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https://github.com/godotengine/godot.git
synced 2024-12-09 10:09:20 +08:00
GLTF: Fixed some issues with skin groups joining incorrectly and removed unused code
- Skin groups now merge more cleanly together - Skins whose highest nodes are siblings of another skin now get merged also - Skin nodes who have children of another skin now also fuse together - Removed the re-rooting of IBM code, as it is no longer needed with the Skin system
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72d2468d68
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77e223ff94
@ -1486,12 +1486,12 @@ Error EditorSceneImporterGLTF::_parse_materials(GLTFState &state) {
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return OK;
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}
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EditorSceneImporterGLTF::GLTFNodeIndex EditorSceneImporterGLTF::_find_highest_node(GLTFState &state, const Vector<GLTFNodeIndex> &subtree) {
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EditorSceneImporterGLTF::GLTFNodeIndex EditorSceneImporterGLTF::_find_highest_node(GLTFState &state, const Vector<GLTFNodeIndex> &subset) {
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int heighest = -1;
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GLTFNodeIndex best_node = -1;
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for (int i = 0; i < subtree.size(); ++i) {
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const GLTFNodeIndex node_i = subtree[i];
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for (int i = 0; i < subset.size(); ++i) {
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const GLTFNodeIndex node_i = subset[i];
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const GLTFNode *node = state.nodes[node_i];
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if (heighest == -1 || node->height < heighest) {
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@ -1585,10 +1585,10 @@ void EditorSceneImporterGLTF::_capture_nodes_for_multirooted_skin(GLTFState &sta
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do {
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all_same = true;
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const GLTFNode *last_node = state.nodes[roots[0]];
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const GLTFNodeIndex first_parent = state.nodes[roots[0]]->parent;
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for (int i = 1; i < roots.size(); ++i) {
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all_same &= last_node == state.nodes[roots[i]];
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all_same &= (first_parent == state.nodes[roots[i]]->parent);
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}
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if (!all_same) {
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@ -1790,6 +1790,48 @@ Error EditorSceneImporterGLTF::_determine_skeletons(GLTFState &state) {
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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<GLTFNodeIndex> groups_representatives;
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skeleton_sets.get_representatives(groups_representatives);
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Vector<GLTFNodeIndex> highest_group_members;
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Vector<Vector<GLTFNodeIndex> > groups;
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for (int i = 0; i < groups_representatives.size(); ++i) {
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Vector<GLTFNodeIndex> group;
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skeleton_sets.get_members(group, groups_representatives[i]);
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highest_group_members.push_back(_find_highest_node(state, 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 GLTFNodeIndex node_i = highest_group_members[i];
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// Attach any siblings together (this needs to be done n^2/2 times)
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for (int j = i + 1; j < highest_group_members.size(); ++j) {
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const GLTFNodeIndex node_j = highest_group_members[j];
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// Even if they are siblings under the root! :)
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if (state.nodes[node_i]->parent == state.nodes[node_j]->parent) {
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skeleton_sets.create_union(node_i, node_j);
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}
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}
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// Attach any parenting going on together (we need to do this n^2 times)
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const GLTFNodeIndex node_i_parent = state.nodes[node_i]->parent;
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if (node_i_parent >= 0) {
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for (int j = 0; j < groups.size() && i != j; ++j) {
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const Vector<GLTFNodeIndex> &group = groups[j];
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if (group.find(node_i_parent) >= 0) {
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const GLTFNodeIndex node_j = highest_group_members[j];
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skeleton_sets.create_union(node_i, node_j);
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}
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}
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}
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}
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}
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// At this point, the skeleton groups should be finalized
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Vector<GLTFNodeIndex> skeleton_owners;
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skeleton_sets.get_representatives(skeleton_owners);
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@ -2109,58 +2151,24 @@ Error EditorSceneImporterGLTF::_map_skin_joints_indices_to_skeleton_bone_indices
