++i) {
511
const Ref<GLTFNode> node = nodes[i];
512
513
if (node->skeleton != p_skel_i) {
514
continue;
515
}
516
517
disjoint_set.insert(i);
518
519
if (node->parent >= 0 && nodes[node->parent]->skeleton == p_skel_i) {
520
disjoint_set.create_union(node->parent, i);
521
}
522
}
523
524
Ref<GLTFSkeleton> skeleton = skeletons.write[p_skel_i];
525
526
Vector<SkinNodeIndex> representatives;
527
disjoint_set.get_representatives(representatives);
528
529
Vector<SkinNodeIndex> roots;
530
531
for (int i = 0; i < representatives.size(); ++i) {
532
Vector<SkinNodeIndex> set;
533
disjoint_set.get_members(set, representatives[i]);
534
const SkinNodeIndex root = _find_highest_node(nodes, set);
535
ERR_FAIL_COND_V(root < 0, FAILED);
536
roots.push_back(root);
537
}
538
539
roots.sort();
540
541
skeleton->roots = roots;
542
543
if (roots.is_empty()) {
544
return FAILED;
545
} else if (roots.size() == 1) {
546
return OK;
547
}
548
549
// Check that the subtrees have the same parent root
550
const SkinNodeIndex parent = nodes[roots[0]]->parent;
551
for (int i = 1; i < roots.size(); ++i) {
552
if (nodes[roots[i]]->parent != parent) {
553
return FAILED;
554
}
555
}
556
557
return OK;
558
}
559
560
Error SkinTool::_create_skeletons(
561
HashSet<String> &unique_names,
562
Vector<Ref<GLTFSkin>> &skins,
563
Vector<Ref<GLTFNode>> &nodes,
564
HashMap<ObjectID, GLTFSkeletonIndex> &skeleton3d_to_gltf_skeleton,
565
Vector<Ref<GLTFSkeleton>> &skeletons,
566
HashMap<GLTFNodeIndex, Node *> &scene_nodes,
567
int p_naming_version) {
568
// This is the syntax to duplicate a Godot HashSet.
569
HashSet<String> unique_node_names(unique_names);
570
for (SkinSkeletonIndex skel_i = 0; skel_i < skeletons.size(); ++skel_i) {
571
Ref<GLTFSkeleton> gltf_skeleton = skeletons.write[skel_i];
572
HashSet<String> skel_unique_names(unique_node_names);
573
574
Skeleton3D *skeleton = memnew(Skeleton3D);
575
gltf_skeleton->godot_skeleton = skeleton;
576
skeleton3d_to_gltf_skeleton[skeleton->get_instance_id()] = skel_i;
577
578
// Make a unique name, no gltf node represents this skeleton
579
skeleton->set_name("Skeleton3D");
580
581
List<GLTFNodeIndex> bones;
582
583
for (int i = 0; i < gltf_skeleton->roots.size(); ++i) {
584
bones.push_back(gltf_skeleton->roots[i]);
585
}
586
587
// Make the skeleton creation deterministic by going through the roots in
588
// a sorted order, and DEPTH FIRST
589
bones.sort();
590
591
while (!bones.is_empty()) {
592
const SkinNodeIndex node_i = bones.front()->get();
593
bones.pop_front();
594
595
Ref<GLTFNode> node = nodes[node_i];
596
ERR_FAIL_COND_V(node->skeleton != skel_i, FAILED);
597
598
{ // Add all child nodes to the stack (deterministically)
599
Vector<SkinNodeIndex> child_nodes;
600
for (int i = 0; i < node->children.size(); ++i) {
601
const SkinNodeIndex child_i = node->children[i];
602
if (nodes[child_i]->skeleton == skel_i) {
603
child_nodes.push_back(child_i);
604
}
605
}
606
607
// Depth first insertion
608
child_nodes.sort();
609
for (int i = child_nodes.size() - 1; i >= 0; --i) {
610
bones.push_front(child_nodes[i]);
611
}
612
}
613
614
const int bone_index = skeleton->get_bone_count();
615
616
if (node->get_name().is_empty()) {
617
node->set_name("bone");
618
}
619
620
if (p_naming_version < 2) {
621
node->set_name(_gen_unique_bone_name(unique_names, node->get_name()));
622
} else {
623
// Make sure the bone name is unique in the skeleton and unique compared
624
// to scene nodes, but bone names may be duplicated between skeletons.
625
// Example: Two skeletons with a "Head" bone should not have one become "Head_2".