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return OK;
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}
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Transform EditorSceneImporterGLTF::_get_scene_transform_for_node(const GLTFState &state, const GLTFNodeIndex node_i) {
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if (node_i < 0) {
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return Transform();
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}
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Transform xform;
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GLTFNodeIndex current_i = state.nodes[node_i]->parent;
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while (current_i >= 0) {
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xform = state.nodes[current_i]->xform * xform;
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current_i = state.nodes[current_i]->parent;
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}
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return xform;
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}
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Transform EditorSceneImporterGLTF::_compute_skin_to_skeleton_transform(const GLTFState &state, const GLTFNodeIndex skin_parent, const GLTFNodeIndex skeleton_parent) {
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const Transform xform_skin = _get_scene_transform_for_node(state, skin_parent);
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const Transform xform_skel = _get_scene_transform_for_node(state, skeleton_parent);
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return xform_skin.affine_inverse() * xform_skel;
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}
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void EditorSceneImporterGLTF::_compute_skeleton_rooted_skin_inverse_binds(GLTFState &state, const GLTFSkinIndex skin_i) {
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GLTFSkin &skin = state.skins.write[skin_i];
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const GLTFSkeleton &skeleton = state.skeletons[skin.skeleton];
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const GLTFNodeIndex skin_parent = skin.skin_root;
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const GLTFNodeIndex skeleton_parent = state.nodes[skeleton.roots[0]]->parent;
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const Transform skin_to_skel_transform = _compute_skin_to_skeleton_transform(state, skin_parent, skeleton_parent);
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const Transform skin_to_skel_transform_inverse = skin_to_skel_transform.affine_inverse();
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Vector<Transform> new_ibms;
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for (int i = 0; i < skin.inverse_binds.size(); ++i) {
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new_ibms.push_back(skin.inverse_binds[i] * skin_to_skel_transform_inverse);
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}
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skin.skeleton_inverse_binds = new_ibms;
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}
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Error EditorSceneImporterGLTF::_create_skins(GLTFState &state) {
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for (GLTFSkinIndex skin_i = 0; skin_i < state.skins.size(); ++skin_i) {
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_compute_skeleton_rooted_skin_inverse_binds(state, skin_i);
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GLTFSkin &gltf_skin = state.skins.write[skin_i];
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Ref<Skin> skin;
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skin.instance();
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// Some skins don't have IBM's! What absolute monsters!
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const bool has_ibms = !gltf_skin.inverse_binds.empty();
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for (int joint_i = 0; joint_i < gltf_skin.joints_original.size(); ++joint_i) {
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int bone_i = gltf_skin.joint_i_to_bone_i[joint_i];
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skin->add_bind(bone_i, gltf_skin.inverse_binds[joint_i]);
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if (has_ibms) {
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skin->add_bind(bone_i, gltf_skin.inverse_binds[joint_i]);
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} else {
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skin->add_bind(bone_i, Transform());
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}
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}
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gltf_skin.godot_skin = skin;
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@ -2206,8 +2214,8 @@ bool EditorSceneImporterGLTF::_skins_are_same(const Ref<Skin> &skin_a, const Ref
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void EditorSceneImporterGLTF::_remove_duplicate_skins(GLTFState &state) {
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for (int i = 0; i < state.skins.size(); ++i) {
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for (int j = i + 1; j < state.skins.size(); ++j) {
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const Ref<Skin>& skin_i = state.skins[i].godot_skin;
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const Ref<Skin>& skin_j = state.skins[j].godot_skin;
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const Ref<Skin> &skin_i = state.skins[i].godot_skin;
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const Ref<Skin> &skin_j = state.skins[j].godot_skin;
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if (_skins_are_same(skin_i, skin_j)) {
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// replace it and delete the old
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@ -2487,31 +2495,39 @@ void EditorSceneImporterGLTF::_generate_scene_node(GLTFState &state, Node *scene
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Spatial *current_node = nullptr;
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// Is our parent a skeleton?