626
const String unique_bone_name = _gen_unique_bone_name(skel_unique_names, node->get_name());
627
unique_names.insert(unique_bone_name);
628
node->set_name(unique_bone_name);
629
}
630
631
skeleton->add_bone(node->get_name());
632
Transform3D rest_transform = node->get_additional_data("GODOT_rest_transform");
633
skeleton->set_bone_rest(bone_index, rest_transform);
634
skeleton->set_bone_pose_position(bone_index, node->transform.origin);
635
skeleton->set_bone_pose_rotation(bone_index, node->transform.basis.get_rotation_quaternion());
636
skeleton->set_bone_pose_scale(bone_index, node->transform.basis.get_scale());
637
638
// Store bone-level GLTF extras in skeleton per bone meta.
639
if (node->has_meta("extras")) {
640
skeleton->set_bone_meta(bone_index, "extras", node->get_meta("extras"));
641
}
642
643
if (node->parent >= 0 && nodes[node->parent]->skeleton == skel_i) {
644
const int bone_parent = skeleton->find_bone(nodes[node->parent]->get_name());
645
ERR_FAIL_COND_V(bone_parent < 0, FAILED);
646
skeleton->set_bone_parent(bone_index, skeleton->find_bone(nodes[node->parent]->get_name()));
647
}
648
649
scene_nodes.insert(node_i, skeleton);
650
}
651
}
652
653
ERR_FAIL_COND_V(_map_skin_joints_indices_to_skeleton_bone_indices(skins, skeletons, nodes), ERR_PARSE_ERROR);
654
655
return OK;
656
}
657
658
Error SkinTool::_map_skin_joints_indices_to_skeleton_bone_indices(
659
Vector<Ref<GLTFSkin>> &skins,
660
Vector<Ref<GLTFSkeleton>> &skeletons,
661
Vector<Ref<GLTFNode>> &nodes) {
662
for (GLTFSkinIndex skin_i = 0; skin_i < skins.size(); ++skin_i) {
663
Ref<GLTFSkin> skin = skins.write[skin_i];
664
ERR_CONTINUE(skin.is_null());
665
666
Ref<GLTFSkeleton> skeleton = skeletons[skin->skeleton];
667
668
for (int joint_index = 0; joint_index < skin->joints_original.size(); ++joint_index) {
669
const SkinNodeIndex node_i = skin->joints_original[joint_index];
670
const Ref<GLTFNode> node = nodes[node_i];
671
672
const int bone_index = skeleton->godot_skeleton->find_bone(node->get_name());
673
ERR_FAIL_COND_V(bone_index < 0, FAILED);
674
675
skin->joint_i_to_bone_i.insert(joint_index, bone_index);
676
}
677
}
678
679
return OK;
680
}
681
682
Error SkinTool::_create_skins(Vector<Ref<GLTFSkin>> &skins, Vector<Ref<GLTFNode>> &nodes, bool use_named_skin_binds, HashSet<String> &unique_names) {
683
for (GLTFSkinIndex skin_i = 0; skin_i < skins.size(); ++skin_i) {
684
Ref<GLTFSkin> gltf_skin = skins.write[skin_i];
685
ERR_CONTINUE(gltf_skin.is_null());
686
687
Ref<Skin> skin;
688
skin.instantiate();
689
690
// Some skins don't have IBM's! What absolute monsters!
691
const bool has_ibms = !gltf_skin->inverse_binds.is_empty();
692
693
for (int joint_i = 0; joint_i < gltf_skin->joints_original.size(); ++joint_i) {
694
SkinNodeIndex node = gltf_skin->joints_original[joint_i];
695
String bone_name = nodes[node]->get_name();
696
697
Transform3D xform;
698
if (has_ibms) {
699
xform = gltf_skin->inverse_binds[joint_i];
700
}
701
702
if (use_named_skin_binds) {
703
skin->add_named_bind(bone_name, xform);
704
} else {
705
int32_t bone_i = gltf_skin->joint_i_to_bone_i[joint_i];
706
skin->add_bind(bone_i, xform);
707
}
708
}
709
710
gltf_skin->godot_skin = skin;
711
}
712
713
// Purge the duplicates!
714
_remove_duplicate_skins(skins);
715
716
// Create unique names now, after removing duplicates
717
for (GLTFSkinIndex skin_i = 0; skin_i < skins.size(); ++skin_i) {
718
ERR_CONTINUE(skins.get(skin_i).is_null());
719
Ref<Skin> skin = skins.write[skin_i]->godot_skin;
720
ERR_CONTINUE(skin.is_null());
721
if (skin->get_name().is_empty()) {
722
// Make a unique name, no node represents this skin
723
skin->set_name(_gen_unique_name(unique_names, "Skin"));
724
}
725
}
726
727
return OK;
728
}
729
730
// FIXME: Duplicated from FBXDocument, very similar code in GLTFDocument too,
731
// and even below in this class for bone names.
732
String SkinTool::_gen_unique_name(HashSet<String> &unique_names, const String &p_name) {
733
const String s_name = p_name.validate_node_name();
734
735
String u_name;
736
int index = 1;
737
while (true) {
738
u_name = s_name;
739
740
if (index > 1) {
741
u_name += itos(index);
742
}
743
if (!unique_names.has(u_name)) {
744
break;
745
}
746
index++;
747
}
748
749
unique_names.insert(u_name);
750
751
return u_name;
752
}
753
754
bool SkinTool::_skins_are_same(const Ref<Skin> p_skin_a, const Ref<Skin> p_skin_b) {
755
if (p_skin_a->get_bind_count() != p_skin_b->get_bind_count()) {
756
return false;
757
}
758
759
for (int i = 0; i < p_skin_a->get_bind_count(); ++i) {
760
if (p_skin_a->get_bind_bone(i) != p_skin_b->get_bind_bone(i)) {
761
return false;
762
}
763
if (p_skin_a->get_bind_name(i) != p_skin_b->get_bind_name(i)) {
764
return false;
765
}
766
767
Transform3D a_xform = p_skin_a->get_bind_pose(i);
768
Transform3D b_xform = p_skin_b->get_bind_pose(i);
769
770
if (a_xform != b_xform) {
771
return false;
772
}
773
}
774
775
return true;
776
}
777
778
void SkinTool::_remove_duplicate_skins(Vector<Ref<GLTFSkin>> &r_skins) {
779
for (int i = 0; i < r_skins.size(); ++i) {
780
for (int j = i + 1; j < r_skins.size(); ++j) {
781
const Ref<Skin> skin_i = r_skins[i]->godot_skin;
782
const Ref<Skin> skin_j = r_skins[j]->godot_skin;
783
784
if (_skins_are_same(skin_i, skin_j)) {
785
// replace it and delete the old
786
r_skins.write[j]->godot_skin = skin_i;
787
}
788
}
789
}
790
}
791
792
String SkinTool::_gen_unique_bone_name(HashSet<String> &r_unique_names, const String &p_name) {
793
String s_name = _sanitize_bone_name(p_name);
794
if (s_name.is_empty()) {
795
s_name = "bone";
796
}
797
String u_name;
798
int index = 1;
799
while (true) {
800
u_name = s_name;
801
802
if (index > 1) {
803
u_name += "_" + itos(index);
804
}
805
if (!r_unique_names.has(u_name)) {
806
break;
807
}
808
index++;
809
}
810
811
r_unique_names.insert(u_name);
812
813
return u_name;
814
}
815
816
Error SkinTool::_asset_parse_skins(
817
const Vector<SkinNodeIndex> &input_skin_indices,
818
const Vector<Ref<GLTFSkin>> &input_skins,
819
const Vector<Ref<GLTFNode>> &input_nodes,
820
Vector<SkinNodeIndex> &output_skin_indices,
821
Vector<Ref<GLTFSkin>> &output_skins,
822
HashMap<GLTFNodeIndex, bool> &joint_mapping) {
823
output_skin_indices.clear();
824
output_skins.clear();
825
joint_mapping.clear();
826
827
for (int i = 0; i < input_skin_indices.size(); ++i) {
828
SkinNodeIndex skin_index = input_skin_indices[i];
829
if (skin_index >= 0 && skin_index < input_skins.size()) {
830
output_skin_indices.push_back(skin_index);
831
output_skins.push_back(input_skins[skin_index]);
832
Ref<GLTFSkin> skin = input_skins[skin_index];
833
Vector<SkinNodeIndex> skin_joints = skin->get_joints();
834
for (int j = 0; j < skin_joints.size(); ++j) {
835
SkinNodeIndex joint_index = skin_joints[j];
836
joint_mapping[joint_index] = true;
837
}
838
}
839
}
840
841
return OK;
842
}
843
844
String SkinTool::_sanitize_bone_name(const String &p_name) {
845
String bone_name = p_name;
846
bone_name = bone_name.replace_chars(":/", '_');
847
return bone_name;
848
}
849
850