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if (Skeleton *skeleton = Object::cast_to<Skeleton>(scene_parent)) {
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if (gltf_node->skeleton >= 0) {
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current_node = skeleton;
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// Is our parent a skeleton
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Skeleton *active_skeleton = Object::cast_to<Skeleton>(scene_parent);
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// If we are not attached via skin (mesh instance), we need to attach to the parent bone's node_index by bone_attachment
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} else if (gltf_node->skin < 0) {
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BoneAttachment *bone_attachment = _generate_bone_attachment(state, skeleton, node_index);
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if (gltf_node->skeleton >= 0) {
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Skeleton *skeleton = state.skeletons[gltf_node->skeleton].godot_skeleton;
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scene_parent->add_child(bone_attachment);
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bone_attachment->set_owner(scene_root);
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if (active_skeleton != skeleton) {
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ERR_FAIL_COND_MSG(active_skeleton != nullptr, "glTF: Generating scene detected direct parented Skeletons");
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// There is no gltf_node that represent this, so just directly create a unique name
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bone_attachment->set_name(_gen_unique_name(state, "BoneAttachment"));
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// We change the scene_parent to our bone attachment now. We do not set current_node because we want to make the node
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// and attach it to the bone_attachment
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scene_parent = bone_attachment;
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// Add it to the scene if it has not already been added
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if (skeleton->get_parent() == nullptr) {
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scene_parent->add_child(skeleton);
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skeleton->set_owner(scene_root);
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}
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}
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} else if (gltf_node->skeleton >= 0) {
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// Set the current node straight from the skeleton map
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current_node = state.skeletons[gltf_node->skeleton].godot_skeleton;
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scene_parent->add_child(current_node);
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current_node->set_owner(scene_root);
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active_skeleton = skeleton;
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current_node = skeleton;
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}
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// If we have an active skeleton, and the node is node skinned, we need to create a bone attachment
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if (current_node == nullptr && active_skeleton != nullptr && gltf_node->skin < 0) {
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BoneAttachment *bone_attachment = _generate_bone_attachment(state, active_skeleton, node_index);
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scene_parent->add_child(bone_attachment);
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bone_attachment->set_owner(scene_root);
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// There is no gltf_node that represent this, so just directly create a unique name
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bone_attachment->set_name(_gen_unique_name(state, "BoneAttachment"));
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// We change the scene_parent to our bone attachment now. We do not set current_node because we want to make the node
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// and attach it to the bone_attachment
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scene_parent = bone_attachment;
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}
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// We still have not managed to make a node
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@ -229,10 +229,6 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
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// Godot Skeleton's bone_indices
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Map<int, int> joint_i_to_bone_i;
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// The same inverse-binds as above, but they have been re-rooted to the
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// skeletons parent node
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Vector<Transform> skeleton_inverse_binds;
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// The Actual Skin that will be created as a mapping between the IBM's of this skin
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// to the generated skeleton for the mesh instances.
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Ref<Skin> godot_skin;
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@ -368,7 +364,7 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
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Error _parse_materials(GLTFState &state);
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GLTFNodeIndex _find_highest_node(GLTFState &state, const Vector<GLTFNodeIndex> &subtree);
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GLTFNodeIndex _find_highest_node(GLTFState &state, const Vector<GLTFNodeIndex> &subset);
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bool _capture_nodes_in_skin(GLTFState &state, GLTFSkin &skin, const GLTFNodeIndex node_index);
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void _capture_nodes_for_multirooted_skin(GLTFState &state, GLTFSkin &skin);
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@ -384,12 +380,9 @@ class EditorSceneImporterGLTF : public EditorSceneImporter {
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Error _create_skeletons(GLTFState &state);
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Error _map_skin_joints_indices_to_skeleton_bone_indices(GLTFState &state);
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Transform _get_scene_transform_for_node(const GLTFState &state, const GLTFNodeIndex node_i);
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Transform _compute_skin_to_skeleton_transform(const GLTFState &state, const GLTFNodeIndex skin_parent, const GLTFNodeIndex skeleton_parent);
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void _compute_skeleton_rooted_skin_inverse_binds(GLTFState &state, const GLTFSkinIndex skin_i);
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Error _create_skins(GLTFState &state);
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bool _skins_are_same(const Ref<Skin>& skin_a, const Ref<Skin>& skin_b);
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void _remove_duplicate_skins(GLTFState& state);
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bool _skins_are_same(const Ref<Skin> &skin_a, const Ref<Skin> &skin_b);
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void _remove_duplicate_skins(GLTFState &state);
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Error _parse_cameras(GLTFState &state);
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